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Dragonslayer

TM

Classic Fantasy Role-Playing Game


Greg Gillespie

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Role-playing isn’t story-telling.
If the Dungeon Master is directing it, it’s not a game.

Gary Gygax

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Credits and Acknowledgements
Author and Designer: Greg Gillespie

Layout: Greg Gillespie

Cover Art: Jeff Easley

Cover Design: Greg Gillespie

Editors: Greg Gillespie, Chris Cotgrove, Alex Sinnige, Thaddeus Moore

Interior Art (Ex-TSR): Darlene, Diesel, Eric Hotz, Yann Lieby

Interior Art: Mustafa Bekir, Craig Brasco, Joey Docil, Mick Fernette, Brothers Fraim, Cory Hamel,
Trevor Hammond, Robin Irwin, Kennon James, Carl MacIntyre, Dave Needham, Peter Pagano,
Stuart Robertson, Tom Rogers, Val Semeiks, Phil Stone, DC Stow, Del Teigeler, Stephen Thompson

Cartography: Bradley Antill, Todd Antill, Tom Rogers

Dragonslayer Character Sheet: Tim Bywater

Playtesters: Dan Barnowski, Art Braune, Darren Crouse, Dan Deline,


Rob Dreyer, Tristan Marks, Thaddeus Moore, Alex Sinnige, Derek Tomkin

Special Thanks: Ty Beard

Copyright 2024, Greg Gillespie

Please direct questions or errata to oldschoolpublishing@outlook.com

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Table of Contents
Section 1: Introduction.................................. 5 Section 8: Dungeon Exploration.................... 260
Dragonslayer Character Sheet........................6 Light and Sight..............................................260
Introduction..................................................8 Time.............................................................260
Terminology..................................................9 Random Monsters..........................................260
Character Generation....................................10 Atmosphere and Silence.................................260
Ability Scores................................................10 Resource Allocation.......................................260
Character Races............................................12 Random Dungeon Restock.............................260
Character Classes.........................................18 Hidden Treasure............................................261
Multi-Class Characters...................................39 Doors...........................................................261
Alignment.....................................................40 Bricked Walls and Stone Doors.......................261
Traps and Trap Table.....................................261
Section 2: Equipment.................................... 41 Trap Descriptions...........................................262
Coinage and Conversions..............................41 Swimming.....................................................262
Weapons......................................................41 Climbing.......................................................262
Armor...........................................................42 Rest..............................................................262
Equipment List...............................................43 Examples of Play...........................................263
Equipment Descriptions..................................44
Land and Water Transportation.......................45 Section 9: Retainers...................................... 265
Retainer Types...............................................265
Section 3: Spells........................................... 46 NPC Spell-Casting Costs................................265
Spell Lists......................................................46
Reading Spell Descriptions.............................52 Section 10: Adventure Design....................... 266
Spell Descriptions..........................................53 Introduction..................................................266
The Hamlet...................................................266
Section 4: Monsters...................................... 118 Basic Dungeon Design Process ......................266
Reading Monster Descriptions.........................118
Monsters......................................................118 Section 11: Random Dungeon Generator....... 268
Random Dungeon Generator.........................268
Section 5: Treasure....................................... 202 Random Dungeon Generator Worksheet.........274
Treasure Type Table.......................................202 Example: The Black Maze...............................276
How to Roll for Treasure.................................203 Dungeon Wander Monsters (HD: 1-5).............278
Gems and Jewelry.........................................203 Dungeon Wander Monsters (HD: 6-12)...........279

Section 6: Magic Items................................. 204 Section 12: Wilderness Survival.................... 280


Magic Item Tables.........................................204 Wilderness Hex Maps....................................280
Potions.........................................................211 Random Hex Encounters................................281
Scrolls..........................................................213 Lost in the Wilderness....................................281
Rings............................................................214 Wilderness Wandering Monsters (HD: 1-5)......282
Runestones...................................................216 Wilderness Wandering Monsters (HD: 6-12).....283
Rods.............................................................219
Staves...........................................................220 Section 13: Experience Points........................ 284
Wands..........................................................221 How to Award Experience Points.....................284
Miscellaneous Magic Items.............................224 Funeral Pyres................................................284
Magic Swords...............................................248 Monster Experience Point Table.......................284
Magic Weapons............................................249
Magic Armor.................................................251 Section 14: Dragonslayer Appendices........... 285
Intelligent Swords...........................................252 Dragonslayer FAQ.........................................286
Magic-User 101............................................288
Section 7: Combat........................................ 254 Sage Advice..................................................289
Surprise........................................................254 Carousing (Optional).....................................290
Combat Round..............................................254 Dragonslayer Time Wheel..............................292
How to Attack...............................................254 1d100 Random Sarcophagus Contents............293
Morale.........................................................255 1d100 Random Dungeon Dressing..................294
Critical Hits and Misses..................................255 1d100 Random Scroll and Book Titles.............295
Bind Wounds................................................255 Dragonslayer Death Certificate.......................296
Damage and Death.......................................255 Epilogue: Shall Ye Enter?................................297
Death and Dying (Optional)...........................255
Abbreviated Combat & Miniature-Lite Rules.....256 Section 15: Legal.......................................... 298
Combat Example...........................................257 Legal............................................................298
Saving Throws (All Classes and Levels).............258 DragonslayerTM RPG Third Party License 1.0.....298
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Dragonslayer
Character Sheet
TM

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In addition, never be a rules lawyer with your Maze
About Dragonslayer Controller. Just because the rules say a goblin has 1-1
hit dice, does not mean the goblin you are fighting in
Introduction your Maze Controller’s game has 1-1 hit dice. Just
because a spell has a certain duration or effect in the
The DragonslayerTM Role-Playing Game is the codification rules, does not mean the Maze Controller’s version of
of my longstanding Old School Renaissance (OSR) the spell is the same. More than likely, they will be the
homegame. My homegame is a reflection of how I same, but remember you are not in your game world,
played in the early 1980s with my schoolmates. Like you are in his or hers.
many of my generation, I used the engine of B/X with
the chrome of First Edition. The result is a game that The League of Ordinary Gentlemen: Player characters
is simplified, but not simple. DragonslayerTM plays fast, are not superheroes born with extraordinary powers.
with just enough detail to provide an immersive gaming Rather they are ordinary people thrust into extraordinary
experience but not bog play down with actuarial circumstances. What does this mean? It means that you
rules. All my megadungeons, Barrowmaze, Archaia, must bring your intellect, ingenuity, guile, and craftiness
HighFell, and Dwarrowdeep were played and designed to each character you play. The secrets do not rest on
using the rules put forth in this book. Having said your character sheet, they rest in your ability to problem-
that, my homegame is both reflective and reflexive. solve unique situations and role-play at the table.
When we encountered other games and editions, we
experimented and responded to alternative ways of Game Balance: Some contemporary role-playing
thinking and task resolution. We discarded many of games note the importance of game balance to ensure
those rules and some, as you will see, we kept. player success. This is lame and a boring sanitation
of the hobby. Instead, if you really want to know how
First and foremost, DragonslayerTM is a game of to play role-playing games properly, read Sun Tzu’s
imagination. In order to play, someone must serve as The Art of War from 2,500 years ago. If you want to
the Maze Controller. The Maze Controller, or Game stay alive, set ambushes, engage in deception, gather
Master, selects an adventure, or creates one using the intelligence, always fight on ground of your choosing,
step-by-step process provided later in the book. The and, if your opponent outclasses you in an engagement
players create individual player characters (PCs) outlined - run away.
in the first chapter. Everyone at the table should have
a pencil, a set of polyhedral dice, a character sheet, Who’s in Control?: Classic fantasy RPGs are
Funions, and Mountain Dew. Once the adventure and occasionally derided for too much control on the part
the PCs are ready, the adventure can begin in town or of the Game Master, or in this case, Maze Controller.
outside a dungeon entrance. Although the Maze Controller does have agency, it is
the players who control much of the game. The key to
Dragonslayer: Six Tenets success is to keep dice out of the hands of the Maze
Controller. If you choose to engage in combat, it is the
Maze Controller’s job (playing the monsters) to kill you.
Ask Exact Questions: DragonslayerTM, like all classic If you do not want to run into random monsters, then
fantasy role-playing games, is about asking good leave before the end of the first turn in the dungeon.
questions. In order to ask good questions, players need If you do not want to be killed, then avoid combat
to understand that the Maze Controller serves as their (which gives you comparatively few experience points
senses in the gameworld. Vision, hearing, touch, smell, in relation to treasure). In classic fantasy role-playing
and taste, can only be determined by asking the right games, players have agency and exert influence on the
questions. Good players constantly ask questions to game.
better interact with (and survive) their environment.
Dice Rolls: The Maze Controller rolls all dice in front of
Rulings over Rules: This book cannot encompass every the players. There are exceptions. For example, the MC
possibility that might arise in a game session. The rules rolls all thief skills, not the player. Thief skills are rolled
provide a set of reasonable guidelines to facilitate secretly and qualitatively described to the player. So,
play. The Maze Controller is the final arbiter of rule a badly failed result might be communicated as “No
application. If players want to try something not covered traps. All clear.” If the roll is close, but still a fail, the MC
in the rules, they should consult the Maze Controller might say, “You try to pick the lock but you just aren’t
prior to taking action. Once the Maze Controller rules, sure if it’s trapped or not.” In addition, all wandering
the discussion is over and the game moves forward. As monster checks are rolled secretly from the players (as
a Maze Controller, do not hesitate to incorporate the well as their hit points). Players only roll when called
feedback of players prior to making a final decision on upon by the Maze Controller.
gameplay.
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Percentile Dice: Percentile Dice, also called Percentage
Terminology Dice, are expressed as 1d100. In this example two
d10s are rolled. The first indicates the “ten” and the
DragonslayerTM uses specific terminology (and their second the “one” to provide a percentage number.
acronyms) common to role-playing games:
Hit Point (HP): Hit Points are an expression of the total
Maze Controller (MC): The Maze Controller, also called amount of damage a PC or a monster can sustain
the Game Master or Referee, runs the game session for before they are slain.
players and arbitrates the game rules.
Hit Dice: A monster’s total number of d8 hit points,
Player: The player is the person who creates a Player unless otherwise noted.
Character used in the game.
Armor Class (AC): Armor Class is a reflection of how
Player Character (PC): The Player Character (or PC) is difficult an opponent is to hit in combat.
the player’s alter-ego in the game world, such as Sonja
the Fighter or Jojen the Magic-User. Experience Point (XP): Experience Points are used to
measure the advancement of PCs. Experience points
Non-Player Character (NPC): NPCs are all the other correspond to PC levels.
characters encountered in an adventure. The Maze
Controller plays the NPCs. Level: A level reflects an experience point threshold to
advance a PC in power and ability.
Party: A party is a group of PCs joined together on an
adventure or quest. Encumbrance: Encumbrance is a measure of how
much a PC can carry prior to being overburdened.
Adventure: An adventure consists of one or more game
sessions in a specific location. Ability Score: There are six Ability Scores that reflect each
Player Character. They include Strength, Intelligence,
Campaign: A campaign is an adventure, or series of Wisdom, Dexterity, Constitution, and Charisma.
connected adventures, over an extended period of time.
Ability Check: An Ability Check is a d20 die roll against
Monster: A monster is any creature encountered in the a specific Ability Score. The roll must be under or meet
game. The Maze Controller plays all monsters. the Ability Score number to be successful.

Dice and Notation: Role-playing games use polyhedral Saving Throw: A saving throw is a d20 dice roll to
dice to determine random results. They include: avoid a serious, or potentially serious, effect. The roll
must meet or exceed the save number to be successful.
Die Definition
Race: Race refers to player character species such as
d4 A four-sided die human or demi-human.
d6 A six-sided die
Demi-Human: Demi-humans include all non-humans
d8 An eight-sided die characters such as Cyclopsmen, Dwarves, Elves,
d10 A ten-sided die Gnomes, Halflings, Half-Elves, and Half-Orcs.
d12 A twelve-sided die
Class: Class refers to a pre-defined player character
d20 A twenty-sided die archetype. The abilities, strengths, and weaknesses of
d100 Percentile dice each class varies.

In some instances, players are required to roll Morale: Morale is a measure of resilience, confidence,
multiple dice. Multiple dice are expressed as 2d6 or and fighting spirit. Those with low morale tend to flee
3d8 (meaning roll a d6 twice or a d8 three times, and those with high morale stand and fight.
respectively).
Hirelings: Hirelings are low skilled torch-bearers,
Modifiers may include 2d6+4 or 3d8+2. In these porters, and guides. Men-at-arms are Level 0 fighters.
examples, a d6 is rolled twice and 4 is added to the Henchmen are classed mercenaries for hire. Henchmen
result, or, in the latter example, a d8 is rolled three receive an equal share of PC treasure.
times and 2 is added.

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Character Generation Ability Scores
The first rule of DragonslayerTM Player Character Player Characters (PCs) possess six attributes. These
Creation is simple: All characters die eventually. Players include Strength, Intelligence, Wisdom, Dexterity,
need to play their characters with guile to ensure survival Constitution, and Charisma. Unless otherwise noted
at first level. Remember, the Maze Controller never kills no Ability Score may be lower than 3 or higher than 18
player characters, players kill their characters through (regardless of racial bonuses or penalties).
reckless play or fate (the dice).

1. Begin the process with a new Character Sheet. Strength


2. Read through the Ability Scores, Races, and Classes Strength (Str) measures a player character’s physical and
to get a feel for each and their prerequisites. muscular prowess. The score is particularly important
to fighters and their subtypes. A high strength increases
3. Roll 3d6 seven times for your Ability Scores, record the ability to hit and score damage in battle with hand-
the results on scrap paper, and drop the lowest number. held weapons, as well as opening stuck doors.

4. Arrange your six Ability Scores to suit your desired race Strength
and class. Races consist of two groups: humans and
Melee Attack/Damage
demi-humans (Cyclopsmen, Dwarves, Elves, Gnomes Score
and Force Door Modifier*
Halflings, Half-Elves, and Half-Orcs). Demi-human
races receive adjustments (bonuses and/or penalties) 3 -3
to their Ability Scores. Classes consist of Clerics (and 4-5 -2
the Druid and Monk subtypes), Fighters, (including the
Barbarian, Paladin, and Ranger subtypes), Magic-Users 6-8 -1
(and the Illusionist subtype), and the Thief (and Assassin 9-12 0
subtype). Note your Ability Scores and modifiers, and 13-15 +1
any special racial or class abilities, on your Character
Sheet. Your rolls may not be high enough to play your 16-17 +2
first choice of race or class. 18 +3

5. Level 1 characters begin play with full hit points *All successful attacks score one hit point of damage
(listed under each class entry) plus/minus his or her (minimum). The modifier applies to all hand-held
Constitution Modifier. Hit points after Level 1 are rolled melee attack and damage rolls.
and the Constitution Modifier applied.

6. Roll your starting gold pieces and select your Intelligence


weapons and equipment or select a Fast Pack. Note
your choices on your character sheet. Weapons and Intelligence (Int) determines the ability to acquire,
armor must correspond to class restrictions. process, and apply knowledge. Magic-users and
illusionists require high intelligence to comprehend,
7. Determine your Armor Class (AC) based on your memorize, and channel magical spells.
armor type and Dexterity Modifier.
Intelligence
8. Record your Saving Throws (see each class entry).
Score Languages Language Ability
9. Under “To Hit Armor Class” your character requires 3 -3 Unable to Read/Write/Speech
a 20 to hit AC: 0, 19 to hit AC: 1, 18 to hit AC: 2, etc. 4-5 -2 Unable to Read/Write
10. Name your character, consider a basic description, 6-8 -1 Read/Write (Partial)
and think of a one or two sentence backstory. 9-12 0 Read/Write
13-15 +1 Read/Write
16-17 +2 Read/Write
18 +3 Read/Write

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Wisdom Score
Constitution
Hit Point Modifier*
Wisdom (Wis) describes metal discipline and the 3 -3
capacity to understand and gather insight into the
nature of existence. Clerics, druids, and monks require 4-5 -2
a high wisdom score. 6-8 -1
9-12 0
Wisdom 13-15 +1
Score Magic Saving Throw Modifier* 16-17 +2
3 -3 18 +3
4-5 -2
*All PCs receive one hit point per level (minimum)
6-8 -1 regardless of a negative modifier.
9-12 0
13-15 +1 Charisma
16-17 +2
18 +3 Charisma (CHA) refers to a player character’s physical
beauty, allure, persuasiveness, magnetism, along with
*Applies to all mind-influencing magical effects. leadership ability. Charisma influences the number of
retainers (henchmen and hirelings) a PC may retain
and bolsters their morale. As natural born leaders,
Dexterity paladins require a high charisma score.

Dexterity (Dex) reflects fine motor skill, hand-eye Charisma


coordination, reflexes, and balance. Dexterity allows a
player character to dodge attacks and also improves Score Number of Henchmen Henchmen Morale
missile, or ranged, attack ability. Thieves require high 3 0 4
dexterity to pick pockets and remove traps.
4-5 1 5
6-8 2 6
Dexterity
9-12 3 7
Missile Armor Class
Score 13-15 4 8
Attack/Damage Modifier* Modifier
3 -3 +3 16-17 5 9
4-5 -2 +2 18 6 10
6-8 -1 +1
9-12
13-15
0
+1
0
-1
Ability Prime Requisite
16-17 +2 -2 All classes have a Prime Requisite. A Prime Requisite
is the most important ability score(s) for that character
18 +3 -3 class. For example, wisdom for clerics, strength for
fighters, etc. A high Prime Requisite provides an
*All successful attacks do a minimum of 1 point of experience point bonus (or penalty):
damage. The modifier applies to all missile (also called
ranged) attack and damage rolls.
Score Experience Point Adjustment
Constitution 3-5
6-8
-10%
-5%
Constitution (Con) represents a player character’s 9-12 0
physical health and stamina. This ability score modifier
increases the PCs base hit points. All classes value a 13-15 +5%
high constitution score. 16-18 +10%

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Role-Play: Humans are the baseline for medieval
Character Races fantasy role-playing. Humans, subject to the campaign,
may resemble early Anglo-Saxons, Vikings, Greeks,
Races consist of two groups: Humans and Demi- Spartans, Romans, or Picts. These historical cultures
humans. Demi-humans include Cyclopsmen, Dwarves, can provide inspiration for role-playing (language,
Elves, Gnomes Half-Elves, Half-Orcs, and Halflings. dress, religion, fighting style, etc.). Humans receive
The ability scores generated in the previous section must no penalties or modifiers to their abilities and require
meet or exceed the minimum requirements of each race. no minimum ability scores to qualify. Humans are not
Humans have no minimum ability score requirements. subject to demi-human level limits. Humans can always
Demi-humans, on the other hand, require at least one play a cleric, fighter, magic-user, or thief, as they have
ability score minimum to be eligible. Racial bonuses no minimum class ability score requirements.
may not lower Ability Scores below 3 or above 18.
Human Racial Abilities
Human Movement: Humans have a speed of 40 feet per round.
Ability Score Requirements: None Languages: Humans begin play with Common. A
Ability Score Modifiers: None human can speak Dwarf, Elf, Gnome, Halfling, or Suul,
subject to Intelligence Modifier.
Class and Level Limitations: None
Human Starting Age: Cleric (20+1d4), Fighter (16+1d4),
Humans are the most common race in any fantasy Magic-User (19+1d4), Thief (16+1d4). These ages
world. Humans live in remote medieval settlements include all respective class subtypes.
and villages and often share the same physical
characteristics. Humans are adaptable. Their versatility
allows them to select any class and they have no level Human Height and Weight (lbs)
restrictions. Due to their combination of lifespan and Height Modifier Weight Modifier
birthrate, their population sizes normally exceed other
races. Humans live for approximately 60 years, but are Male 5’8” 1d6 175 4d10
subject to disease, malnutrition, and pestilence. Female 5’5” 1d6 130 3d10

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Alcohol: Cyclopsmen are unable to consume alcohol.
Cyclopsman For them, alcohol has the same effect as lethal poison
(Save or Die). They can consume clotted cream, which
Ability Score has the same intoxicating effect as alcohol.
Strength 13, Constitution 14
Requirements:
Depth Perception: Cyclopsmen possess poor depth
Ability Score Intelligence -1, Wisdom -1, perception and are -2 on all ranged attacks.
Modifiers: Constitution +1, Charisma -1
Class and Level Resilient: Cyclopsmen are resilient to harsh
Fighter 10, Paladin 8
Limitations: environments (+1 on saves versus heat and cold).

Cyclopsmen are rare. They look like large humans Immunity: Cyclopsmen are immune to poison gas.
(between 6’3” to 6’8” feet tall) with a single eye. They
are striking to behold. Their hair colour varies from Languages: Cyclopsmen begin play knowing Suul, the
light brown to black and their eye colour from pale name of their own language. A cyclopsman character
blue to green. Cyclopsmen, sages believe, were bred may speak Common, Dwarf, Elf, Gnome, or Halfling,
as slave labor at some point in the distant past. As a subject to Intelligence Modifier.
result, they are hardy and strong, and rarely speak. Due
to these attributes, cyclopsmen make excellent warriors. Cyclopsman Starting Age: Fighter or Paladin (12+1d4).
Cyclopsmen possess unique digestive systems. They are
unable to draw nutrients from cooked meat or other Cyclopsman Height and Weight (lbs)
foods and, as such, are raw carnivores. Cyclopsmen
live for 50 years. Height Modifier Weight Modifier
Male 6’2” 1d6 225 3d10
Role-Play: Cyclopsmen are a dour, staid, and dogmatic
race. They are the first to act and the last to speak. Female 6’1” 1d4 200 2d10
They value loyalty and think little of braggarts. For these
reasons, they prefer the company of dwarves, whom
they admire for their physical strength and loyalty. They
Dwarf
have empathy for halfings, as cyclopsmen endure
prejudice for their height in the same manner halflings Ability Score
Strength 8, Constitution 12
are mistreated for their short stature. Cyclopsmen have Requirements:
no corollary in their own language for metaphorical Ability Score
communication. This presents difficulty understanding Constitution +1, Charisma -1
Modifiers:
the hyperbolical everyday language of humans and
demi-humans. As a result, cyclopsmen interpret Class and Level Assassin 5, Cleric 9,
common vernacular and slang literally, leading to Limitations: Fighter 9, Thief 12
difficulty in basic communication. Given their size, and
their communication issues, they are often stereotyped Dwarves are a short (4 to 5 feet tall), stocky, demi-
as simple-minded. Cyclopsmen are disparaged by human race. All dwarves have beards, both men and
some races, particularly humans, who refer to them as women. They are a strong, proud, and resilient people.
“Slags.” As a result, they make excellent warriors. Dwarves can
be found in human cities and settlements, but they prefer
Cyclopsman Racial Abilities their own communities in mountains and hillsides. They
are excellent miners and craftsmen. Dwarves live 400
Movement: Cyclopsmen move 40 feet per round. years and hold grudges. They have the second lowest
reproductive rate of all demi-humans.
Darkvision: Cyclopsmen are accustomed to labor
underground. As a result, they can see in total darkness Role-Playing: Dwarves are xenophobic and are slow to
up to 40 feet. trust those outside their race, especially elves. They take
great pride in their ancestral lineage and often carry the
Detect Secret Doors: When actively searching they may name of their sire or grandsire alongside their own. A
detect hidden or secret doors on a roll of 1-2 on 1d6. dwarf might introduce himself as, “Duric Hammerhand,
Son of Dulnak, Blood of Dulgar the “Blood Axe.”
Superstitious: Cyclopsmen are highly suspicious of Although slow to trust, they are loyal and possess a
arcane magic. Despite their deep distrust of wizards, strong sense of community. They love feasting, drinking,
they gravitate toward spirituality and organized religion. and the hammer-chants of their ancestors.

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Dwarf Racial Abilities Elf
Movement: Dwarves have a speed of 20 feet per round.
Ability Score Intelligence 8, Dexterity 7,
Darkvision: Dwarves are accustomed to life underground. Requirements: Charisma 8
They can see 60 feet in total darkness. Ability Score
Dexterity +1, Constitution -1
Modifiers:
Stone Sense: Dwarves feel the earth beneath their
feet. Dwarves have a 1-2 in d6 chance of detecting: Class and Level Assassin 7, Cleric 7, Fighter 7,
Stonework Traps, False Walls, New Construction, Limitations: Magic-User 12, Thief 10
Unstable Stonework, Toxic Gas, Stonework Secret
Doors, and Sloped Passages while underground. Elves are lithe, sylvan demi-humans with subtly pointed
Dwarves must concentrate and be within 10 feet to use ears. Elves are extremely fair in complexion, eye, and
their Stone Sense (as applicable). hair color. They have sharp facial features. Elves are
slightly shorter than humans, between 5 to 6 feet tall.
Gem Appraisal: Dwarves may appraise gemstones for Although elves may be found in human cities and
gold piece value held in-hand (1-2 on d6). Roll failure settlements, they prefer their own secluded woodland
results in a mis-evaluation (+/- 50% of true value). communities away from civilization. Elves exist in
harmony with the forest and live for 1,000 years. Due
Saving Throw Bonuses: Dwarves are sturdy and to their long lifespans, elves are highly skilled warriors
resilient. They receive the following bonuses: Breath and craftsmen. They have the lowest reproductive rate
+2, Death +4, Stone +4, Wand +3, Spell +4. of all demi-humans.

Racial Enmity: Dwarves receive +1 to hit versus orcs, Role-Playing: Elven personalities reflect their
goblins, hobgoblins, norkers, and bugbears. exceptionally long lifespans. Years are mere moments
to the elven race. As a result, they take a broad view
Weapon Restrictions: Dwarves may not use the halberd, of time and they are not easily incited to hasty words
longbow, bastard sword, or the two-handed sword. or actions. To most races, elves seem distant, aloof,
and staid. Unlike humans, elves are more amused than
Armor Class Size Adjustment: When attacked by enthusiastic and more curious than passionate.
larger than medium-sized creatures (7 feet or taller),
dwarves receive a +4 armor class bonus. Elf Racial Abilities
Thief Skill Bonuses: Dwarven thieves receive bonuses to Movement: Elves have a speed of 40 feet per round.
Pick Pockets +7%, Find Traps +10%, Climb Walls -10%
Darkvision: Elves are accustomed to life under the
Languages: Dwarves begin play knowing the Dwarven stars and can see 60 feet in total darkness.
language. A dwarven character may select Common,
Gnome, Goblin, Halfling, or Orc, subject to Intelligence Detect Secret Doors: When elves pass near a secret
Modifier. door they receive a passive 1 on d6 chance to
automatically detect due to their keen eyesight. When
Dwarf Starting Age: Assassin or Thief (45+3d6), actively searching, elves may detect hidden and secret
Fighter (50+3d6), Cleric (60+3d6). doors on a roll of 1-2 on 1d6.

Racial Weapon: +1 to hit with the longbow.


Dwarf Height and Weight (lbs)
Height Modifier Weight Modifier Weapon Restrictions: Elves are too lithe to employ
Male 4’0” 1d6 150 3d6 two-handed melee weapons.
Female 3’10” 1d6 120 3d6 Paralysis: Elves are immune to ghoul paralysis.

Sleep/Charm Immunity: Elves are 90% immune to


Sleep and Charm spells.

Thief Skill Bonuses: Elven thieves receive bonuses to


Pick Pockets +5%, Open Locks -5%, Move Silently
+7%, Hide in Shadows +10%, Hear Noise +1 on d6.
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Languages: Elves begin play knowing Elven and Racial Enmity: Gnomes receive an attack bonus of +1
Common. They may select Ancient Common, Dwarf, against kobolds.
Gnome, Halfling, Orc, Goblin, Gnoll, as additional
languages if their Intelligence modifier permits. Underground Sense: Gnomes have a 1-2 in d6
chance of detecting hazardous structures (above or
Elf Starting Age: Cleric (180+4d8), Fighter (125+4d8), below ground), their depth or direction underground,
Magic-User (150+4d8), Thief or Assassin (125+3d8). and can detect sloped passages.

Gem Appraisal: Gnomes may appraise gemstones for


Elf Height and Weight (lbs)
gold piece value held in-hand (1 on d6). Roll failure
Height Modifier Weight Modifier results in a mis-evaluation (+/- 50% of true value).
Male 5’3” 1d6 100 3d6
Saving Throws: Gnomes receive the following bonuses:
Female 4’9” 1d6 80 2d6 Breath +2, Death +4, Stone +4, Wand +1, Spell +2.

Illusionists: The duration of all illusionist spells cast by


Gnome gnomes is increased by 3 rounds. Gnome illusionists
may use the light crossbow.
Ability Score
Intelligence 7, Constitution 8 Armor Class Size Adjustment: When attacked by
Requirements:
larger than medium-sized creatures (7 feet or taller),
Ability Score gnomes receive a +4 armor class bonus.
Charisma -1, Constitution +1
Modifiers:
Class and Level Assassin 5, Cleric 7, Fighter 6, Thief Skill Bonuses: Gnome thieves receive Open
Limitations: Illusionist 12, Thief 12 Locks +5%, Find Traps +7%, Move Silently +5%,
Climb Walls -15%, Hide in Shadows +5%.
Gnomes are short (3 to 3.5 feet tall), stocky demi-
humans. They are not as thickset as dwarves, but are Languages: Gnomes begin play with the Gnomish.
sturdier than halflings. They have large heads and They may select Common, Dwarf, Elf, Halfling, Goblin,
noses. Gnomes do not grow beards, but males are or Kobold, if their intelligence modifier allows.
known to grow prodigious mustaches. Gnomes live in
human settlements, but prefer to dwell in subterranean Gnome Starting Age: Cleric (50+3d8), Fighter (40+3d8),
complexes among their own people. Gnomes live for Illusionist (55+3d8), Thief or Assassin (35+2d8).
300 years and, like dwarves, have a low birthrate.
Gnome Height and Weight (lbs)
Role-Playing: Gnomes are, at once, both similar to,
and different from, dwarves and halflings. Like dwarves Height Modifier Weight Modifier
they possess an affinity for earth and stone and are Male 3’0” 1d4 40 3d4
capable craftsmen. However, unlike dwarves steeped
in ancestral tradition, gnomes live for the moment - Female 2’9” 1d4 30 2d4
with an eye toward the future. They are known for their
ingenuity and inventiveness. Gnomes are outstanding
alchemists and possess a unique aptitude for illusionary
magic. In a world dominated by giant-like humans,
gnomes view halfings as kindred spirits and have their
zest for life and insatiable curiosity.

Gnome Racial Abilities


Movement: Gnomes have a speed of 20 feet per round.

Darkvision: Gnomes can see 60 feet in total darkness.

Weapon Restrictions: Gnomes may not use two-


handed melee weapons, longbow, or heavy crossbow.

15
Thrown Weapons and Restrictions: Halfings are +1 to
Halfling hit with slings and daggers. Halflings may not use two-
handed melee weapons, longbow, or heavy crossbow.
Ability Score
Dexterity 9, Constitution 9 Hiding: Halfings may hide outdoors if motionless and
Requirements:
silent (1-5) or in shadows underground (1-2 on d6).
Ability Score
Strength -1, Dexterity +1
Modifiers: Armor Class Size Adjustment: When attacked by
Class and Level larger than medium-sized monsters (7 feet or taller),
Cleric 4, Fighter 6, Thief 14
Limitations: halfings receive a +4 armor class bonus.

Halflings are short (3 to 3.5 feet tall) demi-humans. The Thief Skill Bonuses: Halfling thieves receive the
term halfling refers to being half the size of a human. following bonuses Pick Pockets +5%, Open Locks
Halflings have round cherubic faces with curly brown +5%, Find Traps +5%, Move Silently +10%, Climb
hair, and slightly pointed ears. Halfling feet are large Walls -15%, Hide in Shadows +10%
for their short stature and topped with thick hair. They
tend to be chubby in appearance and yet are agile and Languages: Halflings begin play knowing Halfling and
nimble-footed. Male halfings are incapable of growing Common. The may speak Dwarf, Elf, Gnome, Orc, or
beards, but may grow sideburns or mutton-chops in later Suul, subject to Intelligence Modifier.
age. They tend to wear drab colours such as browns,
muted blues, and greens, that reflect their agrarian Halfling Starting Age: Fighter (18+1d8), Thief (20+1d8).
and pastoral way of life. Their short, stubby hands
are remarkably dexterous, and they make outstanding Halfling Height and Weight (lbs)
thieves. Halfings are quick-witted and adept at solving
riddles and puzzles. They see gnomes as kindred spirits. Height Modifier Weight Modifier
At a casual glance, humans often mistake halfings for Male 3’0” 1d6 40 3d4
children. They live for 80 years.
Female 2’9” 1d4 30 2d4
Role-Play: Halfings have adapted to a world ruled by
humans twice their size. They face prejudice due to their
height, but approach the world with a joyful nature,
Half-Elf
unending patience, and an agreeable disposition, that
endears them to all races. Halfings are notoriously Ability Score
Dexterity 6, Constitution 6
curious and possess a child-like naivety and enthusiasm Requirements:
for life. They celebrate life’s simple pleasures, like ale, Ability Score
food, and pipe-weed. Their social nature allows them None
Modifiers:
to fit into any party of adventurers. Halflings have an
affinity for sparkling gemstones and treasures, and as Assassin 11, Cleric 5, Druid 8,
Class and Level
a result, many are innocent kleptomaniacs. Humans Fighter 10, Magic-User 10,
Limitations:
use the derogatory term “Peck” to refer to halfings - in Ranger 8, Thief 12
reference to the unit of measure. In response, halfings
refer to any humanoid taller than themselves as “Bigs.” Half-elves come from the union of humans and elves.
They are not as tall or muscular as humans, nor are
they as lithe and agile as elves. They possess the
Halfling Racial Abilities pointed ears of their elven ancestry, with paler skin
than humans. Some half-elven men may grow beards.
Movement: Halflings move 20 feet per round. Half-elves are more commonly found among humans
than elves, as humans are somewhat more accepting
Darkvision: Halfings can see in total darkness up to of their mixed heritage. Half-elves live for 200 years.
30 feet.
Role-Play: Half-elves feel like outsiders. They exist
Gem Appraisal: Halflings may appraise gemstones between human and elven cultures and do not feel at
held in-hand (1 on d6). Roll failure results in a mis-
home in either. They have the curiosity and ambition
evaluation (+/- 50% of true value). of their human ancestors, alongside a fascination with
magic and nature from their elven lineage. As outsiders
Saving Throw Bonuses: Pecks receive the following they possess a natural wanderlust and are often drawn
bonuses: Breath +2, Death +4, Stone +4, Wand +3, to a life of adventure. Half-elves dress specific to the
Spell +4. culture in which they were raised.
16
Half-Elf Racial Abilities Half-Orc
Movement: Half-Elves have a speed of 40 feet per
round. Ability Score
Constitution 13
Requirements:
Darkvision: Half-elves possess partial nighttime vision Ability Score Strength +1, Constitution +1,
from their elven ancestors. They can see 30 feet in total Modifiers: Charisma -2
darkness.
Class and Level Assassin 15, Cleric 4,
Detect Secret Doors: When actively searching, half- Limitations: Fighter 12, Thief 12
elves may detect hidden and secret doors on a roll of 1
on d6 due to their elven heritage. Half-orcs are born from the union of orcs and humans.
Half-orcs are as tall as humans, but with more
Paralysis: Half-elves, from their elven lineage, are 50% muscular builds. They are particularly broad through
immune to ghoul paralysis. the shoulders. Half-orcs have sloping foreheads, broad
jaws, and some may have oversized canines. They have
Languages: Half-elves begin play knowing both coarse black hair and gray skin-tones. Half-orcs live
Common and Elvish. They may also speak Dwarf, shorter lifespans than humans (50 years).
Gnome, Goblin, Hobgoblin, Orc, or Suul, subject to
Intelligence Modifier. Role-Play: Like half-elves, half-orcs exist between
cultures. They are ill-tempered, yet they also possess
Thief Skill Bonuses: Half-elven thieves receive bonuses the adaptability of their human ancestry. Half-orcs are
to Pick Pockets +10% and Hide in Shadows +5%. accustomed to thriving under difficult circumstances.
They tend to be brooding and soft-spoken until
Half-Elf Starting Age: Cleric (50+1d10), Fighter or angered. Half-orc player-characters are drawn from
Ranger (35+1d6), Magic-user (40+1d10), Assassin the small percentage that pass as human in society.
or Thief (33+1d6). Half-orcs tend to dress and speak the language of the
culture in which they were raised.

Half-Elf Height and Weight (lbs) Half-Orc Racial Abilities


Height Modifier Weight Modifier
Male 5’7” 1d6 135 3d6 Movement: Half-orcs move 40 feet per round.
Female 5’3” 1d6 110 2d6 Darkvision: Half-orcs can see in darkness to 60 feet.

Tracking: Half-orcs can track in the wilderness (60%


+2% for each individual after the first). They suffer
penalties of -25% for every hour of rain and -10% for
every day since the tracks were made.

Thief Skill Bonuses: Half-orc thieves receive bonuses


Pick Pockets -5%, Open Locks +5%, Find Traps +5%,
Climb Walls +5%.

Languages: Half-orcs begin play with Common and


Orc. They may also know Dwarf, Elf, Gnome, or
Halfling, subject to Intelligence Modifier.

Half-Orc Starting Age: Cleric (16+1d4), Fighter


(15+1d4), Assassin or Thief (15+1d4)

Half-Orc Height and Weight (lbs)


Height Modifier Weight Modifier
Male 5’8” 1d6 175 3d10
Female 5’5” 1d6 130 2d10

17
Experience Level Level & Attack
Points Title HP (d8) Bonus
0 Acolyte 1 0
1,600 Devotee 2 0
3,100 Holy Man 3 0
6,100 Zealot 4 +1
13,100 Priest 5 +2
27,600 Crusader 6 +2
55,100 Templar 7 +3
110,100 Ecclesiarch 8 +3
225,100 Bishop 9 +3
450,100 High Priest 10* +4

*A cleric requires 225,100 experience points for each


additional level beyond the 10th and gain 2 hit points
per level plus Constitution Modifier (if applicable).

Weapons and Armor: Clerics may use blunt-weapons


only, such as maces, clubs, flails, quarterstaffs, war
hammers, slings, etc., and all forms of armor and
shield.

Ability Requirement: None Divine Spells: Clerics are capable of divine magic and
Race & Level Limit: Human U, Dwarf 9, Elf 7, may cast a number of spells per day by level. They draw
Gnome 7, Halfling 4, Half-Elf 5, Half-Orc 4 their spells from prayer each morning.
Prime Requisite: Wisdom
Hit Dice: d8 Unlike magic-users and illusionists, clerics may select
Starting Gold Pieces: 30-180 (3d6x10) any spell from their spell list by level. Clerics are known
for their healing magic, but can cast other types of
A cleric is a holy warrior and divine spell-caster. Clerics spells. Clerics are obligated to follow the tenets of their
serve deities based on alignment and are part of a deity when spell-casting.
religious order. They receive their spells through prayer
and worship. Clerics who deviate from the doctrine of Spell Memorization Limit: Clerics may not memorize
their faith must atone for their transgressions (subject the same spell more than once per day without the aid
to the discretion of the Maze Controller). These of a magical item.
ecclesiastics hold special power over undead monsters.
Bonus Spells: Clerics with Wisdom 15 or higher receive
Role: Clerics are healers, spell-casters, and second- one bonus first level spell, and when achieved, one
line warriors. additional second level spell, per day.

Alignment and Deity: Clerics can select any alignment, Divine Channeling: A cleric may channel (cast) any first
but must select the same alignment as their deity. level spell for Cure Light Wounds.

Languages: Clerics begin play knowing Ancient Tithe: A cleric must tithe 10% of all treasure to a temple
Common (akin to Latin and the language of divine or religious order.
spell-casting).

18
Spell Scrolls: Clerics may write their own spell scrolls Ye Olde Cleric Fast Pack
at a cost of 250gp per spell level. The inscription time
is one week per spell level. Scrolls written by player Pack 1: Ringmail and Shield (AC: 6), War Hammer
characters hold a maximum of three spell levels. Only (1d6), Club (1d6), Sling with 20 Stones (1d4),
spells the cleric can currently cast may be scribed. Backpack, Small Sacks (4), Holy Water, Holy Symbol,
Dwarven clerics may carve spellstones that function in Chalk, Waterskin, Torches (8), Flint and Tinder, Rations
the same manner as above (see Spells). (7), Quill, Parchment, and Ink (92gp).
Turn Undead: By calling upon the power of their deity, a Pack 2: Chainmail (AC: 5), Heavy Mace (1d8), Sling
good-aligned cleric may turn (meaning repel) undead and 20 Stones (1d4), Backpack, Large Sacks (2), Holy
creatures. The total number turned is 2d4 hit dice +1 hit Symbol, Crowbar, Waterskin, Torches (8), Flint and
die per level of the cleric. Clerics may turn a maximum Tinder, Rations (7), 10’ Pole (97gp).
of three times per day. Each additional turn after the
first increases the difficulty by one. Rebuked undead Pack 3: Studded Leather and Shield (AC: 6), Flail (1d6),
flee the cleric at their fastest movement rate for 1d3 Backpack, Large Sacks (4), Holy Water, Holy Symbol,
turns plus 1 turn per level. Evil clerics may command Lantern, Flask of Oil (4), Waterskin, Rations (7) (70gp).
undead for the same amount of time. Neutral clerics
may turn or command undead.
Cleric Cleric Spell Progression
When attempting a turn, the cleric rolls 1d20 and Level 1 2 3 4 5 6 7
consults the Turning Undead Table. A roll equal or
greater than the number listed indicates a successful 1 1 - - - - - -
turn. Note the Maze Controller may adjust this number 2 2 - - - - - -
up or down by one subject to an authoritative and 3 2 1 - - - - -
convincing role-play turn attempt. Clerics must prepare
a unique invocation, such as “By the power of St. Ygg, 4 3 2 - - - - -
I banish you unholy abominations!” Mid-level clerics 5 3 3 1 - - - -
automatically turn (noted as T for Turn on the table
6 3 3 2 - - - -
below) and high-level clerics may outright obliterate
undead (D for Destroy). A cleric may only turn undead 7 3 3 2 1 - - -
equal to, or lower than, their level. 8 3 3 3 2 - - -
9 4 4 3 2 1 - -
Turning Undead Table (1d20)
10 4 4 3 3 2 - -
Cleric Level 11 5 4 4 3 2 1 -
HD 1 2 3 4 5 6 7 8 9 Sp* 12 6 5 5 3 2 2 -
1 11 8 5 T T D D D D D 13 6 6 6 4 2 2 -
2 14 11 8 T T D D D D D 14 6 6 6 5 3 2 -
3 17 14 11 5 T T D D D D 15 7 7 7 5 4 2 -
4 19 17 14 8 5 T T D D D 16 7 7 7 6 5 3 1
5 20 19 17 11 8 5 T T D D 17 8 8 8 6 5 3 1
6 - 20 19 14 11 8 5 T T D 18 8 8 8 7 6 4 1
7 - - 20 17 14 11 8 5 T T 19 9 9 9 7 6 4 2
8 - - - 20 17 14 11 8 5 T 20 9 9 9 8 7 5 2
9 - - - - 20 17 14 11 8 5
Sp* - - - - - 20 17 14 11 8 Level 1 Cleric Saving Throws
Breath Death Stone Wand Spell
*Special Undead are those of 10 Hit Dice or above.
This category also includes demons and devils. 16 10 13 14 15

19
Experience Level Level & Attack
Points Title HP (d8) Bonus
0 Soothsayer 1 0
2,100 Ovate of Spring 2 0
4,100 Ovate of Summer 3 0
7,600 Ovate of Autumn 4 +1
12,600 Ovate of Winter 5 +2
20,100 Ovate of Nature 6 +2
35,100 Voice of Nature 7 +3
60,100 Hand of Nature 8 +3
90,100 Wrath of Nature 9 +3
125,100 Arch Druid 10 +4

*A druid requires 150,100 experience points for each


additional level beyond the 10th and gain 2 hit points
per level plus Constitution Modifier (if applicable).

Weapons and Armor: May use all blunt weapons,


shortsword, hand axe, and seax knife. Druids may not
wear metal armor or shields but may use leather armor
and wooden shields.

Ability Requirement: Wis 12, Cha 15 Save Bonus: Druids receive a +2 bonus on saves
Race & Level Limit: : Human U, Half-Elf 8 versus fire and electrical-based attacks.
Prime Requisite: Wisdom and Charisma
Hit Dice: d8 Bonus Spell: Druids with Wisdom 15 or greater receive
Starting Gold Pieces: 30-180 (3d6x10) one bonus first level spell, and when achieved, one
additional second level spell, per day.
Druids are guardians and protectors of the forests. They
are deeply attuned to nature and the cycle of life. Druids Spell Memorization Limit: Like clerics, druids may
pray to, and draw their knowledge and mystic power not memorize the same spell more than once per day
from, deities that embody the sun, moon, stars, and the without use of a magical item.
elements. They are shape-shifters and can commune
with plants and animals. Druids are skilled astrologers Magic Items and Spellstones: Druids may use magic
and mark the movement of celestial bodies. items available to clerics, unless otherwise noted. They
may use clerical scrolls (only spells they can cast).
Role: Druids are spell-casters and second-line fighters Druids may also carve spellstones or scribe spell scrolls.
and healers.
Sylvan Languages: At Level 3, and each level thereafter,
Alignment and Deity: Druids must be neutral in a druid may learn one additional sylvan language of
alignment. They believe in maintaining the natural his or her choice (Pixie, Brownie, Centaur, etc.).
balance between life and death, light and dark, good
and evil. Druids must select a patron deity of nature. Pass without Trace: At Level 4, druids may move
through thick brush as per Pass without Trace at-will.
Languages: Druids begin play with Ancient Common
and Celtoi (the secret language of the druids). Plants and Animals: At Level 5, druids may identify
plants and animals at-will.

20
Sacred Stones: A druid within 30 feet of a standing Ye Olde Druid Fast Pack
stone or within a stone circle increases the duration of
their spells by three rounds. Pack 1: Leather and Wooden Shield (AC: 7), Club
(1d6), Shortsword (1d6), Sling with 20 Stones (1d4),
Animal Shape: At Level 7, druids may take Animal Backpack, Small Sacks (4), Holy Symbol, Chalk,
Shape. The druid may choose any animal shape Waterskin, Torches (8), Flint & Tinder, Rations (7), Quill,
(as small as a rat and not larger than a bear) for an Parchment, and Ink (46gp).
unlimited duration three times per day. The druid must
have previously seen the animal type first-hand. While Pack 2: Leather (AC: 8), Great Club (1d8), Seax Knife
in Animal Shape, the druid retains all his or her mental (1d4+1), Sling and 20 Stones (1d4), Backpack, Large
abilities and memories, and cannot cast spells. The Sacks (2), Holy Symbol, Mistletoe, Crowbar, Waterskin,
druid gains all physical properties of the animal. Upon Torches (8), Flint & Tinder, Rations (7), 10’ Pole (35gp).
changing forms, Animal Shape heals 1d6+5 damage.
Pack 3: Leather and Wooden Shield (AC: 7), Hand
Druid Grove: At Level 9, a druid will be called to a Axe (1d6), Seax Knife (1d4+1), two Daggers (1d4),
remote nexus of balance in the wilderness, and may Backpack, Holy Symbol, Lantern, Flask of Oil (4),
cultivate a Druid Grove (based around, for example, an Waterskin, Rations (7), Chalk, Wolfsbane (49gp).
oak tree or natural spring) or construct a Stone Circle.
The grove or circle will attract 1d4+2 apprentice druids
(either first or second level).

Druid Druid Spell Progression


Level 1 2 3 4 5 6 7
1 2 - - - - - -
2 2 1 - - - - -
3 3 2 1 - - - -
4 4 2 2 - - - -
5 4 3 2 - - - -
6 4 3 2 1 - - -
7 4 4 3 1 - - -
8 4 4 3 2 - - -
9 5 4 3 2 1 - -
10 5 4 3 3 2 - -
11 5 5 3 3 2 1 -
12 5 5 4 4 3 2 1
13 6 5 5 5 4 3 2
14 6 6 6 6 5 4 3
15 7 7 7 6 6 4 3
16 7 7 7 7 6 5 4
17 8 8 8 8 6 5 4
18 8 8 8 8 7 6 4
19 9 9 9 9 7 6 5
20 9 9 9 9 8 7 5

Level 1 Druid Saving Throws


Breath Death Stone Wand Spell
16 10 13 14 15

21
Experience Level Level & Attack
Points Title HP (d8) Bonus
0 Postulant 1 0
2,350 Mendicant 2 0
4,850 Brother 3 0
10,100 Pilgrim 4 +1
22,600 Friar 5 +2
47,600 Monastic 6 +2
98,100 Cenobite 7 +3
200,100 Ascetic 8 +3
350,100 Prelate 9 +3
500,100 Abbot 10 +4

*A monk requires 250,100 experience points for each


additional level beyond the 10th and gain 2 hit points
per level plus Constitution Modifier (if applicable).

Languages: A monk begins play with Common and


Ancient Common as bonus languages.

Weapons and Armor: A monk may use blunt weapons


only. Monks may not use armor or shields.
Ability Requirement: Str 12, Int 12, Wis 15, Dex 15
Race & Level Limit: Human U Spare Not the Rod: Monks are quarterstaff specialists
Prime Requisite: Intelligence and Wisdom with three abilities. First, monks receive +1 to damage
Hit Dice: d8 with the staff every other level (+2 at Level 3, +3 at
Starting Gold Pieces: 5-20 (5d4) Level 5, etc.). Second, a monk may use the staff to
parry or deflect one successful melee or missile attack
A monk is a sub-class of cleric dedicated to a monastic for no damage. This ability is useable once per combat
order. They devote their lives to prayer, manual labor, for every three levels of experience (i.e., two at Level
physical training, scholarship, and spiritual growth. 4, three at Level 7, etc). Third, a monk may trip a
Monks are committed to the preservation of ancient medium-sized or smaller humanoid opponent with the
knowledge and academic study. staff instead of normal weapon damage. A trip attack
(at -1 to hit) must be called prior to the attack roll (no
Monks lead highly-disciplined lives and take vows of Strength Modifier applied). If successful, the target falls
poverty, chastity, and obedience unto death. Monks prone (+4 to hit). The trip ability is useable once per
serve as warriors, administrators, and counsel, subject to combat for every three levels of experience.
the needs of their liege lord and monastic order. Monks
seek to rid themselves of worldly distractions, material Combat Discipline: +1 armor class bonus per level.
and corporeal, in favor of spiritual enlightenment.
Cleric Spells, Scrolls, and Memorization Limit: Monks
Role: Monks are second-line warriors with excellent can cast cleric spells at Level 3 and can scribe spell
maneuverability, learnèd scholars, and spell-casters. scrolls at Level 5. Monks do not receive bonus spells for
high Wisdom. Monks may not memorize the same spell
Alignment and Deity: Monks, like their deities, must be more than once per day.
lawful in alignment. Only lawful deities have monastic
orders. Vow of Poverty: May possess 20gp and 3 magic items.

22
Vow of Silence: If a monk violates their alignment, faith, Spell Progression (Cleric)
deity, or monastic order, they are required to take a Monk
Vow of Silence. The vow lasts for one experience level. Level 1 2 3 4 5 6 7
1 - - - - - - -
Holy Chant: The monk may chant, as their sole action
in a melee round, and provide Protection from Evil/ 2 - - - - - - -
Good in a 30 foot radius. Further, those in the area of 3 1 - - - - - -
effect are immune to Sleep, Charm, Hold, and mind- 4 2 - - - - - -
influencing spells. If the monk attacks or takes damage,
the effect ends. This ability is useable once per day and 5 2 1 - - - - -
does not stack with other forms of Protection from Evil/ 6 3 2 - - - - -
Good. 7 3 3 1 - - - -
Physical Discipline: Monks may dodge Magic Missile 8 3 3 2 - - - -
with a successful Spell save. When saving against all 9 3 3 2 1 - - -
forms of damage, a successful save that normally
10 3 3 3 2 - - -
results in half-damage scores no damage.
11 4 4 3 2 1 - -
Ancient Lore: Due to their education, monks may, 12 4 4 3 3 2 - -
with a successful Wisdom Check, ascertain one piece
of detail about any historical artifact. The information 13 5 4 4 3 2 1 -
gleaned is subject to the Maze Controller. 14 6 5 5 3 2 2 -
15 6 6 6 4 2 2 -
Turn Undead: At Level 3, a monk may turn undead as
a Level 1 Cleric. 16 6 6 6 5 3 2 -
17 7 7 7 5 4 2 -
Scholarship: A Level 4, Monk may Comprehend 18 7 7 7 6 5 3 1
Languages at-will.
19 8 8 8 6 5 3 1
Holy Pilgrimage: At Level 5, a monk must make a 20 8 8 8 7 6 4 1
pilgrimage to a site sacred to their monastic order.

Monk’s Habit: Good-aligned monks wear brown


habits, neutral-aligned monks wear gray, and evil-
aligned monks wear black.

Ye Olde Monk Fast Pack


Pack 1: Monk’s Habit, Quarterstaff (1d6), Mace (1d6),
Sling and 20 Stones (1d4), Backpack, Holy Symbol,
Large Sack (4), Torches (8), Flint & Tinder, Quill,
Parchment, and Ink, Waterskin, Rations (7) (16gp).

Pack 2: Monk’s Habit, Quarterstaff (1d6), Sling and 20


Stones (1d4), Backpack, Holy Symbol, Small Sack (4),
Torches (8), Flint & Tinder, Rope (50 Feet), Waterskin,
Rations (7) (14gp).

Pack 3: Monk’s Habit, Quarterstaff (1d6), War


Hammer (1d6), Sling and 20 Stones (1d4), Backpack,
Holy Symbol, Waterskin, Rations (7) (12gp).

Level 1 Monk Saving Throws


Breath Death Stone Wand Spell
16 10 13 14 15

23
Experience Level Level & Attack
Points Title HP (d10) Bonus
0 Swordsman 1 0
2,100 Freebooter 2 0
4,100 Sellsword 3 +1
8,100 Veteran 4 +2
18,100 Warrior 5 +3
35,100 Myrmidon 6 +4
70,100 Axe Master 7 +5
125,100 Battle Master 8 +6
250,100 Champion 9 +7
500,100 Warlord 10 +8

*A fighter requires 250,100 experience points for each


additional level beyond the 10th and gain 3 hit points
per level plus Constitution Modifier (if applicable).

Cleave: If a fighter kills a target, s/he immediately


receives 1 additional attack per two levels (one at Level
1, two at Level 3, three at Level 5, etc). Cleave applies
to both melee and missile attack forms.

Ability Requirement: None Ye Olde Fighter Fast Pack


Race & Level Limit: : Human U, Cyclopsman 10, Dwarf
9, Elf 7, Gnome 6, Halfling 6, Half-Elf 10, Half-Orc 12 Pack 1: Chainmail (AC: 5), Two-Handed Sword
Prime Requisite: Strength (2d6), War Hammer (1d6), Light Crossbow and 20
Hit Dice: d10 Bolts (1d6), Dagger (1d4), Backpack, Large Sack (2),
Starting Gold Pieces: 50-200 (5d4x10) Lantern, Flask of Oil (2), Flint & Tinder, Iron Spikes (12),
Sledge Hammer, Wineskin, Rations (7) (152gp).
Fighters are skilled warriors and experts in martial
combat. Fighters are versatile and proficient in all Pack 2: Ringmail and Shield (AC: 6), Broadsword
forms of weaponry and armor. They are dependable, (1d6+1), Spear (1d6), Seax Knife (1d4+1), Backpack,
durable, and play a vital role in combat. Fighters can be Large Sack (4), Torches (8), Flint & Tinder, 10 Foot Pole,
themed as Anglo-Saxons, Normans, Vikings, Hoplites, Rope (50 Feet), Grappling Hook, Wineskin, Rations (7)
Spartans, or Roman Centurions, as desired. Fighters (73gp).
can be low-fantasy seedy sellswords out for personal
gain, or high-fantasy heroes like Perseus or Beowulf. Pack 3: Studded Leather and Shield (AC: 6),
Longsword (1d8), Longbow and 20 Arrows (1d6), Seax
Role: Fighters are stalwart front-line warriors. Knife (1d4+1), Backpack, Torches (8), Flint & Tinder,
Caltrops (2), Chalk, Iron Spikes (10), Tack Hammer,
Alignment: Fighters may be of any alignment. Lock and Key, Wineskin, Rations (7) (140gp).
Weapons and Armor: Fighters may use all weapons
and armor subject to race restrictions. Only human, Level 1 Fighter Saving Throws
half-orc, and cyclopsman fighters may use the bastard Breath Death Stone Wand Spell
sword, two-handed sword, or halberd.
16 14 15 16 17

24
25
Experience Level Level & Attack
Points Title HP (d10) Bonus
0 Brawler 1 0
3,100 Pillager 2 0
5,100 Marauder 3 +1
9,150 Reaver 4 +2
19,100 Berserker 5 +3
36,100 Ravager 6 +4
71,100 Axe Master 7 +5
126,100 Battle Master 8 +6
250,100 Battle Lord 9 +7
501,100 Barbarian King 10 +8

*A barbarian requires 255,100 experience points for


each additional level beyond the 10th and gain 3 hit
points per level plus Constitution Modifier (if applicable).

Experience Point Bonus: Barbarians must have a 13 in


both Strength and Constitution to receive a 5% bonus,
or 16 in both to receive a 10% bonus.

Totem Animal: A barbarian must select a totem spirit


Ability Requirement: Str 13, Con 13 animal. Totem spirits are large apex predators and
Race & Level Limit: Human U include, but are not limited to, the wolf, bear, panther,
Prime Requisite: Strength and Constitution lion, or giant lizard.
Hit Dice: d10
Starting Gold Pieces: 20-120 (2d6x10) Berserk Rage: Barbarians may incite a berserk rage
once per day for 1d8 rounds plus 1 round per level.
Barbarians are hardy northern warriors known for While enraged, the barbarian receives melee combat
their ferocity and prowess in battle. Barbarians enter adjustments (+1 to hit and +2 to damage), plus 3
a trance-like berserk rage in melee combat. Their temporary hit points/level, and a -2 armor class penalty.
battle-fury ignores pain and heightens their strength The bonus hit points are always deducted first.
and endurance. Barbarians believe the spirits of
animal predators drive their bloodlust and they wear While berserk, the barbarian always attacks the closest
wolf or bearskin headdresses in battle. When enraged, opponent (this includes chasing a fleeing opponent). All
barbarians froth at the mouth, bite their shields, and attack rolls after the rage are at -1 until the barbarian
howl as their totem animal. They are distrustful of rests for 1d3 hours.
magic-users, illusionists, and eldritch magic items.
A berserk barbarian will continue to fight if wounded
Role: Barbarians are savage front-line warriors. below zero hit points - until the battle is concluded,
the rage ends, or s/he is reduced to -10 hit points. A
Alignment: Barbarians must be of chaotic alignment. barbarian reduced to zero hit points (or below) dies at
the conclusion of the rage.
Weapons and Armor: Barbarians may use any weapon
but are limited to leather, studded leather, chainmail, Taunting: Taunting a barbarian may induce berserk
and shield. rage. A successful Intelligence Check negates.

26
Thief Abilities: A barbarian may Move Silently, Climb
Walls, and Hear Noise, as a thief of the same level.
A barbarian loses the Move Silently and Climb Walls
abilities if clad in anything other than leather armor.

Henchmen: Barbarians never hire henchmen or


hirelings. They prefer to keep the glory of battle for
themselves.

Magic Scorn: Barbarians distrust magic. They openly


scorn magic-users and illusionists, but revere druids
and shamans. Barbarians refuse to use miscellaneous
magic items until Level 3.

What Sorcery is this? A barbarian has a 4% passive


and an 8% active chance per level of seeing through an
illusion or phantasm.

Cry Havoc: For each barbarian in a party beyond the


first, the duration of berserk rage is increased by one
die (two barbarians for 1d10 rounds, three for 1d12,
and four 1d12+2).

Single-Minded: Any act, spell, spell-like ability, or


magic-item that confuses, weakens, or induces fear in a
player character is unlikely (50%) to affect a barbarian.

Coward Sense: A barbarian has an passive 8% chance


per level of detecting a backstab or any melee attack
from behind.

Saving Throw Bonuses: barbarians are sturdy and


resilient warriors. They receive the following bonuses
Breath +2, Death +4, Stone +3, Wand +3, Spell +2.

Ye Olde Barbarian Fast Pack


Pack 1: Leather Armor (AC: 8), Battle Axe (1d8), Spear
(1d6), Seax Knife (1d4+1), Backpack, Bearskin, Large
Sack (4), Torches (8), Flint & Tinder, Oil Flask (2), Iron
Spike (10), Tack Hammer, Wineskin, Rations (7) (33gp).

Pack 2: Studded Leather and Shield (AC: 6), Hand Axe


(1d6), Broadsword (1d6+1), Dagger (1d4), Backpack,
Wolfskin, Torches (8), Flint & Tinder, Rope (50 Feet),
Grappling Hook, Wineskin, Rations (7) (56gp).

Pack 3: Chainmail (AC: 5), Bastard Sword (1d8/1d10),


Dagger (1d4), Backpack, Dire Wolfskin, Small Sack (4),
Torches (8), Flint & Tinder, Manacles, Wineskin, Rations
(7) (112gp).

Level 1 Barbarian Saving Throws


Breath Death Stone Wand Spell
16 14 15 16 17

27
Experience Level Level & Attack
Points Title HP (d10) Bonus
0 Squire 1 0
2,750 Cavalier 2 0
5,600 Knight-Errant 3 +1
12,100 Knight-Vigilant 4 +2
24,100 Knight-Banneret 5 +3
45,100 Knight-Gallant 6 +4
95,100 Knight-Crusader 7 +5
175,100 Knight-Templar 8 +6
350,100 Knight-Protector 9 +7
700,100 Knight of the Rose 10 +8

*A paladin requires 300,100 experience points for each


additional level beyond the 10th and gain 3 hit points
per level plus Constitution Modifier (if applicable).

Platemail: Some Level 1 Paladins (10% or 1 on d10)


are sponsored by their knightly order or religious temple
and begin play with platemail and shield.

Possessions: A paladin may own one suit of armor, one


Ability Requirement: Str 12, Int 9, Wis 13, Cha 17 shield, and no more than four magic items.
Race & Level Limit: Human U, Cyclopsman 8
Prime Requisite: Strength and Wisdom Lay on Hands: Once a day, a paladin may heal two hit
Hit Dice: d10 points per level.
Starting Gold Pieces: 50-200 (5d4x10)
Cure Disease: Cure Disease once per day/5 Levels.
Paladins are elite holy warriors. Through devotion to
their deity, paladins are granted unique abilities to battle Immune: Paladins are immune to all forms of disease.
evil and heal the sick. Paladins are natural leaders and
follow highly disciplined lives of knightly service. Detect Evil: Holy warriors may Detect Evil to 60 feet but
only when stationary and concentrating (no other act).
Role: Paladins are holy front-line warriors.
Protection from Evil: A paladin radiates Protection from
Alignment: Paladins must be Lawful Good. Evil (10 Foot Radius) at all times.
Weapons and Armor: Paladins may use all weapons, Saving Throws: +2 bonus on all saving throws.
armor, and shields. They strongly prefer melee weapons
over ranged and must wear the best armor available. Lance Specialist: A paladin receives a +1 to hit and
damage with the lance while mounted/per two levels.
Forsworn: A paladin must defend the weak and
infirm. A paladin cannot commit evil or observe evil Turn Undead: At Level 3, paladins may turn undead as
with indifference. Severe alignment deviation strips a a Level 1 Cleric.
paladin of all abilities and s/he reverts to a fighter.
Summon Warhorse: At Level 4, a paladin may summon
Vow of Poverty: May not keep more than 100gp. a warhorse (HD: 4+4, Morale: 1) every 10 years.
28
Henchmen: May only hire lawful good henchmen.

Heraldic Device: A paladin must create a heraldic


device. The symbol may be inspired by family crest,
epic deed, or religious order, but must be unique.

Cleave: Beginning at Level 7, if a paladin kills a target,


s/he immediately receives 1 additional attack per two
levels (one at Level 7, two at Level 9, three at Level 11,
etc). Cleave applies to both melee and ranged attacks.

Cleric Spells: A paladin may cast cleric spells at Level 9


but cannot select the same spell more than once/day.

Paladin Spell Progression (Cleric)


Level 1 2 3 4
9 1 - - -
10 2 - - -
11 2 1 - -
12 2 2 - -
13 2 2 1 -
14 2 2 1 -
15 3 2 1 1
16 3 3 1 1
17 3 3 2 1
18 3 3 3 1
19 3 3 3 2
20 3 3 3 3

Level 1 Paladin Saving Throws


Breath Death Stone Wand Spell
16 14 15 16 17

Ye Olde Paladin Fast Pack


Pack 1: Chainmail and Shield (AC: 4), Longsword
(1d8), Mace (1d6), Lance (2d6), Silvered Dagger
(1d4), Backpack, Holy Symbol, Torches (8), Flint &
Tinder, Large Sack (2), Flask of Oil (2), Iron Spikes (12),
Hammer, Waterskin, Rations (7) (154gp).

Pack 2: Chainmail and Shield (AC: 4), Broadsword


(1d6+1), Spiked War Hammer (1d6), Dagger (1d4),
Backpack, Holy Symbol, Lantern, Flask of Oil (4), Holy
Water, Flint & Tinder, Waterskin, Rations (7) (157gp).

Pack 3: Chainmail (AC: 5), Two-Handed Sword (1d10),


Mace (1d6), Lance (2d6), Dagger (1d4), Backpack,
Holy Symbol, Lantern, Flask of Oil (4), Flint & Tinder,
Holy Water, Waterskin, Rations (7) (162gp).
29
Ranger
Experience Level Level & Attack
Points Title HP (d12) Bonus
0 Hunter 1 0
2,350 Wanderer 2 0
4,600 Rover 3 +1
10,100 Scout 4 +2
20,100 Gadabout 5 +3
40,100 Strider 6 +4
90,100 Master Scout 7 +5
150,100 Outrider 8 +6
225,100 Pathfinder 9 +7
325,100 Ranger Lord 10 +8

*A ranger requires 275,100 experience points for each


additional level beyond the 10th and gain 3 hit points
per level plus Constitution Modifier (if applicable).

Possessions: Rangers may only own what they can


carry. All other possessions and gold must be donated.

Lone Wolf: Only two rangers may adventure together


at any one time.
Ability Requirement: Int 12, Wis 12, Con 15
Race & Level Limit: Human U, Half-Elf 8 Racial Enemies: Rangers receive +1 to damage
Prime Requisite: Strength, Intelligence, Wisdom per level against goblinoids (goblins, orcs, norkers,
Hit Dice: d12 kobolds, hobgoblins, bugbears) as well as ettins, trolls,
Starting Gold Pieces: 50-200 (5d4x10) ogres, ogre mages, and all giants.
Rangers are hardy, rough-looking warriors. Rangers Surprise: Rangers are surprised only on a 1 in d6 and
prefer the solitude of the wilderness over civilization. may surprise on a 1-3 on d6 if alone.
They ally with those who share their desire to protect
goodness in the realm. They are skilled archers and Tracking: Rangers may track in the wilderness with a
adept at tracking and hunting packs of orcs, goblins, 80% chance of success.
and giants. Rangers prefer to work alone and, in remote
areas, are the first line of defense against evil. If following a group or pack, the base chance is
modified by +3% for every individual being tracked
Role: Rangers are front-line warriors skilled at scouting beyond the first. For each day beyond the first, the
and maneuvering in the wilderness. chance is lowered by -10%. Also, rain (or related
weather) will decrease the chance of success by 25%.
Alignment: Rangers must be of good alignment. Severe When underground the base chance of success is 55%.
alignment deviation strips the ranger of all abilities and The same modifier applies to groups being tracked.
s/he reverts to a fighter.
The Maze Controller may modify the chance of success
Weapons and Armor: Rangers may use all weapons subject to conditions.
and armor but prefer light armor such as leather,
studded leather, or ringmail to maximize their mobility. Camouflage: A ranger may hide in the wilderness if
All rangers begin play with the longbow and 20 arrows. motionless and silent (1-5 on d6).
30
Henchmen: Rangers may not hire henchmen or hirelings
until Level 8.

Cleave: Beginning at Level 8, if a ranger kills a target,


s/he immediately receives 1 additional attack per two
levels (one at Level 8, two at Level 10, three at Level
12, etc). Cleave applies to both melee and ranged
attack forms.

Druid Spells: Rangers may cast druid spells at Level 9.


Like druids, rangers cannot memorize the same spell
more than once a day without use of a magical item.

Ranger Spell Progression (Druid)


Level 1 2 3 4
9 2
10 2 1
11 3 2 1
12 4 2 2
13 4 3 2
14 4 3 2 1
15 4 4 3 1
16 4 4 3 2
17 5 4 3 2
18 5 4 3 3
19 5 5 3 3
20 5 5 4 4

Level 1 Ranger Saving Throws


Breath Death Stone Wand Spell
16 14 15 16 17

Ye Olde Ranger Fast Pack


Pack 1: Studded Leather (AC: 7), Broadsword (1d6+1),
Longbow and 20 Arrows (1d6), Seax Knife (1d4+1,
Backpack, Torches (8), Flint & Tinder, Large Sack (2),
Iron Spike (12), Tack Hammer, Caltrops (2), Chalk,
Wineskin, Rations (7) (95gp).

Pack 2: Ringmail and Shield (AC: 6), Bastard Sword


(1d8/1d10), Longbow and 20 Arrows (1d6), Dagger
(1d4), Backpack, Small Sack (6), Manacles, Flint &
Tinder, Candles (10), Wineskin, Rations (7) (138gp).

Pack 3: Chainmail (AC: 5), Battle Axe (1d8), Heavy


Crossbow and 20 Bolts (1d8+1), Seax Knife (1d4+1),
Backpack, Lantern, Flask of Oil (2), Flint and Steel,
Large Sack (2), Rope (50 Feet), Grappling Hook,
Caltrops (2), Chalk, Wineskin, Rations (7) (147gp).
31
Experience Level Level & Attack
Points Title HP (d4) Bonus
0 Channeler 1 0
2,600 Spellweaver 2 0
5,100 Magician 3 0
10,100 Enchanter 4 +1
22,600 Mage 5 +1
40,100 Summoner 6 +1
60,100 Magister 7 +1
90,100 Warlock 8 +2
135,100 Arch Mage 9 +2
250,100 Grand Mage 10 +2

*A magic-user requires 200,100 experience points for


each additional level beyond the 10th and gain 1 hit
point per level plus Constitution Modifier (if applicable).

Arcane Channeling: Magic-users may channel (cast)


any Level 1 spell for Detect Magic or Read Magic.

Spell Memorization Limit: Arcane spell-casters, like


divine ones, may not memorize the same spell twice in
Ability Requirement: None one day without the use of a magical item.
Race & Level Limit: Human U, Elf 12, Half-Elf 10,
Prime Requisite: Intelligence Bonus Spells: All arcane spell casters with Intelligence
Hit Dice: d4 15 or higher receive one additional first level spell per
Starting Gold Pieces: 20-80 (2d4x10) day, and when reached, one second level spell per day.

Magic-users are students of the arcane. Through the Ye Olde Magic-User Fast Pack
study of the cosmos and the nature of reality, wizards
learn to harness, bend, and express magical energy. Pack 1: Quarterstaff (1d6), three Daggers (1d4),
Magicians and sorcerers are always in search of scrolls, Backpack, Spellbook, Small Sack (4), Chalk, Caltrops
spellbooks, and arcane lore, to expand their spell (2), Quill, Scroll, Ink, Wineskin, Rations (7) (45gp).
repertoire. Magic-users guard their spellbook, their
most prized possession, with great care and secrecy. Pack 2: Quarterstaff (1d6), six Darts (1d3), Dagger
(1d4), Backpack, Spellbook, Large Sack (4), Candles
Role: Magic-Users are primary spell-casters. (10), Rope (50 Feet), Quill, Scroll, Ink, and Scroll Case,
Lock and Key, Wineskin, Rations (7) (64gp).
Weapons and Armor: Magic-users may not use shields
or armor. They can use dagger, darts, staff, or sling. Pack 3: Dagger (1d4), Sling and 20 Stones (1d4),
Backpack, Spellbook, Lantern, Flask of Oil (4) (48gp).
Languages: Black Tongue, the language of the arcane.

Scrolls: Arcane spell-casters may write their own spell Level 1 Magic-User Saving Throws
scrolls (250gp per level) with a one week writing time Breath Death Stone Wand Spell
per spell level. Scrolls can hold a maximum of three
spell levels. Only spells currently cast may be scribed. 15 14 13 11 12

32
Magic-User: Initial Spells
Offensive Defensive Utility
1 Shocking Grasp 1 Hold Portal 1 Wall of Glass
2 Light 2 Protection from Evil 2 Identify
3 Magic Missile 3 Tenneal’s Expeditious Retreat 3 Ventriloquism
4 Burning Hands 4 Feather Fall 4 Enlarge
5 Sleep 5 Shield 5 Spider Climb
6 Magic-User Choice 6 Magic-User Choice 6 Magic-User Choice

Initial Spells: Magic-users begin play with Read Magic


(Arcane), Detect Magic, and Write. In addition, they
have a random Offensive, Defensive, and Utility Spell.

MU Magic-User Spell Progression


Level 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - -
10 4 4 3 2 2 - - - -
11 4 4 4 3 3 - - - -
12 4 4 4 4 4 1 - - -
13 5 5 5 4 4 2 - - -
14 5 5 5 4 4 2 1 - -
15 5 5 5 5 5 2 1 - -
16 5 5 5 5 5 3 2 1 -
17 5 5 5 5 5 3 3 2 -
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2

33
Experience Level Level & Attack
Points Title HP (d4) Bonus
0 Prestidigitator 1 0
2,350 Charmer 2 0
4,600 Dazzler 3 0
9,100 Glamourer 4 +1
18,100 Hypnotist 5 +1
35,100 Illusioneer 6 +1
60,100 Beguiler 7 +1
95,100 Phantasmalist 8 +2
145,100 Thaumaturge 9 +2
220,100 Arch Beguiler 10 +2

*An illusionist requires 220,100 experience points for


each additional level beyond the 10th and gain 1 hit
point per level plus Constitution Modifier (if applicable).

Arcane Channeling: Illusionists may channel (cast) any


Level 1 spell for Detect Magic or Read Magic.

Spell Memorization Limit: Arcane spell-casters may


not memorize the same spell twice in one day without
Ability Requirement: Int 15, Dex 16 the use of a magical item.
Race & Level Limit: Human U, Gnome 12
Prime Requisite: Intelligence Bonus Spells: All arcane spell casters with Intelligence
Hit Dice: d4 15 or higher receive one additional first level spell per
Starting Gold Pieces: 20-80 (2d4x10) day, and when reached, one second level spell per day.

Illusionists are arcane spell-casters that specialize Gnome Illusionists: Gnomes possess a natural aptitude
in deception magic to manipulate reality. They are for illusion magic (spell duration increased by 3 rounds).
adept at conjuring to confuse, mislead, or beguile
their opponents. Like magic-users, an illusionist’s most Ye Olde Illusionist Fast Pack
prized possession is his/her spellbook.
Pack 1: Quarterstaff (1d6), three Daggers (1d4),
Role: Illusionists are primary spell-casters. Backpack, Spellbook, Small Sack (4), Chalk, Caltrops
(2), Quill, Scroll, Ink, Wineskin, Rations (7) (45gp).
Weapons and Armor: Illusionists may not use armor
or shields. Illusionists may use the dagger, darts, Pack 2: Quarterstaff (1d6), six Darts (1d3), Dagger
quarterstaff, or sling. (1d4), Backpack, Spellbook, Large Sack (4), Candles
(10), Rope (50 Feet), Garlic (3 Cloves), Quill, Scroll,
Languages: All illusionists begin play with Black Tongue, Ink, Lock and Key, Wineskin, Rations (7) (64gp).
the language of the Dark Art.
Pack 3: Dagger, six Darts (1d3), Sling and 20 Stones
Scrolls: Arcane spell-casters may write their own spell (1d4), Backpack, Spellbook, Lantern, Flask of Oil (4),
scrolls (250gp per level). One-week scribing time per Steel Mirror, 10 Foot Pole, Wineskin, Rations (7) (59gp).
spell level. Scrolls can hold a maximum of three spell
levels. Only spells currently cast may be scribed.

34
Illusionist: Initial Spells
Offensive Defensive Utility
1 Phantasmal Force 1 Detect Invisibility 1 Audible Glamer
2 Light 2 Detect Illusion 2 Color Spray
3 Mazakala’s Glassy Facsimile 3 Gaze Reflection 3 Dancing Lights
4 Mazakala’s Imperfect Panic 4 Dancing Lights 4 Hypnotism
5 Zyggyg’s Phantasmal Man-Catcher 5 Wall of Fog 5 Eaiggard’s Wizard Vizard
6 Illusionist Choice 6 Illusionist Choice 6 Illusionist Choice

Initial Spells: Like magic-users, illusionists have Level 1 Illusionist Saving Throws
apprenticed before setting out on their own and
therefore begin play with Read Magic (Arcane), Detect Breath Death Stone Wand Spell
Magic, and Write, in addition to one random Offensive, 15 14 13 11 12
Defensive, and Utility Spell.

Ill Illusionist Spell Progression


Level 1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 4 2 1 - - - -
6 4 3 1 - - - -
7 4 3 2 - - - -
8 4 3 2 1 - - -
9 5 3 3 2 - - -
10 5 4 3 2 1 - -
11 5 4 3 3 2 - -
12 5 5 4 3 2 1 -
13 5 5 4 3 2 2 -
14 5 5 4 3 2 2 1
15 5 5 4 4 2 2 1
16 5 5 5 4 3 2 2
17 5 5 5 5 3 2 2
18 5 5 5 5 3 3 2
19 5 5 5 5 4 3 2
20 5 5 5 5 4 3 3

35
Experience Level Level & Attack
Points Title HP (d6) Bonus
0 Thug 1 0
1,350 Knave 2 0
2,600 Purse-Cutter 3 0
5,100 Charlatan 4 +1
10,100 Blackguard 5 +1
20,100 Vagabond 6 +2
42,600 Sneak-Thief 7 +2
70,100 Burglar 8 +3
110,100 Master Thief 9 +3
160,100 Guildmaster 10 +4

*A thief requires 220,100 experience points for each


additional level beyond the 10th and gain 2 hit points
per level plus Constitution Modifier (if applicable).

Backstab: A thief may backstab. The thief must attack


his/her opponent from behind using Move Silently and
Hide in Shadows. Under these conditions the thief may
attack at +4 for double-damage.
Ability Requirement: None Comprehend Languages: At Level 4, a thief can
Race & Level Limit: Human U, Dwarf 12, Elf 10, Comprehend Languages with an 80% probability of
Gnome 12, Halfling 14, Half-Elf 12, Half-Orc 12 success. This excludes magic script.
Prime Requisite: Dexterity
Hit Dice: d6
Starting Gold Pieces: 20-120 (2d6x10) Ye Olde Thief Fast Pack
Thieves are known as knaves and thugs. They possess a Pack 1: Leather (AC: 8), Shortsword (1d6), Shortbow
unique skill-set and are adept at picking locks, hiding, and 20 Arrows (1d6), Dagger (1d4), Backpack,
stealing, and spying. As part of their apprenticeship, Thieves’ Picks and Tools, Caltrops (2), Rope (50 Feet),
thieves learn Thieves’ Cant, the secret language of their Grappling Hook, Torches (8), Flint & Tinder, Garlic (3
guild. Cloves), Wineskin, Rations (7) (96gp).

Role: Thieves are secondary fighters and scouts. Pack 2: Leather (AC: 8), Scimitar (1d8), Light Crossbow
and 20 Bolts (1d6), Dagger (1d4), Backpack, Thieves’
Guild and Dues: A thief must be part of guild “for their Picks and Tools, Vial of Acid (1 Use), Manacles, Quill,
protection” and remit 10% of all earnings. Parchment, Ink, and Scroll Case, Torches (8), Flint &
Tinder, Crowbar, Wineskin, Rations (7) (101gp).
Weapons and Armor: Thieves may wear leather and
studded leather armor. They may not use shields. Pack 3: Studded Leather (AC: 7), Broadsword (1d6+1),
Thieves may not use two-handed melee weapons. Light Crossbow and 20 Bolts (1d6), Dagger (1d4),
Backpack, Thieves’ Picks and Tools, Vial of Sleep Poison
Language: A thief begins play knowing Thieves’ Cant. (1 Use, 10 Rounds), Lantern, Flask of Oil (4), Flint &
Thieves’ Cant includes a mixture of verbal language Tinder, Small Iron Box, Small Steel Mirror, Wineskin,
and sign language that can vary between guilds. Rations (7) (115gp).

36
Thief Skills
Thief Pick Open Find and Move Hide in Climb Hear
Appraise
Level Pockets Locks Remove Traps Silently Shadows Walls Noise
1 35 35 35 33 25 85 1-2 1-2
2 40 40 37 37 27 86 1-2 1-2
3 45 45 40 40 30 87 1-3 1-3
4 50 50 45 43 35 88 1-3 1-3
5 55 55 50 50 37 90 1-3 1-3
6 60 60 55 60 40 92 1-4 1-4
7 65 65 60 70 50 94 1-4 1-4
8 70 70 65 80 60 96 1-4 1-4
9 80 75 70 90 70 98 1-4 1-4
10 90 80 75 99 80 99 1-5 1-5
11 99 85 80 99 90 99 1-5 1-5
12 99 90 85 99 99 99 1-5 1-5
13 99 95 90 99 99 99 1-5 1-5
14 99 99 95 99 99 99 1-5 1-5
15+ 99 99 99 99 99 99 1-5 1-5

Level 1 Thief Saving Throws Climb Walls: Thieves may climb sheer surfaces for 50
feet. Climbing beyond 50 feet requires a second roll.
Breath Death Stone Wand Spell
16 13 12 14 15 Hear Noise: A thief, when in total silence, may listen for
noise. This roll is made with a d6.
Thief Skills Appraise: A thief may inspect and appraise any treasure
item held in-hand and determine its approximate value
Thieves have unique skills that improve by level. The in Gold Pieces. Roll failure results in a mis-evaluation
Maze Controller rolls all thief skills secretly. Thief skills (+/-50%) of its true worth. This roll is made using a d6.
may be attempted once per situation/encounter. Note
that qualitative role-play for thief skills always precedes
the use of quantitative die rolling for task-resolution. A Racial Thief Skill Bonuses
successful roll must be under the percentage indicated.
Dwarf: Pick Pockets +7%, Find and Remove Traps
Pick Pockets: A roll 15% over the thief’s percentage of +10%, Climb Walls -10%.
success alerts the target to the attempt.
Elf: Pick Pockets +5%, Open Locks -5%, Move Silently
Open Locks: A thief requires thieves’ picks and tools to +7%, Hide in Shadows +10%, Hear Noise +1 on d6.
pick a lock. The time to open a lock is subject to the
trap type (normally 1 turn). Gnome: Open Locks +5%, Find and Remove Traps
+7%, Move Silently +5%, Hide in Shadows +5%,
Find and Remove Traps: A thief must find a trap prior Climb Walls -15%.
to disarming or removing it. Traps can often be found
through careful observation and questioning. Halfling: Pick Pockets +5%, Open Locks +5%, Find
and Remove Traps +5%, Move Silently +10%, Hide in
Move Silently: The thief may Move Silently for 40 Shadows +10%, Climb Walls -15%.
feet/10 feet per level (per successful attempt).
Half-Elf: Pick Pockets +10% and Hide in Shadows
Hide In Shadows: To perform this skill, the thief must +5%.
remain motionless while hidden. In battle, a thief may
remain hidden for 6 rounds plus one per level. Half-Orc: Pick Pockets -5%, Open Locks +5%, Find
and Remove Traps +5%, Climb Walls +5%.
37
Experience Level Level & Attack
Points Title HP (d6) Bonus
0 Throat-Cutter 1 0
1,600 Garotteur 2 0
3,100 Murderer 3 0
6,100 Backbiter 4 +1
12,100 Master Garotteur 5 +1
25,100 Silent Killer 6 +2
50,100 Death Dealer 7 +2
100,100 Slayer 8 +3
200,100 Assassin 9 +3
300,100 Guildmaster 10 +4

*An assassin requires 250,100 experience points for


each additional level beyond the 10th and gain 2 hit
points per level plus Constitution Modifier (if applicable).

Thief Skills: Assassins gain thief abilities at Level 3.

Dual Wield: An assassin may wield two weapons at the


same time and attack twice per round. The secondary
weapon must be shorter than the primary weapon. In
Ability Requirement: Str 12, Dex 12, Int 12 addition, there is a penalty of -2 on attack rolls with the
Race & Level Limit: Human U, Dwarf 5, Elf 7, primary and a -1 penalty with the secondary weapon.
Gnome 5, Half-Elf 11, Half-Orc 15
Prime Requisite: Dexterity and Intelligence Henchmen: Assassins may only hire henchmen at Level
Hit Dice: d6 4 and they must be fighters, thieves, or fellow assassins.
Starting GP: 20-120 (2d6x10)
Disguise: An assassin may disguise himself for the
Assassins are a thief sub-class with fighter characteristics. purpose of spying, to conceal his/her identity, or
They are clandestine spies and mercenaries. Assassins deception. The base chance of success is 85%. This
are a small, but feared, subset of a thieves’ guild. number is modified by a 5% penalty if the assassin tries
to represent a different race or class (each). The assassin
Role: Assassins are support fighters and covert agents. may not appear taller or shorter by more than two feet.
For each encounter after the first, the assassin’s ability
Alignment: An assassin may not be lawful in alignment. to maintain the subterfuge decreases by 3%.
Guild and Dues: An assassin must be part of a guild Poison: Assassins are trained in the use and application
and remit 10% of all earnings to the organization. of poison with missile and melee weapons. An assassin
may (1 on d10) begin play with a one-use vial of
Weapons and Armor: Assassins may use any weapon, Paralytic Poison (see Equipment List). Poison variety and
leather or studded leather armor, and shields. availability is subject to the Maze Controller.
Backstab: An assassin may backstab as a thief. The
assassin must attack from behind using Move Silently Level 1 Assassin Saving Throws
and Hide in Shadows. Under these conditions the Breath Death Stone Wand Spell
assassin attacks at +4 for double damage.
16 13 12 14 15
38
Assassination: An assassin may kill a target instantly. Ye Olde Assassin Fast Pack
To assassinate, the assassin must achieve both surprise
and a successful backstab. The base chance of success Pack 1: Leather and Shield (AC: 7), Shortsword (1d6),
is 50% for a target of equal size or hit dice. This is Shortbow and 20 Arrows, Dagger (1d4), Backpack,
modified by 5% for each level/HD above or below the Thieves’ Picks and Tools, Caltrops (2), Rope (50 Feet),
level of the assassin. Grappling Hook, Torches (8), Flint & Tinder, Wineskin,
Rations (7) (115gp).
Assassination Fee: The fee for assassination is
dependent on the level of the assassin and the level (or Pack 2: Leather and Shield (AC: 7), Scimitar (1d8),
hit dice) of the victim. The Maze Controller can adjust Light Crossbow and 20 Bolts (1d6), Dagger (1d4),
the fees and experience awarded subject to the situation Backpack, Thieves’ Picks and Tools, Torches (8), Flint
and social profile of the target (guildmaster, priest, & Tinder, Manacles, Quill, Parchment, Ink, and Scroll
mayor, ealdorman, city official, etc). The assassin also Case, Crowbar, Wineskin, Rations (7) (104gp).
possesses agency and can negotiate a more favorable
deal beyond the base fee. Pack 3: Studded Leather and Shield (AC: 6), Broadsword
(1d6+1), Light Crossbow and 20 Bolts (1d6), Dagger
Assassination Experience: Upon a successful (1d4), Backpack, Thieves’ Picks and Tools, Lantern,
assassination, the assassin receives both the fee in gold Flask of Oil (4), Flint & Tinder, Small Iron Box, Chain
pieces and experience points equal to the fee on the (10 Feet), Wineskin, Rations (7) (110gp).
chart below.

Assassination Fee
Assassin Level of Victim (Values in Gold Pieces and Experience Points)
Level 0 1-2 3-4 5-6 7-9 10-12 13-15 16+
1 50 100 150 200 250 - - -
2 70 120 175 250 300 350 - -
3 90 150 225 350 400 500 1,000 -
4 100 200 300 450 600 750 1,300 1,500
5 150 300 450 700 900 1,500 2,000 2,500
6 250 500 750 1,000 1,500 2,500 3,500 4,500
7 400 800 1,200 1,500 2,000 3,000 5,000 7,500
8 600 1,200 1,800 2,500 3,000 3,500 6,000 10,000
9 850 1,700 2,500 3,500 4,500 6,500 7,500 15,000
10 1,200 2,500 3,500 4,800 6,000 8,500 10,000 20,000
11 1,700 3,500 5,100 6,800 9,000 11,500 15,000 25,000
12 2,500 5,000 7,500 10,000 13,000 16,500 20,000 40,000
13 3,500 7,500 12,500 16,000 20,000 26,000 32,000 60,000
14 5,000 15,000 21,000 28,000 38,000 49,000 59,000 100,000
15+ 10,000 20,000 35,000 50,000 70,000 90,000 120,000 249,999

Multi-Class Player Characters


Only the Cleric, Fighter, Magic-User, and Thief, may In some instances, class abilities conflict. In these
multi-class. A multi-class character may combine two or situations, a multi-classed character is restricted to
three classes and experience is divided between them. the more limiting of the two options. For example, a
Experience point bonuses are applied only to classes Fighter/Cleric must use blunt weapons. A Magic-User/
where requirements are met. All hit points gained by Cleric must wear no armor and is limited to blunt
level and Constitution Modifier are divided (by two or mage weapons. A Fighter/Thief is limited to the armor
three, respectively) to a minimum of one. The PC and weapons of the thief class, and so on. The Maze
selects the most favorable Attack Bonus. Controller is the final arbiter of multi-class abilities.
39
Alignment Neutral Alignments
Alignment is fundamental to the DragonslayerTM Role- Lawful Neutral (LN): Lawful Neutral player characters
Playing Game. Alignment provides a basic worldview focus on maintaining order. They believe good and evil
and value system for a player character (PC) in the may be maintained by following established laws and
context of the game world. Alignments also serve as traditions. They have few moral convictions.
guidelines for player character development and
role-playing. They help clarify the ethical and moral Neutral (N): True Neutral PCs seek the balance between
framework for characters. Alignments are not strict law and chaos, good and evil, as nature intended. They
rules per se, but should be followed when considered may act situationally to prioritize their own interests or
in broad terms. a greater goal.

The Maze Controller determines whether a player Chaotic Neutral (CN): Chaotic Neutral player
character falls outside their alignment through in-game characters value personal freedom, individuality, and
behaviour and will offer three warnings prior to requiring self-interest, above all things. They are unpredictable
an alignment change. PCs are not considered static. and act on whims or selfish desires. They have no
Through play they may encounter circumstances that moral convictions.
change their worldview, and alignment change can be
discussed in concert with the Maze Controller. A player Evil Alignments
must share their alignment with the Maze Controller,
but is not required to share with other players. Lawful Evil (LE): Lawful Evil player characters prioritize
tradition, loyalty, and order, but do so without care for
The alignment system consists across two axis points: life, dignity, or compassion. They prioritize their own
Good-Evil and Law-Chaos. These are briefly described interests in all things and dominate through power
below: achieved by strict adherence to discipline and order.

Good Alignments Neutral Evil (NE): These player characters are evil for
the sake of evil. They have no strong inclination toward
Lawful Good (LG): Lawful Good PCs uphold the law or chaos unless it suits their immediate goals. They
highest principles of order and justice. They strive to care nothing for life and are the epitome of self-interest.
be forthright, law-abiding, and compassionate. Lawful
good PCs oppose evil in all its forms and, like paladins, Chaotic Evil (CE): Chaotic Evil PCs value carnage,
are often considered sanctimonious. destruction, and greed, above all. They are
unpredictable and engage in random violence merely
Neutral Good (NG): Neutral Good player characters for pleasure. They are often driven by a desire to cause
value compassion and kindness while refusing strict chaos, destruction, or suffering.
adherence to authority. They believe good can be
achieved in the world through either law or chaos or a Starting Gold Pieces
balance of the two. As a result, they are flexible in their
worldview. Starting gold pieces are referenced below:

Chaotic Good (CG): Chaotic Good PCs value personal


freedom and individuality. A CG player character Class Gold Pieces
follows his/her own moral compass and does what Cleric, Druid 3d6x10gp
is right regardless of the established norms of society. Monk 5d4gp
They are often labelled as outsiders or rebels by
authoritarian regimes. Fighter, Paladin, Ranger 5d4x10gp
Barbarian 2x6x10
Magic-User, Illusionist 2d4x10gp
Thief, Assassin, Barbarian 2d6x10gp

40
Coinage and Conversion Weapon List
The chart below provides a conversion table for the Weapon Cost Damage
most common coinages in the realm. The coinages
include (from most to least valuable): Platinum Pieces Axe, Battle 1
7gp 1d8
(PP), Gold Pieces (GP), Electrum Pieces (EP), Silver Axe, Hand 3gp 1d6
Pieces (SP), Copper Pieces (CP): Bow, Long 1
40gp -
Arrows (20) 5gp 1d6
PP GP EP SP CP Bow, Short 1
25gp -
PP 1 5 10 50 500 Arrows (20) 5gp 1d6
GP 1 to 5 1 2 10 100 Club 3gp 1d6
EP 1 to 10 1 to 2 1 5 50 Club, Great1 6gp 1d8
SP 1 to 50 1 to 10 1 to 5 1 10 Crossbow, Heavy 1
25gp -
CP 1 to 500 1 to 100 1 to 50 1 to 10 1 Heavy Bolts (10) 3gp 1d8+1
Crossbow, Light 1
16gp -
Equipment Light Bolts (10) 3ep 1d6
Dagger 3gp 1d4
Players must equip their characters carefully. They are Dagger, Silvered 30gp 1d4
assumed to have basic clothing, cloaks, sandals, or
boots, etc. Beyond these items, equipment must be Dart 5sp 1d3
purchased from the list on page 43. Flail 3gp 1d6
Flail, Great1 8gp 1d8
Weapons Halberd1 7gp 1d10
Hammer, War 3gp 1d6
The weapons on the list are single-hand weapons.
Two-handed weapons are foot-noted. Note that some Hammer, Spiked War 2
15gp 1d6
missile, or ranged, weapons are considered two- Hammer, Great 1
6gp 1d8
handed. A player character may not equip a shield Javelin 1gp 1d6
while using a two-handed weapon (melee or ranged).
Lance 7gp 2d6

Weapon Damage Type Mace 5gp 1d6


Mace, Heavy 1
7gp 1d8
Weapons inflict different types of damage. Blunt Morningstar 1
5gp 2d4
weapons (like clubs, maces, flails, etc.) deliver
Quarterstaff1 2gp 1d6
crushing damage. Spears, lances, and darts apply
piercing damage. Swords and axes, for example, Scimitar 15gp 1d8
provide slashing damage. Some weapons, like swords, Seax Knife 3
8gp 1d4+1
halberds, daggers, and seax knives, inflict both Sling 1
2gp -
piercing and slashing damage. When possible, player
characters should consider different damage types for Sling Stones (10) 1sp 1d4
their primary and secondary weapons. Spear 3gp 1d6
Sword, Bastard 4
25gp 1d8/1d10
Sword, Broad 10gp 1d6+1
Sword, Long 15gp 1d8
Sword, Short 7gp 1d6
Sword, Two-Handed1 30gp 2d6
Trident1 4gp 1d6
1
Two-handed weapon (melee and missile).
2
Blunt or Piercing Damage (useable by clerics).
3
The Seax Knife is -1 when thrown.
4
Bastard Sword may be used one or two-handed.
41
Missile Weapons and Range Armor Movement Rate
Players should note the range of missile weapons, and
modifiers, on their character sheets. This information Human, Cyclopsman, Elf, Half-Elf, and Half-Orc
will be referenced for combat attack rolls. Armor Type and Treasure Encumbrance Feet/Rd*
No Armor 40
Point-Blank Range No Armor and Treasure (300 coins) 30
Note that any range of 5 or 10 feet away constitutes Light or Medium Armor 30
“Point Blank Range” and provides a +1 to the attack Light or Medium and Treasure (200 coins) 30
and damage roll.
Heavy Armor 20
Missile Weapon Range (Feet) Heavy Armor and Treasure (100 coins) 10
Weapon Short Medium Long
Dwarf, Gnome, and Halfling
Bow (Long) 70 140 210
Armor Type and Treasure Encumbrance Feet/Rd*
Bow (Short) 50 100 150
No Armor 20
Crossbow (Heavy)1 80 160 240
No Armor and Treasure (300 coins) 20
Crossbow (Light) 60 120 180
Light or Medium Armor 20
Dagger 10 20 30
Light or Medium and Treasure (200 coins) 20
Dart 15 30 45
Heavy Armor 20
Hammer/Hand Axe 15 20 30
Heavy Armor and Treasure (100 coins) 10
Javelin 20 40 60
Spear 20 30 40 *Double these movement rates for running/fleeing.
Sling 40 80 160
Missile to Hit Modifier +0 -1 -2
1
Heavy Crossbow rate of fire: once every other round.

Armor
Armor Class (AC) is a numerical value that represents
how difficult it is to strike an opponent.

The DragonslayerTM Role-Playing Game uses Descending


Armor Class as its default setting (-10 being the best
possible AC and 10 being unarmored). See the section
entitled Combat for additional information:

Armor Cost AC Type


Leather 5gp 8 Light
Studded Leather 15gp 7 Light
Ring Mail 30gp 7 Medium
Chain Mail 75gp 5 Medium
Half-Plate Mail 275gp 4 Heavy
Plate Mail 450gp 3 Heavy
Shield1 10gp 1 -
1
A metal or wooden shield provides a bonus of 1 to armor
class.

42
Equipment List Paper (Sheet)
Parchment (Sheet)
4sp
2sp
The table below provides a list of adventuring Poison (Paralytic, 1 Dose) 50gp
equipment. Equipment should be considered carefully
as resource management is a core feature of the game. Pole, 10-Foot 2sp
Players may only select items that can be reasonably Ration (Day), Unpreserved 2sp
carried by the player character: Ration (Day), Preserved 5sp
Rope, Hemp (50 ft.) 3gp
Equipment Cost
Rope, Silk (50 ft) 10gp
Backpack 3gp
Sack, Small or Large 1sp/2sp
Barrel, Wooden 1gp
Spade, Shovel, or Pick 2gp
Bedroll 2sp
Spellbook (Blank) 15gp
Blanket, Winter 8sp
Spikes, Iron (12) 1gp
Block and Tackle 5gp
Spyglass 1,200gp
Bottle (Glass) 2gp
Stakes, Wood (12) 1gp
Box, Iron (Large) 30gp
Thieves’ Picks & Tools 30gp
Box, Iron (Small) 10gp
Torches (8) 3sp
Caltrops (1 Bag/5 feet) 5gp
Tuning Fork 8gp
Candles (12) 10cp
Waterskin/Wineskin 1gp
Case, Map or Scroll 1gp
Wine (2 Pints) 1gp
Cask, Wooden 1gp
Wolfsbane 12gp
Chain (20 ft.) 30gp
Chalk, 1 Piece 5cp Animals Cost
Chest, Large (Wooden) 1gp Chicken 6cp
Chest, Small (Wooden) 1ep Calf 5gp
Crowbar 2gp Cow 8gp
Flask (Empty) 3cp Donkey 10gp
Flint and Steel 2gp Feed (per Day) 7cp
Garlic (3 Cloves) 5gp Goat 20sp
Grappling Hook 1gp Hawk 45gp
Hammer, Tack 5sp Horse, Draft 45gp
Hammer, Sledge 5gp Horse, Riding 80gp
Holy Symbol, Silver 25gp Horse, War 275gp
Holy Symbol, Wood 1gp Mule 33gp
Holy Water (1 Pint) 25gp Pigeon, Carrier 6sp
Ink (1 Vial) 8gp Pig 6gp
Ladder, 10-Foot 5cp Piglet 24sp
Lantern 9gp Pony 338gp
Lock with Key 20gp Sheep 25gp
Manacles 15gp
Mirror, Small Steel 12gp
Oil (1 Pint) 1sp
Quill Pen (2) 1sp

43
Hammer, Tack: This hammer is for construction
Ye Olde Generic Fast Pack purposes (1d2 points of damage if used in combat).
This table provides equipment packs to speed Hammer, Sledge: A sledgehammer is used for knocking
character or NPC generation. Pack A and B suit generic down bricked doors, stone doors, or walls. These noises
adventurers like fighters and Pack C is for thieves and may require a random monster check subject to the
spell-casters. The total cost of each pack is slightly less context. If used in combat, the sledgehammer strikes
than if each item was purchased individually: last for 1d8 points of damage.

Ye Olde Generic Fast Pack Holy Symbol, Wood or Silver: All clerics, druids,
monks, and paladins, are required to have a holy
Pack A Pack B Pack C symbol with the sigil of their deity. Silver holy symbols
Backpack Backpack Backpack are more effective when presented to undead.
4 Large Sacks 4 Large Sacks 4 Small Sacks
Holy Water (Vial): Holy water is water consecrated by
Lantern 6 Torches Holy Water a good-aligned church. When thrown (or poured) on
2 Oil Flasks 3 Oil Flasks Holy Symbol undead, holy water acts like acid for 1d8 hit points of
damage the first round and 1d4 the second round.
Flint and Steel Flint and Steel Thieves’ Tools
Iron Spikes (12) 10’ Pole Spellbook Lantern: A lantern sheds light in a 30-foot radius. A
Hammer, Sledge 50’ Rope Chalk lantern burns one flask of oil every two hours (12 turns).
Lanterns are hooded to hide their light and are less
Waterskin Waterskin Waterskin susceptible to wind gusts.
Rations (7) Rations (7) Rations (7)
Grappling Hook Mirror Caltrops (1 Bag) Manacles: These bind hands or feet with metal cuffs
connected with a chain. Manacles include a key.
Manacles Crowbar Quill, Scroll, Ink
32gp 28gp 38gp Oil (1 Pint Vial): Oil fuels lanterns but may also be
used as a ranged weapon in conjunction with a torch
to cause fire damage. The damage caused is 1d8 in
Equipment Descriptions the first round and 1d4 in the second as it dissipates.
Burning oil causes thick black smoke in a 10x10 area
The list of equipment items are self-explanatory. Those
of effect for two rounds. Also, vials of oil, if a PC is
items that require additional information are below:
exposed to mundane or magical fire, may explode (roll
using the PCs unmodified Death save).
Backpack: A backpack can hold 300 coins.
Poison (Paralytic): This poison causes paralysis for
Block and Tackle: This includes a 50 foot rope, tripod,
1d6+1 rounds and takes effect in 1d4+1 rounds.
and two pulleys to distribute and augment force.
Pole, 10-Foot Wooden: Although cumbersome and
Caltrops (1 Bag/5 feet): Caltrops are small razor-
unwieldy, a 10-foot pole is used to test the ground (or
sharp, three-pronged tacks that cover a 5x5 foot space.
ceiling) for traps and pits.
Stepping on caltrops causes 1 hit point of damage and
slows movement by half until removed.
Rope, Hemp (50 feet): Hemp rope can hold the
equivalent of three medium-sized humanoids.
Candles (12): A candle burns for one hour and dimly
illuminates in a 5 foot radius.
Rope, Silk (50 feet): Silk rope is more durable and can
hold five medium-sized humanoids (or eqiv).
Crowbar: A crowbar is a 2-3 feet long iron bar that
can be used to pry open doors, chests, and sarcophagi.
Sack, Large: A large sack can hold 300 coins.
Flint and Steel: Flint and steel lights a torch in a round
Sack, Small: A small sack can hold 100 coins.
using dry material.
Spellbook (Blank): A blank spellbook contains 100
Garlic: This herb is said to repel undead.
pages. A first level spell takes one page, a second level
spell takes two pages, etc. Spellbooks are jealously
Grappling Hook: A grappling hook is used to anchor a
guarded. Most wizards create a travelling spellbook.
rope and has three or four prongs.
44
Spikes, Iron (12): Iron spikes serve many purposes. Transportation Descriptions
They can be used to spike doors open or closed. They
can also be used to anchor ropes or open stone doors. Cart: Carts may be pulled by a single horse or mule at
a movement rate of 60 feet and carry 300 pounds. If
Spyglass: This item magnifies up to a maximum of 8x. pulled by more than one horse or mule, the cart can
carry 600 pounds.
Stakes, Wood (12): Wooden stakes, like iron spikes,
can serve many purposes for a canny adventurer. They Boat, River: A riverboat is 20 feet wide and 15 feet
are particularly useful against vampires. long. Riverboats must be rowed or poled to propel the
craft in the water. A riverboat can carry 3,000 pounds.
Thieves’ Tools: This set of small metal implements in
a leather roll provide the tools necessary to pick locks Boat, Sail: A sailing boat is larger than a riverboat by
and disarm mechanical traps. 10-15 feet can requires wind to fill its sail. A sailing
boat can carry up to 2,000 pounds.
Torches (8): Torches shed light in a 30 foot radius and
burn for 4 turns (or 40 minutes). Torches inflict 1d4 Canoe: A canoe is a 50 pound watercraft. It can carry
points of damage. up to 600 pounds, and is approximately 15 feet long.
A canoe includes two paddles.
Tuning Fork: When struck, the fork functions as an
acoustic resonator and emits a perfect tone. The fork Dog (War): For war dogs consult the War Dog entry in
may be useful against crystalline monsters. the Monster Section for stat block and barding.
Wolfsbane: This herb is said to repel shape-shifters. Galley, Large: A large galley is 15-25 feet wide and
120-160 feet long. The ship can hold up to 4,000
Transportation - Land pounds, requires almost 200 rowers, and a crew of
75. Some large galleys are equipped for war and are
Transportation Cost armed with a ram and small catapults.
Cart 110gp
Galley, Small: A small galley is 10-20 feet wide and
Dog, War 25gp 60-120 feet long. The ship can hold up to 4,000
Feed (per Day) 7cp pounds, requires 70 rowers, and a crew of 50. Like the
large galley, these ships can include a single catapult,
Horse, Chain Mail Barding 260gp deck crossbow, and/or a ram.
Horse, Riding 85gp
Horse, War 275gp Horse Barding: Horse barding is made of chainmail
and provides AC: 4 to the mount.
Mule 33gp
Stable (Day) 5sp Horse and Mule: For horses and mules consult the
respective entries in the Monster Section.
Transportation - Water Longship: A longship is 15 feet wide and 80 feet long.
The narrow ship can carry up to 4,000 pounds. A typical
Transportation Cost longship requires 30 rowers (and may need up to 60).
Boat, River 1,000gp A longship possesses a main mast and can be rowed
or sailed. The prow of the ship is normally carved into
Boat, Sail 4,000gp the head of a dragon.
Canoe 55gp
Galley, Large 30,000gp Rowboat: A rowboat is 5 feet wide and 20 feet long.
The ship can hold up to 1,500 pounds. The boat
Galley, Small 10,000gp requires two paddles to propel itself through the water.
Longship 18,000gp
Rowboat 800gp

45
Cleric Spells
Level 1 Level 2 Level 3 Level 4
Bless Augury Animate Dead Cure Critical Wounds
Command Continual Flame Animate Statue Detect Lie
Create Water Cure Moderate Wounds Continual Light Divination
Cure Light Wounds Detect Charm Create Food & Water Exorcise
Detect Evil Find Traps Cure Blindness Flesh of Fire
Detect Magic Hold Person Cure Disease Lower Water
Light Know Alignment Cure Serious Wounds Neutralize Poison
Protection from Evil Remove Paralysis Dispel Magic Protection from Evil (10 Ft)
Purify Food & Drink Resist Fire Feign Death Speak with Plants
Read Magic (Divine) Sacred Chant Glyph of Warding Sticks to Snakes
Remove Fear Silence (15 Feet) Holy Strike Tongues
Resist Cold Slow Poison Locate Object
Sanctuary Snake Charm Prayer
Spiritual Armor Speak with Animals Remove Curse
Stonebeard Spiritual Hammer Speak with Dead

Level 5 Level 6 Level 7


Atonement Animate Object Astral Spell
Commune Blade Barrier Control Weather
Dispel Evil Conjure Animals Earthquake
Flame Strike Find the Path Gate
Insect Plague (Greater) Heal Holy Word
Plane Shift Part Water Regenerate
Quest Speak with Monsters Restoration
Raise Dead Stone Tell Resurrection
True Sight Summon Aerial Servant Symbol
Word of Recall Wind Walk

46
Druid Spells
Level 1 Level 2 Level 3 Level 4
Detect Magic Barkskin Animate Plant-Based Dead Control Temperature
Detect Pits and Snares Charm Person or Mammal Call Lightning Cure Serious Wounds
Entangle Create Water Cure Disease Dispel Magic
Face of the Forest Cure Light Wounds Cure Moderate Wounds Flash Inferno
Faerie Fire Darkvision Fire Trap Hallucinatory Forest
Fistfang Dragon Mist Flame Charm Hold Plant
Herne’s Blessing Elderberry Hold Animals Ice Storm
Invisibility (Animal) Feign Death Insect Plague (Lesser) Lower Water
Locate Animal Find Plants Mold to Moldmen Protection from Lightning
Pass without Trace Flame Blade Neutralize Poison Speak with Plants
Predict Weather Fungus Shape Plant Growth Summon Animals I
Purify Water Heat Metal Protection from Fire Summon Plants & Funguses
Read Magic (Divine) Mist of the Glen Pyrotechnics Summon Woodland Beings
Shillelagh Moldskin Snare Wyrd Refuge
Speak With Animals Produce Flame Stone Shape
Warg Companion Ray of Decay Tree Shape
Snake Charm Water Breathing
Spore Cloud
Warp Wood

Level 5 Level 6 Level 7


Animal Growth Anti-Animal Shell Animate Rock
Anti-Plant Shell Conjure Fire Elemental Chariot of Fire
Charm Plants Control Weather Confusion
Commune with Nature Cure Critical Wounds Conjure Earth Elemental
Control Winds Feeblemind Control Weather (Adv)
Insect Plague (Greater) Fire Seeds Creeping Doom
Part Water Shield of the Sylvan Finger of Death
Sticks to Snakes Summon Animals III Fire Storm
Stone Tell Transport via Plants Reincarnate
Summon Animals II Wall of Thorns Summon Treant
Transmute Rock to Mud Transmute Metal to Wood
Wall of Fire

47
Level 1
Magic-User Spells - Levels 1-3
Level 2 Level 3
Affect Normal Fires Ambasse’s Absent Lapse Baltron’s Beguiling Birdseed
Ambasse’s Allurement Anttiliam’s Necromantic Drain Blink
Aztazibar’s Acrid Finger Audible Glamer Clairaudience
Baltron’s Black Sheen Baltron’s Effusive Bloodboil Clairvoyance
Burning Hands Breath of the Dragon Darkvision
Charm Person Chandra-Kar’s Charm of Disciplinary Jargon Demambala’s Sepulchral Soup
Comprehend Languages Continual Light Dispel Magic
Dancing Lights Darkness (15 Feet) Explosive Runes
Detect Magic Detect Evil Feign Death
Enlarge Detect Invisibility Fireball
Erase Djriixim’s Purple Haze Flame Arrow
Feather Fall ESP Fly
Fennril’s Exquisite Strangulation Flesh of Fire Galaxina’s Gorgonic Glyph
Filangee’s Sycophantic Praise Fool’s Gold Gregvard’s Green Tentacles
Find Familiar Forget Gust of Wind
Hitzemun’s Blue Feet Galaxina’s Scintillating Spark Shower Haste
Hold Portal Gartzee’s Incredulous Apostate Hold Person
Identify Grelf’s Acidic Arrow Invisibility (10 Feet)
Jump Invisibility Lightning Bolt
Light Knock Ool’s Broiling Exhalation
Magic Missile Koweewah’s Shushing Hand Phantasmal Force
Mazakala’s Glassy Facsimile Levitate Protection from Evil (10 Feet)
Mazakala’s Imperfect Panic Locate Object Protection from Normal Missiles
Mazakala’s Mucilaginous Effluvium Magic Mouth Secumund’s Tiny Hut
Mending Mikda-Err’s Practical Tilt Sepia Snake Sigil
Message Mirror Image Suggestion
Protection from Evil Pyrotechnics Summon Monsters I
Read Magic (Arcane) Ray of Enfeeblement Tongues
Secumund’s Phantasmal Steed Rope Trick Water Breathing
Shield Scare Zozomir’s Stentorian Shout
Shocking Grasp Secumund’s Trap Zurgosmel’s Heeded Echo
Sleep Shatter
Spider Climb Stinking Cloud
Tenneal’s Expeditious Retreat Strength
Tenneal’s Floating Disc Vitharia’s Vengeful Visage
Tenneal’s Magic Aura Web
Unseen Servant Wizard Lock
Ventriloquism
Wall of Glass
Write
Zu-Pang’s Protracting Eyeball
48
Level 4
Magic-User Spells - Levels 4-6
Level 5 Level 6
Animate Statue Abner’s Faithful Hound Anti-Magic Shell
Charm Monster Airy Water Control Weather
Confusion Animate Dead Death Spell
Dimension Door Cloudkill Disintegrate
Enchanted Weapon Cone of Cold Extension III
Extension I Conjure Elemental Geas
Fear Contact Other Plane Globe of Invulnerability
Fire Shield Extension II Guards and Wards
Fire Trap Feeblemind Koweewah’s Forceful Hand
Flame Charm Hold Monster Legend Lore
Fumble Koweewah’s Interposing Hand Lower Water
Gaseous Form Magic Jar Mordril’s Mighty Excavation
Globe of Invulnerability (Minor) Passwall Ool’s Freezing Sphere
Hallucinatory Forest Secumund’s Secret Chest Part Water
Ice Storm Stone Shape Projected Image
Massmorph Summon Monsters III Reincarnate
Mnoricar’s Mnemonic Enhancer Telekinesis Repulsion
Mordril’s Excavation Teleport Spiritwrack
Plant Growth Transmute Rock to Mud Stone to Flesh
Polymorph Other True Sight Summon Invisible Stalker
Polymorph Self Wall of Force Summon Monsters IV
Remove Curse Wall of Iron Summon Phantom Stalker
Summon Monsters II Wall of Stone Transmute Ice to Flesh
Wall of Fire Welnard’s Wizard Window
Wall of Ice
Wizard Eye

49
Magic-User Spells - Levels 7-9
Level 7 Level 8 Level 9
Abner’s Magic Sword Antipathy Astral Spell
Charm Plants Cindaar’s Spell Resistance Gate
Delayed Blast Fireball Clone Imprisonment
Duo-Dimension Glassysteel Koweewah’s Crushing Hand
Invisibility (Mass) Incendiary Cloud Meteor Swarm
Koweewah’s Grasping Hand Koweewah’s Clenched Fist Power Word (Kill)
Limited Wish Mass Charm Prismatic Sphere
Phase Door Maze Shape Change
Power Word (Stun) Mind Blank Summon Monsters VII
Reverse Gravity Ool’s Irresistible Safety Dance Temporal Stasis
Simulacrum Permanency Time Stop
Statue Polymorph Any Object Wish
Sueddaht’s Instant Summons Power Word (Blind)
Summon Cacodemon Summon Monsters VI
Summon Monsters V Symbol
Vanish Trap the Soul

50
Illusionist Spells
Level 1 Level 2 Level 3 Level 4
Audible Glamer Ambasse’s Absent Lapse Continual Light Confusion
Color Spray Blindness Dispel Phantasmal Force Emotion
Dancing Lights Blur Fear Invisibility (Adv)
Darkness (15 Feet) Breath of the Dragon Hallucinatory Forest Massmorph
Detect Illusion Deafness Illusionary Script Minor Creation
Detect Invisibility Dragon Mist Invisibility (10 Feet) Phantasmal Killer
Detect Magic Fog Cloud Non-detection Shadow Monsters I
Eaiggard’s Wizard Vizard Hypnotic Pattern Paralyzation
Find Familiar Invisibility Rope Trick
Gaze Reflection Magic Mouth Spectral Force
Hypnotism Mikda-Err’s Practical Tilt Suggestion
Light Mirror Image Zurgosmel’s Heeded Echo
Mazakala’s Glassy Facsimile Misdirection
Mazakala’s Imperfect Panic Phantasmal Force (Adv)
Phantasmal Force Sleep
Read Magic (Arcane) Ventriloquism
Secumund’s Phantasmal Steed Vithara’s Vengeful Visage
Wall of Fog
Write
Zggyg’s Phantasmal Man-Catcher

Level 5 Level 6 Level 7


Confusion (Adv) Shadow Magic (Adv) Astral Spell
Major Creation Shadow Monsters III Invisibility (Mass)
Maze Suggestion (Mass) Limited Wish
Projected Image Summon Phantom Stalker Prismatic Spray
Shadow Door True Sight Prismatic Wall
Shadow Magic Veil Vision
Shadow Monsters II
Summon Shadow

51
Cumulative Spell Effects
Spells In some instances, a caster can combine spells.
Divine spell-casters include clerics, druids, and However, the same spell can never be cast consecutively
monks. Arcane spell-casters include magic-users and for a cumulative effect.
illusionists. The process of casting a spell requires either
divine or arcane spoken language, ritualized gestures, Starting Spells
and, occasionally, material spell components.
When beginning play, clerics and druids can choose
Divine spell-casters pray for spells each morning and any spell from their spell list but may only cast a number
arcane casters memorize spells from spellbooks. The of spells subject to level and Wisdom Spell Bonus (see
total number of spells that may be cast, in both cases, the respective character class entries). In the case of
is subject to their level of experience and Wisdom or magic-users and illusionists, they can only select spells
Intelligence Modifier (respectively). from their spellbooks. Starting spells for arcane casters
include Read Magic (Arcane), Detect Magic, and Write.
When a spell-caster releases a spell, the mental drain In addition to these spells, three random spells are
prevents the ability to channel the spell again until the also included (see the magic-user and illusionist class
next day. Divine and arcane spell-casters may only entries). They can only memorize spells currently written
memorize new spells after an eight-hour uninterrupted in their spellbooks.
rest. The player must announce their spell choices to
the Maze Controller each morning. Arcane Spell Acquisition

Spell Constraints Wizards add new spells to their repertoire by discovering


scrolls and spellbooks while adventuring. The acquisition
As noted above, spell-casters must gesture and recite of new arcane lore is the primary driving force for
the necessary magical phrases. Constrained spell- wizards - and spells are jealously guarded. When new
casters (i.e., gagged or bound) may not cast spells. spells are transferred into a spellbook, they disappear
Spells cannot be cast in magical silence. from the scroll from which they were transcribed. Upon
attaining a new level, both arcane classes may select a
Initiative new spell of their choice from that level or lower.

Player characters (PCs) must announce their desire to Arcane Spellbooks


cast a spell preceding initiative dice at the start of each
combat round. Any disruption, such as taking damage During the course of an adventure, a wizard may desire
or failing a saving throw, will disrupt the spell and result a backup spellbook, as spellbooks can be destroyed.
in failure. If a spell fails, it cannot be cast again until The process requires 1,100 gold pieces and one week
the next day. per spell level. For example, if a book contains three
Level 1 spells and one Level 2 spell, the process costs
The target must be within the spell’s range and the 5,500 gold pieces and five weeks. This process requires
caster’s line of sight, unless otherwise specified in the rigorous, cloistered study and concentration for the time
description. period required. Spellbooks are highly valued. Many
wizards will create duplicate books, one for travelling
Saving Throws and one hidden away from danger (use the above for
approximate cost).
Some spells require a saving throw. These are
referenced in the description of each spell. A successful Spell Channeling
saving throw reduces or eliminates a spell effect.
Clerics may spontaneously convert any first level spell
Reversible Spells for Cure Light Wounds. Illusionists and magic-users
may spontaneously convert any first level spell for
Some spells may be cast in reverse. A spell which is Detect Magic or Read Magic (Arcane).
reversible is noted in the spell description. If a player
character wishes to cast a reverse spell, s/he must Spell Memorization Limit
indicate at the time of casting. In some instances, a
cleric may face disapproval if s/he casts a reversed Spell-casters, divine or arcane, may not memorize the
spell that counters the alignment or doctrine of their same spell more than once per day without use of a
faith. magical item.

52
Spell Languages
Spell Descriptions
Spells are written in two languages. Divine spell-casters
Abner’s Faithful Hound
use Ancient Common (akin to Latin and the celestial
Level: 5 (Magic-User)
speech of the heavens). Arcane spell-casters use Black
Duration: 2 Rounds/Level
Tongue (the guttural speech of the Lower Planes).
Range: 10 Feet
Spell Scrolls and Spellstones
This spell summons a spectral guard-dog. The dog
guards a 30x30 foot area designated at the time of
Divine and arcane spell-casters may write their own
casting. The hound barks incessantly if an intruder
spell scrolls at a cost of 250gp per spell level. The
approaches (larger than rat-sized). The hound senses
scribing time is one week per spell level (must be able
and sees ethereal, invisible, and phased beings or
to cast). Scrolls can hold a maximum of three spell
creatures. Abner’s Faithful Hound attacks as HD: 10 for
levels. Note that dwarven clerics and druids can carve
3d6 points of damage if the trespasser turns and flees.
spellstones (runestones) in a similar manner.
The dog’s bite is equivalent to a magic weapon (+3).
The hound is immune to attack, but may be dispelled.
Combat and Casting Time
The caster dismisses the spell when s/he leaves area of
effect.
As noted earlier, spell-casters must declare their intent
to cast and the spell name prior to rolling initiative dice.
Abner’s Magic Sword
The spell takes effect on the spell-caster’s turn in the
Level: 7 (Magic-User)
Order of Action (see Combat). Select spells require
Duration: 1 Round/Level
longer casting times and are not intended for melee.
Range: 30 Feet
When outside melee, spells may be cast at the discretion
of the caster in concert with the Maze Controller.
The caster conjures a glowing sword of energy (6d4
damage). While using the sword, the magic-user
How to Read Spell Descriptions
attacks as a fighter (at half the caster’s level, round
up) and always hits on a natural attack roll of 19-20.
Each spell entry is listed with the spell name, level,
The energy sword strikes as a magical weapon, and
duration, and range, followed by its description:
may hit phased-creatures or opponents on the Astral
or Ethereal planes. Dispel Magic will dismiss Abner’s
Level refers to the level of the spell. The caster’s level
Magic Sword.
determines whether the spell is available for casting.
Affect Normal Fires
Duration refers the time period the spell is in effect.
Level: 1 (Magic-User)
Duration: 1 Round/Level
Range indicates how far away the caster can throw the
Range: 5 Feet/Level
spell and the centering of the spell’s effect (if applicable).
Through this spell the caster can alter a mundane fire.
When necessary, spell descriptions reference an “area
The flame can be as small as a torch, or up to, and
of effect.” The area of effect could be a 20x20 foot
including, a bonfire. The caster can only manipulate the
radius centered on the caster. Other spells are focused
fire’s brightness. For example, a wizard could reduce
on an individual only, such as the caster or one recipient,
the fire to a candle or increase the brightness to the
and have a range of 0 or N/A (Not Applicable). These
spell Light. However, the heat emitted never changes
spells typically indicate a “touch” range where the
beyond its original size. Shrinking, or growing, a fire
being, creature, or thing, must be touched to activate
reduces/increases fuel consumption by 50% or 100%,
the spell. In some instances, because of the dweomer
respectively.
type, the spell area of effect and the range are identical.
Airy Water
Level: 5 (Magic-User)
Duration: 1 Turn/Level
Range: N/A

This spell conjures a bubble of breathable atmosphere


in water (or liquid-based medium). The bubble is
centered on, and moves with, the caster. The area
of effect is a 20x20 foot sphere, or a 40 foot radial
53
hemisphere, subject to the wizard’s preference. The Animate Dead
bubble’s atmosphere does not allow aquatic beings Level: 3 (Cleric) / 5 (Magic-User)
to swim into or through it, and aquatic beings and Duration: Permanent
creatures cannot breathe Airy Water. Sentient aquatic Range: 60 Feet
beings will refuse to enter the bubble.
This spell animates dead remains, like bones or corpses,
Ambasse’s Absent Lapse into either skeletons or zombies. The constructs follow
Level: 2 (Magic-User) the caster’s commands. For example, the undead will
Duration: 1 Round/Level follow, attack, or guard an area from intruders (or
Range: Sight of target any designated creature type). The constructs remain
animated until destroyed or until their necromantic
Ambasse’s Absent Lapse is a powerful dweomer that enchantment is dismissed via Dispel Magic.
targets an opposing magic-user in the midst of spell-
casting. The Absent Lapse temporarily wipes the The caster’s level determines the total hit dice of the
memory of the spell from the mind of the caster for one undead raised (Skeletons HD: 1 or Zombies HD: 2). A
round (plus and additional round per level). The Absent Level 6 Cleric, for example, can animate six skeletons
Lapse is instantaneous and need not be declared prior or three zombies. Alternatively s/he could animate
to rolling initiative (the caster may not be in the midst of four skeletons and one zombie. The undead possess
casting to spontaneously cast Absent Lapse). no intelligence, abilities, or memories from life. See
the respective entries for skeletons and zombies in the
The targeted wizard is allowed a saving throw (Spell) to monster section.
negate. The target receives a save modification based
on Level Differential. Level Differential is either a bonus Note that the dead are not easily roused and must be
or penalty applied for every level of difference between commanded to do so convincingly and authoritatively.
the caster and the targeted wizard. For example, if If not, they will ignore the summons and the spell will
the caster of Absent Lapse is Level 2 and the target is fail (subject to the discretion of the Maze Controller). A
Level 4, the target would receive a bonus of +2 on the good-aligned cleric may incur disapproval from his or
save, or if the caster was Level 5 and the target Level her deity by casting this spell.
2, the target would have a -3 penalty, etc. The Absent
Lapse cannot penetrate magic resistance, a Globe of Animate Rock
Invulnerability, or magic items that reflect spells. Level: 7 (Druid)
Duration: 1 Round/Level
Ambasse’s Allurement Range: 40 Feet
Level: 1 (Magic User)
Duration: 1 Round/Level This spell is a limited form of Animate Object. The druid
Range: Self can animate 2x2x2 feet of rock, or any other mineral
(per level). The rock animated may not be part of an
When cast, this spell increases the wizard’s Charisma existing structure (dais, wall, or altar, etc.). Otherwise,
by 2d4 (Maximum 18). All intelligent beings within a 10 this spell functions as per Animate Object.
foot radius (+10 feet per level) must save (Spell). Those
who succeed view the wizard with a lower Charisma Animate Object
(1d4), and immediately shun, and disapprove of, him/ Level: 6 (Cleric)
her. Those that fail will feel positively predisposed to the Duration: 1 Round/Level
caster and will aid him or her within reason (without the Range: 30 Feet
confines of their alignment).
This spell animates inanimate objects (within one square
Animal Growth (Reversible) foot per/level). Each object can then be commanded
Level: 5 (Druid) to attack a caster-designated target. The caster may
Duration: 2 Rounds/Level only animate objects of mundane material. A being’s
Range: 80 Feet carried or equipped objects cannot be animated.

This ritual prayer allows the caster to double the size of The Maze Controller must exercise judgment with this
eight animals (maximum) in a 20x20 foot area (i.e., a spell in relation of the following parameters. The shape
three foot tall animal grows to six feet in height). The of an animated object determines its movement ability.
double growth also applies to mass, hit dice, attack,
and damage values. The opposite, Animal Diminution, For example, a rope slithers, a chest shuffles, a chair
reduces the aforementioned by half. gallops, a vial rolls, etc. Movement ranges from slow

54
(10ft/rd) to fast (60ft/rd). For example, a candelabra Anti-Animal Shell conjures a semi-translucent force
might bend and drag itself 10 feet per round, whereas globe that protects all those within from attacks by
a chair might gallop at the fastest movement rate. mundane animals. Mundane animals include all
mammals, but not undead, devils, demons, or exotic
To attack, objects use the caster’s Attack Bonus. The other-planar creatures. The caster may terminate the
Maze Controller’s determines whether an object spell at any time. The radius is 10x10 feet plus 10 feet
receives one attack or one every two rounds. Both hit per two levels of the caster.
points and damage depend on the object size and
shape, with 1d6 considered the baseline. Reasonable Anti-Magic Shell
adjustments up or down are at the discretion of the Level: 6 (Magic-User)
Maze Controller. Duration: 1 Turn/Level
Range: Caster
Animate Plant-Based Dead
Level: 3 (Druid) Through this dweomer, the caster conjures an anti-
Duration: Special magic globe. Spells cannot pass through the barrier (in
Range: 60 Feet or out). The caster may cast spells on him/herself. The
caster may terminate this spell as desired. The radius
This spell allows the caster to call upon plant-matter is, like Anti-Animal Shell, 10x10 feet plus 10 feet per 2
(grasses, vines, funguses, roots, molds, etc.) to grow levels of the caster.
through and animate skeletons and corpses within the
spell’s range. The animated dead are plant-based. Anti-Plant Shell
They are not considered undead and cannot be turned Level: 5 (Druid)
by clerics. They will obey the caster until destroyed, the Duration: 1 Turn/Level
caster is slain, or they are dismissed by Dispel Magic. Range: Caster

The spell animates 1 hit die for every level of the caster. Anti-Plant Shell creates an invisible force globe. The
For example, a Level 5 Cleric could raise five skeletons shell protects all those within from melee or missile
(HD: 1 each) or two zombies (HD: 2 each) and one attacks from plant-based beings or animated plants.
skeleton (HD: 1), etc. The skeletons and zombies The caster may end this spell at any time. The shell
animated have the same hit dice, armor class, and radius is 10x10 feet plus 10 feet per two caster levels.
movement rates as their undead counterparts. However,
because they are plant-based they take double damage Antipathy (Reversible)
from cold-based attacks. Level: 8 (Magic-User)
Duration: 12 Turns/Level
Animate Statue Range: See below
Level: 3 (Cleric) / 4 (Magic-User)
Duration: 1d10 Rounds/+1 per Level This spell stimulates a location or object to quiver with
Range: 1 Inanimate Statue (Touch) magical energy. The micro-vibrations serve to attract
(Sympathy) or repulse (Antipathy) a specific type of
Through this spell, a cleric or magic-user can animate intelligent being (determined by the magic-user). The
a statue for a time period equal to 1d10 rounds plus being type must be named explicitly. The maximum
one round per caster level. The statue will only respond area affected is 10x10 feet per level. If cast on an object
to the verbal commands of its creator. instead of an area, a save penalty of -2 is applied to
negate.
The material of the statue determines the construct’s
hit dice. The Maze Controller should use the Animated Anttiliam’s Necromantic Drain
Statue entry (Crystal, Stone, and Iron) in the monster Level: 2 (Magic-User)
section as a guide. Duration: See below
Range: Touch
Note that if the caster dies while the statue is animated,
the statue will go berserk and attack a random target. By means of this spell, a caster can reduce a target
by one level/HD for 1d6+1 rounds. The caster can
Anti-Animal Shell drain a second level upon reaching Level 4, a third
Level: 6 (Druid) level at Level 6, and so on. No target can be drained
Duration: 1 Turn/Level below one level/hit die. The drain includes the loss of
Range: Caster spells, combat abilities, and special abilities. The target
is allowed a save versus Spell for no effect.

55
Audible Glamer
Level: 1 (Illusionist) / 2 (Magic-User)
Duration: 2 Rounds/Level
Range: 60 Feet/10 Feet per Level

This spell creates illusionary sound. The wizard can


project and center the sound anywhere within range. The
caster could, for example, create footsteps (approaching
Astral Spell or retreating), or voices (loud or soft), etc. The caster
Level: 7 (Cleric) / 7 (Illusionist) / 9 (Magic-User) can produce sound equivalent to four medium-sized
Duration: See below humanoids. The wizard may also increase the sound
Range: Touch by four humanoids for each level beyond the minimum
required to cast the spell. Note the caster may only use
This spell allows the caster to free his or her soul from the spell to imitate any sound he or she has heard in the
its corporeality and project astrally on another plane of past (human, animal, monster, etc.).
existence. Five other willing souls may travel with the
caster as long as all subjects are connected by hand. If the caster desires a variation on the volume as
Companions must follow, and are dependent upon, outlined above, the Maze Controller determines the
the caster while in astral form. If separated or slain, volume generated. For instance, the sound of four
the caster’s companions will be stranded on the Astral humans might approximate eight children or one troll.
Plane. All those who actively disbelieve, are allowed a saving
(Spell) to recognize the illusionary sound.
The bodies of all astral travellers remain in suspended
form on the Prime Material Plane. The caster (and Augury
companion travellers) can only take items that exist Level: 2 (Cleric)
on the Astral Plane. The Astral Plane connects to other Duration: See below
planes and the caster may also travel to these locations. Range: N/A
The caster creates a new physical manifestation on the
desired plane. Through prayer, Augury allows the caster to determine
if an impending and immediate action will result in a
The caster anchors himself to his physical body on the positive or negative outcome. A cleric is 70% likely to
Prime Material Plane through an enchanted silver cord. receive a true response plus 1% percent per caster level
At any point, if the cord is severed, either on the Astral (the Maze Controller rolls the result). The Augury can
or the Material Plane, the caster dies. The silvery cord predict forward a maximum of three turns. Long-term
is attached invisibly to the caster for the duration of the consequences are impossible to determine through this
spell. If the astral form’s second manifestation is killed, spell.
the cord pulls the caster’s soul back to his suspended
body on the Material Plane. The actions of the projected Aztazibar’s Acrid Finger
caster only influence beings existent on the astral plane. Level: 1 (Magic-User)
Duration: 1 Round/Level
Travel through the Astral Plane can continue indefinitely. Range: Special
PC bodies are unaffected by the passage of time and
do not require sustenance. The Astral Spell continues By means of this spell a gout of green acid projects from
until ended by the caster. the index finger of the caster. The jet of acid causes
1d4+1 points of damage per round. Aztazibar’s Acrid
Atonement Finger automatically strikes a target if the range is
Level: 5 (Cleric) within 20 feet. However, if the target is beyond 20 feet
Duration: Permanent s/he must make a successful ranged attack roll. If the
Range: Touch caster is beyond first level, s/he may choose to target
different opponents in different rounds, but the above
This spell absolves the recipient of involuntary evil or regarding range still applies. The caster must have an
past wrongdoing. In order to receive atonement, the unobstructed line of sight to the target. Anything or
subject must be remorseful and truly seek repentance anyone that obstructs the acid stream takes immediate
for his/her sins and transgressions. This spell can also damage. The caster must maintain concentration
reverse an alignment change due to magic. The holy throughout the duration of the spell and perform no
rite of atonement requires one turn to cast. other actions.

56
Baltron’s Beguiling Birdseed Blade Barrier
Level: 3 (Magic-User) Level: 6 (Cleric)
Duration: Special Duration: 3 Rounds/Level
Range: One Bag of Seed Range: 30 Feet

Baltron’s Beguiling Birdseed is similar to the spell Through this spell a cleric summons a shimmering
Charm Monster (and thus Charm Person), except that curtain of sharp, whirling blades of force. All those that
a mage casts the charm on one bag of seed that must pass through the field take 8d8 damage. The caster
be consumed by giant ravens, hippogriffs, or griffons, designates the spell’s exact area of effect (a 10 foot
etc., to take effect. One creature is charmed if HD: 7 long wall plus 5 feet per two caster levels). The Blade
or greater. A group of HD: 3 monsters or fewer may be Barrier is immobile.
influenced (2d6 total HD affected).
Bless (Reversible)
Baltron’s Black Sheen Level: 1 (Cleric)
Level: 1 (Magic-User) Duration: 6 Rounds
Duration: 1 Turn Range: 10 Feet
Range: 10 Feet/Level
Bless imbues the caster’s companions with courage
This spell creates a thin sheet of black ice across a within a 20x20 foot area of effect. All comrades within
10x10 foot area. Any creature that steps onto the black the effect gain a +1 to attack, damage and morale.
sheen must save (Stone) or slip, slide, and fall prone. A The reverse of the spell, Blight, penalizes enemies –1 to
Level 5 Magic-User may cast the icy coating in different morale, attack and damage rolls. A save versus Spell
ways including weapon handles, rope, or ladders. In negates the effect.
these examples, creatures are allowed a save (Spell) to
negate. Blindness
Level: 2 (Illusionist)
Baltron’s Effusive Bloodboil Duration: See below
Level: 2 (Magic-User) Range: 30 Feet
Duration: 3 Rounds
Range: One Target within 30 Feet The caster can throw this spell and blind a single target
permanently (-4 to hit). The blindness is magical in
By means of this spell, the magic-user increases the nature and cure spells will not alleviate the effect. Only
blood temperature of a single humanoid creature. the caster can dismiss the spell or a Dispel Magic.
The spell has an effect that lasts for three rounds. In
the first round, the victim burns with fever and sweats Blink
uncontrollably taking 1d4 points of damage. In the Level: 3 (Magic-User)
second round, blood starts dripping from the eyes, Duration: 1 Round/Level
ears, and nose, and s/he takes 1d8 points of damage. Range: Self
In the third round, as the Bloodboil dissipates, the victim
takes an additional 1d4 points of damage. The target By means of this spell the caster can teleport, or “blink,”
is allowed a saving throw (Spells) but this only serves to between the Material Plane and the Ethereal Plane. The
half the damage. caster disappears from one location and reappears in
another. In any round the caster wins initiative, s/he
Barkskin can melee attack as normal. If successfully hit on the
Level: 2 (Druid) opponent’s turn, the mage blinks away for no damage.
Duration: 4 Rounds/1 per Level In any round the caster loses initiative, s/he can blink
Range: Touch away if successfully hit (again, for no damage) and
melee attack normally on his/her turn. Regardless of
Barkskin hardens a being’s skin like a tree. The druid the number of successful melee or ranged attacks, the
can cast the spell on him/herself or a willing recipient. mage blinks away for no damage. The mage’s other
The effect improves armor class by +1 and provides a attack forms, such as ranged attacks, magic items, or
+1 to all saves (except Spell). spells, fail 75% of the time due to disorientation. The
wizard can only be damaged by area of effect, melee,
or ranged attacks that target both the point of blink
departure and arrival simultaneously. When the caster
blinks, s/he reappears randomly five feet from his or
her original location. Roll 1d8 relative to the direction

57
faced: Roll 1d8: 1) Forward, 2) Backward, 3) Right, 4) of the target mark, or in the bolt’s path, take damage.
Left, 5) Forward Left, 6) Forward Right, 7) Backward Left, The caster may call a bolt of lightning once per 10
8) Backward Right. If the position rolled is occupied, rounds. The spell only functions below ground with a
the spell shifts the caster in a random direction (max. clear vertical access to a stormy sky. Targets may save
10 feet away). If all possible destinations are occupied, versus Spell for half damage.
the caster is stranded in the Ethereal Plane.
Chandra-Kar’s Charm of Disciplinary Jargon
Blur Level: 2 (Magic-User)
Level: 2 (Illusionist) Duration: 2 Rounds/1 per Level
Duration: 3 Rounds/1 per Level Range: See below
Range: Caster
This spell confuses and confounds the ability of an
This dweomer blurs the caster. Due to the distortion, opposing magic-user to cast spells. Instead of reciting
attackers suffer a -4 penalty to hit with both melee the required incantation, verbose and unrelated
and ranged attacks in the first round of the spell and academic wizardly jargon issues forth from the wizard’s
-2 in all remaining rounds for the spell’s duration. In mouth that prohibits spell-casting. The target wizard is
addition, the caster gains +1 to Wand and Spell saves allowed a save versus Spell for no effect. The target
that require an attack roll. mage must be within sight and no further than 50 feet
away.
Breath of the Dragon
Level: 2 (Illusionist) / 2 (Magic-User) Chariot of Fire
Duration: 1 Turn Level: 7 (Druid)
Range: See below Duration: 5 Turns/1 Turn per Level
Range: 10 feet
Breath of the Dragon is a second level magic-user
or illusionist spell. While casting this dweomer, the The caster conjures a flaming chariot drawn by two
wizard’s eyes roll back in his/her head and a visually horses. The chariot accommodates eight medium-sized
impenetrable bank of fog spills forth from his or her or smaller beings (including the caster). The chariot can
mouth for one turn. The bank of fog settles across a either travel on the ground (80 feet) or fly (160 feet).
chasm or expanse and functions as a horizontal bridge The flaming horses (Stats: AC: 2, HP: 30) can only by
(200 feet in length plus 10 feet per level). The spell harmed by water-based attacks, magic, spells, and
dissipates in one turn after the casting is complete. magical weapons. The horses and chariot inflict 1d6
if touched.
Burning Hands
Level: 1 (Magic-User) Charm Monster
Duration: 1 Round Level: 4 (Magic-User)
Range: See below Duration: Special
Range: 25 Feet/5 Feet per Level
By joining thumbs and pointing his fingertips forward,
the caster of this spell creates a broad cone of flame. This spell is indistinguishable from Charm Person.
The flame shoots forth in a 120-degree arc and is 5 Charm Monster may target humanoids or monsters of
feet in length. Any target caught in the cone is burned four hit dice. If greater than four, only one monster is
for 2 points of fire damage per caster level (no save). affected. If cast on a HD: 3 monsters (or under) 3d6
The spell ignites flammables. are charmed.

Call Lightning Charm Person


Level: 3 (Druid) Level: 1 (Magic-User)
Duration: 10 Rounds/1 per Level Duration: Special
Range: 0 Range: 25 Feet/5 Feet per Level

By means of this spell, the caster calls forth a lightning By means of this spell, the caster encourages a humanoid
bolt that scores 2d8 points of damage plus 1d8 per creature to regard him or her as an ally. The caster
level. The spell requires the caster to be outdoors and must know the subject’s language to convey orders,
in a storm (any type). or be effective at pantomime. Undead creatures, and
those of 4+ hit dice, are unaffected. The caster cannot
The bolt of lightning strikes downward at a target within control the subject of the spell, but rather the caster’s
a 360 feet radius of the druid. All those within 10 feet words are perceived in the most favorable manner.

58
The subject will take orders but will refuse dangerous Clairaudience
actions or actions with alignment deviations. The caster Level: 3 (Magic-User)
cannot ask the affected creature to commit suicide or Duration: 1 Round/Level
obey harmful orders. However, the caster may convince Range: N/A
the target that something risky is worth attempting. Any
act that threatens the ensorcelled being ends the spell. Clairaudience allows the caster to concentrate on a
The subject of the spell will express extreme jealousy specific locale and hear everything within six feet of
over the caster’s attention. Subject to intelligence, the location specified. The caster must have visited the
those affected gain additional saves to break the location in his or her past. Distance is not a factor in the
charm: Intelligence 3-8 (once a month), 9-12 (once spell’s effectiveness.
each week), and 13-18 (once per day). Dispel Magic
dismisses Charm Person. Specific spells, magic items, and/or lead shielding,
blocks the spell. The spell is limited to the caster’s plane
Charm Person or Mammal of existence.
Level: 1 (Druid)
Duration: Special Clairvoyance
Range: 25 Feet/5 Feet per Level Level: 3 (Magic-User)
Duration: 1 Round/Level
This spell is akin to Charm Person but includes animals. Range: N/A
All the aspects of Charm Person apply, except the druid
need not speak the animal‘s language. Clairvoyance allows the caster to concentrate on a
specific locale and see anything within six feet of the
Charm Plants location specified. The caster must have visited the
Level: 5 (Druid) / 7 (Magic-User) location in his or her past. Distance is not a factor in
Duration: Permanent the spell’s effectiveness.
Range: 25 Feet/5 Feet per Level
Darkness in the specified location may reduce the
Through this spell, the caster may command plants. The visibility of the spell, subject to the discretion of the
plants act within their means and intelligent plants are Maze Controller. The incantation can be blocked by
allowed a save versus Spell at -4 to resist the dweomer. specific spells, magic items, and/or lead shielding. The
Once enchanted, the caster may command plants spell is limited to the caster’s plane of existence.
indefinitely in the area of effect.
Clone
Level: 8 (Magic-User)
Duration: Permanent
Range: Touch

This spell enables the creation of a clone using a piece


of its flesh. The body must be preserved from decay, but
preferably fresh.

Once cast, the clone must be gestated in a wizard’s


workshop, for a period of 1d4+2 months. Once the
Cindaar’s Spell Resistance clone gestates to maturity, a psychic link forms between
Level: 8 (Magic-User) the two beings for one week.
Duration: 1 Turn/Level
Range: Touch If the original is still alive during this time period, both
entities will actively attempt to kill each other. If neither
Through this dweomer, the caster grants limited spell succeeds, there is a 95% likelihood that one of them,
resistance. The spell provides at +8 bonus on all saves either the clone (75% chance) or the original (25%
against mind-influencing effects. These include, but are chance), turns insane. There is a chance (5%) that both
not limited to, Charm, Command, Fear, Suggestion, turn insane.
Hold, Scare (or spells that mimic these effects). The
spell provides a +5 bonus against powerful, high- After one week, if neither manages to eliminate the
level mind-affecting spells like Geas. The caster may other, the mental link dissipates, and the compulsion
confer spell resistance on one being per four levels of to slay each other ceases. The spell only replicates the
experience, but must divide the duration. original being’s mind and body, not their equipment.

59
Cloudkill Command
Level: 5 (Magic-User) Level: 1 (Cleric)
Duration: 6 Turns Duration: 1 Round
Range: 0 Range: 10 Feet

This spell, also called Deathmist, creates a bank Through this prayer, a cleric proclaims a single word
of greenish-yellow toxic fog (four feet wide, two feet of commandment, which a single target must obey
high, and two feet deep). The cloud is so lethal it kills without question. The commandment could include:
all those fewer than 4+1 hit dice on contact. Those jump, drop, halt, sleep, run, fall, flee, surrender, etc.
between 4+1 and 5+1 must save versus Death at -4 The caster can instruct the subject to “die” but this
or die and all those in excess of 6 hit dice must save merely results in a cataleptic state for one round.
normally or die. The cloud moves away from the wizard
at a rate of one foot per round. The cloud is susceptible The caster must communicate in the target’s language.
to light wind but will never push it backwards toward Any target with 5 or more HD or Intelligence of 12+ is
the caster. Moderate-to-high wind disperses the cloud entitled to a save versus Spell to negate. Like all mind-
in four rounds and high wind prevents the casting influencing spells, undead are immune to Command.
of Cloudkill entirely. The fog is heavier than air, and
sinks into depressions and low-lying areas. The spell is Commune
particularly well-suited for sinkhole openings and the Level: 5 (Cleric)
nests of burrowing animals and insects. The spell does Duration: 3 Turns
has no effect on those immune to poison. Range: 0

Color Spray Through this spell, the caster may consult a divine
Level: 1 (Illusionist) power in order to gain knowledge. The spell cannot be
Duration: Instant cast more than once per week and the cleric only may
Range: 3 Feet/1 per Level ask three yes-or-no questions.

A brilliant cone of colorful light streams forward from Deities and their divine emissaries do not look favorably
the illusionist’s hands. The cone shoots forward in a on those who call on them for trifling issues, or who
120-degree arc and is 5 feet in length. The spell blinds disturb them regularly. The Maze Controller must
or stuns 1d6 targets in the area. In addition, the spell adjudicate this spell for misuse. Once per year, if the
may knock targets unconscious. The spell affects the hit cleric has been particularly devout and true to the faith,
dice of target(s) in relation to the level of the caster, as s/he may ask seven questions.
outlined on the table below:
Commune with Nature
Level: 5 (Druid)
Monster Hit Dice Color Spray Result
Duration: See below
HD: < or Equal to Caster Unconscious (2d4 Rds) Range: One Half Mile/Level
HD: 1-2+ than Caster Blinded (1d4 Rds)
Through this ritual a druid attunes with, and gathers
HD: 3+ than Caster Stunned (1 Rd) knowledge of, the natural world. The spell may not be
cast underground.
The spell provides a save to negate (Spell) for those of
six hit dice or greater, or with more hit dice than the The ritual spell allows the caster to ascertain a piece
caster. Sightless or blind beings are unaffected. of information (per level of the caster) from any of the
following: general state, terrain, plant life, mineral
composition, location of water, inhabitants, animal
populations, sylvan creatures, unnatural beings or
monsters.

If a druid is touching a standing stone at the time of


casting, or within a stone circle, s/he gains one additional
piece of information. If at either location at sunset or
sunrise, s/he receives two pieces of information. Further,
if at either location on the Summer or Winter Solstice,
three additional pieces of information are gained. This
ritual requires one turn to cast.

60
61
Comprehend Languages (Reversible) Advanced Confusion is indistinguishable from the
Level: 1 (Magic-User) lesser spell, except it affects 3d4 beings in a 30x30
Duration: 5 Rounds/Level foot area. Illusionists can save versus Spell to avoid its
Range: Touch affect, as well as fighters (except barbarians, paladins,
and rangers). All saves versus spell are at a -2 penalty.
By this spell the caster can comprehend an unknown
spoken language or read an unknown script. In both Conjure Animals
cases, the caster must touch the being or the manuscript. Level: 6 (Cleric)
Duration: 2 Rounds/Level
The spell is confined to the ability to read and provides Range: 30 Feet
no insight or context. The spell only provides a
temporary ability, not a permanent ability to understand Through this spell the caster summons normal animals
or read the language in question. for combat or other purposes. The caster’s level
determines the number of animals summoned.
A mage can use the reverse of the spell, Obfuscate
Languages, to dispel the effects of Comprehend For each caster experience level, s/he may summon
Languages, or to make language, written or spoken, one hit die (note that each +1 on a hit die is calculated
incomprehensible. as 1/4 hit die). For instance, a Level 8 Cleric may
summon eight hit dice worth of animals (such as eight
Cone of Cold HD: 1 animals, or two HD: 3 animals and one HD:
Level: 5 (Magic-User) 2, etc.). Summoned animals fight until slain or the
Duration: Instantaneous spell duration ends. The Maze Controller chooses the
Range: 0 animals conjured.

This spell manifests a cone of bitter, icy frost. The cone Conjure Earth Elemental
issues forth from the caster’s hand and broadens Level: 7 (Druid)
outward (5 feet wide at the origin, 40 feet long, and 30 Duration: 1 Turn/Level
feet wide at the terminal end). Range: 10 Feet

The cone deals 1d4+1 points of cold damage per Through this spell, the caster calls one HD: 16 Earth
level. Thus, a Level 10 wizard would deal 10d4+10 Elemental to pull itself up from the ground. The
points of damage. A successful saving throw versus elemental will obey, perform tasks, and fight for the
Spell halves the damage. Cold-based creatures take spell’s duration. Dispel Magic returns the elemental to
no damage from this spell. the Plane of Earth.

Confusion Conjure Elemental


Level: 7 (Druid) / 4 (Illusionist) / 4 (Magic-User) Level: 5 (Magic-User)
Duration: 1 Round/Level Duration: 1 Turn/Level
Range: 10 Feet Range: 10 Feet

This spell confuses 2d4 targets within a 10x10 foot Through this spell, the caster summons one HD: 16
area. On a failed save (Spell at -2), targets are unable elemental of choice (air, earth, fire or water).
to function independently. Roll below, at the opening of
every combat round, to determine the target’s response: For the spell duration, the caster is limited to half
speed. The caster may undertake no other actions and
must concentrate to control the elemental for the spell’s
1d20 Confusion Result duration. The caster can dismiss the elemental at-will.
15-20 Attacks nearest being. Dispel Magic immediately forces the elemental back to
9-14 Mumbles incoherently (2 Rounds). its plane.
5-8 Scratches head befuddled. If the caster’s concentration breaks at any point during
1-4 Wanders in random direction (1 Turn). the spell duration, the elemental will turn and attack
the caster. Further, the caster cannot send the elemental
Confusion (Advanced) back its home plane of existence. The type of elemental
Level: 5 (Illusionist) summoned must be declared at the time of spell
Duration: 2 Rounds/Level memorization.
Range: See below

62
Conjure Fire Elemental Continual Flame
Level: 6 (Druid) Level: 2 (Cleric)
Duration: 1 Turn/Level Duration: Permanent
Range: 40 feet Range: Touch

The caster, through this spell, summons an elemental A flame, equivalent in brightness to a torch (30 feet),
from the Plane of Fire. The elemental is bound to springs forth from an inanimate object touched by
perform tasks and fight for the spell’s duration. Dispel the caster. The effect appears like a mundane flame,
Magic returns the entity to its home plane of existence. but generates no heat and does not use oxygen. A
The spell requires a fire. At the time of casting, roll the Continual Flame can be covered and hidden but not
table below to determine the elemental’s hit dice: smothered or quenched.

This spell can only be cast on inanimate objects. This


1d100 Fire Elemental Hit Dice
spell may be cast on a being’s possessions, but the
96-100 Fire Elemental (HD: 20) subject receives a saving throw (Spell) to negate the
86-95 Fire Elemental (HD: 16) effect.
01-85 Fire Elemental (HD: 12) Continual Light (Reversible)
Level: 3 (Cleric) / 3 (Illusionist) / 2 (Magic-User)
Contact Other Plane Duration: See below
Level: 5 (Magic-User) Range: 10 Feet
Duration: Special
Range: 0 This spell creates light equivalent to sunlight in a 60
foot radius, and any creature that suffers a penalty in
Through this spell, the caster contacts another plane of sunlight is affected. The caster may throw the spell on
existence in order to consult a divine being. The entity objects or a creature’s eyes, causing blindness (-4 to
replies in a language understood by the caster, but they hit, saving throw versus Spell negates). Unless dispelled,
are loathe to engage and only provide very brief, or Continual Light is permanent.
one word, responses (such as, yes, maybe, no, always,
or never). To ask questions, the caster must concentrate Continual Darkness produces darkness consistent with
exclusively on the spell. One question may be asked the above spell. It can be countered with Continual
(and a reply offered) per round. Light or Dispel Magic. Like Continual Light, the caster
may target the eyes and cause blindness (save applies).
The caster may ask one question for every two caster Normal eyesight, including darkvision, cannot penetrate
levels. Increased concentration and risk accompanies Continual Darkness, nor can lanterns, torches, or Light.
each question (beyond the first two). Consult the table
below to determine if the entity knows the answer. Roll Control Temperature
Unbeknown to determine if the entity knows and then Level: 4 (Druid)
the second column to see if it responds truthfully. Note Duration: 4 Turns/1 Turn per Level
the spell may cause the caster to turn insane. Range: 0

Questions Unbeknown Truth Insane Through this ritual prayer, the caster can adjust
temperature (up or down) within a 20 foot radius. The
3 80% 45% 10%
temperature adjustment is 60 degrees plus 10 degrees
4 70% 50% 15% per caster level (beyond Level 6). For example, at Level
5 65% 60% 20% 9 a druid can affect a change of 90 degrees Fahrenheit.
6 60% 65% 25% Control Weather
7 50% 70% 30% Level: 7 (Cleric) / 6 (Druid) / 6 (Magic-User)
8 35% 75% 35% Duration: 4d12 hours
Range: 0
9 30% 80% 40%
10 20% 85% 45% This spell changes weather in a fixed area. The spell
requires one turn to cast and 1d4 additional turns to
11 15% 90% 50% manifest (3d4+4 square miles). The caster can only
12 10% 95% 55% call forth season and climate-appropriate weather:

63
Season Weather Type Note: The spell will function in confined spaces and
underground. If the radius of the spell is constricted
Spring Electrical Storm, Wind Storm, Tornado under 40 feet, the spell provides no “eye” to the caster.
Summer Rain Storm, Hail Storm, or Heatwave
Create Food and Water (Reversible)
Autumn Rain Storm, Hail Storm, or Hurricane Level: 3 (Cleric)
Winter Snow Storm, Ice Storm, Polar Vortex Duration: Permanent
Range: 10 Feet
Through this spell, caster may adjust weather tendencies
only. This includes direction and intensity, but not This spell allows a cleric, per experience level, to create
specific control. The caster, for example, cannot direct enough food and water for 12 medium-sized humans.
the path of a hurricane or ice storm. The spell precludes
conflicting weather patterns. Create Water (Reversible)
Level: 1 (Cleric) / 2 (Druid)
Control Weather (Advanced) Duration: Permanent
Level: 7 (Druid) Range: 10 Feet
Duration: 4d12 hours
Range: 0 This spell generates four gallons of drinking water per
level of the caster. The caster can create water directly
This spell, more potent than the lesser spell of the same into vessels (like barrels), or in a space three foot
name, controls weather. The spell can alter weather cubed. Destroy Water, reverse of the spell, completely
forward or backward by one season. For example, in evaporates water in a similar volume. This spell
winter the caster may change the weather to fall or precludes the creation of water within a living target.
spring. In every other aspect, this spell is identical to
Control Weather. Creeping Doom
Level: 7 (Druid)
Control Winds Duration: 4 Rounds/Level
Level: 5 (Druid) Range: 0
Duration: 1 Turn/Level
Range: 0 Through Creeping Doom, a druid calls forth a massive
swarm of insects.
This ritual adjusts wind within a 40 foot radius per
level of the caster. The effect is centered on the caster The druid may command the 20x20 foot mass of biting
and increases or decreases wind velocity. This effect and stinging insects to attack a target within 80 feet.
continues until the caster alters the desired velocity, The swarm consists of individual insects (2d4+2)x10
dismisses the spell, or the spell concludes. (+5 per level) and moves 5 feet per round. Each insect
scores one hit point of damage and dies. The caster
During the spell, the caster is centered in a calm “eye” may direct the mass of insects to move and attack other
of the wind. The druid can adjust wind speed up or targets within range of the spell, as desired (and subject
down 3 miles per hour, in 3 mile increments, each to its movement rate).
round. When the caster ends the spell or the spell’s
duration ends, wind velocity decreases at the identical The swarm gets weaker the further it moves from the
rate. caster. If the swarm moves beyond 80 feet of the druid,
2d10 insects skitter away. A further 2d10 disperse
As a guideline, Strong Wind (35+mph) will make for every 5 feet thereafter until the swarm scatters
sailing arduous, ranged attacks inaccurate, and force completely or the spell’s duration ends.
small airborne creatures to ground. Severe Wind (50+
mph) will cause building and ship damage, and force Cure Blindness (Reversible)
medium-sized flying creatures to ground. Windstorms Level: 3 (Cleric)
(70+ mph) will force most avian monsters to land, Duration: Permanent
uproot trees, may blow down wooden buildings, and Range: Touch
imperil vessels.
Through this spell a cleric may cure blindness (mundane
In more extreme examples, Hurricane Wind (90+ mph) or magical). The reverse, Cause Blindness, requires a
will outright demolish wooden buildings, uproot large successful touch attack. However, a save versus Spell
trees, and destroy ships. Tornadoes (175+ mph) level negates the effect. Blinded targets receive a -4 penalty
all structures and vegetation. to attack rolls.

64
Cure Critical Wounds (Reversible) By touch, the cleric heals 3d8 hit points of damage +1
Level: 4 (Cleric) / 5 (Druid) per level. This spell cannot grant hit points beyond the
Duration: Permanent recipient’s maximum.
Range: Touch
Cause Serious Wounds causes 3d8 hit points of damage
By touch, a cleric heals 4d8 hit points of damage +1 +1 per level on a successful touch attack.
per level. This spell cannot grant hit points beyond the
recipient’s maximum. Dancing Lights
Level: 1 (Illusionist) / 1 (Magic-User)
The reverse, Cause Critical Wounds, inflicts 4d8 hit Duration: 2 Rounds/Level
points of damage +1 per level on a successful touch Range: 10 Feet
attack.
The caster conjures four dancing orbs of light, or a
Cure Disease (Reversible) single, spectral human-like form. The dancing lights
Level: 3 (Cleric) / 3 (Druid) glow akin to torchlight and disappear if they move more
Duration: Permanent than 10 feet from each other. The caster determines
Range: Touch their flight pattern: up, down, forward, backward,
diagonal, straight, or around corners. The glowing orbs
Through touch, the spell cures all forms of disease, disappear if they move beyond the range of the spell.
including lycanthropy and mummy rot. The reverse, Dancing Lights are often mistaken for Will-o-Wisps.
Cause Disease, inflicts a disease that poisons the
blood, decreases Constitution by four points, and all Darkness (15 Feet)
attack and damage rolls are at -1. The target falls into Level: 1 (Illusionist) / 2 (Magic-User)
a comma in 2d6 days. A save versus Spell negates the Duration: 1 Turn/1 Round per Level
effect. The disease caused by this spell cannot be cured Range: 30 Feet
(except by Cure Disease) and the target requires twice
normal healing time. The caster conjures a globe of darkness with a 15 foot
radius, centered within range of the spell. The darkness
Cure Light Wounds (Reversible) in the radius is absolute, and all mundane forms of
Level: 1 (Cleric) / 2 (Druid) vision are negated, including darkvision. Both Light or
Duration: Permanent Continual Light counter the spell, such that the standard
Range: Touch light within the radius functions normally.

By touch, the cleric heals 1d8 hit points of damage +1 Darkvision


per level. This spell cannot grant hit points beyond the Level: 2 (Druid) / 3 (Magic-User)
recipient’s maximum. Duration: 12 Turns/6 Turns per Level
Range: Touch
Cause Light Wounds (the reverse) causes 1d8 hit points
of damage +1 per level on a successful touch attack. The caster or touched subject can see 60 feet in the
dark for the duration of the spell.
Cure Moderate Wounds (Reversible)
Level: 2 (Cleric) / 3 (Druid) Deafness
Duration: Permanent Level: 2 (Illusionist)
Range: Touch Duration: See below
Range: 10 Feet
Through touch, the cleric heals 2d8 hit points of
damage +1 per level. This spell cannot grant points If the target fails a save (Spell), s/he is deafened. The
beyond the recipient’s maximum. effect is permanent. The deafness is magical and cure
spells will not remove the condition. The caster can
Cause Moderate Wounds causes 2d8 hit points of choose to dismiss the spell at-will. Dispel Magic will
damage +1 per level on a successful touch attack. also remove Deafness.

Cure Serious Wounds (Reversible) Death Spell


Level: 3 (Cleric) / 4 (Druid) Level: 6 (Magic-User)
Duration: Permanent Duration: Instantaneous
Range: Touch Range: 10 Feet/5 Feet per Level

65
This spell slays all those of eight or fewer hit dice (to a This spell allows the caster to determine the presence of
maximum of 4d8 hit dice). If, for example, the caster an illusion. Illusions must be in immediate sight (within
rolls 28 hit dice, and there are seven HD: 4 targets 10 feet plus 10 feet per level). The caster can allow
within range, all die on a failed saving throw (Death). another being to see an illusion through touch at the
time of casting.
Delayed Blast Fireball
Level: 7 (Magic-User) Detect Invisibility
Duration: See below Level: 1 (Illusionist) / 2 (Magic-User)
Range: 10 Feet/10 Feet per Level Duration: 5 Rounds/Level
Range: 10 Feet/10 Feet per Level
This spell is the same as Fireball except +1 is added to
each die of damage. The caster can choose to detonate By means of this spell, the caster may view all invisible
the spell up to five rounds after casting. items and beings. In addition, the caster can also see
ethereal or astral items and beings.
Demambala’s Sepulchral Soup
Level: 3 (Magic-User) Detect Lie (Reversible)
Duration: 3 Turns Level: 4 (Cleric)
Range: 1 Target Duration: 1 Round/Level
Range: 20 Feet
By means of this spell, the magic-user creates a
disgusting broth (1 dose) made from the bones of This spell allows the caster to discern whether words
animated skeletons and wight flesh. By consuming the are true or lies. Imperceptible Lie (reverse of Detect Lie)
soup the imbiber becomes immune to a single level can negate the effect of Detect Lie, or can be used to
drain attack from all undead up to, and including, a lie convincingly.
vampire. Drinking the soup is a difficult task, even for
the most ardent adventurer. Detect Magic
Level: 1 (Cleric, Druid, Illusionist, Magic-User)
After drinking the soup the imbiber must make a Duration: 1 Turn
Constitution Check or vomit profusely for 1d4 rounds Range: 10 Feet/10 Feet per Level
plus one round for each level of the caster. Vomiting
indicates spell failure. This spell allows the caster to identify a magical object
or being in the area of effect for the duration of the spell.
Detect Charm This includes objects or beings that are permanently or
Level: 2 (Cleric) temporarily under any form of enchantment.
Duration: 1 Round/Level
Range: 20 Feet Detect Pits and Snares
Level: 1 (Druid)
By means of this spell, a cleric can determine if one Duration: 4 Rounds/1 per Level
being in range (per round) is influenced by any Charm Range: 10 Feet/10 per Level
or Charm-like spell.
Through this spell, a druid can detect pit traps, snare
Detect Evil (Reversible) traps, dead-fall stone traps, as well as mechanical traps
Level: 1 (Cleric) / 2 (Magic-User) within range, for the duration of the spell.
Duration: 1 Turn
Range: 10 Feet/10 Feet per Level Dimension Door
Level: 4 (Magic-User)
Through this spell, the caster can sense evil. The source Duration: 1 Round
could be either a being or an evil object. Evil creatures Range: See below
or objects within 10 feet glow red to the caster. The
spell does not allow the caster to scry, but rather grants This spell allows the caster to open a door-like magical
the perception of evil. The reverse of this spell, Detect portal and travel instantly from his or her current
Good, functions similarly but with a white outline. location to any known location of choice within 30 feet
per level of the caster.
Detect Illusion
Level: 1 (Illusionist) Dimension Door functions without error. However, if the
Duration: 3 Rounds/2 Rounds per Level destination is occupied as the magic-user emerges, s/
Range: 10 Feet/10 Feet per Level he is stranded on the Astral Plane.

66
Disintegrate Divination
Level: 6 (Magic-User) Level: 4 (Cleric)
Duration: Permanent Duration: See below
Range: 10 Feet Range: 0

A thin, black beam springs from the caster’s pointed Like Augury, the spell Divination informs the caster
finger. No attack roll is necessary. The beam disintegrates about a given location. The information gleaned could
any single mundane (non-magical) being regardless of include the presence of treasure, occupants, defenses,
size instantly (save versus Death negates). or alignment (lawful, chaotic, evil, or good, etc.). The
spell provides a base 60% probability of success (+2%
If used to disintegrate an inanimate, non-living object, per level of the caster). The Maze Controller rolls the
the beam reduces one 10x10x10 foot cube to dust. result secretly. Failure results in erroneous information.

Dispel Evil (Reversible) Djriixim’s Purple Haze


Level: 5 (Cleric) Level: 2 (Magic-User)
Duration: 1 Round/Level Duration: Permanent
Range: Touch Range: 30 Feet

When the caster invokes this spell, and with a successful This spell is similar to the spell Stinking Cloud in several
touch attack, summoned creatures of an evil nature or respects. Djriixim’s Purple Haze creates a 20 foot cubed
those summoned for evil intent (such as, but not limited bank of thick purple vapor centered anywhere within
to: Efreeti, Elementals, Invisible Stalkers, Phantom range.
Stalkers, Demons, or Devils, etc.) are banished back
to their home plane of existence for the duration of the All those caught in the vapor feel disoriented and are
spell. unable to act (beyond staggering outside the cloud and
are +2 to hit). The condition persists as long as the
While the spell remains in effect, aforementioned subjects remain in the haze and for 1d4+1 rounds after
monsters suffer a -7 penalty to attack the caster. The exiting. All those who succeed on a save (Death) when
reverse of this spell, Dispel Good, functions in the same leaving the vapor are unaffected for the remaining
manner against summoned creatures of good intent or rounds but feel ravenous.
good alignment.
Dragon Mist
Dispel Magic Level: 2 (Druid) / 2 (Illusionist)
Level: 3 (Cleric) / 4 (Druid) / 3 (Magic-User) Duration: Permanent
Duration: Permanent Range: 30 Feet
Range: 5 Feet/5 Feet per Level
Dragon Mist creates a 20x20x20 foot bank of thick
This spell negates magic effects. The caster instantly sulphuric, choking mist centered anywhere within
dismisses all spells and spell-effects, regardless of range. All living beings within become helpless with
class, if the same level or lower. asphyxiation and nausea (+2 to hit). The condition
persists as long as the target remains in the mist and for
A possibility of spell failure exists. For each level above 1d4+1 rounds afterwards. Any creature that succeeds
the caster, a 7% chance exists (cumulatively) that Dispel on a save versus Death when leaving fog is unaffected
Magic fails. For example, if a Level 7 Magic-User for the additional rounds. The mist also obscures vision.
attempts to dispel the effect of a Level 10 Magic-User,
the failure rate is 21%. Duo-Dimension
Level: 7 (Magic-User)
Dispel Phantasmal Force Duration: 3 Rounds/1 per Level
Level: 3 (Illusionist) Range: 0
Duration: Permanent
Range: 10 Feet/Level Through this spell, the caster becomes two-dimensional.
The caster temporarily shifts one aspect of his or her
An illusionist may use this spell to end Phantasmal being (depth) to another plane and is thereby two-
Force. The dweomer also dispels all illusionist spells in dimensional in width and height only. The caster may
the same manner, and with the same percentages, as act normally, but appears invisible if standing sideways.
Dispel Magic. Illusions created by classes other than Duo-dimension allows the caster to move sideways and
illusionists are immediately dispelled. slide through thin cracks or tight spaces. The caster is

67
impervious to attack when turned sideways, but takes
triple damage otherwise. The spell True Sight instantly
apprehends the presence of the caster. The caster
remains susceptible to area of effect attacks (and the
damage modifier).

Eaiggard’s Wizard Vizard


Level: 1 (Illusionist)
Duration: 2d6 rounds/2 rounds per level
Range: 0

This spell creates an illusion that alters the appearance Elderberry (Reversible)
of caster. The illusionist may adopt the appearance of a Level: 2 (Druid)
humanoid of similar height (shorter or taller by no less/ Duration: 1 Hour
more than one foot). The spell can also change weight, Range: Not applicable
clothing, and equipment.
Upon casting this spell, the druid slowly breathes on,
Earthquake and thus enchants, a handful of elderberries (1d4+1
Level: 7 (Cleric) per level). Each elderberry, which must be consumed
Duration: 1 Round within six turns (one hour), heals two hit points of
Range: 120 Feet damage. A maximum of eight berries may be consumed
in any 24-hour period. In addition, the consumption
This prayer calls forth a severe, but localized earthquake, of an enchanted elderberry fully nourishes a player
with a radius of five feet per caster level. The quake character for the same time period. The reverse of this
opens fissures in the ground, destroys buildings, etc. spell, Poisonberry, creates a similar number of berries
The spell lasts for one round and those within the area but causes 2 hit points of damage if ingested and
cannot attack, move, or cast spells. The exact effect of immediately makes the subject famished.
Earthquake is subject to terrain:
Emotion
Cavern: The ceiling collapses for 7d6 points of damage Level: 4 (Illusionist)
to all those below. Additional effects are subject to the Duration: See below
Maze Controller. Range: 10 Feet/Level

Cliffs: A cliff cracks and crumbles resulting in a landslide. Through this spell, the caster imbues a subject with
All those affected take 7d6 damage. emotion (save versus Spell for no effect). The following
emotions and effects may be implanted: Fear as per
Open Ground: Crevasses crack open the earth the spell (Save -2), Rage (+1 to hit, +2 damage, +3
swallowing 1d8 to their death (Death save negates). hit points per level, fight until slain), Hate (to hit and
damage, saves, and morale, all +2), Despair (as the
Structure: All structures take 5d12 points of damage. Symbol). The spell concludes when the caster breaks
The damage is sufficient to collapse wooden or brick concentration or has their concentration broken.
buildings, but not necessarily stone structures like keeps
or castles. All those inside take 6d6 points of damage. Enchanted Weapon
Level: 4 (Magic-User)
Swamp, Lake, or River: In this terrain, the quake opens Duration: 5 Rounds/Level
fissures below and drains away water leaving thick, Range: Touch
muddy ground. The ground slows all movement by 3/4
for 7 days. Creatures may get sucked down into the This spell requires one turn to cast. On completion,
mud to their death (Death save negates). a magic-user may enchant one standard-sized melee
weapon (sword, or flail, etc.) or two small-sized weapons
(sling stones, crossbow bolts, arrows, or daggers, etc).
These enchanted weapons may damage creatures
only struck by +1 or better weapons. They do not
possess bonuses to hit or damage. Ranged, or missile
weapons, lose their enchantment when used in combat
and melee weapons hold their magic until the spell’s
duration ends.

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69
Enlarge (Reversible) ESP
Level: 1 (Magic-User) Level: 2 (Magic-User)
Duration: 1 Turn/Level Duration: 1 Round/Level
Range: 5 Feet/Level Range: 20 Feet/10 Feet per Level

This spell allows one subject in range to immediately After one turn of focusing in a single direction, the
grow twice their size in height and weight. Therefore, caster can perceive thoughts within 20 feet (plus 10
a small-sized humanoid (dwarf, halfling, or gnome) feet per level). The caster understands their meaning
would grow to approximately 7-8 feet tall. A medium- regardless of language. If multiple beings are within
sized humanoid (cyclopsman, elf, human, half-elf, or range, the spell requires additional time (one round)
half-orc) would grow to between 11-14 feet in height. to distinguish one set of thoughts from other unique
In either case, the Strength adjustment is +2 to a voices. Lead, or stone two feet thick, obstructs the spell.
maximum of 18. Magic item properties are unaltered
by this spell. Exorcise
Level: 4 (Cleric)
If cast on an object, the growth is 10% (with an Duration: Permanent
additional 10% per level). Objects are limited to twice Range: 1 Foot
their original size. Both beings and objects, through
Enlarge, also double their mass. This ritual removes a supernatural entity from the
possession of a being, creature, or object. Examples
The reverse of the spell, Shrink, reduces beings or include, Magic Jar, Charm spells, similar magical and/
objects by the proportions outlined above (with a -2 or spell effects, or possession by an abyssal or demonic
adjustment to a minimum of 3). These spells counter presence such as a devil or demon.
each other. Both Enlarge and Shrink allow a save (Spell)
to negate (if unwilling). To determine the success of the ritual, the Maze
Controller rolls 1d00. This represents the probability the
Entangle cleric is successful per turn of the exorcism. For every
Level: 1 (Druid) level between the cleric and the hit dice of the entity, the
Duration: 1 Turn chance of success increases/decreases by 1%.
Range: 80 Feet
During an exorcism, the presence of an old priest and a
Through this spell a druid causes all grasses, weeds, young priest raises the chance of success by 10%. Maze
and vines, to grow in length. All those within, or that Controllers should note that a supernatural entity will
enter, a 40x40 foot area are entangled. The vegetative not leave easily, must be authoritatively commanded to
overgrowth immobilizes all those affected (+4 to hit). A depart, and may seek vengeance on the exorcist(s).
successful save versus Spell, allows slows movement to
half speed (+2 to hit). Explosive Runes
Level: 3 (Magic-User)
Erase Duration: Permanent until Triggered
Level: 1 (Magic-User) Range: Touch
Duration: Permanent
Range: 30 Feet This spell allows the caster to mark arcane runes on an
object (book, map, scroll, etc.). When read, the runes
Erase removes script (magical or mundane) from detonate for 6d4+6 damage in a 10 foot radius. The
scrolls, books, or parchment. The spell cannot erase reader of Explosive Runes takes full damage (no save).
Explosive Runes or a Glyph of Warding. A magic-user All those in the 10 foot area receive a save versus
has a 50% chance to erase magical script (+3% for Spell for half. The inscribed object is obliterated, unless
each caster level) or 50% for mundane script (+6% per immune to fire.
caster level).
At the time of casting, the magic-user specifically
designates who can read the runes without triggering
detonation. The caster can also dismiss Explosive Runes
when desired. A successful Dispel Magic removes
Explosive Runes. On close inspection, an experienced
magic-user (7%/level) or a thief (5%/level) may detect
the runes without detonation.

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Extension I The glowing outline makes the target visible in darkness
Level: 4 (Magic-User) up to 60 feet away (30 feet if close to a light source).
Duration: See below The druid may choose green, blue, or purple, Faerie
Range: 0 Fire.

This incantation extends the duration of a spell Fear


previously cast and currently in effect. The duration of Level: 3 (Illusionist) / 4 (Magic-User)
Level 1, 2, and 3 spells are lengthened by 50%. Duration: Round/Caster Level
Range: 0
Extension II
Level: 5 (Magic-User) A long and narrow invisible cone (60 feet long, 5 feet
Duration: See below wide origin, and 30 feet wide at the end) issues forth
Range: 0 from the caster and causes all those in the area of effect
to panic and flee (save versus Spell to negate).
Extension II is the same as Extension I. The incantation
lengthens spell duration (Levels 1-4) by 50%. There is a 60% chance with a modifier of -5% per HD
(or level), that the targets drop everything held in-hand.
Extension III Those affected flee at their fastest movement rate away
Level: 6 (Magic-User) from the caster.
Duration: See below
Range: 0 Feather Fall
Level: 1 (Magic-User)
Extension III is the same as Extension I. The dweomer Duration: 1 Round/Level
lengthens spell duration (Levels 1-3) by 100%, or a Range: 10 Feet/Level
Level 4 or 5 spell by 50%.
By this spell, beings and/or objects in range float slowly
Face of the Forest downward, back and forth like a feather (about 10 feet
Level: 1 (Druid) per round). On landing, subjects take no damage. If the
Duration: See below spell expires prior to landing, standard falling damage
Range: N/A applies (1d6 per 10 feet).

By means of this spell a druid creates a telepathic bond The spell affects a maximum weight of 200 pounds
with a tree. The druid must spend three turns carving (+200 pounds per level). Therefore, a third level
a face, also called an arborglyph, of their deity into its wizard can affect 600 pounds of beings and/or objects
trunk. The druid may choose one of two options prior in range. This weight excludes items beyond maximum
to casting the spell. encumbrance.

S/he may “see” through the Face of the Forest for the The wizard may cast the spell with a single word,
preceding 24-hour period. Alternatively, the druid can allowing the caster to save him/herself instantaneously
command the tree to alarm the caster telepathically of (or another being) from an unexpected fall. The caster
any movement in the face’s line of sight for the next must have initiative (if applicable).
24 hour period. Once the time period has elapsed,
or the tree has alarmed, the spell ends. Deities such The spell cannot be cast on flying creatures or those
as Silvanus the Green Man, or Herne the Hunter, are on firm ground. Feather Fall does not include a saving
commonly used to carve arborglyphs. throw.

Faerie Fire Feeblemind


Level: 1 (Druid) Level: 6 (Druid) / 5 (Magic-User)
Duration: 4 Rounds/Level Duration: Indefinite
Range: 10 Feet Range: 40 Feet

This spell casts a colored outline around two medium- This spell makes a single being or creature mentally
sized or four small-sized creatures (bullywugs, halflings, invalided, if a save versus Spell is failed (-4). The affected
goblins, kobolds, etc.) in a 20 foot radius plus 5 feet being or creature babbles incoherently and is rendered
per level. The spell provides +2 on all attacks due to unable to communicate, attack, or wield magic. Only a
the increased visibility of the targets. Dispel Magic or Heal negates Feeblemind.

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Feign Death The caster must speak the being’s language, or else be
Level: 3 (Cleric) / 2 (Druid) / 3 (Magic-User) clever at pantomiming. The spell differs from Charm
Duration: 6 Rounds/1 Round per Level Person in terms of its duration. In order for the spell to
Range: Touch remain in effect the caster must offer continuous (and
sickening) flattery every other turn the target is awake
This spell initiates a paralytic state in the caster or or the spell will fail. The spell affects beings up to and
another willing subject. This state imitates death to including five hit dice.
observers, even upon close examination. To Feign
Death in an unwilling target, the caster must make a Find Familiar
touch attack/contact and the being must be equal, or Level: 1 (Illusionist) / 1 (Magic-User)
have fewer, hit dice. The spell provides no saving throw. Duration: See below
Range: 1 Mile/Level
Under the spell, the target remains fully conscious but
utterly immobile. All paralysis, poison, or energy drain Through this spell, the magic-user summons a familiar.
attacks directed at the catatonic subject fail. Although, The spell takes 1d20+4 hours and consumes rare
poison, with a longer duration than the spell, takes materials (Value: 100gp). The Maze Controller
effect at the spell’s conclusion. determines the likelihood of a response and the
creature type within range.
At any time, the caster can dismiss the spell. The subject
requires 1d3 rounds to emerge from the magical This spell may only be cast once per year. A wizard
catatonic state. can access the familiar’s senses and the two can
communicate in the animal’s tongue. A familiar is
Fennril’s Exquisite Strangulation extremely jealous and loyal, unto death. Familiars have
Level: 1 (Magic-User) AC: 7 and 1d4+1 hit points. They are more intelligent
Duration: 2 Rounds/1 per level than standard animals of the same type.
Range: 20 Feet/5 Feet per 2 Levels
When the two are within 120 feet, the familiar provides
This spell allows the caster to reach out with magical the caster with additional hit points. Therefore, a mage
force and strangle a medium-sized or smaller humanoid with 4 hit points and a familiar with 2 hit points would
opponent. Each round, the victim takes 1d4 hit points have a total of 6 hit points.
of damage plus 1 additional point per level.
A wizard guards his/her familiar closely and wisely. If a
The caster must concentrate solely on the spell or the familiar is killed, the caster permanently subtracts twice
effect is broken. During strangulation, the victim can the familiar’s hit points (to a minimum of one) from
take no action and will focus solely on gasping for his/her own and caster must wait a full year prior to
breath. Creatures over four hit dice are unaffected by summoning a new familiar. The following table provides
the spell. a set of examples to guide the Maze Controller:

Filangee’s Sycophantic Praise Familiar Sense Augmentation


Level: 1 (Magic-User)
Duration: Special Bat Auditory
Range: 25 Feet/5 Feet per Level Cat Auditory and Night Vision
Hawk Distance Vision
Through this spell, a magic-user bombards a single
monstrous humanoid with effusive and obsequious Lizard Olfactory
flattery. The effect of the spell is akin to Charm Person, Owl Auditory and Night Vision
insofar as the target will view the caster as a trusted
friend if a save versus Spell is failed (–2). Raven Near and Distance Vision
Toad Wide Angle Vision
To the affected, the caster is viewed in the most Weasel Auditory and Olfactory
beneficial light. The subject will follow the instructions
of the mage but will not act against its alignment. An For each use of the spell, the caster may (7% chance)
affected being will never harm him/herself but might be summon (or construct) a unique familiar subject to his/
persuaded that something dangerous could help their her alignment. Unique familiars receive a save (Spell) to
new friend. Any threatening act by the caster, or the resist the summons. The save is modified by the caster’s
caster’s companions, breaks the spell. Intelligence (-1 per point of modifier). If the familiar
saves, the caster must wait a full year to cast again.
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Alignment Familiar* Finger of Death
Level: 7 (Druid)
Lawful Good or Lawful Neutral Brownie Duration: Permanent
Lawful Evil or Neutral Evil Quasit Range: 10 Feet
Neutral or Neutral Good Pixie
Through this ritual prayer, a druid may kill a creature
Chaotic Evil or Neutral Evil Imp or being within range and line of sight. The subject is
Chaotic Good or Chaotic Neutral Pseudo-Dragon entitled to a save (Death) to negate the spell.
Same Alignment as Caster Homunculus Fire Seeds
*See monster listings for abilities. A quasit or imp familiar will attempt Level: 6 (Druid)
to influence its master to Lawful Evil or Chaotic Evil, respectively. Duration: See below
Range: 40 Feet
Find Plants
Level: 2 (Druid) Through this spell a druid transforms acorns or holly
Duration: 1 Turn/Level berries into explosives that detonate on command. The
Range: 0 spell requires one round per acorn/berry to enchant.
The enchantment last for 1 turn per level of the caster.
Through this spell the caster may locate a specific plant The type (acorn or berry) determines the total number
within a 10 foot radius per level. The spell is caster- enchanted. The druid may only enchant one type per
centered. The caster may choose a different plant type casting:
every round, and the radius moves with the caster.
Acorns: The spell can enchant a maximum of four
Find the Path (Reversible) acorns. On a successful ranged attack roll, an acorn
Level: 6 (Cleric) explodes in fire and scores 2d8 points of damage
Duration: 1 Turn/Level (save versus Spell for half damage), Acorns combust
Range: Touch flammable materials within 10 feet and can be thrown
a maximum of 40 feet.
This spell allows the recipient to find the fastest route
to a specific destination. The destination can be inside, Holly Berries: This version of the spell enchants a
outside, below ground, or within a Maze spell. Find the maximum of eight berries. Unlike the acorns, the holly
Path only functions relative to a specific location, and berries are too light to hurl at a target. Upon speaking
cannot find objects or creatures. The subject senses the command word within 40 feet, the berries explode
the appropriate path in order to arrive at the desired for 1d8 points of fire damage each. Each berry has
destination. The spell concludes upon arrival or when a 5 foot explosive radius. Like the acorns, the berries
the duration expires. Find the Path will resolve a Maze combust flammable materials. A save versus Spell
spell in one round. The opposite of the spell, Get Lost, halves the damage.
renders a touched target utterly unable to find its way.
Fire Shield
Find Traps Level: 4 (Magic-User)
Level: 2 (Cleric) Duration: 2 Rounds/1 Round per Level
Duration: 2 Turns Range: 0
Range: 30 Feet
This spell appears to immolate the caster in flames. Any
This spell allows a cleric to locate traps or trapped areas being that strikes the mage, by physical contact or with a
within range. Trapped objects or areas glow with a pale handheld weapon, scores damage, but simultaneously
red light. The spell detects mundane, mechanical, and takes double damage in return. While wreathed in
magical traps. This spell only determines the existence flame, the caster sheds the equivalent of torchlight in a
of a trap, not the means of deactivation. The spell is 30 foot radius. The spell has two iterations:
centered on, and moves with, the caster. Once detected,
spell adds +10% to a thief’s Remove Traps attempt. Fire Shield: This variant provides the caster with +2 on
saves versus cold-based attacks. If the caster successfully
saves from a spell, the results in zero damage instead of
half damage. Further, the mage only takes half damage
if the spell does not provide a save. If the caster fails a
fire-based attack save, s/he takes double damage. Fire
Shield flames are red and burn hot.

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Chill Shield: This variant provides the caster with +2 on Fistfang
saves versus fire-based attacks. If the caster successfully Level: 1 (Druid)
saves from a spell, the result is no damage instead of Duration: 2 Rounds/Level
half. Further, the wizard takes just half damage if the Range: N/A
spell does not provide a save. If the caster fails a cold-
based attack save, s/he takes double damage. Chill By means of this spell, a druid summons a fanged maw
Shield flames are blue and burn cold. that increases damage upon a successful attack roll in
combat. The druid can summon the Fistfang onto his
Fire Storm (Reversible) or her fist, sling stone, or the end of a club. In either
Level: 7 (Druid) case, the druid scores an additional +2 damage as the
Duration: 1 Round fanged maw bites into flesh.
Range: 100 Feet
Flame Arrow
When cast, a 20x20x20 foot area per level (plus 5 feet Level: 3 (Magic-User)
every two levels) chosen by the caster is consumed in Duration: 1 Round
flames like a Wall of Fire. Any creature within the area Range: Touch
takes 1d6 damage per level of the caster. All those
within 5 feet take 1d4 damage per level of the caster. This spell enchants a crossbow bolt or arrow into
a flaming projectile. The caster may enchant one
The reverse, Quench Fire, extinguishes mundane fire projectile per level. They are considered magical and
over twice the aforementioned area. The spell may score an additional point of fire damage. A Flame
extinguish magical fire (5% per level of the caster). Arrow ignites flammables, but it will not necessarily
ignite living creatures. The magical projectiles must be
Fire Trap used within one round or are consumed by fire.
Level: 3 (Druid) / 4 (Magic-User)
Duration: Permanent until Triggered Flame Blade
Range: Touch Level: 2 (Druid)
Duration: 1 Round/Level
This spell traps an item (book, bottle, chest, coffer, Range: 0
coffin, door, drawer, etc.). When a being takes (or
opens) the object, the spell detonates in a 5 foot radius. Upon casting this spell, a druid calls forth a three-foot
The flames of the detonation score 1d4 fire damage long ray of burning fire to emerge from the hand. The
plus 1 point per level of the caster. A save versus Spell blade scores 1d4+4 points of damage. If the target
halves the damage. The object is protected from the is undead, or specifically vulnerable to fire, the blade
fiery discharge. A Fire Trapped item cannot receive a scores an additional +2 points of damage.
second warding spell and Knock always fails.
The blade scores no damage against a target that uses
The spell is difficult to find and remove. Any Find/ fire as a form of attack or that is a fire-dwelling creature.
Remove Traps roll is halved and failure detonates. If a target is protected from fire there is a -2 penalty to
damage. The blade is not considered a magic weapon
Fireball and will ignite combustible materials.
Level: 3 (Magic-User)
Duration: Instant Flame Charm
Range: 10 Feet/5 Feet per Level Level: 3 (Druid) / 4 (Magic-User)
Duration: 2 Rounds/Level
A Fireball is a searing ball if flame that expands as it flies Range: 10 Feet
away from the wizard’s hand. The explosion detonates
for 1d6 points of damage per level of the caster to all This spell imbues a flame with the ability to charm. The
those in a 30x30x30 foot radius. All those within area flame flickers and dances, entrancing all those in a
receive a save versus Spell to half the damage. 10 foot radius. All those who fail a save (Spell) stand
mesmerized and motionless. If their view of the flame is
The caster must explicitly designate the point of blocked or disrupted, the dweomer is broken.
detonation (distance and height). Note that a Fireball
immediately explodes if it contacts anything prior The spell must be cast on an existing fire. If the spell
to reaching its detonation point. Fireball ignites Suggestion is cast while Fire Charmed, the ensorcelled
combustibles in the area of effect. The spell melts gold, subject(s) save versus Spell at a -3 penalty. A standard-
copper, lead, electrum, silver, bronze, platinum, etc. sized campfire causes 1d4 points of damage.

74
Flame Strike Through this spell the caster calls forth a bank of fog
Level: 5 (Cleric) (40 feet tall, 20 feet long, 20 feet wide). The purpose
Duration: Instantaneous of the spell is to obscure vision, akin to a Wall of Fog
Range: 60 Feet and it behaves as per the spell Cloudkill. The caster
determines the direction of the Fog Cloud. The cloud
Through this spell a cleric calls forth a column of has a movement rate of 10 feet/round.
righteous flame (30 feet high and 10 feet wide) upon
a target. Flame Strike burns for 6d8 points of damage. Fool’s Gold
A successful save (Spell) halves the damage. If cast Level: 2 (Magic-User)
outside, the column of flame roars down from the sky. Duration: 6 Turns/Level
Range: 10 Feet
Flash Inferno (Reversible)
Level: 4 (Druid) This spell allows the caster to transmute 10 five pound
Duration: 1 Round bars of copper or brass into gold.
Range: 40 Feet
All those who encounter Fool’s Gold receive an
This spell causes a 10x10 feet area within range to Intelligence Check to detect the subterfuge. A penalty
explode in flames. The fire ignites flammable materials of 1 is imposed per level of the caster on the roll.
and inflicts 1d4 points of fire damage per level within Therefore, if a moneylender possesses Intelligence: 12
the area of effect. and the wizard is Level 4, a roll of 16 or higher would
be required to notice the falsehood. Note that proximity
Flash Freeze, the reverse of Flash Inferno, may be used (2 feet) to pure iron may (20%) dispel Fool’s Gold.
to extinguish normal fires in the same 10x10 area and
cause 1d4 points of cold damage per level. Forget
Level: 2 (Magic-User)
Flesh of Fire Duration: Permanent
Level: 4 (Cleric) / 2 (Magic-User) Range: 30 Feet
Duration: 3 Rounds/1 Round per Level
Range: Self This spell wipes the target’s memory of the previous round
(+1 round for ever 3 caster levels). This enchantment
This spell is a lesser variant of the magic-user spell Fire affects memory only. The spell does not alter the past or
Shield. By means of this spell the caster wreathes him cancel preexisting conditions or spell effects. The spell
or herself in flames. can affect up to four targets in range. Targets receive
a save (Spell), which is modified subject to the number
The flames provide light to 15 feet and any creature of targets: 3-4 targets (no modifier), 2 targets (-1), and
that touches, or attacks the caster in melee, takes 1d4 1 target (-2). Only a Heal or Restoration will return the
points of damage. Ranged attacks are unaffected. In target’s memories.
addition, the spell provides a +2 on saving throws
versus fire-based attacks, +1 on saving throws against Fumble
cold-based attacks, and -4 saves versus water-based Level: 4 (Magic-User)
attacks. The caster’s personal items are not subject to Duration: 1 Round/1 per Level
fire damage. Range: 10 Feet

Fly Fumble makes the target of this spell blunderous and


Level: 3 (Magic-User) clumsy (save versus Spell negates). The target drops
Duration: See below items, and attempts to seize, snatch, grab, catch,
Range: 0 or use objects of any type, are doomed to failure.
Running results in falling prone. If the target succeeds
This spell allows the caster to fly for one turn per level on a saving throw, s/he manages to focus through the
(plus 1d4 turns) to a maximum speed of 120 feet per magical clumsiness, but functions under a Slow for the
round. The caster can alter speed and hover, as desired. spell’s duration.

Fog Cloud Fungus Shape


Level: 2 (Illusionist) Level: 2 (Druid)
Duration: 4 Rounds/1 Round per Level Duration: 6 Turns/1 Turn per Level
Range: 10 Feet Range: 0

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By means of this spell, the caster transmutes into a Gaseous Form
large mushroom or patch of mix-colored mold. Close Level: 4 (Magic-User)
inspection will not reveal that the fungus or mold Duration: 2 Rounds/Level
is a magically concealed humanoid. To all normal Range: Touch
observation, the caster is a fungus or mold. While
in fungal form, the caster can see everything around By means of this spell the caster (or a willing target)
him or her. The spell includes the transmutation of all becomes an unsubstantial cloud of near-translucent
equipment and clothing. At any time, the caster may vapor. All equipment and items are transformed along
terminate the spell and undertake full action the same with the target of the spell.
round.
The cloud can move at a rate of five feet per round. The
Galaxina’s Gorgonic Glyph spell recipient cannot be harmed except by magical fire
Level: 3 (Magic-User) or lightning which score normal damage. In this form,
Duration: Permanent a being can move through any size space that is not
Range: A door airtight (a keyhole or crack in a wall, for example). The
target may not attack or cast spells, nor can it enter
This spell is a magical trap. The caster inscribes a near water or any other liquid. The target is subject to the
invisible rune onto a door (searching the door may effect of wind. The vapor cannot manipulate objects or
1-2 on d6 result in mundane detection). If any attempt activate items, even those carried in gaseous form. The
is made to open the door (or pick the lock), the spell recipient retains his/her armor class and hit points.
discharges. A small phantasmal bullhead emerges from
the rune and exhales a poison gas cloud similar to the Gate
breath of a Gorgon. All those within 5 feet of the door Level: 7 (Cleric) / 9 (Magic-User)
must save versus Stone or be petrified (a successful save Duration: See below
negates the effect). Dispel Magic dismisses the trap. Range: 30 Feet

Galaxina’s Scintillating Spark Shower A Gate creates an inter-dimensional portal between


Level 2 (Magic-User) the wizard’s plane and another designated plane of
Duration: See below existence. The Gate allows bilateral movement between
Range: 25 Feet/5 Feet per Level the two planes.

When this spell is cast, sizzling, crackling sparks leap Once the portal is established, the caster can beckon
from the magic-user’s fingertips in an area of effect 25 a specific entity or being through the gate. The cleric
feet across and 10 feet deep. All those within the area or magic-user must know the exact name of the entity
suffer 2d4 points of damage if wearing non-metallic summoned and authoritatively demand its presence.
armor, or 4d4 points of damage if clad in metallic The being can be any fiendish, demonic, or otherworldly
armor, or possess a metal weapon in-hand. Targets are entity, or even a minor deity (or its representative). The
allowed a save (Spell) for half damage. Maze Controller determines if the entity is curious,
angry, bored, or indifferent, subject to the situation (and
Gartzee’s Incredulous Apostate the result of the spell must be judiciously considered).
Level: 2 (Magic-User)
Duration: 1 Round/Level Lawful evil or chaotic evil beings (if held in servitude
Range: 1 Target on their home plane) relish the freedom of the Prime
Material Plane and will seek to break free of the
Through this spell a magic-user can incite a cleric, summoner. Entities are summoned into a constraining
druid, monk, or shaman into a fit of religious self-doubt magical circle until information is exchanged or a
and heresy. Unless a save versus Spell is successful, bargain struck for servitude (666 days).
the target will emit a torrent of heretical sacrilege,
blasphemy, and profanities. The target will be conscious Gaze Reflection
of the blasphemies but unable to stop for the duration Level: 1 (Illusionist)
of the spell. Duration: 1 Round/Level
Range: N/A
If cast on a cleric, druid, monk, or shaman, within a
group of religious spell-casters, they all must make a By means of this spell the caster conjures a near
save versus Spell or be bewildered by the Incredulous translucent, reflective, mirror-like magical shield that
Apostate for a single round. For each level beyond hovers before, and moves with, him/her. The shield
third, the target receives a +1 on the saving throw. reflects all gaze attacks back on the attacker.

76
Geas A Glyph of Warding is a powerful magical rune that
Level: 6 (Magic-User) wards an item or location from trespassers. When
Duration: See below casting this spell, the cleric inscribes faintly glowing
Range: 30 Feet runes in a circle. The Glyph is placed in the center.
The circle can be expanded or contracted as required
This spell is similar to the Level 5 Cleric spell Quest. to inscribe a small object or a 10x10 foot space
The target is allowed a save versus Spell. If the save (maximum).
fails, the caster may compel a being to undertake a
task. Upon completion, a Glyph of Warding is almost
invisible (active 1-2 on d6 to detect). At the close of the
The task can be arduous, or even dangerous. However, ritual spell, the caster sets a command word. All those
the caster cannot instruct the being to harm him or who attempt to touch the warded object or enter the
herself. If the subject refuses the Geas, s/he will be protected area, and fail to speak the command word,
cursed (the Maze Controller determines the nature). activate the spell.

To remove the curse, the subject must undertake the The spell has two iterations: a Blast Glyph or Spell
Geas. The spell ends when the task is complete, the Glyph.
caster ends the spell, or in response to a Wish.
Blast Glyph: A Blast Glyph detonates for two points of
Glassysteel damage per level of the caster. The blast damage can
Level: 8 (Magic-User) be either fire or electrical, subject to the cleric at the
Duration: Permanent time of casting. Each affected target receives a save
Range: Touch (Spell) to half the damage.

Through this spell the caster imbues glass with the Spell Glyph: A Spell Glyph imbues a glyph with a spell
strength of steel (10 pounds per level of the caster). effect released on activation. Harmful effects include,
The spell must be cast on a finite object (a complete but are not limited to Cause Light Wounds, Darkness,
window but not part of a window). Hold Person, Blindness, Disease, or Curse. The cleric
must be of sufficient level to cast the spell. A saving
Globe of Invulnerability throw (Spell) is allowed to negate the effect.
Level: 6 (Magic-User)
Duration: 1 Round/Level Gregvard’s Green Tentacles
Range: 0 Level: 3 (Magic-User)
Duration: 3 Rounds/1 Round per Level
This spell is the same as Minor Globe of Invulnerability Range: See below
in all respects. It provides total protection from spells
Level 1 through 4. This spell conjures a single, green tentacle to rise within
10 feet of the caster. The tentacle will emerge from the
Globe of Invulnerability (Minor) ground (earth, stone, sand, etc.) or water. The tentacle
Level: 4 (Magic-User) is five feet long, AC: 4, and has the caster’s current hit
Duration: 1 Round/Level points. One tentacle will be conjured for every level
Range: 0 of experience of the caster. Multiple tentacles must be
five feet apart. Any being caught in the area of effect is
A shimmering magical sphere (10x10 feet) surrounds subject to attack. Tentacles are mindless and lash out at
the wizard and negates Level 1 to 3 spells. This includes the closest moving target (friend or foe). A tentacle can
spells targeted at the caster or areas of effect that smack a single opponent for 1d4 points of damage
include the caster. The caster may throw spells from the or attempt to entangle a single target for the duration
globe normally. The globe provides no protection from of the spell (save versus Stone each round to negate).
Level 4 spells or higher, or spells currently in effect prior Note that held opponents are +4 to hit. Damage
to casting Minor Globe of Invulnerability. Dispel Magic while entangled is shared between the target and the
dismisses the spell. tentacle. When the spell concludes, the tentacles shrink
back into the ground.
Glyph of Warding
Level: 3 (Cleric) Grelf’s Acidic Arrow
Duration: See below Level: 2 (Magic-User)
Range: Permanent until Triggered Duration: Varies
Range: 30 Feet/5 Feet per Level

77
This dweomer conjures a magical missile, or arrow, This spell conjures a powerful blast of wind. All those
that flies to its target as if from a longbow. in a path 10 feet long and 10 feet wide (+10 feet in
length per level) from the caster are affected.
The arrow strikes at +1 to hit, and on impact, explodes
in a splash of acid that causes 2d4 points of damage. Small avian monsters are pushed backwards 1d6x10
For each level beyond the third, the acid lingers for an feet. All medium-sized creatures cannot advance
additional round and causes 1d4 damage (one round forward, and large avian monsters are reduced to half
at Level 4, two rounds at level 5, and so on). speed.

Guards and Wards Gust of Wind extinguishes all unprotected flames


Level: 6 (Magic-User) such as torches. The spell may (5% per caster level)
Duration: 6 Turns/Level extinguish protected flames, such as lanterns.
Range: N/A
Hallucinatory Forest
This spell is used to defend a wizard tower, keep, or Level: 4 (Druid) / 3 (Illusionist) / 4 (Magic-User)
castle. The ward protects a 20x20 foot space with an Duration: See below
additional 10x10 per level of the caster. Range: 30 Feet

The spell enacts the following enchantments within the Through this spell the caster creates an illusion over a
designated area: specific area. The terrain appears, smells, and sounds
exactly as determined by the caster. Dispel Magic also
Confusion: At every intersection, all beings are subject dismisses the illusion. The caster may change a 10x10
to a Confusion spell effect and are as likely to make a foot area (per level). If cast by a druid, enchanted
correct turn as a wrong one (50%). woodland creatures such as dryads, brownies, nymphs,
pixies, satyrs, etc., will recognize the truth of the illusion.
False Doors: One door (per level) is covered by an The spell ends if an intelligent being contacts the terrain.
illusionary wall.
Haste (Reversible)
Fog: Mist fills all hallways and obscures all vision, Level: 3 (Magic-User)
including darkvision, beyond 10 feet. Duration: 3 Turns
Range: 10 Feet
Web: Webs fill all stairwells. The webs are identical to
the spell of the same name. However, if the webs are This spell accelerates recipients to twice their normal
removed or burned away they regrow in one turn if the speed across all movement forms (running, flying,
spell’s duration allows. climbing, swimming, burrowing, etc.). The caster affects
a number of beings equal to experience level. A Hasted
Wizard Lock: All doors are Wizard Locked. subject, therefore, makes twice the number of attacks
per round. The spell does not double the Cleave Ability
Beyond the above, the mage can select one of the for fighters, rangers, and paladins, only the number
following spell effects: Dancing Lights in four hallways, of attacks per round. Spell-casting is unaffected and
Magic Mouth in two places, Stinking Cloud in two the caster may not stack additional Haste spells on the
locations (the clouds reappear within 1 turn subject to same subject(s). The reverse of the spell, Slow, reduces
duration), Gust of Wind in one room or hallway, or all attacks and movement by half. Like Haste, Slow
Suggestion in one location (the caster selects a 10x10 does not affect spell-casting. The two spells counteract
foot space and all those who pass within are subject to each other and reduce movement to normal rates.
the effect).
Heal (Reversible)
The area of effect radiates a powerful dweomer of Level: 6 (Cleric)
magic. The application of Dispel Magic on a specific Duration: Permanent
aspect of Guards and Wards, removes only the singular Range: Touch
effect.
Through the spell Heal, the caster cures all forms of
Gust of Wind blindness, disease, exhaustion, feeblemindedness,
Level: 3 (Magic-User) and poison. The spell heals all damage except 1d4
Duration: 1 Round hit points. The reverse of the spell, Harm, reduces the
Range: 0 target’s hit points to just 1d4 and inflicts disease as per
the spell Cause Disease.

78
Heat Metal (Reversible) As a boy, the Ice Mage Hitzemun’s mentor insisted that
Level: 2 (Druid) he should experience the cold as often as possible.
Duration: 7 Rounds Hitzemun wrote Hitzemun’s Blue Feet to provide himself
Range: 40 Feet some immunity from freezing temperatures (+2 bonus
on all cold-related saves for the duration of the spell).
Heat Metal, or the reverse Freeze Metal, changes the As a side effect, Hitzemun found that he could use the
temperature of metal and causes damage to opponents. spell to gain traction on icy surfaces - but only when
A druid can affect a number of medium-sized targets barefoot.
commensurate with his/her experience level. All those
in metal armor, equipment, or using metal weapons, Hold Animals
are affected. Level: 3 (Druid)
Duration: 2 Rounds/Level
Heat Metal damage may (1 on d6) include additional Range: 20 Feet
burn affects and conditions, subject to the discretion
of the Maze Controller. These include: 1) Extremities: This spell allows a druid to paralyze normal or giant
Unusable for 2d4 days, 2) Body: Moderate-to-severe animals for the duration of the spell to a maximum
burns and bedridden for 1d4 days, 3) Head: Severe of 400 pounds per level of the caster. A saving throw
burns and unconscious for 1d4+1 turns. modifier (Spell) is applied subject to the number of
targets: 3-4 animals (no modifier), 2 (-1), and 1 (-2).
The reverse of the spell, Freeze Metal, has similar effects. Undead animals are unaffected by the spell as well as
The freezing damage of this version affects small body those with immunity to mind-influencing spells.
parts, that, at the Maze Controller’s discretion, require
amputation (fingers, ears, toes, nose, etc.). Heat Metal Hold Monster
and Freeze Metal Charisma penalties may apply. Level: 5 (Magic-User)
Duration: 1 Round/Level
This spell may be negated by spells or magical items Range: 20 Feet
that ward against heat or cold. Proximity to sources of
heat or cold, magical or mundane, may dampen the Through this dweomer, a magic-user may paralyze
spell effectiveness, subject to the Maze Controller. The one to four monsters for the duration of the spell. A
two versions of this spell counter each other. Consult saving throw modifier (Spell) is applied subject to the
the chart below to determine the spell’s effects over the number of targets: 3-4 (no modifier), 2 (-1), and 1 (-2).
seven round duration: Undead are unaffected by the spell as well as those
with immunity to mind-influencing spells.
Round Heat/Freeze Metal Damage (HP) Hold Person
1 Warm/Cool 0 Level: 2 (Cleric) / 3 (Magic-User)
2 Hot/Cold 1d4 Duration: 4 Rounds/1 Round per Level
Range: 20 Feet
3–5 Searing/Freezing 2d4
6 Hot/Cold 1d4 By means of this spell the caster immobilizes one to
7 Warm/Cool 0 three humanoid targets. A saving throw modifier (Spell)
is applied subject to the number of targets: 3 (no
Herne’s Blessing modifier), 2 (-1), and 1 (-2). Undead are unaffected
Level: 1 (Druid) by the spell as well as those with immunity to mind-
Duration: 4 Rounds/1 Round per Level influencing spells.
Range: 0
Hold Plant
By means of this spell, a druid calls forth the blessing Level: 4 (Druid)
of Herne, Lord of the Hunt. Herne’s Blessing provides a Duration: 1 Round/Level
+2 armor class bonus against arrow and spear attacks Range: 10 Feet
as well as a -1 reduction against damage caused by
these weapons (to a minimum of 1 point of damage). This spell immobilizes all fungus and plant life in a
30x30 radius, or a maximum of four plant or fungus-
Hitzemun’s Blue Feet based beings. Intelligent plants or fungi, receive a
Level: 1 (Magic-User) saving throw (Spell) to negate the effect. A saving throw
Duration: 1 Turn/1 Round per Level modifier (Spell) is applied subject to the number of
Range: Touch targets: 3-4 plants (no modifier), 2 (-1), and 1 (-2).

79
Hold Portal Hypnotism
Level: 1 (Magic-User) Level: 1 (Illusionist)
Duration: 1 Round/Level Duration: 1 Round/1 Round per Level
Range: 10 Feet Range: 30 Feet

By means of this spell, a wizard holds a portal closed. The caster’s elaborate gesticulations and monotone
The portal may be a window, door, gate, portcullis, or incantations fascinate 1d6 targets within range making
shutter, and can be made of metal, wood, or stone. them vulnerable to a mundane spell-like Suggestion,
The spell holds the door securely shut, as if closed and as per the magic-user spell. A successful saving throw
locked. A Knock spell or Dispel Magic dismisses Hold (Spell) negates the effect.
Portal. To invoke the spell, the magic-user must recite
“Hold the Door!” three times. Ice Storm
Level: 4 (Druid) / 4 (Magic-User)
Holy Strike Duration: 1 Round
Level: 3 (Cleric) Range: See below
Duration: 3 Rounds/Level
Range: Touch Through this spell the caster’s calls forth great
hailstones for one round. The Ice Storm deals 3d10
Through this spell the cleric enchants a blunt weapon points damage to every creature in a 40x40 foot area.
to score an additional 1d6 hit points of damage. In As an alternative, the spell may call a Sleet Storm in a
addition, the spell designates the weapon as magical 80x80 foot radius. Movement within the area of effect
for the purpose of striking those only hit by magic is halved with a 1-3 on d6 chance of falling prone.
weapons.
Identify
Holy Word (Reversible) Level: 1 (Magic-User)
Level: 7 (Cleric) Duration: 1 Round/Level per Stage
Duration: See below Range: Touch
Range: 0
This spell divines the enchantment of a single magic
Upon speaking the Holy or Unholy Word, any good (or item through two methods: Preliminary Observation
evil) entities from other planes of existence (within 10 and Practical Examination.
feet of the caster) suffer the following harmful effects:
Preliminary Observation: The initial stage of assessment
requires external examination of the item. There is a
HD Holy Word Effects
10% chance (+5% per level and +5% per Intelligence
<4 Slain Modifier) that the magic-user may divine a curse prior
4-7 Paralyzed for 1d4 turns to equipping an item.
8-11 Stunned 2d4 rounds, -4 to hit, Move: –50% Practical Examination: The second stage of assessment
12+ Deafened 1d4 rounds, -2 to hit, Move: –25% requires the magic-user equip the item in question.
Therefore, a potion must be sipped, boots must be worn,
Hypnotic Pattern or a weapon held in-hand, etc. The caster possesses a
Level: 2 (Illusionist) 15% chance (+5% per level) each round of discerning
Duration: See below one power of an item. This includes curses not detected
Range: 0 in Preliminary Observation. The wizard receives an
additional 5% for each point of Intelligence bonus.
Through this spell the caster weaves a pattern of twisting
and shifting colors through the air. The effect, centered The spell can divine specific powers and abilities, but
on the illusionist, fascinates all those within a 10x10 this excludes weapon or armor bonuses. These must be
foot radius. The spell affects a total of 24 hit dice. The determined exclusively in combat. Instead, the mage
caster may distribute the hit dice in any combination: divines a qualitative understanding that an enchantment
such as twelve 2 hit die creatures, four 5 hit die and one is “minor,” “moderate,” or “strong.” Similarly, if an item
4 hit die creature, etc. Those affected stand motionless like a wand possesses a specific number of charges, the
and captivated by the caster’s Hypnotic Pattern. The spell provides a qualitative discernment expressed as
spell may continue indefinitely. The caster may take no “few” (under 10), “several” (over 10) or “many” (over
other action while s/he concentrates of the spell. The 20). The MC rolls the dice for this spell in secret.
spell does not provide a saving throw.
80
Illusionary Script of three to five hit dice check morale or flee. Fleeing
Level: 3 (illusionist) targets move at their fastest movement rate until they
Duration: Permanent are 50 feet from the Insect Plague.
Range: Reader of Script
The swarm may be neutralized by heavy smoke or fire.
This spell allows the caster to encode secret information At the time of casting, the cleric or druid must designate
in a book, scroll, or parchment. Illusionary Script looks the center of the stationary plague. Once the spell
like unintelligible arcane writing except to the specific expires, the insects disperse. Although less effective, the
subject(s) identified by the illusionist at the time of spell may be cast underground (those of two or fewer
casting. hit dice are allowed a morale check).

An illusionist will recognize Illusionary Script as such, Insect Plague (Lesser)


even if s/he cannot read the coded information. All Level: 3 (Druid)
other unauthorized beings that attempt to read the Duration: 1 Round/Level
script are Confused (as per the spell Confusion, save Range: 30 Feet
versus Spell for no effect) for 3d6 turns.
Upon casting this spell, a plague of stinging insects
Imprisonment (Reversible) emerges, and engulfs, a single target. They inflict two
Level: 9 (Magic-User) hit points of damage per round and the target cannot
Duration: Permanent act except to flee. The caster can command the swarm
Range: Touch to follow, or switch targets, but this requires one round
to disengage from one opponent and attack another.
Imprisonment locks a target in a state of suspended
animation (see Temporal Stasis) in an impenetrable The plague moves at a rate 20 feet per round. Although
sphere deep below the earth. The target remains less effective, the spell may be cast underground (the
incarcerated until a Freedom spell (the reverse) is cast target is allowed a morale check).
on the imprisoned. A search via magic, Crystal Ball,
Locate Object, or any other form of divination will not Invisibility
locate the imprisoned subject. Level: 2 (Illusionist) / 2 (Magic-User)
Duration: See below
Incendiary Cloud Range: Touch
Level: 8 (Magic-User)
Duration: 4 Rounds/Plus 1d6 Rounds Through this spell the caster or a designated recipient
Range: 30 Feet turns invisible. The invisibility is complete even from
darkvision. The recipient cannot be seen by friend or
An Incendiary Cloud creates a mist of black, burning foe.
smoke with searing embers (20x20x20 feet). The
smoke obscures all vision. The embers of the cloud deal The recipient’s equipment also vanishes. However,
damage in the third round equivalent to half the mage’s anything dropped appears and anything picked up after
level. The cloud’s heat peaks in the fourth round and the spell is cast does not turn invisible. The recipient
causes damage equal to the mage’s level. In the fifth produces detectable evidence (for example, footfalls,
round, the damage lessens to half the mage’s level, stepping in puddles, or splashing in water). The
and the mist deals no damage in subsequent rounds. recipient also creates visible footprints, if applicable.
All those in the cloud receive a save (Spell) in the third The spell is indefinite until the subject chooses to attack.
round. If successful, damage is halved for the length of An attack includes any action that causes damage to
exposure. A new save is allowed to in the fourth and an opponent.
fifth round (if necessary).
Indirect actions, or actions directed at inanimate
Insect Plague (Greater) objects, do not break Invisibility. Thus, a subject could
Level: 5 (Cleric) / 5 (Druid) summon monsters and order them to attack, or destroy
Duration: 1 Turn/Level a bridge while enemies travel across it, trigger remote
Range: 30 Feet traps, while remaining invisible. However, if the subject
makes a direct attack, s/he immediately becomes
This spell calls forth a plague of locusts (40x40x10 foot visible. Spells that target or buff allies, but do not
radius). The swarm obscures vision and inflicts targets target enemies, are not considered attacks, even if they
one hit point of damage per round. All those of two or include enemies in the area of effect.
fewer hit dice automatically flee the swarm. All those

81
Invisibility (10 Feet) Knock
Level: 3 (Illusionist) / 3 (Magic-User) Level: 2 (Magic-User)
Duration: See below Duration: 1 Round
Range: Touch Range: 5 Feet

This spell operates as per Invisibility, but cloaks all those This spell opens any locked, stuck, barred, or held
within 10 feet of the caster (or recipient). All subjects doors or structure. In addition to doors, the spell opens
that move outside the 10 foot radius immediately known secret doors, locked chests and coffers, etc.
become visible. Unlocked objects do not re-lock or become stuck after
the spell is cast. Knock will not raise a portcullis or gate.
Invisibility (Advanced) It has no effect on knotted ropes.
Level: 4 (Illusionist)
Duration: 4 Rounds/1 Round per Level Know Alignment
Range: Touch Level: 2 (Cleric)
Duration: 1 Round
This spell functions like Invisibility, but with two notable Range: 10 Feet
differences. Advanced Invisibility is duration-limited and
the recipient may attack while invisible. However, when Through this spell the caster instantly discerns the
attacking, the invisibility leaves a displaced shimmering alignment of a being, monster, or creature, within the
that allows an enemy to attack with a penalty of -4. spell’s range. The spell also reveals the alignment of
magic items (if applicable).
Invisibility (Animal)
Level: 1 (Druid) Koweewah’s Clenched Fist
Duration: 1 Turn/1 Round per Level Level: 8 (Magic-User)
Range: Touch Duration: 1 Round/Level
Range: 5 Feet/Level
A druid may turn a willing animal invisible. All other
aspects of this spell are the same as Invisibility. Through this spell the caster conjures a massive,
humanoid, ghostly hand to attack once per round. The
Invisibility (Mass) attack always hits. Koweewah’s Clenched Fist has AC:
Level: 7 (Magic-User) / 7 (Illusionist) 9 and the caster’s current hit points. The caster must
Duration: Special concentrate exclusively on the spell. The damage from
Range: 10 Feet/Level the hand is variable. Roll the chart below for damage
each round:
This spell affects all subjects in a 30 foot radius.
Otherwise, the incantation functions as per Advanced
1d20 Damage and Effect
Invisibility.
20 Punch-Out!: 4d6 & Stunned for 1d3 Rds
Jump 17-19 Hard Punch: 3d6
Level: 1 (Magic-User)
Duration: 1 Turn 13-16 Punch: 2d6
Range: Touch 1-12 Glancing Blow: 1d6

Through this spell, the caster may leap up (10 feet), Koweewah’s Crushing Hand
backward (10 feet), or forward (30 feet). The leap apex Level: 9 (Magic-User)
backward or forward is two feet. Upon casting the spell, Duration: 1 Round/Level
the wizard can perform the single leap at any time Range: 5 Feet/Level
during the spell’s duration. The caster may perform an
additional jump per three levels (two at Level 4, three Through this spell, the mage conjures a large, ghostly
at Level 7, etc.). The spell’s duration remains one turn hand that grasps and squeezes one target of choice
regardless of the total jumps performed. per round.

The attack always hits and the duration of the squeeze


determines the damage. In Round 1: 1d10 hit points
of damage, Round 2-3: 2d10, and Round 4: 4d10.
Koweewah’s Crushing Hand has AC: 9 and the caster’s
current hit points.

82
Koweewah’s Forceful Hand Legend Lore
Level: 6 (Magic-User) Level: 6 (Magic-User)
Duration: 1 Round/Level Duration: See below
Range: 10 Feet/Level Range: 0

This spell functions similar to Koweewah’s Interposing The spell Legend Lore allows the caster to divine
Hand, except that the Forceful Hand pushes an information about a legendary place, thing, or person.
opponent away. The hand can shove beings less than
500 pounds). Those between 500-2,000 pounds are The casting time of this spell varies subject to known
reduced to ten feet per round, and those greater than information. For example, the casting time of the spell
2,000 pounds (but under 8,000 pounds) are reduced to is 1d4 turns if the wizard is standing in the location or
movement of five feet per round. Koweewah’s Forceful if the thing or person is present. On the other hand, if
Hand has AC: 9 and the caster’s current hit points. the magic-user only has information about a person
or thing, the casting time is 1d4+3 days. If the wizard
Koweewah’s Grasping Hand only possesses rumors, the casting time is extended to
Level: 7 (Magic-User) seven days.
Duration: 1 Round/Level
Range: 10 Feet/Level The magic-user falls into a deep trance while casting the
spell. Upon completion, the caster divines the desired
This spell creates a huge, ghostly hand that serves as information in question. The information gleaned is
an obstacle, or barrier, between the opponent and the often guised in a metaphor, puzzle, or riddle. If the
caster. Alternatively, the hand can grasp and hold a place, thing, or person, is not legendary in importance,
target in place (less than 1,000 pounds). The hand can the spell provides no information. The caster loses 2d8
push/grab a monster of 4,000 pounds or less, or less (plus 10 pounds) from the casting and requires 1d4
than 16,000 pounds, but this only reduces speed to 10 days of recovery.
feet and 5 feet per round, respectively. The spell has the
mage’s current hit points and AC: 9. Levitate
Level: 2 (Magic-User)
Koweewah’s Interposing Hand Duration: See below
Level: 5 (Magic-User) Range: 0
Duration: 1 Round/Level
Range: 10 Feet/Level Through this spell, the caster (or the recipient) can
levitate upwards or downwards (20 feet per round) as
Koweewah’s Interposing Hand creates a huge ghostly desired for one turn per caster level. The spell does
magic hand. The hand materializes between the wizard not allow the caster to move horizontally, but may,
and a single opponent and mirrors the two combatants for example, ascend a cliff face, and pull him/herself
perfectly. Despite effort to circumnavigate the hand, it laterally (at half movement rate). The recipient of the
always positions itself exactly in between. Any being spell can levitate their body weight plus 100 pounds
that attempts to push through the hand, weighing less per caster level.
than 2,000 pounds, halves its movement for the spell’s
duration. The hand has AC: 9 and the caster’s HP. Light (Reversible)
Level: 1 (Cleric) / 1 (Illusionist) / 1 (Magic-User)
Koweewah’s Shushing Hand Duration: 6 Turns/1 per Level
Level: 2 (Magic-User) Range: 12 Feet
Duration: 2 Rounds/Level
Range: 40 Feet/2 per Level This spell imbues an object with the brightness of a
torch and sheds light in a 20 foot radius. The spell is
This spell creates a human-sized hand that flies at the normally cast on a movable object (functions as a light
chosen target and clamps tightly over its mouth (a source impervious to drafts and gusts of wind). This
save versus Spell negates). A shushed target cannot spell may be cast on a being’s eyes. In this case the
speak, cannot cast spells, and cannot use magic items target is allowed a save (Spell) to negate. The target is
that require a command word. The hand cannot be blinded for the spell’s duration if a save is failed.
removed or pulled away or be harmed by a physical
attack. A shushed target is allowed an additional save The reverse of the spell, Darkness, provides the opposite
in the rounds after the first (at +1 on each) to break the effect. The caster can also use Darkness to target the
dweomer. A successful Dispel Magic dismisses the hand eyes (save applies).The two spells counter each other to
without injury to the affected target. return to normal lighting conditions.

83
Through this spell, the caster senses the location of a
familiar or known object. A general search will result
in finding the closest object of that type. A search for
a specific item requires accurate firsthand knowledge.

The reverse, Obscure Object, allows the caster to hide


an item from location by spell or similar magical scrying
Lightning Bolt device (i.e., Crystal Ball).
Level: 3 (Magic-User)
Duration: Instantaneous Lower Water
Range: 5 Feet/5 Feet per Level Level: 4 (Cleric) / 4 (Druid) / 6 (Magic-User)
Duration: 5 Rounds/Level
Electrical energy crackles from the hands of the caster, Range: 10 Feet/10 Feet per Level
as s/he gathers and releases a bolt of lightning. The
bolt deals 1d6 points of electrical damage per level This spell allows the caster to lower 11,000 square feet
(save versus Spell for half-damage). The bolt is 60 feet of water per level for the spell’s duration.
long and 5 feet wide. The caster may damage more
than one target, if aligned in single file and the spell’s Magic Jar
range permits. Level: 5 (Magic-User)
Duration: Special
The spell ignites combustibles and liquefies soft metals Range: 30 Feet
(bronze, gold, silver, lead, or copper). The spell destroys
mundane barriers and may continue through physical Through Magic Jar, the caster transfers his or her soul
obstructions to the spell’s full range, subject to the in a gemstone (known as a Magic Jar), leaving the body
discretion of the Maze Controller. in a state of suspended animation.

Limited Wish Once transferred, the wizard can then possess a body
Level: 7 (Illusionist) / 7 (Magic-User) within 120 feet and force the target’s soul into the
Duration: See below Magic Jar. The caster may, at any time, return to the
Range: Unlimited jar (and return the trapped soul) and possess a different
body. Magic Jar concludes when the caster returns to
Through the spell Limited Wish the caster can recreate his/her own body.
almost any spell effect. A Limited Wish may, for example,
duplicate up to any Level 7 spell, or undo harmful To cast the spell, the caster must ensure the Magic Jar
spell effects, such as Geas or Quest. The caster could in within range. Possessing a body requires a round
successfully attack or save at the next opportunity, and the target receives a saving throw (Spell) to negate
or produce any other effect commensurate with the the spell. Successive saving throws are automatically
above, as ruled by the Maze Controller. This spell could successful. If the caster fails to possess his or her target,
grant knowledge or the answer to an unknown question the caster’s soul remains in the jar.
or riddle. Note that Limited Wish need not match a
spell effect, but rather the result can be unique, as Upon a successful possession, the caster retains his
adjudicated by the Maze Controller. or her level, alignment, class, Intelligence, Wisdom,
Charisma, but adopts the target’s Consitution, Strength,
Locate Animal Dexterity, hit points, and physical abilities. The caster
Level: 1 (Druid) does not adopt the host’s spells or spell-like abilities.
Duration: 1 Round/Level A Dispel Evil or Exorcism forces the caster out of the
Range: 0 host’s body.

Through this spell, a druid may detect whether a specific If the possessed host is killed, the caster returns to the
animal type is in range. The range is 20 feet wide and Magic Jar. If the host is slain outside the spell range,
20 feet long per level in one direction only. The druid both the host and the caster are slain. If the mage’s
may face a different direction each round. body is killed, his or her soul is trapped in the Magic Jar
until a living being comes within range of possession.
Locate Object (Reversible)
Level: 3 (Cleric) / 2 (Magic-User) If the jar is smashed or destroyed while possessing a
Duration: 1 Round/Level host, the caster’s soul is trapped in the host’s body. In
Range: 5 Feet/5 Feet per Level any scenario, a soul with no destination, is slain.

84
Magic Missile
Level: 1 (Magic-User)
Duration: Special
Range: 30 Feet/5 Feet per Level

An arrow of bright magical energy explodes from the


caster’s hand and scores 1d4+1 points of damage.
Regardless of combat or concealment, Magic Missile
always strikes its target even if the target is in combat
or possesses concealment. Specific body parts cannot Mass Charm
be targeted. For every two caster levels, the magic-user Level: 8 (Magic-User)
gains an additional missile (two at Level 3, three at Duration: Special
Level 5, etc.). The spell Shield absorbs this spell for no Range: 5 Feet/Level
damage.
This spell functions akin to Charm Monster. The mage
Magic Mouth may charm a number of hit dice equal to double his/
Level: 2 (Illusionist) / 2 (Magic-User) her level. All those affected must be within a 30x30 foot
Duration: See below square area. All saving throws versus Spell are at –2.
Range: See below
Massmorph
This spell imbues an object with an invisible, enchanted Level: 4 (Illusionist) / 4 (Magic-User)
mouth that appears and speaks when triggered. A Duration: See below
Magic Mouth can speak any message, in a language Range: 10 Feet
known by the caster to a maximum of 25 words. The
caster can designate the number of times the message This spell creates an illusionary forest in a 20x20
repeats (to a maximum of 10 rounds). Magic Mouth foot radius (plus 10x10 feet per level). Up to a dozen
cannot throw spells. medium-sized or equivalent beings (per level) can be
concealed by Massmorph. Anyone inside the area of
Regardless of where the wizard places Magic Mouth, effect that exits becomes visible. The caster can end the
the lips exactly mimic the words uttered. If cast on a spell at any time.
statue, for example, the statue’s mouth would appear to
speak. The caster can place Magic Mouth on inanimate Mazakala’s Glassy Facsimile
objects only. Level: 1 (Magic-User) / 1 (illusionist)
Duration: Permanent until Touched
The mouth triggers when specific conditions are met at Range: 30 Feet
the time of casting. Triggers can be general, or specific,
but must be tactile, visual, or audible. Audible triggers By means of this spell, a magic-user or illusionist can
could include general noise or a specific keyword. create a sparkly, phantasmagorical simulacrum of a
Visible or audible actions can also be encoded. A single medium-sized being. If the being beholds its copy,
Magic Mouth cannot discern between level, alignment, it must make a save (Spell) or be entranced (unable
class, or hit dice, unless keyed to garments. The trigger to function) beyond staring at the Glassy Facsimile for
range is five feet per caster level. Therefore, a Level 6 1d4+1 rounds before reaching out and touching the
wizard can command a Magic Mouth to respond to a phantasm, thereby ending the spell. The spell has no
trigger as far as 30 feet away. A Magic Mouth can only effect on 4+ hit dice creatures and the target must
respond subject to its triggers. For example, a visual have a clear line of sight to the copied being.
trigger requires line of sight. The spell’s duration is
permanent, until its conditions are met and the spell Mazakala’s Imperfect Panic
discharges. Level: 1 (Illusionist) / 1 (Magic-User)
Duration: 3 Rounds/1 per Level
Major Creation Range: 40 Feet
Level: 5 (Illusionist)
Duration: 6 Turns/1 per Level By means of this spell the caster inspires panic in 1d4
Range: Touch (+1 per level) humanoid creatures of no greater than
two hit dice (saving throw versus Spell for no effect).
Major Creation is like Minor Creation. The caster may The result of Mazakala’s Imperfect Panic is subject to
create mineral objects (stone, crystal, metal, etc) in the table below:
addition to non-living organic objects.

85
1d6 Spell Effect Mending repairs objects. The spell can repair broken
metal objects (such as a chain, ring, dagger, or broach,
1 Run in random direction provided only one break exists). Wooden or ceramic
2 Sob uncontrollably objects with several breaks can also be completely
reconstructed as new. The spell mends holes in leather.
3 Attack nearest humanoid The spell cannot repair enchanted or magical items,
4 Vomit loudly nor can it mend living matter.
5 Assume fetal position
Message
6 Maze Controller’s Choice* Level: 1 (Magic-User)
Duration: 1 Round/1 Round per 2 Levels
Mazakala’s Mucilaginous Effluvium Range: 40 Feet/10 Feet per Level
Level: 1 (Magic-User)
Duration: 1 Round Through this spell the caster can quietly speak messages
Range: 10 Feet/5 Feet per Level (Max 30 feet) and the receiver can return whispered replies. The
wizard points his or her finger at the receiver. The spell
By means of this spell, the caster spews forth a ball requires line of sight and common language. Only the
of sticky mucilage that s/he can direct toward a single receiver can hear the message.
humanoid opponent (or other target, subject to the
Maze Controller’s discretion). If the spell’s duration allows, the receiver can reply to
the caster. The spell communicates sound, not context
The caster chooses the effect and the spell lasts for a or meaning.
single round. The caster may: 1) target the head and
blind, 2) target the body and constrain from attack, or Meteor Swarm
3) target the foot and immobilize. Humanoids and/or Level: 9 (Magic-User)
monsters of four or greater hit dice are allowed a save Duration: Instantaneous
(Spell) at +2. Range: 40 Feet/10 Feet per Level
Mazakala was a promising young human magic-user, Meteor Swarm is a powerful and awe-inspiring spell.
who, after creating this spell, was bitten in half by a When cast, the magic-user selects one of two options:
Pteranodon while marching to Barrowmaze. either four large meteors (two foot spheres) or eight
small meteors (one foot spheres). Both leap from the
Maze wizard’s palm and leave a flaming trail of sulfur and
Level: 5 (Illusionist) / 8 (Magic-User) sparks.
Duration: Special
Range: 5 Feet/Level Any target struck by a large meteor takes 1d4x10
damage (no save). If no target is hit, the meteors
The caster banishes the target to an unending maze fly 20 feet apart, and impact 20 feet apart, with an
in an extradimensional space. The target’s Intelligence overlapping area of effect (30 feet each). The four
determines how long the subject wanders aimlessly. radial blasts score overlapping damage in a box or
Minotaurs are immune to this spell. diamond pattern.

Intelligence Time Trapped The smaller meteors score 5d4 damage (with a radius
of 15 feet). The smaller meteors have an overlapping
18 or higher 1d4 Rounds
blast radius as well (20 feet), shaped like two adjacent
15-17 2d4 Rounds boxes or two adjacent diamonds. A saving throw
12-14 3d4 Rounds (Spell) is permitted against the smaller meteors for half-
damage.
9-11 4d4 Rounds
6-8 5d4 Rounds Mikda-Err’s Practical Tilt
3-5 1d4 Turns Level: 2 (Illusionist) / 2 (Magic-User)
Duration: 1 Round
2 or below 2d4 Turns Range: See Below
Mending Through this spell the magic-user may target one
Level: 1 (Magic-User) medium-sized or smaller creature in sight (normally an
Duration: Permanent advancing enemy) and plant a suggestion that the floor
Range: 30 Feet
86
tilted. The target is allowed a save versus Spell for no Misdirection
effect. Failure indicates that the target has fallen and Level: 2 (Illusionist)
requires a round to stand and resume their attack. A Duration: 1 Round/Level
prone target is +4 o hit. Range: 30 Feet

For each level after the first, the magic-user may affect By means of this spell, the caster misdirects divination
an additional target (2 at second level, 3 at third, and spells like Detect Evil, Detect Magic, Detect Lie, etc.
so on). Alternatively, the magic-user or illusionist may The illusionist marks an object or being within range
impose a penalty of –1 on the save instead of affecting at the time of casting. For the duration, a detection
a second target. Thus, a third level caster could affect spell divines only the marked object or being. The
three creatures, or two at –1, one creature at –2. diviner is allowed a saving throw (Spell) to circumvent
Misdirection.
Mind Blank
Level: 8 (Magic-User) Mist of the Glen
Duration: 1 Day Level: 2 (Druid)
Range: Touch Duration: 3 Rounds/Level
Range: N/A
This spell protects the subject from all mind-influencing
spells, divination spells, or devices that influence, A stationary mist eerily forms and shrouds the caster
detect, read thoughts, or emotions. Mind Blank even from sight, including darkvision. Mist of the Glen
foils Limited Wish and Wish spells regardless of their covers a 10x10x10 foot area for four rounds per level
wording or implementation. of the caster. The caster may see through the mist and,
while within, cast spells one level higher. A strong wind
All attempts to scry the individual result in failure. If scatters the fog and reduces the spell’s duration by
scrying an area, with a Crystal Ball for example, the 25%. While the caster remains in the Mist of the Glen,
spell functions but the recipient remains undetected. all ranged and melee attacks are at -2.

Minor Creation Mnoricar’s Mnemonic Enhancer


Level: 4 (Illusionist) Level: 4 (Magic-User)
Duration: 6 Turns/Level Duration: 1 Day
Range: Touch Range: N/A

The illusionist creates a non-living organic object, such By means of this spell, the caster can memorize
as wood, cloth, or rope, etc. The item may not exceed additional spells or recall spells recently cast. The
1x1x1 foot per level of the caster. The spell requires a caster can retain a maximum of three spell levels (in any
piece of the desired object to cast Minor Creation. combination) beyond those normally available per day
by caster level (for example, a second level spell and a
Mirror Image first level spell, etc.). If the caster wishes to retain, rather
Level: 2 (Illusionist) / 2 (Magic-User) then memorize additional spells, s/he casts Mnoricar’s
Duration: 2 Rounds/Level Mnemonic Enhancer first followed by discharging the
Range: N/A spell(s) to be retained in order.

This spell creates 1d4 illusionary duplicates of the caster Mold to Moldmen
(1d4+1 for illusionists). Each of the illusions match the Level: 3 (Druid)
caster in detail and precisely imitate the mage’s actions Duration: 4 Turns
in every respect. The caster selects which number among Range: 50 Feet
the duplicates s/he occupies. Opponents must select
a duplicate number prior to making an attack roll. A Through this ritual spell, a druid transforms moldy
successful attack on the caster causes normal damage. vegetable matter into 1d4 HD: 1 moldmen (+1 per
If an opponent strikes an illusion, it disappears. level). Moldmen are also called vegepygmies. The
moldmen are subject to the commands of the caster. At
the end of the spell’s duration, moldmen flee the caster
at their highest movement rate.

The statistics for moldmen are as follows: AL: N, MV:


20, AC: 4, HD: 1, HP: 4, #AT: 1, DMG: 1d6, SV: F1,
ML: 8.

87
Moldskin Non-detection
Level: 2 (Druid) Level: 3 (Illusionist)
Duration: 4 Rounds/1 Round per Level Duration: 1 Turn/Level
Range: Touch Range: 0

Moldskin toughens skin through the formation of a Through this spell, the caster cloaks his or her presence,
hard leathery fungal growth. The caster can use the and all those within a five foot radius, from divination
spell on him/herself or another willing target. The effect such as Detection spells, Locate Object, Clairvoyance,
improves the target’s armor class by 1 and provides or Clairaudience. The spell also prevents detection by
+1 on all saving throws. Moldskin covers the face and magic items like a Crystal Ball.
makes the bearer of the spell imperious to the effects
of spores, molds, gases, drowning, oxygen deprivation, Ool’s Broiling Exhalation
and funguses. Spore, mold, plant, or fungus-based Level: 3 (Magic-User)
monsters will not attack the bearer of Moldskin. Duration: See below
Range: N/A
Mordril’s Excavation
Level: 4 (Magic-User) This spell is an enhanced and modified version of the
Duration: 1 Round/Level first level magic-user spell Burning Hands. By means of
Range: 30 Feet this spell, a gout of searing magical flame issues forth
from the caster’s mouth. The jet of flame (10 feet long
The caster, through Mordril’s Excavation, can excavate per level) strikes a single target for four hit points of
5x5x5 feet of soil, sand, or mud, per round devoted damage (per level of the caster with no saving throw).
to casting (40 cubic feet maximum). The dirt is moved For reasons unknown, this spell is particularly effective
immediately adjacent to the area excavated. The caster, against undead. Undead take an additional +3 hit
if desired, can excavate a shaft straight down or dig a points of damage to the total damage scored by the
trench. If the caster digs a shaft, the walls may potentially spell. The caster must have a clear line of sight to the
collapse, subject to the soil type: soil (20% per 5 foot target. The spell will light all flammable materials.
cube), sand (60%), or mud (80%). Any creature within
one foot of the opening must make a Dexterity Check Ool was a savvy veteran magic-user. Decades ago
or fall in. The spell provides a saving throw (Spell) to he was gated to a heretofore undiscovered plane of
any unaware creature running or moving near the edge existence while attempting to close the Pit of Chaos in
to avoid falling. Boulders and stone are unaffected. Barrowmaze. His current whereabouts are unknown.

Mordril’s Mighty Excavation Ool’s Freezing Sphere


Level: 6 (Magic-User) Level: 6 (Magic-User)
Duration: See below Duration: See below
Range: 10 Feet Range: See below

For each turn spent in casting, the magic-user can When casting Ool’s Freezing Sphere, the magic-user
move 10 cubic feet of soil (to a maximum of 80 cubic selects one of three options. The caster can conjure a
feet). The spell excavates soil as per the Level 4 spell. frosted globe and throw it 40 feet (maximum). The globe
Boulders and stone are unaffected. will explode on in a 10 foot radius causing 4d6 points
of cold damage. Alternatively, the caster can place
Neutralize Poison (Reversible) the sphere on the ground. The sphere will detonate in
Level: 4 (Cleric) / 3 (Druid) one round per level of the caster (also with a 10 foot
Duration: Permanent radius). All those struck by the sphere, or caught in its
Range: Touch radius, may save versus Spell for half damage.

This spell neutralizes poison in a living being or poison The caster, as the second option, can place the sphere
placed on an object. Neutralize Poison does not reverse in water and freeze the liquid. The sphere freezes water
the effects of poison (such as damage to hit points). The seven inches deep and affects 100 square feet per level
caster may also neutralize a poisonous creature (such of the caster (for one round per level).
as a snake) with a successful touch attack.
Last, instead of a sphere, the wizard can emit a freezing
The opposite of the spell, Poison (useable by both ray 10 feet long per caster level for three hit points of
clerics, druids, and monks), requires a successful touch damage (per level). A saving throw versus Spell negates
attack. If the target fails a save versus Death, it dies. all damage.

88
Permanency
Level: 8 (Magic-User)
Duration: Permanent
Range: See below

Ool’s Irresistible Safety Dance This incantation makes spells permanent on the caster.
Level: 8 (Magic-User) They include: Comprehend Languages, Detect Evil,
Duration: 1d4+1 Rounds Detect Invisibility, Detect Magic, Darkvision, Protection
Range: Touch from Evil, Protection from Normal Missiles, Read Magic,
Tongues, and Unseen Servant.
This spell inspires an uncontrollable desire to dance in
a single target. The target dances with foot shuffling, The wizard must cast Permanency immediately after
heel tapping, arm twirling, gyrating, etc., and may take the desired spell. Permanency cannot be cast on other
no other actions for the duration of the spell. The effect beings. The spell permanently lowers the magic-user’s
imposes an armor class penalty (-4) and also excludes Constitution by one point. A magic-user of higher
a shield bonus (if applicable). This spell offers no saving level than the caster can dispel the aforementioned
throw to the target. Permanency effects.

Paralyzation A mage can also use the spell to make the following
Level: 3 (Illusionist) permanent on another being (or object): Enlarge,
Duration: See below Fear, Gust of Wind, Invisibility, Magic Mouth, Prismatic
Range: 10 Feet/Level Sphere, Stinking Cloud, Wall of Fire, Wall of Force, and
Web. The latter applications may be removed by Dispel
This spell paralyzes the caster’s opponents. The caster Magic.
can affect twice his/her hit dice within a designated
20x20 foot area (save versus Spell to negate). The Phantasmal Force
caster can dismiss the spell, when desired. Level: 1 (Illusionist) / 3 (Magic-User)
Duration: See below
Part Water Range: 10 Feet/5 Feet per Level
Level: 6 (Cleric) / 5 (Druid) / 6 (Magic-User)
Duration: 1 Turn/Level Through this dweomer, the caster creates an illusion
Range: 20 Feet/Level within a fixed 20x20x20 foot cube. The caster must
concentrate solely on the illusion. If touched, the
This spell parts a body of water (river, lake, etc.) ten feet illusion disappears. However, an illusionary creature
wide to a maximum length of 300 feet. The caster can can attack. All those who behold the illusion are given
end the spell at anytime prior to its full duration and a saving throw (Spell) to disbelieve. If successful, a
destroy pursuers following the spell’s path. disbeliever can communicate the truth of the illusion to
others (+4 on disbelieve saves). If a player character
Pass without Trace fails their save, the illusion continues. An illusionary
Level: 1 (Druid) monster will appear to inflict harm on its target.
Duration: 1 Turn/Level Illusionary monsters have AC: 9, and vanish if struck. If
Range: Touch the target loses all its hit points, s/he falls to the ground
unconscious instead of dying. All other aspects of the
This spell allows caster, or a recipient, to move through phantasm are illusionary and impose no damage. The
terrain without any sign of passage (i.e. footprints). illusion includes no auditory component.
Tracking the subject is impossible. However, any area
passed through will radiate faint magic for six turns. Phantasmal Force (Advanced)
Level: 2 (Illusionist)
Passwall Duration: See below
Level: 5 (Magic-User) Range: 10 Feet/5 Feet per Level
Duration: 6 Turns/Level
Range: 30 Feet This spell is an enhanced Phantasmal Force. The area
of effect is a fixed 40 foot cube plus ten square feet
This spell creates a portal, or passage, in wood, stone, per level of the caster. Unlike the lesser version, the
or plaster. The passage is ten-feet in length and five-feet spell includes subtle auditory effects (like movement,
in width. The spell cannot create a passage through etc.). The spell does not include speech, but roaring,
other materials (such as steel, etc.). grunting, or mumbling are possible.

89
While focusing on the dweomer, the caster may only
move at half speed. The illusion remains for two rounds
after the caster finishes directing the spell. Refer to
Phantasmal Force for additional detail.

Phantasmal Killer
Level: 4 (Illusionist)
Duration: 1 Round/Level
Range: 5 Feet/Level
Plant Growth
Level: 3 (Druid) / 4 (Magic-User)
Through this spell the caster scans the subconscious
Duration: See below
mind of the target and learns his/her fears. The
Range: 20 feet
illusionist then conjures a delusive image of the most
terrifying monster imaginable to the target. Only the
This spell causes vegetation (grass, briar, bush, creeper,
caster and spell’s target can view the Phantasmal Killer.
thistle, tree, vine, etc.) within a 20x20 area of effect
If the illusion successfully strikes the target (as a four hit
(plus 5x5 feet per level) to thicken, entwine, and
die monster), the target can disbelieve with a successful
become impenetrable. The density of the vegetation
Intelligence Check. If the target fails, it dies of fear.
reduces movement to 1/4.
If the target of the spell succeeds in disbelieving while
The spell requires the presence of existing vegetation to
wearing a Helm of Telepathy, the target can turn the
manifest and the effect lasts until Dispel Magic is cast.
illusion on the caster. The caster is then required to
Plant-based creatures are unaffected by the spell.
disbelieve or be subject to the Phantasmal Killer.
Polymorph Any Object
Phase Door
Level: 8 (Magic-User)
Level: 7 (Magic-User)
Duration: Variable
Duration: 1 Door/2 Levels
Range: 5 Feet/Level
Range: Touch
This spell polymorphs a creature or object akin to other
Like Passwall, this spell creates a portal, or passage,
polymorph spells. The target is allowed a saving throw
in wood, stone, or plaster. The passage is ten-feet in
(Spell) to negate the effect. The exact duration of the
length and five feet in width. The spell cannot create
spell is subject to the extent of the shape change. The
a passage through metal. Unlike, Passwall, the door
table below serves as a set of guidelines to guide the
is invisible and only accessible by the caster. As the
Maze Controller:
caster enters the door, s/he immediately reappears at
the exiting door.
Category Polymorph
The caster may allow one medium-sized being or Kingdom Animal, Vegetable, Mineral
smaller to pass through the portal by holding their hand.
Allowing a companion to pass through a Phase Door Class Mammals, Bipeds, Fungi, Metals, etc.
serves as two doors. Sound, light, and spell effects will Relationship Twig to tree, Sand to beach, etc.
not pass through the door. A Phase Door is subject to Size Larger, Equal, Smaller
Dispel Magic. All those in the passage when dispelled
are thrown out the other side akin to Passwall. Shape Comparative to original
Intelligence Esp. with intelligence increase
Plane Shift
Level: 5 (Cleric) A change across kingdoms lasts two to three hours.
Duration: Permanent Related things, such as a tiger tooth becoming a
Range: Touch tiger, are permanent. Polymorphs that affect multiple
categories will result in a decreased duration. The effect
Through this spell the caster can transport him/herself, of the spell may be reversed by Dispel Magic.
or another being, to an alternate plane of existence or
dimension. The caster can transport up to eight beings All beings or objects affected radiate magic for the
if gathered in a circle at the time of casting. Plane Shift purpose of spell detection, divination, and scrying. This
instantly transports all beings but provides no means spell can replicate transmutation effects like Flesh to
of return. An unwilling target receives a saving throw Stone, Stone to Flesh, etc. When used in this fashion,
(Spell) to negate. the target is penalized -4 on the save.

90
91
Polymorph Other Power Word (Kill)
Level: 4 (Magic-User) Level: 9 (Magic-User)
Duration: See below Duration: Permanent
Range: 10 Feet/Level Range: 5 Feet/Level

Through this dweomer, the caster can transmute one This spell allows the caster to proclaim a word of power
living being into another form. An unwilling target that kills one or more beings within a 20 foot radius
receives a save versus Spell to negate the effect. The instantly, whether or not they can hear it. At the time
polymorphed being retains their hit points, and gains of casting, the mage chooses one or multiple targets.
all the abilities of the newly acquired form, including The spell kills a single creature (up to 60 hit points)
intelligence. In effect, the being is the new creature in all or two or more creatures of 10 hit points or less (to a
respects. These include alignment, mentality, instincts, total of 120 total hit points). Creatures in excess of 60
and preferences, etc. Polymorph Other cannot imitate hit points are immune to this Power Word. There is no
a unique being’s appearance. The spell fails if the new save.
form’s total hit dice exceed double the original being.
Power Word (Stun)
Polymorph Self Level: 7 (Magic-User)
Level: 4 (Magic-User) Duration: See below
Duration: 2 Turns/Level Range: 5 Feet/Level
Range: 0
The caster pronounces a word of power that causes a
Through this spell the caster changes his or her form. single target of choice to be stunned for 2d4 rounds
This spell can only copy a generic being type (human, instantly, whether or not the target can hear the word.
goblin, etc.) and cannot duplicate unique individual The spell duration is equivalent to the target’s current
beings. The new shape must have hit dice equal to, hit points (see below). All creatures in excess of 100
or lower than, the caster. The caster keeps his or her hit points are immune to the Power Word. The spell
saves, intelligence, and hit points. The new form does provides no saving throw.
not give the caster the physical abilities, strength, or
attack and damage bonuses. Likewise, the new form
Hit Points Duration
provides no magical or special abilities. For example,
if the caster transmutates into a stirge, s/he could fly. 61-100 1d4 Rounds
However, the caster would not gain petrifying gaze if 31-61 2d4 Rounds
s/he changed into a cockatrice. While polymorphed,
the caster cannot cast spells. If the caster dies while 30 or Fewer 4d4 Rounds
polymorphed, s/he reverts to natural form. The caster
may alter form as many times as desired under the Prayer
duration of the spell. Dispel Magic negates the effect Level: 3 (Cleric)
of Polymorph Self. Duration: 1 Round/Level
Range: 10 Foot Radius
Power Word (Blind)
Level: 8 (Magic-User) Prayer is a stronger version of the spell Sacred Chant.
Duration: Permanent until dispelled The spell function is the same (+1 to allied attacks and
Range: See below saving throws and a -1 on opponent dice), except the
cleric need not concentrate to maintain the spell.
The caster utters a word of power that blinds one or
more beings of choice, regardless of their ability to Predict Weather
hear the word. Targets totaling 100 hit points may be Level: 1 (Druid)
affected (no save). The spell’s duration is subject to the Duration: 12 Turns
total hit points of the creatures affected. All creatures Range: 0
with 101+ hit points are unaffected. This spell affects a
30x30 radius centered the caster. The caster can use this ritual spell to divine weather in a
five mile radius. The caster can foresee the weather up
to 12 turns away per level of the caster. The spell grants
Hit Points Duration information about weather conditions (wind, hail, rain,
61-100 1d4+1 Rounds snow, sleet, temperature, etc.). The spell cannot predict
the exact locations of hurricanes, tornadoes, lightning,
60 or Less 1d4+1 Turns etc.

92
Prismatic Spray
Level: 7 (Illusionist)
Duration: Instant
Range: 0

This spell creates seven multicolored beams of


shimmering light to emit from the caster’s palm. The
Prismatic Sphere beams are projected in a narrow ray 70 feet long, 5
Level: 9 (Magic-User) feet wide at the origin, and 15 feet wide at the end.
Duration: 1 Turn/Level Each colored beam possesses a different power. First,
Range: 0 all those struck (with eight hit dice or less) are blinded
for 2d4 turns. Second, all those struck are hit by a
The caster calls forth an immobile, protective globe of second beam of light identical to a random color of a
spectacular, shimmering, multicolored light in a 20 foot Prismatic Sphere (see spell description).
radius. The globe provides defensive protection against
the attack forms listed. All those that behold the sphere 1d8 Beam Color
with less than HD: 8 are Blinded for 2d4 turns. Only the 1 Red 5 Blue
wizard may move into, or out of, the Prismatic Sphere
as desired. The sphere blocks all penetration attempts 2 Orange 6 Indigo
(including spells). The spells listed negate each color. 3 Yellow 7 Violet
All those that attack the caster, or pass through the
4 Green 8 Two Beams. Ignore 8
globe, suffer the following effects in order:
Prismatic Wall
ColorOrder Defensive Effect Negated By Level: 7 (illusionist)
Blocks non-magical Duration: 1 Turn/Level
missile attacks. Cone Range: Wall 5 Feet/Level Wide and 2 Feet/Level High
Red 1st
Inflicts 10 points of Cold
of fire damage. Prismatic Wall conjures an immovable, opaque,
multicolored, wall of protection. The shimmering wall
Blocks magical protects the caster from all attack forms. The wall
Fly or
missile attacks. functions identical to Prismatic Sphere. All those that
Orange 2nd Gust of
Inflicts 20 points behold the wall with less than HD: 8 are Blinded for
Wind
of damage. 2d4 turns (-4 to attack rolls).
Blocks poisons,
gases, and petrify. Produce Flame
Yellow 3rd Disintegrate Level: 2 (Druid)
Inflicts 40 points
of damage. Duration: 2 Rounds/Level
Blocks breath Range: 0
weapons.
Green 4th Passwall Flames burst forth as the caster’s opens his hand (for
Poison (Death
Save negates). 2 rounds per level or until dismissed). The flames do
not harm the caster or his/her equipment. However,
Blocks mental they ignite other flammables. The flames provide
attack forms and illumination as a torch (30 feet) but can also be thrown
Magic
Blue 5th divination. at targets up to 40 feet away (1d2+1 damage per level
Missile
Petrify (Stone with a successful attack roll), and will ignite flammable
Save negates). materials in a two foot radius.
Blocks all spells. Projected Image
Continual
Indigo 6th Insanity (Wand Level: 5 (Illusionist) / 6 (Magic-User)
Light
Save negates). Duration: 1 Round/Level
Range: 100 Feet/10 Feet per Level
Force field Gates
to random plane Dispel The caster creates an illusory version of him or herself.
Violet 7th
of existence. (Spell Magic The projected image is intangible but appears, smells,
Save negates). and sounds exactly like the caster. The projected image

93
matches the caster’s actions exactly, including speech Through this spell, the caster (or a recipient) is rendered
and spells. The illusion dispels immediately if touched immune to damage from normal electricity. The caster
or struck by a melee weapon. Note that missile weapons is provided immunity to magic electricity, regardless of
and spells pass through the illusion with no effect. source, for an unlimited period or until s/he absorbs 12
hit points of damage (per level). Once the damage has
Protection from Evil been absorbed, the spell ends.
Level: 1 (Cleric) / 1 (Magic-User)
Duration: 3 Rounds/Level If cast on another subject, the duration is one turn per
Range: Touch caster level. The recipient is immune to all non-magical
lighting. Further, the subject takes only half damage
This spell protects the caster from attacks by evil from magical or other lightning. The recipient also
beings and monsters. Specifically, the spell calls forth saves against magical lightning with a +4 bonus.
a magical barrier that wards against forms of mental
control as well as contact with summoned creatures. Protection from Normal Missiles
The protection moves with the recipient. Level: 3 (Magic-User)
Duration: 1 Turn/Level
The spell provides two protective bonuses: the recipient Range: Touch
receives a +1 to saving throws and armor class. Next,
the spell prevents evil beings and summoned creatures This spell protects against all small, non-magical
from touching the recipient and causes them to recoil projectiles, missiles, and hurled weapons. The spell
in fear. protects, and moves with, the caster only. The protection
excludes hurled boulders, magical arrows, bolts, sling
The spell does not preclude missile attacks. The stones, etc.
protection from contact by summoned beings terminates
if the subject of the spell makes a physical attack. Purify Food and Drink (Reversible)
Level: 1 (Cleric)
Protection from Evil (10 Feet) Duration: Permanent
Level: 4 (Cleric) / 3 (Magic-User) Range: 10 Feet
Duration: 1 Turn/Level
Range: N/A Through this spell, a cleric decontaminates rotten,
spoiled, or poisonous food and water. The spell affects
This spell is identical to Protection from Evil, except that enough food and water for twelve medium-sized beings.
the protection extends 10x10 feet around the caster This spell does not preserve against natural decay. The
and wards all those within the area of effect. reverse of this spell, Putrefy Food and Water, spoils a
similar amount of food and water.
Protection from Fire
Level: 3 (Druid) Purify Water (Reversible)
Duration: See below Level: 1 (Druid)
Range: Touch Duration: Permanent
Range: 10 Feet
Through this spell, the caster (or a recipient) is rendered
immune to damage from normal fire. The caster is also This spell decontaminates poisoned or undrinkable
provided immunity to magical fire for an unlimited water for consumption. The druid can convert one
period or until s/he absorbs 12 hit points of damage cubic foot of water per caster level. Contaminate Water,
(per level). Once the damage has been absorbed, the the reverse of the spell, contaminates drinkable water.
spell ends. A caster can use Contaminate Water to make holy or
unholy water ineffective.
If cast on another being, the duration is one turn per
level of the caster. The recipient receives immunity to Pyrotechnics (Reversible)
all non-magical fire and takes only half damage from Level: 3 (Druid) / 2 (Magic-User)
magical fire. The recipient also saves against magical Duration: See below
fire with a +4 bonus. Range: 160 Feet

Protection from Lightning Subject to the caster’s wishes, Pyrotechnics can either
Level: 4 (Druid) transform a fire into a brilliant display of fireworks or a
Duration: See below cloud of thick black smoke. Cryotechnics is the reverse
Range: Touch of the spell.

94
Fireworks: This iteration results in a momentary burst Ray of Decay
of aerial pyrotechnics. The effect blinds all those within Level: 2 (Druid)
120 feet. The display is fully ten times the magnitude of Duration: Instantaneous
the source flame. Only those with a clear line of sight Range: 40 Feet
are affected. The reverse of the spell, Cryotechnics,
causes a burst of blinding cold energy that extinguishes Through this spell a druid directs a beam of green energy
a fire and sends explosive, colorful, ice shards into the at a single target. The druid must have line-of-sight.
air with the same area and effect. The Ray of Decay dehydrates and sickens exposed flesh
and infects the victim with mold. The target takes 1d8
Smoke Cloud: This version causes thick black smoke to points of damage (save versus Death for half damage).
pour from a fire. The smoke obscures all vision in a 20 If the first save is failed, the target takes an additional
foot radius and lingers for one round per caster level. 1d4 the next round. If the target saves the first time, s/
The reverse of the spell, Cryotechnics, extinguishes the he takes 1d2 the second round.
fire and causes a thick, freezing, icy mist with the same
area and effect. Ray of Enfeeblement
Level: 2 (Magic-User)
Quest (Reversible) Duration: 1 Round/Level
Level: 5 (Cleric) Range: 25 Feet/5 Feet per 2 Levels
Duration: See below
Range: 20 Feet This spell releases a beam from the caster’s hand. The
target weakens and suffers a reduction of Strength by
Through this spell a priest can compel a player character 1d4 (plus one every other level to a total maximum of
to undertake a quest. The PC is allowed a saving throw six points of Strength, cannot be reduced below 3). The
(Spell) to negate. This quest may involve danger but the penalty affects the target’s to-hit and damage modifiers
priest cannot instruct the PC to harm him/herself. If the (if applicable). A successful save (Spell) negates.
target of the spell resists the Quest, s/he will be affected
by a curse, chosen by the Maze Controller. The PC must Read Magic (Arcane)
complete the quest to terminate the spell. Alternatively, Level: 1 (Illusionist) / 1 (Magic-User)
a priest may cast the spell in reverse, Remove Quest, Duration: 2 Rounds/Level
to dispel an active Quest. Similar to Dispel Magic, the Range: N/A
cleric’s ability to Remove Quest is tied original caster’s
level. For each level below the original caster there is a By means of Read Magic (Arcane), a wizard (illusionist
cumulative 5% chance of failure. or magic-user) can decipher unintelligible arcane
writing (on scrolls, books, weapons, etc.). The spell
Raise Dead (Reversible) does not activate magic on an item, but it can if cursed.
Level: 5 (Cleric) Once cast, the mage can read that specific item at-will
Duration: Permanent without the need for Read Magic (Arcane).
Range: Touch
Read Magic (Divine)
This spell imbues life into the deceased body of a human Level: 1 (Cleric) / 1 (Druid)
or demi-human. The caster can raise a deceased being Duration: 2 Rounds/Level
only as many days as the cleric’s experience level plus Range: N/A
his/her Wisdom Modifier. The body of the deceased
must be intact. By means of Read Magic (Divine), a cleric, druid, or
monk can decipher unintelligible divine magical writing
Returning from the dead is an extraordinary trial of (on scrolls, books, scrolls, weapons, etc.). The spell
suffering. The recipient of the spell is raised with one does not activate magic on an item, but it can if cursed.
hit point, and for three weeks the player character’s Once cast, the priest can read that specific item at-will
movement is halved and s/he suffers from debilitating without further need for Read Magic (Divine).
weakness. In addition, the character cannot engage
in combat, physical activity, or spell-casting. The three
week period cannot be shortened. If the spell is cast on
an undead creature, it must save (Spell) or die instantly.

The reverse of the spell, Eternal Demise, prevents a


deceased humanoid from being raised, short of a Wish.

95
Regenerate (Reversible)
Level: 7 (Cleric)
Duration: Permanent
Range: Touch

This divine ritual regenerates a subject’s severed


appendage (such as an arm, hand, tail, finger, leg,
foot, or head, etc.).

The process of regeneration takes one round if the


severed part is touching at the point of dismemberment.
Otherwise, the incantation requires 2d4 turns.
Remove Curse (Reversible)
Necrosis (reverse of the spell) causes a body part to Level: 3 (Cleric) / 4 (Magic User)
wither, turn black, and fall off in one round (and turn to Duration: Permanent
dust in 2d4 rounds). The cleric must make a successful Range: Touch
touch attack against the target. The Maze Controller
randomly determines the body part affected. This spell instantaneously removes a curse. The spell
does not remove a curse from a weapon, item, or
Reincarnate armor. Instead, the spell allows the afflicted being the
Level: 7 (Druid) / 6 (Magic-User) ability to discard it.
Duration: Permanent
Range: 0 Remove Curse counters and dispels Bestow Curse. The
Maze Controller, in concert with the player, determines
Through this spell the caster raises a player character the effect of Bestow Curse. Possibilities could include
from the dead in a different body. This transformation a saving throw penalty (maximum -2), a to-hit penalty
heals all afflictions and ailments. (maximum -4), or halving an ability score. A successful
save (Spell) allows the target to avoid Bestow Curse.
The spell functions regardless of the condition of the
deceased. The spell requires a portion of existent bodily Remove Fear (Reversible)
remains. Reincarnate creates a new, healthy, young Level: 1 (Cleric)
adult body. The options on the table below provide Duration: 2 turns
playable races. Range: Touch

Roll 1d6 to select the left (1-3) or right column (4-6). This spell removes magical Fear by inspiring courage
Then roll 1d6 to determine experience level (cannot in the recipient. The spell provides a +4 bonus against
exceed the original PC). A reincarnated PC must play magical fear for one turn. In the example of a failed
the new player character race or retire: save, this spell provides a target with an additional
saving throw opportunity to remove a fear effect. In this
instance, the recipient receives a save bonus of +1 per
1d12 Incarnation
caster level. Remove Fear counters and dispels Cause
1 Orc 1 Werewolf Fear. The spell requires the caster to touch the subject.
2 Half-Orc 2 Pixie Cause Fear will frighten a touched target to flee,
hysterically, at full movement rate for rounds equivalent
3 Centaur 3 Bugbear to the level of the caster.
4 Neanderthal 4 Half-Elf
5 Kobold 5 Human Remove Paralysis
Level 2 (Cleric)
6 Lizardman 6 Elf Duration: Permanent
7 Goblin 7 Dwarf Range: Touch
8 Hobgoblin 8 Dryad
By touch, the caster removes all mundane and/or
9 Orc 9 Half-Orc magical effects of paralyzation (i.e., ghoul touch or
10 Ogre 10 Cyclopsman Hold Person). The cleric can free three subjects, but the
spell requires touch. Each paralyzed subject receives a
11 Bullywug 11 Ogre Mage
new saving throw. If one subject, the save is +3. If two,
12 Player’s Choice 12 Player’s Choice the save is +2, and if 3, each receives a +1.

96
Repulsion Resurrection (Reversible)
Level: 6 (Magic-User) Level: 7 (Cleric)
Duration: 1 Round/2 Levels Duration: Permanent
Range: 10 Feet/Level Range: Touch

A near invisible, immobile force-field is conjured 10 This spell raises the dead and restores the recipient to
feet before the caster. The field prevents all beings from maximum hit points and health, including prepared
approach. All those that contact the field are repulsed spells (if applicable). The spell functions regardless of
and cannot advance toward the caster. the condition of the deceased (to a maximum of 10
years per level of the caster). The spell requires bodily
Resist Cold remains.
Level: 1 (Cleric)
Duration: 1 Turn/Level Destruction (reverse of Resurrection) causes the target,
Range: Touch through touch, to die and disintegrate into dust.

This spell grants immunity to non-magical cold. The In both cases the spell weakens the caster to bed-rest for
spell also grants a saving throw bonus of +3 versus one day/level of the resurrected character. During the
magical cold-based or cold breath attacks. Further, recovery period, the caster cannot engage in combat
damage is halved if the saving throw is failed and or cast spells.
quartered if successful. The bonus lasts for the duration
of the spell. Reverse Gravity
Level: 7 (Magic-User)
Resist Fire Duration: 1 Round
Level: 2 (Cleric) Range: 5 Feet/Level
Duration: 1 Turn/Level
Range: Touch This spell reverses the flow of gravity in a 30x30x30
foot square area. All unattached things (objects or
This spell grants immunity to non-magical fire. The spell beings) within the area fall upward. All those that strike
also provides a +3 bonus to all saves versus magical a physical barrier take damage as if they fell the same
fire or fire breath attacks. In addition, damage is halved distance (1d6 for every 10 feet).
if the save is failed and quartered if successful. The
bonus lasts for the duration of the spell. Any unattached object or being that reaches 30 feet
without contacting anything or taking damage remains
Restoration suspended and slowly oscillates until the end of the
Level: 7 (Cleric) duration. At the conclusion of the spell, all affected
Duration: Permanent beings and objects fall downward and take damage as
Range: Touch outlined above.

Through this spell, a cleric restores one level of Rope Trick


experience from an energy drain attack. The caster Level: 3 (Illusionist) / 2 (Magic-User)
can only use the spell within a number of days equal Duration: 2 Turns/Level
to his/her level. The spell restores experience points to Range: Touch
the minimum number required to bring the recipient to
their previous level. This spell enchants a 5-30 foot long rope. The rope
slowly snakes upwards until its entire length stands
The reverse of the spell, Energy Drain absorbs one level suspended in the air just off the ground. The top of the
of experience (or hit dice) away from a touched target. rope provides entry into an extradimensional hideout.
PCs can climb the rope and access the secret hideaway.

The hideout is large enough to hold five medium-sized


beings or their equivalent. Once in the hideout, the
rope can be pulled up with no trace or it can hang
perpendicular to the floor.

At the end of the spell’s duration, all those inside the


hideout drop to the ground. Only one person can climb
the rope at a time.

97
Sacred Chant Secumund’s Secret Chest
Level: 2 (Cleric) Level: 5 (Magic-User)
Duration: Special Duration: 60 Days
Range: N/A Range: See below

By means of continuous chanting in Ancient Common Through this spell a wizard conceals a chest for a
(similar to Latin), a cleric invokes divine favor within a maximum of nine weeks on the Ethereal Plane. The
30-foot radius. Allies within the area of effect receive a caster may access the chest at any time. The chest is
+1 to attack, damage, and saving throws. Opponents a 1x1x1 foot space per level of the caster and cannot
receive a -1 to attack rolls within the established hold a living being.
radius. As long as the cleric remains motionless and
concentrates solely on the Sacred Chant, the effect The caster must commission the construction of a chest
continues. If the cleric takes damage, or is distracted, of 5,000gp value. This cost includes the construction of
the spell ends. Silence negates the spell. a miniature replica. The wizard is allowed only one set
of chests. The chests are mundane and can include any
Sanctuary manner of additional locks, traps, and/or wards.
Level: 1 (Cleric)
Duration: 2 Rounds/1 per Level To secret the chest away, the wizard casts the spell and
Range: Touch touches both chests. The large chest fades away to the
Ethereal Plane. In order to recall the chest, the caster
This spell protects a single being. An enemy that uses the replica.
physically attacks the recipient must save versus Spell
or attack an alternative target (determined randomly After the nine weeks have elapsed, there is a 7%
by the Maze Controller). If successful, the target is probability the chest disappears on the Ethereal Plane
unaffected and may attack normally. and cannot be recovered. Further, if the replica is
destroyed or lost, the hidden chest cannot be recovered.
Note that the caster remains susceptible to area effect In these examples, even the casting of a Wish will not
damage. The cleric cannot use offensive spells or retrieve the lost chest. There is a Dumb and Dumber
attack, lest the spell be broken. This excludes non- chance (1% per week) that an ethereal being, or some
offensive spell-casting. other entity, may happen upon the chest. In this event,
consult the table below:
Scare
Level: 2 (Magic-User)
1d20 Secumund’s Secret Chest Result
Duration: 3d4 Rounds
Range: 1 Creature 17-20 Chest is empty
10-16 Chest has one new random item
By means of this spell, the caster inspires terror in a
single target of fewer than six hit dice (save versus Spell 4-9 Chest is missing one item
for no effect). The target runs away, cowers, and may 1-3 Chest includes 1d3 random items
take no action. The spell has no effect on undead,
elves, half-elves, or clerics. Secumund’s Tiny Hut
Level: 3 (Magic-User)
Secumund’s Phantasmal Steed Duration: 6 Turns/Level
Level: 1 (Illusionist) / 1 (Magic-User) Range: 0
Duration: 1d6 Turns/1 Turn per Level
Range: N/A This spell creates an unmoving, opaque 10x10x10
foot sphere of force centered on the caster. The sphere
Through this spell a magic-user conjures a phantasmal projects half above, and half below, the ground.
steed. At Levels 1 through 4 the steed appears like a
riding horse (with equivalent movement rate). However, Secumund’s Tiny Hut provides shelter against inclement
when cast at Level 5 the phantasmal steed appears like weather. The hut protects against wind speeds of 50
a ghostly wyvern and can fly with a maximum movement miles per hour. Windstorms above this speed dispel it.
of 120 feet per round. The steed can bear a second The caster of the spell can adjust illumination inside
rider, but this halves its duration and speed. It cannot the hut at any time. The interior is transparent and the
attack and a Dispel Magic disperses the phantasm. outside is opaque (occupants can see outside but those
Whether horse or wyvern, a physical attack ends the on the outside cannot see in). The hut does not provide
spell. The caster may dismiss the steed at any time. protection from missiles, weapons, or spells.

98
The hut accommodates six medium-sized beings or their Shadow Magic
equivalent. All beings may enter and exit, as desired. As Level: 5 (Illusionist)
soon as the caster exists, the spell terminates. As long as Duration: See below
the external temperature is between 0-100 Fahrenheit, Range: See below
the internal temperature remains 72 degrees. If the
external temperature rises above or falls below the Through this spell, the caster draws energy from the
aforementioned, the temperature inside adjusts on a Plane of Shadow to cast a seemingly-real, phantasmal
1-to-1 basis. magic-user spell. The spells include Fireball, Lightning
Bolt, Cone of Cold, or Magic Missile.
Secumund’s Trap
Level: 2 (Magic-User) These spells have standard ranges and effects unless
Duration: Permanent the target(s) succeeds in an Intelligence Check. A
Range: Touch disbelieving target takes only one hit point of damage
per level of the caster from the spell.
This enchantment creates a false impression that a
valued item or small device is trapped. If Detect Traps Shadow Magic (Advanced)
is used, a small box, chest, lock, spellbook, etc., is Level: 6 (Illusionist)
likely (80% chance, -5% per level of the thief) to appear Duration: See below
trapped. Further, if a thief attempts to Remove Traps, Range: See below
there is a 20% chance (+5% per level of the thief) that
the trap appears removed. Advanced Shadow Magic allows the caster to draw from
the Plane of Shadow to cast Cloudkill, Wall of Fire, or
Sepia Snake Sigil Wall of Ice. This incantation is also capable of casting
Level: 3 (Magic-User) all the spells listed in Shadow Magic.
Duration: Permanent until Triggered
Range: 5 Feet These spells have standard ranges and effects unless
the target(s) succeed in an Intelligence Check. A
This dweomer is a form of magical trap. By means of disbelieving target takes only two hit points (per level),
the spell, a magic-user inscribes a rune (typically on a and Wall of Fire and Wall of Ice inflict 1d4 hit points of
scroll, spellbook, or door) that, when read, conjures a damage (per level).
brownish phantasmal force resembling a snake. The
sepia snake attacks with the same hit dice as the caster. Shadow Monsters I
If a successful hit is rolled, the reader of the rune will Level: 4 (Illusionist)
be engulfed in a brownish force field. The force field Duration: 1 Round/Level
completely immobilizes the victim. The victim will remain Range: 30 Feet
in a state of suspended animation, unable to breathe,
age, sleep, or function in any way, until a Dispel Magic The caster conjures semi-real, phantasmal shadow
is cast. If the sepia snake misses the reader of the rune, monster(s). The monster(s) cannot surpass the
it dissipates with a loud crackle of energy and brown illusionist’s hit dice and must be of the same type. The
smoke. The noise may incur a random monster roll, monsters possess two hit points per hit die. Targets are
subject to the Maze Controller. provided an Intelligence Check to disbelieve. Failure
to check allows the phantasmal monsters to attack
Shadow Door and score damage, as per their monster entry. The
Level: 5 (Illusionist) phantasmal monsters possess Armor Class 10 and their
Duration: 1 Round/Level damage is reduced by 3/4 (round up).
Range: 10 Feet
Shadow Monsters II
The caster of this spell conjures an illusory door. S/he Level: 5 (Illusionist)
then appears to enter the portal and all observers will Duration: 1 Round per Level
believe the caster stepped through the door. In truth, the Range: 30 Feet
caster steps beside the door invisibly, as per the spell
Invisibility. The caster may then slip away. The invisibility This spell is identical to Shadow Monsters, but with
lasts for spell’s duration. All those who attempt to follow stronger monsters. Monsters have four hit points per
the illusionist through the portal believe they entered die. On a successful Intelligence Check to disbelieve,
a featureless 10x10 foot room for the duration of the each creature possesses Armor Class 8 and all damage
spell. is reduced by 2/4 (round up).

99
Shadow Monsters III caster. The shield blocks all weapons made of wood, or
Level: 6 (Illusionist) weapons with wooden shafts or hafts (including axes,
Duration: 1 Round/Level hammers, spears, crossbow bolts and arrows, etc.)
Range: 30 Feet resulting in no damage for the duration of the spell.

This spell is identical to Shadow Monsters I and II, but Shillelagh


with stronger monsters. Monsters have three hit points Level: 1 (Druid)
per hit dice. On a successful Intelligence Check to Duration: 1 Round/Level
disbelieve, each creature possesses Armor Class 6 and Range: Touch
all damage is reduced by 1/4 (round up).
The caster enchants his or her own non-magical club
Shape Change or knobby quarterstaff as a +1 magical weapon (to hit
Level: 9 (Magic-User) only) for the duration of the spell. The weapon scores
Duration: 1 Turn per Level 2d4 damage. The caster must wield the weapon.
Range: N/A
Shocking Grasp
Through this spell, the caster changes shape and Level: 1 (Magic-User)
transmutes into a being or creature. Unique, Duration: Instant
individualized forms or beings, such devils, demons, or Range: Touch
deities, are not possible. The form does not alter the hit
points of the caster. The caster acquires all the abilities of Upon a successful touch attack, the caster inflicts 1d8
the new shape (supernatural or extraordinary, including points of electrical damage (+1 per level). The caster
attacks and damage). The transmutation excludes must make a successful touch attack roll.
knowledge, mental abilities, or the intelligence of the
form assumed. For the duration of the dweomer, the Silence (15 Feet)
magic-user can transmute once per round. Level: 2 (Cleric)
Duration: 2 Rounds/Level
Shatter Range: 40 Feet
Level: 2 (Magic-User)
Duration: Permanent This spell completely neutralizes all sound in a 30 foot
Range: 25 Feet/5 Feet per 2 Levels radius including voices, spells, etc. The spell may be
cast on a specific location but the radius is fixed and
This spell generates a thunderous clap that shatters cannot move. The spell can be used on an object and
non-magical objects made of glass, crystal, porcelain, the radius will move with the item. The spell may be cast
or ceramic within a 20x20 foot radius centered on the on a being and the effect will move with it. Unwilling
caster. Monsters made of these materials, or related targets receive a save (Spell) to negate. If successful,
materials, take 1d4 points of damage per level of the the incantation takes effect at the target’s location but
caster (such as a Crystal Statue). s/he may move outside radius of the spell.

Shield Simulacrum
Level: 1 (Magic-User) Level: 7 (Magic-User)
Duration: 5 Rounds/Level Duration: Permanent
Range: 0 Range: Touch

Shield creates a shimmering energy field that moves with This spell creates a duplicate of any being or creature.
and protects the caster (from the front only). The spell The simulacrum appears as the original, but possesses
provides the caster AC: 2 against all missile attacks, half the original’s hit points. The copy has a fragmentary
and AC: 4 from all other attacks. Shield absorbs the recollection of life and may possess select memories
spell Magic Missile for no damage. (30% of the time). The caster retains control of the
simulacrum through verbal command. A simulacrum
Shield of the Sylvan cannot gain experience points or increase its abilities.
Level: 6 (Druid) If a simulacrum receives a Reincarnation spell, it gains
Duration: 3 Rounds/Level (+2d20%) of the original’s memories and some of the
Range: Caster original’s class abilities, subject to the Maze Controller.
If reduced to zero hit points or slain, a simulacrum
The caster conjures a semi-translucent green energy melts into a puddle of goo. Detect Magic or True Sight
shield with a 20x20 foot radius that moves with the always reveals a simulacrum.

100
101
Sleep Snare
Level: 2 (Illusionist) / 1 (Magic-User) Level: 3 (Druid)
Duration: 5 Rounds/Level Duration: See below
Range: 30 Feet/10 Feet per Level Range: Permanent until Triggered

Sleep causes an eldritch slumber to overtake beings This spell creates a strong, magical snare-trap. The
with less than 4+1 hit dice. The spell radius is 30x30 spell requires material such as a rope, cord, or vine,
feet. All targets may save (Spell) to negate the effect. All etc. When Snare is cast, the cord-like object blends into
those that fail fall asleep. Sleeping targets may receive its environment (only 1 on d10 chance to detect by
a coup-de-grace without rolling to hit or damage dice. mundane means). The caster ties the rope in a loop.
Undead and monsters immune to mind-influencing The loop tightens around the limb(s) of any creature
spells are unaffected. that steps into it.

The caster can fasten the looped Snare to a thin tree (if
Hit Dice Number Affected
available). The spell enchants the tree to spring when
Up to 1 4d4 triggered. The trap scores 1d6 points of damage and
1+1 to 2 2d4 dangles the target in the air. If a tree is unavailable, the
snare snaps tight around the target’s ankle but scores
2+2 to 3 1d4 no damage.
3+3 to 4 1d2
4+1 1 Snare is strengthened magically and constrains its
target a for a period of 12 hours. A trapped creature
Slow Poison must possess giant strength (19+) to break the bond.
Level: 2 (Cleric) The bonds loosen as the spell dissipates, so after four
Duration: 6 Turns/Level hours Strength 18 is required, and after eight hours
Range: Touch Strength 16 will break the trap, etc.

This prayer temporarily alleviates exposure to poison. Speak with Animals


If a recipient has been poisoned (or may be poisoned Level: 2 (Cleric) / 1 (Druid)
during the spell’s duration) the toxin does not take Duration: 2 Rounds/Level
effect until the spell expires. Unless the subject is cured Range: 30 Feet
before the end of the spell, saves and damage are
rolled normally. The incantation does not cure damage This spell allows the caster to communicate with normal
previously incurred from poison. However, the spell or giant animals. The caster may query, and receive
can restore life (1 hit point) to a subject that died from responses from, one specific animal type. The caster
poison (within one turn per caster level) for the duration selects the animal type when cast.
of the spell.
The animal may, if the caster is friendly, offer a favor
Snake Charm or service. If the animal is unfriendly, it may demand
Level: 2 (Cleric) / 2 (Druid) help or food. The spell does not influence or make an
Duration: See below animal more cooperative or friendly.
Range: 30 Feet
Speak with Dead
This spell makes snakes apathetic to the caster and Level: 3 (Cleric)
his or her companions. A cleric or druid influences a Duration: See below
number of snakes equal to the caster’s level for 1d4+1 Range: 1 Foot
turns. A Level 7 Cleric therefore affects seven hit dice
(seven snakes of one hit die or two snakes of three hit This spell calls on the soul of the deceased for
dice, etc.). Snakes openly hostile to the caster are more information. The spell duration is limited and is based
difficult to influence. Hostile snakes, or those engaged on the level of the caster. The number of questions the
in combat, are charmed for only 1d4+1 rounds. cleric may ask of the dead is also limited (see below).

The knowledge possessed by the deceased is restricted


to its life experience and the cleric must speak its
language. If the duration of the spell expires, unasked
questions are lost.

102
Note that the deceased desire, above all else, to rest
undisturbed. The dead never wish to return to the place
of their death, re-inhabit their decayed remains, or
answer questions of the living. The Maze Controller
should role play Speak with Dead accordingly. The
dead will attempt to delay, withhold, and/or obfuscate
their responses - unless providing answers results in
vengeance against their killer.

The caster, on the other hand, must role-play


authoritatively through the duration of the spell,
demand the soul return, and answer questions:

Experience Time Time # of


Level Deceased Questioned Questions Spider Climb
Level: 1 (Magic-User)
7th or fewer 1 Week 1 Round 2
Duration: 1 Round/Level
7th to 8th 1 Month 3 Rounds 3 Range: Touch
9th to 12th 1 Year 1 Turn 4
Spider Climb allows the caster (or the spell recipient) to
13th to15th 10 Years 2 Turns 5 climb like a spider on ceiling and walls. To climb, the
16th to 20th 100 Years 3 Turns 6 subject must have free and bare hands and feet.
19th to 20th 150 Years 5 Turns 7
All objects in excess of five pounds stick to the
21st + 1,000+ 6 Turns 8 recipient’s hands. Therefore, spell casting is impossible
while under the spell. The caster can use this spell on a
Speak with Monsters willing recipient. The spell recipient can move through
Level: 6 (Cleric) webs, normal or magical, at normal movement rate.
Duration: 1 Round/Level
Range: 30 Feet Spiritual Armor
Level: 1 (Cleric)
This spell is a more powerful iteration of Speak with Duration: 1 Round/Level
Animals, but the cleric may speak with any monster. Range: Caster
Speak with Plants This spell enhances the cleric’s mundane armor with
Level: 4 (Cleric) / 4 (Druid) a shimmering blue glow. For the spell’s duration the
Duration: 1 Round/Level caster receives the blessing of their deity in the form of
Range: 30 Feet a +2 armor class bonus against undead. This bonus
does not stack with other armor-related spells.
Through Speak with Plants the caster may communicate,
albeit awkwardly and primitively, with plants, beings, Spiritual Hammer
or monsters, that are plant-based. The caster may ask Level: 2 (Cleric)
questions and receive answers. The caster can also ask Duration: 1 Round/Level
plants to clear an overgrown path. The spell does not Range: 30 Feet
predispose plants or plant creatures to the caster. If
the caster presents a friendly disposition, and a plant This prayer manifests a weapon of force to attack an
creature desires aid, it may help or ask for a favor. opponent in range. The weapon deals 1d6 points of
damage (+1 to hit every three levels of experience).
Spectral Force The weapon is not magical and cannot hit creatures or
Level: 3 (Illusionist) beings only struck by magic weapons.
Duration: See below
Range: 10 Feet/10 per Level The weapon appears as the deity’s favored weapon
or symbol (mace, hammer, etc.). The weapon attacks
This spell is identical to Phantasmal Force (Advanced), the cleric’s designated target. The weapon employs the
except the illusion includes auditory, olfactory, and cleric’s to-hit value, just like any melee weapon. The
thermal aspects, and persists for three rounds after the weapon manifests until the caster breaks concentration
illusionist ceases concentration. or takes damage, to its maximum duration.
103
Spiritwrack Statue
Level: 6 (Magic-User) Level: 7 (Magic-User)
Duration: See below Duration: 6 Turns/Level
Range: 10 Feet/1 Foot per Level Range: Touch

Through this spell the magic-user creates a potent Statue transmutes the caster (or recipient) into stone,
illuminated manuscript (scroll) designed to imprison including equipment. The subject is alive and may still
or punish an infernal or abyssal entity. The spell also use his/her senses to apprehend the world. However,
functions against a high-level lich or vampire. the subject does not breathe or require sustenance.
The subject of Statue can return to flesh, act, and then
The caster must know the being’s true name and buy transmute again instantly, as desired, for the remainder
expensive gemstones equal to 1,500gp/HD of the of the spell’s duration. See the monster entry for
target being. The gemstones are powdered for the ink Animate Statue (Stone).
and the caster’s protection circle. The spell also requires
blood from the monster type. When the spell is cast the Sticks to Snakes
target entity receives a save (Spell). If successful, the Level: 4 (Cleric) / 5 (Druid)
entity flees. If unsuccessful, and because it has been Duration: 2 Rounds/Level
named, the entity is rooted to the spot and paralyzed. Range: 30 Feet

During the initial phase of the incantation, the spell This spell transforms as many mundane sticks to snakes
places the target under physical and emotional duress. as the caster’s level of experience. The snakes then
During the second turn, the being loses one hit point attack as commanded. There is a 1-2 on d6 chance
(per hit die). After three turns, the target screams in pain that a snake is poisonous (save or die). When slain or
and loses half hit points. The being is then banished at the conclusion of the spell, the snakes change back
back to its plane of existence (the Nine Hells, the Abyss, to sticks. Snake statistics are as follows: AL: N, MV: 20,
or the Negative Material Plane, etc.). The target entity is AC: 7, HD: 1, #AT: 1, DMG: 1d3, SV: F1, ML: 7.
imprisoned for 666 days per level of the caster. During
its imprisonment, the targeted being exists in a constant Stinking Cloud
state of wracked pain. Level: 2 (Magic-User)
Duration: 1 Round/Level
Once free, the being may seek revenge against the Range: 30 Feet
caster (or his/her allies). Powerful magic-users often
use the spell to extort information or service from the Stinking Cloud creates a 20x20x20 feet fog-bank
targeted being and the spell may be halted at any within the spell’s range. All those within the cloud are
point short of banishment. The illuminated manuscript unable to act and become ill with nausea. Targets
functions as per a Scroll of Protection from attack by remain affected while in the cloud and for additional
the entity. rounds (1d4+1) after leaving. A successful poison save
(Death) results in no effect for the remaining rounds.
Spore Cloud
Level: 2 (Druid) Stone Shape
Duration: 4 Rounds/1 Round per Level Level: 3 (Druid) / 5 (Magic-User)
Range: 30 Feet Duration: Permanent
Range: Touch
Spore Cloud, like the spell Stinking Cloud, creates a
20x20x20 foot cubed spore-based haze centered The caster, through this spell, can modify and shape an
anywhere within range. The cloud makes those within existing stone for any purpose desired. The amount of
helpless with gagging and retching. This lasts as long stone shaped is 1x1x1 foot per caster level. The spell
as the target(s) remain in the choking cloud and for can only create crude shapes (chests, coffers, doors,
1d4+1 rounds after exiting. Any creature that succeeds etc). Fine detail is impossible.
on a save (Death) when leaving the cloud is unaffected
for the additional rounds.

104
Stone Tell This spell provides the recipient with temporary
Level: 6 (Cleric) / 5 (Druid) Strength. The bonus varies subject to the recipient’s
Duration: 1 Turn class: clerics, druids, and monks, thieves, and assassins
Range: Touch (+1d6), magic-users and illusionists (+1d4), fighters,
barbarians, paladins, and rangers (+1d8). A player
Stone Tell allows the caster to speak with stone. The character’s Strength may not exceed 18.
stone can communicate, albeit in basic garbled terms.
The stone can reveal who or what it has seen, or who or Sueddaht’s Instant Summons
what is concealed near, under, or behind it. The stones Level: 7 (Magic-User)
can communicate descriptions, if asked. The caster can Duration: Instantaneous
speak with either worked or natural stone. Range: Infinite

If a druid casts Stone Tell on a standing stone or Through this dweomer, the caster calls a material item
henge stone, s/he can see images through the stone in from any anywhere into his/her hand. The caster begins
addition to rudimentary communication. by placing a magical rune on the object. The item may
not exceed three feet in length or weigh more than
Stone to Flesh (Reversible) eight pounds. The caster must then inscribe the rune on
Level: 6 (Magic-User) a gemstone worth 5,000gp.
Duration: Permanent
Range: 10 Feet/Level Once inscribed the caster can call the item by
pronouncing the rune and destroying the gemstone.
This spell transmutes a petrified being to flesh The item immediately appears in the mage’s hand.
(including equipment). The spell effects any petrified The inscribed gem is useable by the caster only. The
being, regardless of size. The reverse of the spell Flesh item may be called from other planes. If another being
to Stone transmutes one being into stone, including possesses the item at the time the spell is cast, it fails.
all equipment. A saving throw (Stone) is permitted to
negate the spell. Suggestion
Level: 3 (Illusionist) / 3 (Magic-User)
Duration: 6 Turns/Level
Range: 30 Feet

Through this spell, the caster influences the actions of a


specific being. The Suggestion is limited to one sentence.
The spell must be reasonably worded while suggesting
a pleasant, desirable outcome. The incantation fails if
the caster requests something harmful. The wording
of the spell might suggest a harmless action, such as
Stonebeard asking to drink something that might be poisonous.
Level: 1 (Dwarven Cleric)
Duration: 1 Turn/1 Round per Level Suggestion continues for the spell’s duration and ends
Range: Caster upon task completion. A very reasonable Suggestion
might allow a save penalty of –1 or –2, but is subject
Through this spell the caster calls upon the mighty to the discretion of the Maze Controller. A saving throw
dwarven father of battle. It transforms his/her beard (spell) negates the effect.
into granite thereby improving the armor class of the
caster. Stonebeard provides a base unarmored AC: 4 Suggestion (Mass)
and a +1 bonus if the caster is armored. Level: 6 (Illusionist)
Duration: 6 Turns/Level
The effect of this spell is so profound, it will increase the Range: 30 Feet
morale of dwarves who behold it (+1). The armor class
and morale effect remain for the duration of the spell. This spell functions like Suggestion and influences one
Stonebeard is only available to dwarven clerics. target per level of the caster within 30 feet. If used on
a single being, the target saves (Spell) at a -2 penalty.
Strength
Level: 2 (Magic-User) The illusionist can cast but one Mass Suggestion per
Duration: 1 Turn situation and cannot issue separate Suggestions to
Range: Touch individuals.

105
Summon Aerial Servant Examples of animals between 5-8 hit dice include:
Level: 6 (Cleric) Grizzly Bears, Giant Boring Beetles, Lions, Giant
Duration: See below Hyenas, Giant Horned Chameleon Lizards, Giant
Range: 10 Feet Pythons, Giant Ice Toads, Polar Bears, Large Crocodiles,
Giant Tuatara Lizards, Cave Bears, Giant Stag Beetles,
This spell summons an aerial servant (see monster Sabre Toothed Tigers, Giant Octopus, Mudhorns, or
entry). The priest first casts Protection from Evil followed Great White Sharks.
by Summon Aerial Servant.
Summon Animals III
The caster may command it to undertake tasks, such as Level: 6 (Druid)
fetch an item or being. The creature is a non-combatant Duration: 5 Rounds/1 per Level
and will refuse orders to engage in battle. Range: 80 Feet/Level

If tasked to recover an object, the Aerial Servant will This spell is a more powerful version of Summon Animal I.
retrieve it even if the item is in another’s possession. The spell summons 4d4 animals of 1 to 4 hit dice, or
Under these circumstances, the creature will attack with 2d4 animals of 1 to 8 hit dice, or 1d4 animals of 1
complete surprise and gain four rounds of action unless to 16 hit dice. See Summon Animals I and II or the
means to detect invisibility are available or previously monster section for animals of 9-16 hit dice.
cast. The spell concludes upon task completion, the
caster dismisses the servant, or the cleric is slain. Summon Cacodemon
Level: 7 (Magic-User)
Summon Animals I Duration: See below
Level: 4 (Druid) Range: 10 Feet
Duration: 3 Rounds/1 per Level
Range: 40 Feet/Level This complicated spell summons a demon from the
lower planes (Upper or Middle Order). The caster first
This spell summons 1d8 normal or giant animals of 1 to constructs a pentacle-bound circle of protection. The
4 hit dice within range of the spell. The Maze Controller circle is constructed with magic runes, chalk, candles,
determines available animal types by ecosystem. human fat, and is 30 feet in radius. To summon an
upper order demon, the caster must know the entity’s
The druid can try to summon three animal types prior true name. The spell takes one turn per hit die of the
to spell failure. Summoned animals serve the caster summoned demon. The spell allows a save (Spell)
for a specific task. Tasks include combat, aid, or other to resist the summons. Wizards use the spell in
purposes within their ability. The druid can dismiss the combination with Spiritwrack to bind a demon into
summoned animals as desired. servitude. Summon Cacodemon creates an agreement
wherein the demon must perform a task for the wizard.
Examples of 1-4 hit die animals include (but are not The task cannot exceed 6 months, 6 days, and 6 hours.
limited to) Baboons, Badgers, Giant Killer Bees, As an alternative, the magic-user could engage the
Giant Fire Beetles, Giant Frogs, Crocodiles, Giant demon’s service through bribery (human sacrifice, etc).
Flies, Giant Crab Spiders, Wolves, Axe Beaks, Giant
Badgers, Giant Carnivorous Beetles, Giant Boars, The spell could also be used with Trap the Soul.
Mountain Lions, Giant Crabs, Giant Hawks, Hyenas, This spell traps the demonic entity in an object until
Giant Gecko Lizards, Giant Black Widow Spiders, it agrees to perform a task for the mage. Once the
Black Bears, Panthers, Giant Eagles, Giant Draco task is complete, the demon is dismissed to its plane
Lizards, Giant Scorpions, Giant Wasps, Giant Weasels, of existence. Demon summonings are risky business,
Giant Wolverines. even for the most experienced of wizards. A magic-user
has a 6% probability of mishandling the summons.
Summon Animals II If botched, the demon breaks free and engages in a
Level: 5 (Druid) destructive spree for 666 days. For every level of the
Duration: 4 Rounds/1 per Level caster above 15, the 6% chance is reduced by 1%.
Range: 60 Feet/Level

This spell is a stronger version of Summon Animal I.


The caster can summon 3d4 animals from 1 to 4 hit
dice or 1d6 animals of 1 to 8 hit dice.

106
Summon Invisible Stalker Summon Monsters IV
Level: 6 (Magic-User) Level: 6 (Magic-User)
Duration: See below Duration: 5 Rounds/1 Round per Level
Range: 0 Range: 60 Feet

This spell allows the caster to call forth an invisible stalker This spell functions as per Monster Summoning I, with
(see monster entry). The caster can command the being noted differences in duration and range, but calls forth
to undertake a mission. The stalker will accomplish the 1d3 four hit die monsters within 1d3 rounds.
task or attempt it repeatedly until destroyed. Dispel Evil
will return the creature to its home plane of existence. Examples include (but are not limited to) Ankhegs, Iron
Statues, Dire Wolves, Black Bears, Panthers, or Giant
Summon Monsters I Gecko Lizards.
Level: 3 (Magic-User)
Duration: 2 Rounds/1 Round per Level Summon Monsters V
Range: 30 Feet Level: 7 (Magic-User)
Duration: 6 Rounds/1 Round per Level
This spell conjures 2d4 monsters (one hit die) that Range: 70 feet
appear in 1d4 rounds within the spell’s range.
Summoned monsters fight until destroyed or until the This spell functions as per Monster Summoning I, with
spell’s duration expires. The caster can also command noted differences in duration and range, but conjures
the summoned creatures to undertake tasks within their 1d2 five hit die creatures within 1d2 rounds.
abilities.
Examples include (but are not limited to) Giant Horned
The Maze Controller chooses the monsters summoned. Chameleon Lizard, Giant Ice Toads, Giant Boring
Examples of one hit die monsters include (but are not Beetles, Giant Boars, or Giant Hyenas.
limited to) Giant Centipedes, Normal Bats, Giant Frogs,
Giant Rats, Giant Fire Beetles, Giant Killer Bees, Giant Summon Monsters VI
Ferrets, Stirges, or Skeletons. Level: 8 (Magic-User)
Duration: 7 Rounds/1 Round per Level
Summon Monsters II Range: 80 Feet
Level: 4 (Magic-User)
Duration: 3 Rounds/1 Round per Level This spell functions much like Monster Summoning I,
Range: 40 Feet with noted differences in duration and range, but calls
forth 1d2 six hit die monsters in 1d2 rounds.
This spell functions as per Monster Summoning I, with
noted differences in range and duration but conjures Examples include (but are not limited to) Basilisks,
1d6 two hit die monsters. The creatures arrive within Hydras, Tigers, Trolls, Large Crocodiles, Giant Tuatara
1d4 rounds of casting the spell. Lizard, or Polar Bears.

Examples include (but are not limited to) Crocodiles, Summon Monsters VII
Giant Ants, Giant Flies, Giant Spitting Beetles, Giant Level: 9 (Magic-User)
Crabs, Giant Crab Spiders, Giant Frogs, Giant Toads, Duration: 8 Rounds/1 Round per Level
War Dogs, Wolves, or Zombies. Range: 90 feet

Summon Monsters III This spell functions much like Monster Summoning I,
Level: 5 (Magic-User) with noted differences in duration and range, but calls
Duration: 4 Rounds/1 Round per Level forth 1d2 seven hit die monsters in one round, or one
Range: 50 Feet eight hit die monster in 2 rounds.

This spell functions like Monster Summoning I, with Examples include (but are not limited to) Giant Stag
noted differences in duration and range, but conjures Beetles, Babau Demons, Griffons, Groaning Spirits,
1d4 three hit die monsters within 1d4 rounds. Hydras, Otyughs, or Wyverns.

Examples include (but are not limited to) Crystal Statues,


Giant Carnivorous Beetles, Giant Frogs (HD: 3), Giant
Leeches (HD: 3), Gray Oozes, Boars, Harpies, Hell
Hounds (HD: 3), Hyenas, or Insect Swarms (HD: 3).

107
Summon Phantom Stalker Summon Treant
Level: 6 (Illusionist) / 6 (Magic-User) Level: 7 (Druid)
Duration: See below Duration: T Turn/1 Turn Every Two Levels
Range: 0 Range: Touch

This spell summons a phantom stalker to undertake By means of this ritual, a druid may awaken a tree into
a task or quest. The stalker will try to complete the a treant (see Monster Entry). The treant will follow the
task until destroyed. Although the creature is bound instructions of the caster for the duration of the spell.
to serve, it is not loyal to the conjurer. The stalker will At the conclusion, the treant either wanders off (50%)
resent complex missions or prolonged tasks, and will or reverts back to a tree (50%). A large tree must be
try and subvert its instructions. Dispel Magic will send a present to cast the spell.
phantom stalker back to the Elemental Plane of Fire, if
it fails a save (Spell). Summon Woodland Beings
Level: 4 (Druid)
Summon Plants and Funguses Duration: See below
Level: 4 (Druid) Range: 120 Feet/10 Feet per Level
Duration: 3 Rounds/1 Round per Level
Range: 40 Feet This spell beckons sylvan beings to the caster’s aid. The
spell must be cast outdoors. The casting ends upon the
This spell summons plants or funguses to grow out of appearance of woodland beings, or none appear after
the ground before the caster. Summoned vegetation two turns. The Maze Controller decides the availability
serves the caster for a specific task (i.e., battle) for the and type of woodland creature summoned, based on
spell’s duration. The druid may release the summoned environment and terrain. Refer to the table below for
plants or funguses at any time. Use the following chart the sylvan type and number appearing:
to determine the result:
Sylvan Number Sylvan Number
Summon Plants and Funguses Centaur 1d4 Pixie 1d6
1d10 HD Result Dryad 1d4 Sprite 1d6
1–4 HD: 1 Vegepygmie (1d4) Nixie 1d4 Treant 1
5-6 HD: 1 Vegepygmie (1d6+1) Satyr 1d4 Unicorn 1

7–9 HD: 3 Plant-Based Dead (1d4)* Woodland beings are allowed a saving throw (Spell)
with a +4 bonus to ignore the summons. If any member
10 HD: 4 Shambling Mound (1d3)** of the caster’s party is evil, woodland beings receive a
second save upon arrival. Sylvan beings that fail their
Vegepygmie AL: N, AC: 4, HD: 1, HP: 4, MV: 20, #AT: save may refuse the summons (50%) or remain and
1, DMG: 1d3 (Fist). serve the caster (50%).

*See the spell Animate Plant-Based Dead. If their summoner asks them to fight on his or her
**See Shambling Mound (half all monster stats). behalf, the sylvan are allowed a morale check or flee
(based on the druid’s morale). This number may be
Summon Shadow adjusted (+ or -) by the Maze Controller subject to the
Level: 5 (Illusionist) individual circumstances and past experience with local
Duration: 1 Round/1 Round per Level woodland beings. If cast in a stone circle or henge, the
Range: 10 Feet sylvan cannot ignore the summons.

By means of this spell, the caster brings forth one Symbol


Shadow per three caster levels (see Monster Entry). The Level: 7 (Cleric) / 8 (Magic-User)
undead serve, and will fight for, the caster. They follow Duration: See below
commands until destroyed or the spell duration ends. Range: Touch

This spell inscribes a powerful rune of protection on a


surface. Eight different symbols are possible and each
possesses a unique effect. A symbol is activated when it
is read, touched, or through proximity.

108
109
Proximity symbols are activated within 10 feet and have Teleport
a 30x30 radius, unless otherwise stated. Thus, passing Level: 5 (Magic-User)
under an archway would trigger the spell. Duration: Instantaneous
Range: Touch
Symbol of Discord: When triggered, all those in the
immediate area quarrel and bicker incessantly for 5d4 By means of this spell the caster instantly transports
rounds. Those of opposed alignment may (50%) battle him or herself (or another being of choice) to a specific
for 2d4 rounds. destination, across any distance. The spell does not
allow transport between planes or planets. Any unwilling
Symbol of Death: When triggered, a Symbol of Death recipient receives a save versus Spell to negate.
kills all beings with less than 80 hit points.
The mage must have a clear mental image of the
Symbol of Despair: All those in the area must save desired destination. The clearer the image, the greater
(Spell) or wander away, utterly hopeless. The effect lasts the chance of success. To determine the success of the
for 3d4 turns. While under this effect, subjects refuse to spell, consult the chart below.
fight and instead will cower and surrender.

Symbol of Fear: All those in the immediate area must Knowledge High On Target Low
save (Spell) at -4 or suffer Fear effects as per the spell Very Familiar 01–02 03–99 00
of the same name. Familiar 01–04 05–98 99-00
Symbol of Insanity: All those with total hit points below Viewed Casually 01–08 09–96 97-00
120 turn insane (as per the spell Confusion). Only Viewed Once 01–32 33–84 85-00
Heal, Restoration, or Wish can negate the effect.
Magic-users and Maze Controllers should consult the
Symbol of Pain: All those in range are stricken by pain. following term definitions in the application of the spell:
The pain imposes a -2 to Dexterity and a -4 on all
attack rolls (2d10 turns). Very Familiar: The caster has been repeatedly.
Symbol of Sleep: Beings of eight or fewer hit dice fall Familiar: The caster has visited the place more than
into a magical sleep for 2d6+4 turns. Unlike the spell once, can see it currently, or has scried the location.
Sleep, slumbering beings cannot be wakened prior to
spell expiration. Viewed Casually: The caster has viewed the place once
but is not familiar. S/he may have scried it once.
Symbol of Stunning: A Symbol of Stunning causes all
those within the area, with less than 160 hit points, to Viewed Once: The caster has viewed the place once
be stunned for 3d4 rounds. All hand-held items are through scrying but has not physically been to the
dropped by stunned targets. location.
Telekinesis High: The wizard or subject materializes 2d6x10 feet
Level: 5 (Magic-User) above the intended location. If occupied by matter, the
Duration: 2 Round/1 Round per Level wizard or subject dies.
Range: 10 Feet/Level
On Target: Teleports to the location desired.
By solely concentrating on this spell and taking no
additional action whatsoever, the caster may move Low: The wizard or subject appears in solid ground
objects or beings with his/her mind vertically or matter and is instantly killed.
horizontally. The caster can transport 25 pounds per
level (20 feet per round). The caster can move unwilling Note the caster cannot teleport him/herself or the
beings (within the weight allotment), but they may save subject intentionally into solid matter.
(Spell) to avoid the effect.

110
Temporal Stasis Time Stop
Level: 9 (Magic-User) Level: 9 (Magic-User)
Duration: Permanent Duration: 2 Rounds
Range: 10 Feet Range: 0

Through a successful touch attack, this spell places Through this spell, the caster stops time. The caster is
a target in suspended animation. For the target, time protected from the passage of time in a fixed, gleaming,
stops completely. This suspension persists until the magical globe 30x30 feet. The wizard can act for two
dweomer is removed (Dispel Magic). The spell permits rounds inside the globe, while all other beings are
no saving throw. suspended in time. As soon as the wizard exits the
globe, the spell terminates. If beings or monsters enter
Tenneal’s Expeditious Retreat the globe, they are suspended in time.
Level: 1 (Magic-User)
Duration: 1 Round/Level Tongues (Reversible)
Range: Touch Level: 4 (Cleric) / 3 (Magic-User)
Duration: 1 Turn
By means of this spell, the caster may double his or her Range: Touch
movement rate for one round per level. This includes
doubling a fleeing double-move. The verbal component This incantation allows the caster to comprehend
for the spell is “Let’s Go!” the language of one intelligent being for the spell’s
duration. The reverse, Garble, will negate a Tongues
Tenneal’s Floating Disc spell. It can also be used, with touch, to make language
Level: 1 (Magic-User) incomprehensible. The spell does not provide a saving
Duration: 3 Turns/1 Turn per Level throw.
Range: 2 Feet
Transmute Ice to Flesh (Reversible)
The caster conjures a circular, slightly concave, weight- Level: 6 (Magic-User)
bearing, translucent disc of force. The disk follows the Duration: Permanent
caster and is three feet in diameter and one inch deep. Range: Touch
It can hold 1,000 gold pieces in weight. The disc can
hold two gallons if used to carry liquid. This spell allows the transmutation of a frozen being to
its natural state, restoring both life and equipment. The
The disk hovers exactly horizontal and three to four feet spell is reversible and allows the caster to freeze a living
off the ground. The disc accompanies the caster within humanoid target if a save versus Stone is failed.
its range and matches his/her movement rate. If left
undirected, Tenneal’s Floating Disc maintains a interval Transmute Metal to Wood (Reversible)
of six feet from the wizard. When the spell duration Level: 7 (Druid)
ends, whatever the disc supported falls to the ground. Duration: Permanent
Range: 80 Feet
Tenneal’s Magic Aura
Level: 1 (Magic-User) This incantation allows the caster to transmute one
Duration: 1 Day/Level metal item into wood. A metal magic item has a slight
Range: Touch chance (10%) of being changed by this spell. The druid
may alter 10 pounds of metal into wood per experience
This spell allows the caster to temporarily enchant an level. The transmutation is permanent. Only a Wish or
item. The item registers a radiance to Detect Magic Limited Wish will reverse the effect.
(or any spells with similar detection ability). If the item
bearing Tenneal’s Magic Aura is closely examined by Transmute Rock to Mud (Reversible)
touch, the scrutineer sees the aura as false if s/he saves Level: 5 (Druid) / 5 (Magic-User)
versus Spell. Otherwise, s/he is convinced the aura is Duration: Permanent
proof of a magic item Range: 80 Feet

This spell transmutes 800 square feet of rock (10 feet


deep) into mud per level. Movement rate through mud
is reduced by 3/4. Transmute Mud to Rock (reverse
of the spell) alters an equal volume into rock. Both
transmutations are permanent.

111
Tree Shape
Level: 3 (Druid)
Duration: 6 Turns/1 per Level
Range: 0

By means of this spell, the caster assumes the form of


a living tree, shrubbery, or fallen tree trunk. A close
inspection will not reveal the tree’s true nature. While
Transport via Plants in tree shape, the caster may hear and observe his/her
Level: 6 (Druid) surroundings. The spell alters the caster’s equipment
Duration: See below and clothing. The caster can dismiss the spell as
Range: Touch desired, and attack or cast spells in the same round.

Through this spell the caster transports him/herself True Sight (Reversible)
between two living plants. The caster enters one plant Level: 5 (Cleric) / 6 (Illusionist) / 5 (Magic-User)
and emerges from another across any distance in one Duration: 1 Round/Level
round. The caster need not have knowledge of the exit Range: Touch
plant. Instead, the caster indicates the distance and
compass direction desired, and the spell facilitates the True Sight confers the ability to see the truth. The
transport to the closest available plant. If the destination subject may perceive all things in normal or magical
plant is dead, Transport via Plants fails and transports darkness, see invisible beings and objects, see illusions
the caster 1d100 miles in a random direction to a plant or displacements, notice secret doors, and can identify
of the same species. the true nature of transmutations, polymorphs, and
altered states. Further, the recipient can see astral or
Trap the Soul ethereal beings. False Sight makes things, beings, and
Level: 8 (Magic-User) monsters appear the “opposite” to their true nature. A
Duration: Permanent save versus Spell negates False Sight.
Range: 10 Feet
Unseen Servant
Trap the Soul forces a being’s soul and body into a Level: 1 (Magic-User)
gemstone. The gem traps a being indefinitely. Before Duration: 6 Turns/1 Turn per level
casting Trap the Soul, the mage must purchase a gem Range: 0
of not less than 1,000gps for each hit die possessed by
the target. If the gem breaks, the soul is released and An Unseen Servant is an a vaguely-humanoid, invisible
allows the physical body to materialize. The spell can force from the Elemental Plan of Air that undertakes
be activated in two manners: simple tasks bidden by the caster. The servant can move
or retrieve items, open unstuck doors, chests, coffers,
Spell Completion: Upon completing the spell the hold chairs, mend, and clean. The servant can drag
target is allowed a saving throw (Spell) for no effect. If a maximum of 40 pounds and lift a maximum of 20
successful, the gemstone disintegrates into dust. pounds. The servant is a non-combatant. An Unseen
Servant can be dismissed or dispelled, but cannot be
Trigger Object: This method tricks the target into taking slain.
an item inscribed with his/her name and the final word
of the spell. The caster could also place Sympathy on Vanish
the item or object. When the final word is read, the Level: 7 (Magic-User)
spell imprisons the being’s soul (no save). Duration: See below
Range: Touch

By means of this spell, a wizard can Teleport an object


(as the spell of the same name). Alternatively, the caster
can banish an item to the Ethereal Plane. This spell
replaces the item with a stone of equal weight on the
wizard’s plane of existence.

The caster may Vanish a maximum of 50 pounds per


level of the caster. The banished item can be returned
by casting Dispel Magic on the stone replacement.

112
Veil Vitharia’s Vengeful Visage
Level: 6 (Illusionist) Level: 2 (Illusionist) / 2 (Magic-User)
Duration: 1 Turn/Level Duration: See below
Range: 10 Feet/Level Range: 0

This spell alters the appearance of a 20x20 foot square This spell is as a lesser version of the Level 4 Magic-User
area including all those within the caster’s party, if spell Fear. This spell creates an illusion that deforms the
desired. face of the caster (or accentuates a preexisting deformity)
and inspires terror in living humanoid creatures within
The caster may alter the appearance of the recipients in an invisible cone (5 feet wide origin, 20 feet long, and
any manner and they will look, smell, and feel exactly as 15 feet in diameter at the end).
expected. Recipients revert to their original appearance
if killed. Those who behold the Vengeful Visage panic and
flee in fear of the caster (save versus Spell to negate).
This incantation can be cast to imitate Hallucinatory Targets flee the caster as fast as their speed allows,
Forest, but close physical inspection will reveal the for a number of rounds equal to half the caster’s level
illusion. The spell True Sight or similar magics will (rounded up). This spell is ineffective against blind
reveal the mirage. creatures or creatures of four or greater hit dice.

Ventriloquism Vitharia was a young elven magic-user of great promise


Level: 2 (Illusionist) / 1 (Magic-User) who was defaced when pummeled in the street by
Duration: 2 Rounds/1 per Level thugs. He was later bludgeoned and eaten by a mimic.
Range: 60 Feet
Wall of Fire
Through this incantation the caster makes his or her Level: 5 (Druid) / 4 (Magic-User)
voice, or someone else’s, sound like it originated from Duration: See below
any direction (or source) within the range of the spell Range: 30 Feet/10 Feet per Level
for the spell’s duration.
This spell conjures an immobile, blazing curtain of fire
There is a 10% chance per point of Intelligence above into existence. A Wall of Fire is 1/4 inch thick and 10
12, that the listener may detect the deception. feet long per caster level. The caster can shape the wall
in any manner desired such as curved, straight, or a
Vision protective circle. All those that attempt to pass through
Level: 7 (Illusionist) it take 2d6 points of damage +1 per level of the caster.
Duration: See below
Range: 0 The wall scores double damage on cold-based monsters
or monsters that use cold-based attacks. Fire, or fire-
This spell allows the caster to ask one question of a using creatures take no damage. The wall can be
supernatural entity and receive an answer. The spell extinguished by white dragon breath, Cone of Cold, Ice
requires the sacrifice of a 3,000gp item. The spell does Storm, or similar spells.
not guarantee a response. Consult the table below
when the spell is cast: Wall of Fog
Level: 1 (Illusionist)
Duration: 2d4 Rounds/1 Round per Level
1d20 Vision Result
Range: 30 Feet
16-20 The vision is complete and specific
The caster of this spell conjures a thick, fog-like mist in
9-15 The vision vague, unclear, and contradictory a 20x20 foot area (per level of the caster). Visibility in
the fog is limited to two feet. A strong wind, natural or
1-8 Entity places the wizard under Geas
magical, disrupts a Wall of Fog prior to its full duration.

113
Wall of Force Wall of Iron
Level: 5 (Magic-User) Level: 5 (Magic-User)
Duration: 1 Turn/1 Round per Level Duration: Permanent
Range: 30 Feet/10 Feet per Level Range: 5 Feet/Level

A Wall of Force creates a fixed and invisible wall (10 Through this spell a magic-user conjures a wall of iron.
feet long per level of the caster). The wall is immobile, The wall automatically connects to any surrounding
immune to damage, and immune to most spells solid matter (a wall, for example) if sufficient length.
(including Dispel Magic). Disintegrate or a Rod of The caster cannot materialize the wall into an a space
Cancellation immediately destroys a Wall of Force. The already occupied by an object or creature. The caster
wall provides complete protection against spells, missile must ensure a flat plane in order to stand the wall
weapons, breath weapons, thermal and electrical upright. If unsupported, the wall may (50%) fall and
attacks, in either direction. Upon casting, the wizard crush those underneath it (1d6 damage per level).
can choose to form the Wall of Force into a globe or
hemisphere with a 10x10 foot radius per caster level. A Wall of Iron is 1/4 inch thick/per level and its length
is 10 feet per caster level. The length can be doubled
Wall of Glass but the thickness of the wall will be halved. Like all iron,
Level: 1 (Magic-User) the wall is subject to rust and the elements.
Duration: Permanent
Range: 30 Feet/10 Feet per Level Wall of Stone
Level: 5 (Magic-User)
By means of this spell, the caster conjures a 10x10 Duration: See below
foot pane of 1/4 inch glass. The caster must merge Range: 5 Feet/Level
the glass, at least in part, with surrounding walls or
floors to provide support. The caster may choose to The caster conjures a granite stone wall (1/4 inch
conjure transparent, opaque, mirrored, or frosted glass thick and 10 feet long per level). A Wall of Stone is
at the time of casting. The spell cannot create one- permanent unless destroyed or dispelled. The wall can
way glass or mirrors. The wall has AC: 10 and HP: 1. be used to breach gaps, form a bridge, or as a ramp.
When destroyed, the wall shatters into glass shards. Any
creature running through the glass takes 1d4 points of Wall of Thorns
damage and must save versus Stone or be stunned for Level: 6 (Druid)
one round (unable to act). A missile fired through the Duration: 1 Turn/Level
wall breaks the glass and renders the attack ineffective. Range: 80 Feet
The wall can support 15 pounds of weight before it
collapses. Any creature falling through the glass takes A Wall of Thorns spell creates a briar barrier of needle-
the same damage outlined above. The spell can also sharp thorns 10x10x10 feet per level. Any being that
be cast in the air and fall on targets with the same effect. passes through, or is pushed into, a Wall of Thorns
takes eight points of damage plus its armor class rating.
Wall of Ice All those within the wall area when cast take the above
Level: 4 (Magic-User) damage.
Duration: 1 Turn/Level
Range: 30 Feet/10 Feet per Level Edged weapons (such as axes) can cut a path through
a Wall of Thorns at a rate of 10 feet/five turns. The
Through this spell the caster conjures an immobile, wall is immune to mundane fire. Magical fire will burn
translucent Wall of Ice. A Wall of Ice is 1/4 inch thick through the wall in two turns.
and 10 feet long per caster level. The caster can shape
the wall in any manner desired such as curved, straight, or Warg Companion
a protective circle. All those that attempt to pass through Level: 1 (Druid)
it take 2d6 points of damage +1 per level of the caster. Duration: See below
Range: 1 Mile/2 Levels
The wall scores double damage against fire-based
monsters or those that use fire-based attacks. Cold, By casting this spell, the druid calls a temporary wolf
or cold-using creatures take no damage. Dragon fire or hawk companion within a one-mile radius. The
or spells such as Fireball melt the wall in one turn. If spell is subject to the terrain type. Ultimately, the Maze
conjured horizontally, and dropped on opponents, the Controller decides the probability of which companion
spell functions as per Ice Storm. will respond to the spell. If the terrain is unsuitable for
either, it is possible that neither will heed the beckon.

114
Once a hawk or wolf responds, the druid and the animal Web
share a telepathic bond. The druid may warg (see and Level: 2 (Magic-User)
hear through the animal’s senses) for a period equal Duration: 1 Turn/Level
to one turn (per caster level) and in a radius of one Range: 10 Feet/Level
mile. To do so, the druid must enter a catatonic state
and concentrate exclusively on the telepathic bond and Web creates a net of strong, sticky, web-like strands.
take no other action. If the druid sustains damage, the All those caught in the Web are entangled and cannot
spell ends. move. A being with Strength: 13-17 can extricate
himself in one turn and Strength: 18+ in three rounds.
Once a bond is created between a druid and a warg
companion, it is more likely (55%) that subsequent A save versus Spell (-2) is allowed to avoid, or partially
castings in the same area will call exactly the same hawk avoid, the web. A successful save results in one of
or wolf to aid the druid. Each time the same hawk or two options. Either the target avoids the Web, or, if
wolf is called, the familial and telepathic bond between insufficient space exists, the Maze Controller can rule
them grows (+5% more likely). This also increases a partial entanglement. Partial Web entanglements are
the radius of the bond of the hawk by one mile and half strength. A Web is flammable. All those caught
the wolf by one-half mile. If a hawk or wolf dies while within a flaming Web take 2d4 points of damage for
telepathically linked to a druid, the druid takes 1d3 two rounds before the net burns away.
points of damage permanently.
Welnard’s Wizard Window
The hawk provides superior far vision and radius and Level: 6 (Magic-User)
the wolf superior smell and hearing. From the standpoint Duration: 1 Round/Level
of attack and damage, both are considered standard Range: Touch
monster types (see monster entry). The spell may only
be attempted once per week. By means of this spell, the caster may see through walls.
The spell creates a three-foot square, one-way window
Warp Wood for the spell’s duration. The caster can create windows
Level: 2 (Druid) in more than one wall but this requires one round to
Duration: Permanent manifest a new portal. The caster may allow others
Range: 10 Feet/Level to see through Welnard’s Wizard Window, if desired.
However, if made visible to another the mage is limited
Through this ritual prayer the caster bends and warps to one wall only. A window can be made in wood (20
wood. The caster could warp a door open/stuck or sink feet thick), stone (6 feet thick), or metal (4 inches thick).
a boat by warping its hull. The caster could also warp Welnard’s Wizard Window cannot penetrate platinum,
missile weapons to uselessness. The caster can warp gold, or lead.
1x1x1 foot per experience level. For instance, a Level 2
Druid could warp the equivalent of two arrow quivers Wind Walk
or four weapons with wooden handles. Level: 7 (Cleric)
Duration: 6 Turns/Level
Water Breathing Range: Touch
Level: 3 (Druid) / 3 (Magic-User)
Duration: 3 Turns/Level Through this spell the caster alters his or her body to
Range: Touch a vapor-like cloud and flies through the air at high
speed. The caster can transform and carry additional
Through this spell the caster (or a recipient) can beings (one per eight levels of experience). A wind
breathe water. The recipient can still breathe air. Water walker carries a flight speed of 60 feet per level per
breathing does not provide the ability to swim. turn (to a maximum of 600 feet per turn). Subjects are
near invisible and appear as a semi-translucent vapor.
If completely garbed in white, the subjects are likely to
be confused for fog, clouds, or vapor.

115
Wish Word of Recall
Level: 9 (Magic-User) Level: 6 (Cleric)
Duration: See below Duration: Instantaneous
Range: Unlimited Range: 0

Wish harnesses the cosmic power of the universe Upon utterance, a Word of Recall instantly teleports the
and is the greatest of all magic-user spells. By simply caster back to his or her sanctuary. The caster must
speaking his or her desire, the caster alters reality. The identify the specific sanctuary when casting the spell,
spell can facilitate all the same effects described under and the location must be familiar. The spell teleports
Limited Wish, and can imitate Level 9 spells (or manifest across any distance and without error. Further, for each
comparable effects). experience level the cleric may teleport an additional
25 pounds.
The Maze Controller adjudicates the limits of a Wish.
The spell could accomplish the raising of the dead, Write
reversing past events, or healing an army of damage or Level: 1 (Illusionist) 1 (Magic-User)
pestilence. The spell could teleport a party to any desired Duration: 6 Turns/Level
location without error. Ability scores and powers can Range: 0
be altered at the Maze Controller’s judgment. Wishes
will only manifest according to the exact wording of the This spell allows an illusionist or magic-user to transpose
request. a spell into his or her spellbook. The spell allows the
inscription of new spells the wizard cannot currently
Wizard Eye cast due to level.
Level: 4 (Magic-User)
Duration: 1 Round/Level The inscription process requires six turns per spell level.
Range: 0 The caster must make an Intelligence Check (modifier
applies) to inscribe the new spell. The check is adjusted
This spell conjures an invisible arcane eye that provides by the difference between the caster’s level and the
visual information to the caster. The eye possesses level of the spell. A bonus of +2 is applied to the
darkvision of 60 feet and travels 30 feet per round. The Intelligence Check if the spell is the same level as the
eye can move in any manner for the duration of the caster, +1 if one level higher, and 0 if two levels higher.
spell. Solid barriers block the eye’s vision and passage. If the spell copied is three levels or greater than the
wizard’s current casting ability, a -1 penalty is applied.
For each level beyond three, an additional penalty of
-1 is applied. In many instances, spells may be learned
automatically. However, a wizard can only attempt to
learn a spell twice. If both checks fail, s/he cannot learn
the spell in question.

Wyrd Refuge
Level: 4 (Druid)
Duration: 1 Turn/Level
Range: Touch

This spell has two options. First, the druid can take
Wizard Lock refuge within a tree for the duration of the spell. While
Level: 2 (Magic-User) inside, the druid bonds with the tree telepathically. S/he
Duration: Permanent can see and hear all that transpires within 40 feet. The
Range: Touch druid can exit the tree and thereby dismiss the spell at
any time. At the end of the spell’s duration, the druid is
Wizard Lock magically locks a chest, portal, or door. expelled in a random direction. If the tree is cut down,
A mage can bypass his/her own Wizard Lock at any the druid dies. Second, the druid can use this spell as
time. Dispel Magic or Knock will open a secure Wizard a lesser version of Transport via Plants. In this example,
Lock, as well as breaking a chest or door. Dispel Magic the druid can choose to pass between trees of the same
removes a Wizard Lock, while Knock allows one-time type. This happens instantaneously as the two portals
passage. Moreover, any magic-user or illusionist may open and close at the same time. The druid may open
bypass a Wizard Lock at-will if four levels higher than a door to another tree 30 feet away (per caster level).
the caster.

116
Zggyg’s Phantasmal Man-Catcher Zozomir’s Stentorian Shout
Level: 1 (Illusionist) Level: 3 (Magic-User)
Duration: 4 Rounds/1 per Level Duration: See below
Range: 15 Feet Range: 30 Feet

Through this spell an illusionist conjures a spectral, The caster emits a thunderous yell that deafens and
man-catcher 15 feet in length. The illusionist may use damages all those within its cone of effect (10 feet
the phantasmal polearm to make an attack roll at +2. to 30 feet at the terminal end). Any creature caught
If the medium-sized or smaller target is struck, the target within is deafened for 2d6 rounds and takes 1d6 points
is immobilized with arms pinned inside the man-catcher of damage per level of the caster. A successful save
unable to act. (Spell) negates the deafness and reduces the damage
by half. Beings or monsters made of crystal take double
To maintain the phantasmal polearm, the illusionist damage from the spell. Fragile objects are outright
must concentrate exclusively for one round. Once destroyed. Shout cannot penetrate a Silence spell.
maintained for one round, the caster may break
concentration and perform other tasks while the target Zu-Pang’s Protracting Eyeball
remains immobilized for the duration of the spell. Level: 1 (Magic-User)
Duration: 1 Round/Level
Zggyg was a arch-mage of great renown in the Northern Range: 30 Feet/10 Feet per Level
Reaches. He inspired a generation of budding young
wizards. Through this spell a magic-user may stretch and extend
the muscles of his or her eye from its socket to a range
of 30 feet plus 10 feet per level. The Protracting Eyeball
is completely silent and serves as an means of scouting
unknown environments. The caster may turn the eyeball
any direction (left, right, up, down, etc.) but may only
see what is directly in front (no peripheral vision is
provided unless the eyeball is turned to look in a given
direction). If the muscles of the eyeball are severed,
for any reason, the magic-user loses the eye and 1d2
hit points permanently. Note that Zu-Pang’s Protracting
Eyeball does not provide darkvision but stacks with
spells that magically enhance sight if cast in advance of
the spell (such as True Sight, Darkvision etc.). The eye
can be recoiled by the magic-user at any time.

Zurgosmel’s Heeded Echo


Level: 3 (Illusionist) / 3 (Magic-User)
Duration: 2 Rounds/Level
Range: 60 Feet/10 per Level

This spell is a variation of Audible Glamer. Through this


spell the caster creates a false sound that monstrous
humanoids will hear as a command issued from a
warband leader, tribal chieftain, warlord, king, etc.

The caster can center the spell anywhere within range.


The caster may also fluctuate the sound to appear
as approaching or receding. The spell affects four
medium-sized monsters plus one per level of the caster
within the range of the spell. Monsters of four or more
hit dice are unaffected. Monsters of three hit dice or
lower are allowed a saving throw (Spell at –2) to realize
the effect is false, but only if the orders issued make no
logical sense in the context of the situation and thus
prompt an attempt to disbelieve.

117
Treasure: Monster treasure type is presented as a
Monsters letter. Consult the Treasure Type Table to determine if a
monster possesses treasure. Treasure types are divided
This section provides an encyclopedic listing of into individual and lair (in parentheses). The latter is
monsters for the Dragonslayer™ role-playing game. provided in parentheses and/or detailed in the monster
Monster entries consist of two parts: the statistics (also entry.
called a stat block) and a written description. The
entries represent an average specimen of the monster Experience Points: Experience points (XP) are calculated
described. Unless otherwise stated, monsters have based on total monster hit dice and special abilities.
darkvision of 40 feet.
In adventure modules and supplements, use the
Number Encountered: This references the number of following abbreviated stat block to condense and
monsters encountered. In some instances, an entry may convey monster entries: Aerial Servant AL: N, Move:
include a second number in parentheses. This second 60 (Fly), AC: 3, HD: 16, HP: 85, #AT: 1, DMG: 8d4.
number identifies the number of monsters encountered
in a tribe or lair. Aerial Servant

Alignment: This entry indicates worldview as explained No. Enc: 1


in the Alignment section on page 40. Unintelligent Alignment: N
monsters are neutral. Movement: 60 (Fly)
Armor Class: 3
Movement: The movement entry identifies the number Hit Dice: 16
of feet a monster can move in a round. Movement rate Attacks: 1
is presented to accommodate miniatures and terrain Damage: 8d4
using five-foot squares. If a monster can fly or swim a Save: F16
second number is provided in parentheses. Morale: 10
Treasure: None
Armor Class: Armor class, or AC, reflects the number XP: 6,001
required “to hit” the monster. This value includes armor,
dexterity, hide, and/or the speed of a creature. Aerial servants are beings from the Elemental Plane of
Air. They have wispy, translucent forms and are semi-
Hit Dice: Unless otherwise noted, monster hit dice is intelligent. Aerial servants are invisible on the Prime
presented as the number of eight-sided dice (1d8) used Material Plane. Clerics summon aerial servants to carry
to determine its hit points. There may be an adjustment out tasks, like carrying objects or aiding the summoner
to the total hit dice rolled (indicated by a + or -). with their immense strength.
Monsters never have less than one hit point.
Aerial servants may carry over 1,000 pounds and can
Attacks: This entry indicates the number of attacks a hold a medium-sized or smaller opponent immobile.
monster receives per round. Attacks are noted in the Their opponent must have Strength: 18 or higher
same order as damage. to break free (50% chance of success). Those with
Strength: 19 or higher do not require an escape roll.
Damage: Damage reflects the dice rolled when a Due to its superior senses and invisibility, aerial servants
monster makes a successful attack. Some monsters are rarely surprised (1-4 on d6) and also surprise
have special abilities such as poison, paralysis, level opponents with the same chance. They are immune to
drain, acid, spells, or spell-like abilities. normal weapons.

Save: Similar to player characters, monsters receive An aerial servant who fails to complete its mission, or
saving throws to avoid or lessen damage or spells. A is prohibited from doing so, turns insane. It will seek to
monster saving throw is presented as a fighter of the return to, and attempt to slay, its summoner.
same level, unless otherwise stated in its description.

Morale: The morale score of a monster is used to


determine if a monster, or group of monsters, will
stand and fight or flee in the face of combat. To check
morale, roll 2d6. If the result is higher than the morale
score, the monsters flee.

118
Animate Statue

No. Enc: 1d2


Alignment: N
Movement: 20
Armor Class: 4
Hit Dice: 5
Attacks: 2 (Fists)
Damage: 2d6/2d6
Save: F5 When burrowing, the ankheg moves at half its movement
Morale: 11 rate. They dig tunnels in rich soil (like farmland) 40
Treasure: None feet below the surface. The tunnels are normally 5x5
XP: 501 feet, and 60 to 150 feet long. The ankheg lays in wait
under the surface until it senses prey approaching with
Stone Statue: The stone statue is a lesser golem. Statues its antennae and attacks.
are animated by powerful spell-casters. They appear
as common stone statues of any shape and guard The ankheg’s bite damage varies by hit dice: HD:
locations of import. A stone statue attacks twice with 3-4 (1d6), HD: 5-6 (2d6), and HD: 7-8 (3d6). The
two fists for 2d6 damage each. Constructs are immune creatures also possess acidic saliva that burns for an
to Sleep, Charm, Hold, and mind-influencing spells. extra 1d4 damage the round after a bite attack. Once
per day, an ankheg can use its acid spray (1d6 damage
Crystal Statue: These animated constructs are and 5 feet per hit die). This attack expends its acidic
composed of crystal, such as quartz. If a tuning fork is saliva for 24 hours. A save (Breath) halves the damage.
struck within 10 feet, a crystal statue takes 1d8 points
of damage. They possess the same immunities as stone Ankheg XP: HD: 3 (81), HD: 4 (191), HD: 5 (501), HD:
statues: No. Enc: 1d4, AL: N, Move: 20, AC: 4, HD: 3, 6 (821), HD: 7 (1,141), HD: 8 (1,561).
#AT: 2 (Fists), DMG: 1d6/1d6 , Save: F3, Morale: 11,
Treasure: None, XP: 81. Axe Beak
Iron Statue: Upon a successful attack against an iron No. Enc: 1d6 (2d4)
statue, all non-magical weapons must save (Spell). Alignment: N
Failure means the weapon lodged in the construct, and Movement: 60
cannot be retrieved. They possess the same immunities Armor Class: 6
as stone statues: No. Enc: 1d4, AL: N, Move: 20, AC: Hit Dice: 3
2, HD: 4, #AT: 2 (Fists), DMG: 1d8/1d8, Save: F4, Attacks: See below
Morale: 11, Treasure: None, XP: 191. Damage: See below
Save: F3
Ankheg Morale: 8
Treasure: None
No. Enc: 1d4 (3d4) XP: 51
Alignment: N
Movement: 30 Axe beaks are a species of flightless carnivorous birds.
Armor Class: 3 Also called terror birds, they range from three to seven
Hit Dice: 3-8 feet tall. Males have bright plumage and the females
Attacks: 1 possess muted colors. They hunt in packs and possess
Damage: 3d6+1d4 a terrifying, high-pitched screech that reverberates
Save: F3-8 through their beaks.
Morale: 9
Treasure: W Axe beaks are aggressive hunters with strong necks and
XP: See below sharp beaks. Axe beaks possess two attack forms. They
can bite for 2d4 points of damage, or, jump-attack with
The ankheg is a large tunneling monster 20 feet long two claws (1d3/1d3).
with six legs. Ankhegs vary in color from yellowish to
brown. The ankheg has a hard insectoid exoskeleton If both claw attacks are successful, the creature pins its
and weighs as much as 800 pounds (HD: 7-8). target and automatically rends with its beak (2d4 hit
points of damage).

119
Baboon Black Pudding

No. Enc: 2d4 (2d4x10) No. Enc: 1


Alignment: N Alignment: N
Movement: 30 Movement: 20
Armor Class: 7 Armor Class: 6
Hit Dice: 1+1 Hit Dice: 10
Attacks: 1 (Bite) Attacks: 1
Damage: 1d4 Damage: 3d8
Save: F1 Save: F10
Morale: 7 Morale: 12
Treasure: None Treasure: None
XP: 16 XP: 3,101

Baboons are large, aggressive primates. They are The black pudding is an ooze that moves through a
ground-dwelling but climb trees for safety and rest. dungeon and consumes everything in its path. The
Baboons are territorial and possess a strict social creature ranges from 10 to 30 feet in radius. A black
hierarchy. pudding can climb walls and ceilings, in addition to
sliding through fissures and under doors. It can digest
A typical male stands four feet tall and weighs as much metal and wood.
as 100 pounds. A baboon troop includes 2d4 males
and an alpha male with HD: 2+2 (DMG: 1d8) and The creature is only vulnerable to fire (normal or
Strength: 15 (+1/+1). In a troop, young and female magical). A Sword +1: Flame Tongue strikes for full
non-combatants comprise 1/3 of the total number. damage against a black pudding.

Basilisk If attacked with slashing weapons, some black puddings


(60%) may split into two halves (split HD and HP). The
No. Enc: 1d6 (1d6) two halves may be subdivided into quarters (HD: 2,
Alignment: N DMG: 1d8) but may not be subdivided further.
Movement: 20
Armor Class: 4 Blink Dog
Hit Dice: 6+1
Attacks: 2 (Bite/Gaze) No. Enc: 1d6 (2d6)
Damage: 1d10+Petrify Alignment: N
Save: F6 Movement: 40
Morale: 9 Armor Class: 5
Treasure: U Hit Dice: 4
XP: 631 Attacks: 1 (Bite)
Damage: 1d6
The basilisk is a reptile-like monster with a petrifying Save: F4
gaze. These creatures possess a scaled, brownish body Morale: 6
with a yellow undercarriage. Some grow as large as Treasure: X
10 feet long. Basilisks have a curved horn on the tip XP: 136
of their snout. They lair in remote caves or dungeons.
Blink dogs are intelligent, magical canines. They vary
If a target touches or looks directly at a basilisk, they in color but normally have patched coats of tan, black,
must save (Stone) or be petrified. During combat, and white.
PCs must avoid the basilisk’s gaze by looking away,
observing the monster through a mirror, or the spell They possess the at-will ability to teleport across short
Gaze Reflection. Looking away or using a mirror results distances. Blink dogs combine pack-hunting tactics
in a -4 attack penalty. The monster’s bite attack causes alongside their teleportation ability, to attack their prey.
1d10 points of damage.
Immediately after attacking, they “blink” and reappear
Basilisks are not immune to their own gaze. If a basilisk 1d4x10 feet from their opponent. This makes it
apprehends its own reflection there is a 1-2 on d6 impossible to counter-attack with a melee weapon if
chance it will turn to stone (saving throw applies). the blink dog wins initiative. Blink dogs never teleport
into physical objects.

120
Brigand Brownie

No. Enc: 2d4+4 No. Enc: 4d4 (4d4)


Alignment: NE Alignment: LG
Movement: 30 Movement: 40
Armor Class: Varies Armor Class: 3
Hit Dice: Varies Hit Dice: 1d4HP
Attacks: 1 Attacks: 1
Damage: Varies Damage: 1d3
Save: Varies Save: F1
Morale: 8 Morale: 7
Treasure: See below Treasure: N, O, Q
XP: 11 XP: 8

Brigands are mercenaries-for-hire, seedy criminals, A brownie, also known as a broonie, is a small
or desperate men looking to make a few quick gold woodland fey creature. Brownies prefer to live among
pieces. Bandits are fighters and their exact hit dice and their own kind in quiet, secluded forests. They are rarely
equipment varies subject to the campaign and party over a foot-and-a-half tall and prefer earthy colors like
level. Maze Controllers are encouraged to create brown, gray, or dark yellow.
warbands equal to the strength and hit dice of player
characters. Although shy and timid, brownies are friendly and are
useful at fixing broken objects and mending clothing.
Brigands are often armed with broadswords, spears, Brownies may help lawful good player characters (50%)
and crossbows. Their armor consists of leather, studded if they are approached kindly and cautiously. While
leather, and occasionally chainmail. A patrol leader outdoors, brownies can blend into their surroundings
oversees a band of 10 or more brigands. The leader akin to Invisibility.
is a Level 4 Fighter with a longsword, platemail, and
shield. There is a chance (10%) one of these items is Brownies are magical and can cast spells such as
magical. For each additional 10 brigands beyond the Confusion, Continual light, Dancing Lights, Dimension
first, an additional leader is present. The leader will be Door, Mirror Image (3 duplicates), Protection from Evil,
1d3 levels greater than the aforementioned. A camp and Ventriloquism once per day. They have Dexterity:
of 50 men will include a Level 8 Cleric or Magic-User. 18 and are never surprised.

Some bandits, particularly in northern contexts, may be They can speak Elvish, Common, Halfling, Pixie, and/or
berserkers (20%). These classed fighters are subject to Sprite (subject to the discretion of the Maze Controller).
battle rage. Their ferocity and strength provides +1 to Brownies have a playful sense of humour and enjoy
attack rolls, a penalty of -2 to their armor class for 1d8 taunts and practical jokes. Despite their desire to jest,
rounds (or until slain), and they never check morale. brownies are highly sensitive, especially to barbs about
They prefer hand axes, battle axes, broadswords, and their height.
spears: No. Enc: 1d6 (1d10), AL: N, Move: 30, AC:
7, HD: 1+1, #AT: 1, DMG: By Weapon, Save: F1, Familiar: As familiars, a brownie grants its master a
Morale: 12, Treasure: By HD, XP: 22. +2 bonus on saves and armor class, and are never
surprised.
Brigand individual treasure varies by hit dice. Levels
1-2 (A-D), Levels 3-4 (D-F), and Levels 5-6 (F-I and K). Bugbear
Additional treasure types for higher level brigands are
subject to the Maze Controller. No. Enc: 2d4 (5d4)
Alignment: CE
Movement: 30
Armor Class: 5
Hit Dice: 3+1
Attacks: 1
Damage: 2d4 or weapon
Save: F3
Morale: 9
Treasure: A-D
XP: 101

121
These large, broad goblinoids are seven feet tall with The bulette can also leap-attack with its back legs (four
big round heads, pointy ears, and misshapen bodies. total attacks each 3d6). This monster has a vulnerable
Due to their height and size, they receive a +1 to underbelly (AC: 6). The landshark burrows 10 feet per
weapon damage. round.

Bugbears prefer polearms, large maces, and A bulette is a ravenous carnivore and will attack almost
morningstars. They have a rough hide (AC: 5) and anything. Landsharks prefer to eat halflings and dislike
rarely wear armor. Bugbear equipment is normally rusty the taste of elves and dwarves.
and in disrepair.
Bullywug
Every ten bugbears is led by group leader with AC:
4 and HD: 4. A bugbear chieftain leads a group of No. Enc: 2d6 (3d10)
twenty or more. A chief will have AC: 3 and HD: 5, Alignment: CE
and damage bonus of +2. Any tribe consists of roughly Movement: 20 (Jump 30)
25% females and young to the total number of males. Armor Class: 6
Hit Dice: 1–1
Like all goblinkind, bugbears possess an obnoxious and Attacks: 1
disagreeable nature, even with each other. Whenever Damage: By weapon
one tribe of bugbears meets another tribe of bugbears, Save: F1
orcs, or goblinoids, there is a 1 on d6 chance of a Morale: 7
shoving match (65%) or fight (35%) breaking out Treasure: See below
between them. XP: 8

Bullywugs, also called frogmen, are often found in


1d6 Bugbear Random Weapons
marshes and moors. They have large round eyes, a
1 Great Mace (2d4) broad mouth, and are from 3 to 3 1/2 feet tall. They
2 Morningstar (2d4) possess thin arms and legs that belie their strong
leaping ability. They have muted olive green to bright
3 Halberd (1d10) green skin with lighter colored underbellies. They wear
4 Great Spear (1d8) drab clothing to reflect their environment.
5 Great Hammer (1d8)
Bullywugs use primitive weapons. They prefer clubs,
6 Battle Axe (1d8) spears, nets, and shortswords. Their weapons are often
improvised and in disrepair. They use wooden shields
Bulette or shields made from thatch or tortoise shells. Froglings
have naturally tough hides and are very agile. They
No. Enc: 1d2 (1d2) rarely wear mail, but instead create armor from shells
Alignment: N or metal scraps they have scavenged or looted.
Movement: 40
Armor Class: -2 Bullywugs possess a unique jumping ability useable
Hit Dice: 9 once per combat. They can either use their jump to
Attacks: See below attack an opponent (+1 to hit) or they can use their
Damage: See below unique jumping ability to disengage from an opponent
Save: F9 without incurring an attack as they flee. Froglings take
Morale: 9 advantage of their natural hit-and-run ability and prefer
Treasure: None to ambush unsuspecting prey.
XP: 3,101
For every six bullywugs, there will be a subleader (HD:
The bulette, also called a landshark, is a monstrous 2). For every 20 encountered, there will be a king (HD:
apex predator. The bulette is over ten feet tall and 3 and a +1 bonus on damage rolls). The king will have
twelve feet long. The monster has a large dorsal fin that two sub-chiefs (HD: 2) that serve as bodyguards. The
may stick out from the ground where it lies buried. king will possess tribal treasure. Alongside the king
and the bodyguards, there is a 1-4 on d6 chance a
A landshark detects prey from vibrations while bullywug tribe will have a witchdoctor or shaman (with
burrowing, or lying in wait, under the ground. When it the hit points and casting abilities of a Level 3 Cleric or
attacks, the creature’s dorsal fin surfaces first followed Magic-User).
by a claw/claw/bite routine (3d6/3d6/4d12).

122
Any tribe will have females and young (25%) in addition Carrion Scavenger
to the total number of males.
No. Enc: 1 (1d3)
Bullywugs have a disagreeable nature, even with each Alignment: N
other. Whenever one tribe of froglings meets another Movement: 40
tribe, or a tribe of orcs or goblinoids, there is a 1 on Armor Class: 7
d6 chance of a shoving match (65%) or conflict (35%) Hit Dice: 3+1
breaking out between them. Bullywugs speak their own Attacks: 8
croaking, guttural language. Bullywugs possess A-B Damage: Paralysis
individual treasure and subleaders may (10%) have H Save: F3
or I. Larger tribes will have Treasure Type Q in lair. Morale: 9
Treasure: P
1d6 Bullywug Random Weapons XP: 136
1-2 Spear and Net The dreaded carrion scavenger is four feet tall and ten
3-4 Spiked Club and Sling feet long. The scavenger resembles a giant maggot
with large bulbous eyes and 16 centipede-like legs.
5-6 Shortsword and Javelins (3)
The creature can cling to any surface, including walls
and ceilings. They prefer to feed on carrion but will
1d6 Bullywug Random Armor attack living targets for food or to incubate their eggs.
1-2 AC: 6 (No armor)
A carrion scavenger’s maw drips with ichor and is
3-4 AC: 5 (Shell Chain) surrounded by eight paralyzing tentacles. The tentacles
5-6 AC: 4 (Shell Chain and Turtle Shield) are two feet long and, on a successful attack, the target
must save (Stone) or be immobilized for 1d4 turns.
A carrion scavenger may divide its attacks against
multiple opponents.

Once its targets are paralyzed, the scavenger will either


consume its prey or lay eggs inside them (hosts will
suffer amnesia of the incident). In 2d4+1 days, an egg
will mature, burst forth, and kill the host.

Centaur
Camel
No. Enc: 1d4 (2d10)
No. Enc: 1d2 (2d4) Alignment: NG
Alignment: N Movement: 50
Movement: 50 Armor Class: 5
Armor Class: 7 Hit Dice: 4
Hit Dice: 2 Attacks: 3
Attacks: 2 (Bite/Hoof) Damage: See below
Damage: 1d4/1d4 Save: F4
Save: F2 Morale: 8
Morale: 7 Treasure: P
Treasure: None XP: 81
XP: 21
A centaur has the lower body of a horse and the upper
Camels are a long-necked mammal capable of body of a human. Centaurs are reclusive and prefer to
traveling without water or food for extended periods of live far from others in forests or plains. Centaurs live in
time (approximately two weeks). They are adapted for balance with their environment.
arid and desert climates and suffer no terrain movement
penalties. Camels have a disagreeable temperament Centaurs prefer to avoid conflict but have a warrior
and may kick or bite their riders. Camels may carry 300 caste that guards their communities. They can attack by
pounds at their normal movement rate and a maximum weapon or kicking with their front legs (1d6/1d6). They
of 600 pounds at half movement. prefer bows, war clubs, and spears.

123
For every tribe of centaurs, half will be females and The cockatrice attacks with its strong beak for 1d6 hit
non-combatant young. Young centaur warriors have points of damage. If a cockatrice successfully attacks
HD: 2 and score 1d2/1d2 with their hooves or weapon (and thereby touches) a target, or is touched, it must
damage in combat. make a save versus Stone or be petrified.

Chimera Cockatrices are easily distressed and highly territorial


creatures. They primarily hunt small game but will
No. Enc: 1d2 (1d4) engage larger prey, or PCs, with little provocation. The
Alignment: CE cockatrice is immune to the gaze of its species.
Movement: 30 (Fly 50)
Armor Class: 4 Couatl
Hit Dice: 9
Attacks: 5 No. Enc: 1d4 (1d4)
Damage: See below Alignment: LG
Save: F9 Movement: 20 (Fly 60)
Morale: 9 Armor Class: 5
Treasure: U Hit Dice: 9
XP: 2,401 Attacks: 2
Damage: 1d3/2d4
This monster is a terrifying three-headed beast. The Save: F9
creature has the heads of a lion, goat, and red dragon. Morale: 8
Its front half resembles a lion and its rear a goat. It Treasure: Y
possesses red dragon wings. Chimeras are found in XP: 3,101-4,501
hilly or mountainous terrain with caves.
The couatl appears as a giant snake with feathered
Its first two attacks are lion claws (1d3 each). The lion wings. The creature is 12 feet long. It has a wingspan 15
head also attacks with a ferocious bite (2d4). The goat feet and weighs approximately 1,500 pounds. They are
head gores with its horns (2d4). The dragon head either magical creatures and highly intelligent. They possess
bites (2d4) or discharges a fire breath weapon. a poisonous bite attack (save versus Death or die) and
can also constrict for 2d4 damage each round (until it
The chimera’s fire breath is a cone-shaped attack (20 releases, is slain, or kills its target). If a couatl hits with
feet long and 10 feet wide at the terminus). Its fire deals its second attack, constriction damage is automatic in
3d6 damage (Save versus Breath for half damage). The subsequent rounds.
dragon head may only use its breath attack three times
per day. Couatls can Polymorph at-will and possess the spell-
casting ability of a Level 7 Cleric (1-4 on d10), or a
Cockatrice Level 5 Magic-User (5-8), or both (9-10). Couatls speak
Common, Ancient Common, and other languages
No. Enc: 1d4 (1d8) subject to the discretion of the Maze Controller.
Alignment: N
Movement: 20 (Fly 40) Crocodile
Armor Class: 6
Hit Dice: 5 No. Enc: 1d2
Attacks: 2 Alignment: N
Damage: 1d6+Petrify Movement: See below
Save: F5 Armor Class: 5
Morale: 7 Hit Dice: 2
Treasure: W Attacks: 1
XP: 351 Damage: 1d8
Save: F2
The cockatrice may appear, at first, as a rooster. Morale: 7
However, close inspection reveals its true nature. Treasure: None
The cockatrice does indeed look rooster-like, but is XP: 21
an eldritch creature with a sickly, featherless body, a
reptilian tail, and flightless bat-like wings. Crocodiles are large, semi-aquatic reptiles known
for their powerful jaws and sharp teeth. Crocodile
ecosystems vary from freshwater rivers and lakes to

124
saltwater estuaries and swamps. These apex predators
are highly adapted to their environments and possess DEMON
remarkable senses and physical strength. Crocodiles
are attracted to movement and/or blood. Demons are categorized by hit dice:

Large Crocodiles: These large specimens grow to 20 Demon Type Hit Dice
feet in length: No. Enc: 1d2, AL: N, Move: 20 (Swim
30), AC: 3, HD: 6, #AT: 1, DMG: 2d8, Save: F6, Demon Lord 21+
Morale: 7, Treasure: None, XP: 321. Upper Order Demon 9+
Middle Order Demon 5-8
Giant Crocodiles: These massive prehistoric crocodiles
are 50 feet in length: No. Enc: 1, AL: N, Move: 30 Common Order Demon 1-4
(Swim 50), AC: 1, HD: 15, #AT: 1, DMG: 3d8, Save:
F15, Morale: 9, Treasure: None, XP: 1,501. Demon Abilities and Characteristics:

Cyclops All demons possess Darkvision (100 feet). They take


half-damage from all fire-based, cold-based, lightning-
No. Enc: 1d2 (1d8+2) based, and gas attacks. All demons (except the common
Alignment: CE orders) may Gate and Teleport (without error once per
Movement: 40 day unless otherwise noted). All demons are immune to
Armor Class: 5 non-magical weapons, are telepathic (all languages),
Hit Dice: 12 and can Read Magic (Divine or Arcane) at-will.
Attacks: 1
Damage: See below All demon spell-abilities are useable once per round
Save: F12 and function (unless otherwise noted) at a level
Morale: 9 commensurate with its hit dice or minimum required
Treasure: V+5,000gp level, whichever is higher. Demon lords, as well
XP: 2,401 as upper and middle order demons, can only be
permanently slain on their home plane. If their physical
Cyclops are a race of one-eyed giants. They have a form is destroyed on the Material Plane, they require
large central eye and average twelve feet tall. 66 years and 6 months to regenerate and reconstitute
their bodies (unless summoned by spell or assisted by
They possess the equivalent of hill giant strength a demon lord). Demon lords inspire Fear in a 50-foot
(+3/+4) and can throw boulders (80 feet for 3d6 radius, and upper and middle order demons in a 30-
points of damage). However, due to their single eye foot radius (no additional save after the first).
they have poor depth perception (-2 on ranged attacks).
Demon Lord
In melee, cyclops prefer clubs and spears. Any melee
weapon they wield scores double damage. Demon lords are ancient, unique, individual beings of
the purest chaotic evil. Each rules, like an independent
They live in small family groups and dwell in large warlord, from their seat in one of the 666 layers of
caves. They tend flocks of sheep but prefer the taste of the Abyss. Demon lords govern their fiefdom through
humans. They speak Suul and some may speak broken violence, fear, manipulation, and intimidation. Their
Common. hierarchy remains in a constant state of flux. Civil wars
between factions are constant, alongside backstabbing
and political positioning.

Demon lords may traverse the Planes of the Abyss, the


Astral Plane, the Ethereal Plane, and/or the Plane of
Shadow, at will. Unless summoned via Gate, or similar
means, they are forbidden from entering the Prime
Material Plane. Subject to their service and loyalty,
demon lords can promote common order demons in
rank to the middle or upper orders at-will. This includes
advancements in all categories (AC, HD, HP, etc.).
Demon lords possess strength equal to a giant (see
respective entries).

125
Demon lords are served by upper order demons as and Gate (85% chance of success) one of the following
generals, who are in turn served by officers drawn will appear: Vrock, Hezrou, Glabrezu, Nalfeshnee,
from the most ruthless middle order demons. A demon Marilith, or Balor. Like all demon lords, he is 70%
lord’s army is filled by middle order and common order resistant to magic.
demons, as rank-and-file soldiers.
Lliloth
All demon lords are, at minimum, 70% resistant to
magic. Note that experience point values are awarded No. Enc: 1
only if destroyed permanently on their home plane. Alignment: CE
Movement: 40 (Webs 60)
Astaroth Armor Class: -8
Hit Dice: 21 (HP: 105)
No. Enc: 1 Attacks: 2
Alignment: CE Damage: See below
Movement: 50 Save: F21
Armor Class: -7 Morale: 12
Hit Dice: 23 (HP: 184) Treasure: L, M, N, Z
Attacks: 3 XP: 59,001
Damage: See below
Save: F23 Arachne, also called Lliloth, is the fearsome Matriarch
Morale: 12 of Spiders and the patron deity of the dark elves. Lliloth
Treasure: L, M, Z appears as a stunningly beautiful drow maiden, a giant
XP: 51,001 black widow spider, or a combination of a spider with
a drow face. Sages know little about her aspirations or
Astaroth is the Demon Prince of the Abyss. He possesses desires.
three true names. He is twenty feet tall, covered in dark
fur and scales, and has a twenty-foot-long tail. Astaroth The Spider Queen prefers of the company of arachnids,
has reptilian legs, tentacles for arms, and two baboon- large and small. She can speak with spiders at-will
like heads. Astaroth can be harmed only by +2 or and can summon spiders to do her bidding once per
greater weapons. day: Giant Crab Spiders (1-3 on d6, 3d4+4), Giant
Tarantula Spiders (4-5 on d6, 2d4+4), or Phase Spiders
The right head possesses a Charm Gaze (as per Charm (6 on d6, 1d4). Once per day, the Spider Queen may
Person/Monster, no save) for those that behold him. Gate a random middle order demon (1-4 on d6) or a
Hit dice determines the number of affected beings: HD: random upper order demon (1-2 on d6).
3 or fewer (1d12x10), HD: 4-6 (6d8), HD: 7-9 (4d8),
HD: 10-12 (3d6), HD: 13+ (1d4+1). All those with In her dark elf form, Lliloth will employ drow weapons
15+ HD receive a saving throw (Spell) to negate. The (+5) and magic items of the highest quality. She rarely
gaze of the left head causes Blindness for 1d6 turns wears armor. She possesses the abilities of a Level 16
(with a save versus Spell to negate, -4 to hit). Cleric and a Level 14 Magic-User. He has the equivalent
of hill giant strength (+3/+4).
Astaroth’s tentacles score 1d10 damage each and each
hit drains one energy level. He can also lash out with In either spider or drow-spider form, she may attack
his tail for 2d6 damage. Further, his tail attack withers as a huge black widow spider (double movement rate
as per a Staff of Withering on a failed save (Spell). and bite damage, immediate death from poison no
Astaroth possesses storm giant strength (+6/+9). save). Lliloth can use several spell-like powers once per
round: Comprehend Languages, Confusion, Darkness
Astaroth can use the following at-will spell-like abilities: (10 Feet), Dispel Magic, Teleport, Tongues, or True
Clairvoyance, Clairaudience, Continual Darkness, Fear, Sight. Twice per day she may Phase Door, or Shape
Detect Invisible, Detect Magic, Dispel Magic, ESP, Change. Lliloth may Heal 3 times per day.
Greater Phantasmal Force, Levitate, Polymorph Self,
Comprehend Languages, Suggestion, Telekinesis (500 In spider or drow-spider form, she may also cast webs
pounds per head), Wall of Ice, and Water Breathing. thirty feet long from her spinnerets. These are equivalent
to a Web spell and also cause 1d4 points of poison
He can command cold-blooded creatures at-will and damage to entangled targets (no save). During the
can use the following once per day: Feeblemind, Power same round as she uses her Web, Lliloth will close for
Word: Stun, Projected Image, Sticks to Snakes, Symbol, a bite attack for 4d4 points of damage. A bite-attack
target must save versus Death or die (-4 penalty).

126
In any form, Lliloth can move through webs at her Orcus
normal movement rate and may never be webbed or
entangled. The Matriarch of Spiders is unaffected by No. Enc: 1
silver or mundane weapons. Attack forms based on Alignment: CE
cold, lightning, or gas only cause half-damage. Lliloth Movement: 20 (Fly 40)
is susceptible to acid (full damage) and takes double Armor Class: -6
damage from holy water. Like all demon lords, she is Hit Dice: 22 (HP: 125)
70% resistant to magic. Attacks: 3 (2 Fists/Tail)
Damage: 2d6 and 3d4*
Juiblex Save: F22
Morale: 10
No. Enc: 1 Treasure: L, M, P
Alignment: CE XP: 59,001
Movement: 30
Armor Class: -7 One of the most powerful demon lords, Orcus sits atop
Hit Dice: 21 (HP: 100) his throne of bone and fights a unending war against
Attacks: 2 his rivals from the 666th layer of the Abyss. He-Who-
Damage: 4d10 Must-Not-Be-Named is the Prince of Undeath.
Save: F21
Morale: 10 Orcus possesses an obese, bloated body overtop goat-
Treasure: Nx2, Px2 like legs and cloven hooves. His head appears like
XP: 41,001 a goat with great spiraling ram horns. The Prince of
Undeath is 16 feet tall, has two huge bat wings, and the
Juiblex, the Faceless Lord, is the lord and creator of tail of a snake. His tail is tipped with a vicious stinger.
slimes, oozes, puddings, and jellies. He inhabits one of
the bubbling, shifting, and steaming layers of the Abyss. In combat, Orcus has several options. He can attack
Other demon lords are loathe to enter his domain. with his fists for 2d6 points of damage each and with
his poisoned-tipped tail for 3d4 points of damage (save
When confronted, Juiblex appears as a ten-foot-tall versus Death or die). He-Who-Must-Not-Be-Named
column of dark ooze covered in bulbous, bloodied- may also choose to attack with the Wand of Orcus
eyes. As he moves, slime and pus leaks and squirts - one of the deadliest magic items ever created. The
from his shifting body. skull-headed wand instantly kills any mortal struck (save
versus Spell to avoid death. A successful save reduces
Juiblex attacks by lashing his opponent with oozy the target to one hit point). The wand also functions as
pseudopods for 4d10 points of acid damage. Every 10 a Rod of Lordly Might, a Wand of Fireballs, and a Wand
rounds he can spit slime up to 100 feet away with a 30 of Lightning Bolts. The Undead Lord’s immense strength
foot diameter. A successful hit results in the equivalent is equivalent to a cloud giant (+5/+8).
of contact with both a Black Pudding and an Ochre
Jelly. The Faceless Lord is often accompanied by oozes Orcus possesses the following at-will spell-like
and puddings (not less than 1d2 and each type). He abilities: Animate Dead, Charm Person, Clairaudience,
has the equivalent of hill giant strength (+3/+4). Clairvoyance, Continual Darkness, Detect Invisibility,
Detect Magic, Dispel Magic, ESP, Illusion (as the Wand
Juiblex regenerates at a rate of two hit points each of Illusion), Lightning Bolt (12d6 damage), Polymorph,
round and he can only be struck by+2 or better Polymorph Self, Projected Image, Pyrotechnics,
magical weapons. Juiblex possesses the following at- Comprehend Languages, Shape Change, Speak with
will spell-like abilities: Cause Disease, Charm Monster, Dead, Suggestion, Telekinesis (1,200 pounds), and
Sphere of Cold (5d6 cold damage in a 10 foot radius), Wall of Fire. Once per day he can use the following
Darkness (15 Feet), Detect Invisibility, Dispel Magic, spell-like abilities: Feeblemind, Symbol (Any), and Time
ESP, Fear, Fly, Hold Monster, Invisibility (10 Feet), Locate Stop. He may Gate a upper order demon of his choice.
Object, Phase Door, Projected Image, and Telekinesis
(1,500 pounds). As the Prince of Undeath, Orcus can beckon either
5d10 skeletons, 3d10 zombies, 8d4 ghasts, or 1d6+2
Juiblex can gate 1d4 Hezrou Demons per day (with a vampires once per day. Orcus can only be struck by +3
75% probability of success). In addition, He can also or greater weapons. Like all demon lords, he is 70%
mutter an Unholy Word once per day. Like all demon resistant to magic.
lords, he is 70% resistant to magic.

127
Upper order Demon Nalfeshnee

Glabrezu No. Enc: 1d3 (1d6)


Alignment: CE
No. Enc: 1d3 (1d6) Movement: 30 (Fly 40)
Alignment: CE Armor Class: -1
Movement: 30 Hit Dice: 11
Armor Class: -4 Attacks: 3 (2 Claws/Bite)
Hit Dice: 10 Damage: 1d4/1d4/2d4
Attacks: 5 Save: F11
Damage: See below Morale: 10
Save: F10 Treasure: V
Morale: 9 XP: 8,401
Treasure: Z
XP: 6,601 Nalfeshnee possess the body and arms of a great ape,
the legs of a boar, and the head of a bat. These upper
Glabrezu are powerful demons with penetrating purple order demons have smallish wings, that do not appear
eyes. They range from deep brown to pitch black in to hold their massive size. Nalfeshnee stand 10 feet tall.
color. Glabrezu have wolf heads and goat horns. They
stand 10 feet tall. In battle, they use their two claw and bite attacks, or
one of the following at-will spell-like abilities: Darkness
Glabrezu have four arms: two primary arms with large (10 Feet), Detect Magic, Dispel Magic, Illusion (as the
crab-like pinchers and two smaller human arms below Wand of Illusion), Levitate, Polymorph Self, Projected
them with razor-sharp claws. Their attack routine Image, Comprehend Languages, Symbol (Despair and
consists of two pincher attacks, two claw attacks, and a Fear), and Telekinesis (500 pounds).
bite (2d6/2d6/1d3/1d3/1d4+1).
They can Gate a random Hezrou, Vrock, Glabrezu,
Glabrezu possess the following at-will spell-like or another Nalfeshnee with a 65% chance of success
abilities: Darkness (10 Feet), Levitate, Polymorph Self, once per day.
Pyrotechnics, and Telekinesis (400 pounds). They
can also Gate a random Hezrou, Vrock, or another Middle Order Demon
Glabrezu with a 35% chance of success once per day.
Babau
Hezrou
No. Enc: 1d3 (1d6)
No. Enc: 1d3 (1d6) Alignment: CE
Alignment: CE Movement: 40
Movement: 40 Armor Class: -3
Armor Class: -2 Hit Dice: 7+14
Hit Dice: 9 Attacks: 3 See below
Attacks: 3 (2 Claws/Bite) Damage: See below
Damage: 1d3/1d3/4d4 Save: F7
Save: F9 Morale: 10
Morale: 10 Treasure: Y
Treasure: T XP: 4,101
XP: 5,201
Babau demons appear as leathery corpses - their
Hezrou demons resemble eight-foot-tall toads with ebony-colored flesh clings tightly to their skeleton. They
great fangs and clawed humanoid arms. Hezrou can possess a curved horn that arches over the back of their
move on all fours or upright, as desired. They prefer heads. Babau stand 7 feet tall.
to fight upright to take advantage of their great height.
They attack three times per round with two claws
Hezrou possess the following at-will spell-like abilities: (1d4+1 each) and a horn (2d4), or by weapon type
Darkness (10 Feet), Detect Invisibility, Levitate, and (+4). Babau demons secrete a slimy coating that
Telekinesis (300 pounds). They can Gate another reduces the damage of piercing and slashing weapons
Hezrou with a 25% chance of success once per day. in half. Babau demons take an additional +2 damage
from mithril weapons. All creatures who meet the gaze
128
of a babau demon must save (Spell) or suffer as per a A marilith looks like a stunningly beautiful, voluptuous
Ray of Enfeeblement. They have Level 9 Thief abilities. woman with six arms with the lower body of a great
snake. They stand seven tall and measure 20 feet
Babau have Strength: 19 which grants them +3/+5 to long from head to tail. They decorate their bodies with
attack and damage rolls. Babau possess the following charms and jewels (100% chance for Treasure Type).
at-will spell-like abilities: Darkness (10 Feet), Dispel
Magic, Fly, Levitate, Polymorph Self, and Heat Metal. A marilith normally, but not exclusively, attacks with six
They can Gate another Babau demon with a 25% melee weapons and constricts with its tail (2d4), all in
chance of success once per day. the same combat round. They prefer scimitars (1d8).

Balor They have the following at-will spell-like abilities:


Charm Person, Darkness (10 Radius), Detect Invisibility,
No. Enc: 1 (1d6) Levitate, Polymorph Self, Projected Image, Pyrotechnics,
Alignment: CE and Comprehend Languages. They can Gate a random
Movement: 30 (Fly: 50) Hezrou, Vrock, Nalfeshnee, Glabrezu, or Balor with a
Armor Class: -2 75% probability of success once per day.
Hit Dice: 8+7
Attacks: 1 Succubus
Damage: See below
Save: F8 No. Enc: 1
Morale: 10 Alignment: CE
Treasure: Z Movement: 30 (Fly 50)
XP: 6,621 Armor Class: 0
Hit Dice: 6
The mighty balor demon has red-black skin and huge Attacks: 2 (Claws)
bat-like wings and horns. They stand a full twelve feet Damage: 1d3/1d3
tall and their bodies are wreathed in hellish flames (5 Save: F6
foot radius). They possess the equivalent of stone giant Morale: 7
strength (20) on attack and damage rolls (+3/+5). Treasure: O, R, S
XP: 3,071
A balor demon typically fights with a Greatsword +1
(minimum) for 1d10 points of damage. They are further A succubus appears as a stunningly beautiful human
armed with multi-pronged whips (1d8). They employ woman with fangs and bat-like wings. A succubus is a
these weapons to strike and then pull their targets into deceitful, manipulative, and passionate fiend.
their hellfire for an additional damage (3d6).
A succubus is inexorably drawn to men pure of heart
Balor possess these at-will spell-like abilities: Detect (such as lawful good clerics or paladins). A succubus
Invisibility, Detect Magic, Dispel Magic, Pyrotechnics, will use her Charisma (19) to tempt virtuous men with
Comprehend Languages, Suggestion, Telekinesis (600 a forbidden act of passion, and, simply through a kiss,
pounds), and Symbol (Despair, Fear, Sleep, and Stun). drain a level of experience.
They can Gate a Glabrezu (75%) or Nalfeshnee (25%)
with a 70% chance of success/day. These temptresses have the following at-will spell-like
abilities: Charm Person, Clairaudience, ESP, Ethereal
Marilith Form (as per Oil of Etherealness), Shape Change, and
Suggestion. A succubus can Gate a Balor (65% chance
No. Enc: 1d2 (1d6) of success) or a demon lord (5% probability of success)
Alignment: CE once per day.
Movement: 30
Armor Class: -6
Hit Dice: 7+7
Attacks: 7
Damage: See below
Save: F7
Morale: 9
Treasure: U
XP: 4,901

129
Vrock Quasit

No. Enc: 1d3 (1d6) No. Enc: 1


Alignment: CE Alignment: CE
Movement: 40 (Fly 60) Movement: 50
Armor Class: 0 Armor Class: 2
Hit Dice: 8 Hit Dice: 3
Attacks: 5 (See below) Attacks: 3 (2 Claws/Bite)
Damage: See below Damage: 1d2/1d2/1d4
Save: F8 Save: F5
Morale: 11 Morale: 10
Treasure: Y Treasure: Ox2
XP: 3,561 XP: 187

The vrock demon resembles an eight-foot-tall humanoid Quasits are tiny demons. They only stand one foot
vulture. They possess five attacks on-the-wing: two front tall and have thin horns, fangs, and over-sized claws
claws (1d4 each), two rear claws (1d8 each), and beak for their puny size. They serve powerful demons or as
(1d6). If on the ground, the vrock attacks in combat familiars to evil wizards.
with a claw/claw/bite.
They attack in combat with their two claws and a
Vrocks possess the following at-will spell-like abilities: poisonous bite. The victims of their bite attack must
Darkness (10 Feet), Detect Invisibility, and Telekinesis save versus Death or lose one point of Dexterity for
(200 pounds). They can Gate another Vrock demon 2d6 rounds (each successful hit).
with a 10% chance of success once per day.
Quasits are resilient. They are immune to cold, fire, or
Common order Demon electrical attack forms. They save as Level 5 fighters and
regenerate one hit point each round. Quasits possess
Manes the following at-will spell-like abilities: Detect Good,
Detect Magic, Invisibility, and Polymorph Self (limited to
No. Enc: 4d4 toad, bat, giant centipede, or wolf). A quasit can emit a
Alignment: CE Fear radius (30 feet) once each day.
Movement: 30
Armor Class: 7 Familiar: A wizard functions one level higher and
Hit Dice: 1 regenerates one hit point/round, when its quasit
Attacks: 3 familiar is within 1 mile. If more than a mile apart, the
Damage: 1d3/1d3/1d4 wizard loses these benefits. If less than a mile apart, the
Save: F1 two can communicate telepathically and the mage can
Morale: 8 use the quasit’s senses including 60 feet darkvision.
Treasure: None
XP: 96 A quasit may consult a demonic entity on behalf of its
master once per week. The familiar may ask 1d4+2
Manes are evil souls damned to the 666 layers of the questions. The answers provided are rarely, if ever,
Abyss. They are hunched and misshapen from their direct and are communicated as a riddle, metaphor,
wickedness in life. innuendo, or double-entendre. If a quasit is slain, its
master loses four levels permanently.
Manes are of low intelligence and attack any non-
demon they encounter with a claw/claw/bite attack
routine. They may only be hit by +1 or better magic
weapons. Manes are immune to Sleep, Charm, Hold,
and mind-Influencing spells.

When slain, a mane is permanently destroyed unless


within 300 feet of its demon lord. Manes killed in this
radius will reform in three days. Manes summoned to
the Prime Material Plane by evil priests and wizards may
assume the form of minor undead (skeletons, zombies,
ghouls, ghasts, etc.).
130
Arch devils may traverse the Nine Layers of Hell, the
Devil Astral Plane, the Ethereal Plane, and/or the Plane of
Shadow, at-will. Unless summoned via a Gate, or similar
Devils are categorized by hit dice: means, they are barred from entering the Prime Material
Plane. Arch devils may only be destroyed permanently
Devil Type Hit Dice on their home plane. As noted earlier, if their physical
form is destroyed on the Material Plane, it requires 66
Arch Devil 21+ years and 6 months to reconstitute their bodies unless
Higher Devil 8+ aided or summoned by spell. Subject to their service
Lower Devil 2+ and loyalty, arch devils can promote lower devils to
higher devils at-will. This includes advancements in all
Devil Abilities and Characteristics: categories (AC, HD, HP, etc.). Note that a lower devil is
destroyed permanently if slain on any plane. Most arch
All devils possess darkvision (100 feet). They take half- devils possess giant strength (see entry).
damage from all cold-based and gas attacks. All devils
are immune to non-magical weapons and have limited Arch devils are served by higher devils who function
telepathic ability (all languages). Arch and higher devils as their generals and officers. Higher devils are, in
may Gate and Teleport (without error once per day turn, served by lower devils as rank-and-file soldiers.
unless otherwise noted). Arch Devils are, at minimum, 70% resistant to magic.
Note that experience point values are awarded only if
All devil spell-abilities are useable once per round and destroyed permanently on their home plane.
function (unless noted) at a level commensurate with its
hit dice or minimum required level, whichever is higher. Amon
Arch and higher devils can only be slain permanently
on their home plane of existence. If their physical form No. Enc: 1
is destroyed on the Material Plane, they require 66 Alignment: LE
years and 6 months to reconstitute their bodies (unless Movement: 60
aided or summoned via spell). Armor Class: -2
Hit Dice: 22 (HP: 132)
Arch devils inspire Fear in a 50-foot radius, and higher Attacks: 2 (Weapon/Bite)
devils in a 30-foot radius (additional saves after the Damage: See below
first are not required). Both have the following at-will Save: F22
powers: Charm Person, Know Alignment, Phantasmal Morale: 10
Force, and Suggestion. Arch Devils are, at minimum, Treasure: T, Z
70% resistant to magic (this will vary by devil). Alongside XP: 44,001
their Fear radius, gazing directly at an arch devil causes
Weakness in those that behold them (slow movement Amon, the Marquis of Hell, stands nine feet tall. His
by 50% or -5 on all dice rolls, devil’s option). A save eyes are dark yellow and he has brownish-black fur. His
versus Spell negates the effect. teeth are yellow and saliva drips from his maw. Amon
is vassal to Geryon and commands not less than three
bone devil legions.
Arch Devil
In combat, Amon attacks with a Great Mace +4 (2d4)
Arch devils are ancient beings of the purest lawful evil. and a vicious bite for 3d4 damage. Amon possesses the
Like demon lords, they are unique individuals with equivalent of hill giant strength (+3/+4).
specific forms and abilities. Each arch devil rules from
their seat of power in one of the Nine Layers of Hell. The Amon has 70% magic resistance and may only be struck
nine layers are akin to fiefdoms and form a hierarchical by +3 or better weapons. He regenerates one hit point
feudal-caste system overseen by the arch devil overlord. per round and has the following at-will spell-like abilities:
Despite the highly ordered structure, Hell is thoroughly Animate Dead, Charm Monster, Detect Invisibility, Detect
imbricated with political deceit, intimidation, and Magic, Dispel Magic, Fear (as per spell), Fly, Geas, Know
treachery. Like the demons of the Abyss, the political Alignment, Polymorph Self, Produce Flame, Comprehend
structure of Hell is subject to change - albeit slower Languages, Suggestion, Teleportation, Wall of Ice, and
and with more subtlety. Arch devils rise and fall subject Limited Wish (not himself). Once per day, he can use a
to temporary allegiances that tip the balance of power. Symbol of Despair and Gate Bone Devils (1d4) with a
Allegiances between arch devils never last long and 60% chance of success. He can summon all available
are subject to assuming greater material, militaristic, or wolves in a one-mile radius to his aid.
political advantage.
131
Asmodeus Baalzebul

No. Enc: 1 No. Enc: 1


Alignment: LE Alignment: LE
Movement: 60 Movement: 60
Armor Class: -7 Armor Class: -5
Hit Dice: 25 (HP: 199) Hit Dice: 21 (HP: 166)
Attacks: 2 Attacks: 2 (Weapon/Bite)
Damage: 6d4 Damage: See below
Save: F25 Save: F21
Morale: 12 Morale: 12
Treasure: N, S, U, Z Treasure: N, S, Z
XP: 64,001 XP: 41,001

Asmodeus, the Overlord of Hell, is the most handsome, Baalzebul, the Lord of Flies, is an arch devil of great
masculine, and charismatic of the arch devils. He power and second to Asmodeus, the Overlord of Hell.
stands a full fourteen feet tall and has large horns
protruding from his forehead. Asmodeus’ controlled Baalzebul has two large, multifaceted insect eyes
and calculating behaviour belies by his furious temper and large horns that extend upwards from the side of
- he is known for engaging in bouts of terrifying rage. his head. Baalzebul stands fully thirteen feet tall. His
fortress on the Seventh Hell is surrounded by a barren
Asmodeus serves as the current Overlord of the Nine waste broken by lava fields, crevasses, and thick ash
Hells. His seat of power is based in the deepest and fallout.
darkest pit of the Ninth Hell. Asmodeus is guarded by
three of the largest and most fearsome pit fiends. He Baalzebul attacks with a massive Great Mace +4
is attended at court by a harem of succubae and his (2d8 points of damage) and a poisonous bite for 2d6
vassal-devils. damage (save versus Death or die). He possesses cloud
giant strength with all the commensurate bonuses to
In combat, Asmodeus wields a glowing scepter attack and damage rolls (+5/+8).
powered by a massive, enchanted ruby called the Heart
of Darkness. The scepter strikes for 6d4 damage and The Lord of the Flies has 85% magic resistance and
acts as a Rod of Absorption and Harms anyone that cannot be struck by +3 or greater magic weapons.
touches it. Upon command the scepter will shoot forth a
Cone of Frost, a Jet of Acid, or a Bolt of Lightning (each He has the following at-will spell-like powers: Charm
with the effect of a dragon breath weapon). Asmodeus Monster, Continual Light, Detect Invisibility, Dispel
possesses storm giant strength with commensurate Magic, Geas, Hold Person, Invisibility, Locate Object,
bonuses to attack and damage rolls (+6/+9). Produce Flame, Pyrotechnics, Raise Dead, Comprehend
Languages, Restoration, Rulership (as a Rod of Rulership),
Asmodeus can only be hit by +3 or greater magical Shape Change, Wall of Fire, Wish. Baalzebul can use
weapons. He possesses 90% magic resistance and the following once per day: Symbol (Pain and Insanity)
the following at-will spell-like powers: Continual Light, as well as Unholy Word. He can Gate Horned Devils
Detect Invisible, Dispel Magic, Geas, Hold Person, Hold (1d4) with a 90% chance of success once per day.
Monster, Ice Storm, Invisibility, Locate Object, Mass
Charm, Pyrotechnics, Produce Flame, Raise Dead, Bael
Comprehend Languages, Restoration, Shape Change,
Wall of Fire, Wall of Ice, and Wish (for another being No. Enc: 1
only). Asmodeus can employ the following once per Alignment: LE
day: Symbol (Pain, Insanity, Despair (save versus Spell Movement: 40
or submit to Asmodeus’ will)), and Unholy Word. The Armor Class: -3
Overlord of the Nine Hells can Gate two lesser or one Hit Dice: 21 (HP: 110)
higher devil with a 99% success rate once per day. Attacks: 2
Damage: By Weapon
Save: F21
Morale: 10
Treasure: T, Z
XP: 39,001

132
Bael has gold colored skin with grotesque bovine and Unholy Word once per day. He can Gate a Pit
features, large diabolical eyes, a broad nose, wolf-like Fiend (25%) or Erinyes (75%, 1d3) with a 90% chance
ears, and a maw of wicked teeth that protrude from his of success once per day.
mouth. Small demonic horns grow upwards from his
forehead. Geryon

Bael wears Chainmail +5 and wields a Morningstar +4 No. Enc: 1


(2d8 damage) that telescopes on command to provide Alignment: LE
additional reach in combat (10 feet). He possesses the Movement: 20 (Fly: 50)
equivalent of frost giant strength to attack and damage Armor Class: -3
rolls (+4/+6). Hit Dice: 23 (HP: 135)
Attacks: 3 (2 Claws/Sting)
He regenerates one hit point each round and the Damage: 3d6/3d6/2d4
following at-will spell-like abilities: Eaiggard’s Wizard Save: F23
Vizard, Animate Dead, Cause Serious Wounds, Detect Morale: 10
Invisibility, Detect Magic, Dispel Magic, Invisibility, Know Treasure: N, S
Alignment, Pyrotechnics, Produce Flame, Comprehend XP: 51,001
Languages, Suggestion, Teleportation, Wind Walk, and
Limited Wish (not himself). Bael can use a Symbol of Called the Great Serpent, Geryon’s torso and upper
Stunning once per day and Shape Change twice per body are vaguely-humanoid with large pawed hands.
day. Bael can gate Barbed Devils (1d4) with a 65% Geryon stands 10 feet tall (30 feet long). His arms are
chance of success once per day. covered in blue fur and he has piercing black eyes.
Geryon’s lower torso appears like a huge snake banded
Dispater in black and red. He has broad, clawed bat wings.

No. Enc: 1 In combat, Geryon uses his huge claws (3d6 damage
Alignment: LE each) and a poisonous barbed stinger (2d4). All those
Movement: 60 struck by the stinger must save versus Death at -4 or die.
Armor Class: -2 The Great Serpent possesses a huge horn crafted from
Hit Dice: 21 (HP: 144) an unknown beast. Once per week the horn summons
Attacks: 2 5d4 minotaurs. Geryon possesses the equivalent of
Damage: See below cloud giant strength (+5/+8).
Save: F21
Morale: 12 Geryon can only be hit by +2 or better weapons. He
Treasure: N, S, Z has the following at-will spell-like abilities: Charm
XP: 37,001 Person, Detect Invisibility, Dispel Magic, Geas, Ice
Storm, Invisibility, Light, Locate Object, Raise Dead,
Dispater, the Baronet of Hell, is handsome and stately. Comprehend Languages, Shape Change, Wall of Ice,
His horns are short compared to other devils. He has a and Wish (not himself). Once each day he can utter an
pointed tail, cloven hooves, and stands seven feet tall. Unholy Word and employ a Symbol of Pain. Geryon
can Gate an Ice Devil or Bone Devils (1d2) with a 45%
Dispater rules the Second Hell from the City of Dis. His or 60% chance of success, respectively.
palace is the grandest in the Nine Hells. He is guarded
by three huge bone devils known for their malice and Mammon
strength.
No. Enc: 1
The arch devil carries a massive ruling staff. The staff is Alignment: LE
a +3 magic weapon (4d6 damage) with the power of Movement: 40 (Fly 60)
a Rod of Rulership. Dispater possesses the equivalent of Armor Class: -3
frost giant strength (+4/+6). Hit Dice: 21 (HP: 160)
Attacks: 2
Dispater can only be hit by +2 or greater magical Damage: See below
weapons. He has the following at-will spell-like Save: F21
abilities: Detect Invisibility, Geas, Light, Produce Flame, Morale: 12
Pyrotechnics, Raise Dead, Comprehend Languages, Treasure: N, S
Restoration, Shape Change, Wall of Fire, and Wish XP: 43,001
(other being only). Dispater can use a Symbol (Pain)

133
Mammon, the Sovereign of Sloth, is a twelve-foot tall, own. Then, with the combined resources of two hells,
obese and bloated fiend. His skin is a deep red and he he plans to depose Asmodeus and claim the title of
has broad bat-like wings. The ruler of Hell’s Third Layer, Overlord.
Mammon’s realm is an infernal underworld of lava,
volcanoes, and burning ash. Although Mammon can In battle, Mephisto wields a great three-pronged Military
fly, he prefers to ride a massive nightmare accompanied Fork +3 which scores 2d10 damage plus 3d4 points
by a pack of blood-thirsty hell hounds that bark and of fire, lightning, or cold damage (as he chooses) three
bray incessantly. times per day. The weapon also functions as a Sword of
Skewering. He possesses the strength of a storm giant
Mammon allies with Dispater (as it suits him) and with commensurate bonuses to attack and damage
together they secretly support Mephistopheles to rolls (+6/+9).
overthrow Asmodeus as Overlord of Hell.
Mephistopheles can only he struck by +3 or better
In battle, Mammon wields a Fauchard-Fork +4 twice magical weapons and has an 85% magic resistance.
per round that inflicts 1d10 damage with the properties He can use the following at-will spell-like abilities:
of a Sword of Wounding. He possesses the equivalent Animate Dead, Charm Person, Cone of Cold, Detect
of fire giant strength (+4/+7). Once every other round Invisible, Detect Magic, Dispel Magic, Geas, Ice Storm,
Mammon can use his a poisonous bite for 1d10 points Invisibility, Know Alignment, Polymorph Self, Produce
of damage (save versus Death or die). Flame, Comprehend Languages, and Read Magic.
Mephisto can use Rulership (as a Rod of Rulership),
Mammon can only be struck by +3 or better weapons. Shape Change, Suggestion, Teleportation, Wall of Ice,
Mammon has a magic resistance of 80% and may use Unholy Word, and Wish (for another being) once per
the following at-will spell-like abilities: Animate Dead, day. Mephisto can Gate Ice Devils (1d3) with a 90%
Charm Person, Detect Invisible, Detect Magic, Dispel chance of success once per day.
Magic, False Gold, Geas, Invisibility, Know Alignment,
Produce Flame, Pyrotechnics, Raise Dead, Comprehend Higher devil
Languages, Shape Change, Suggestion Teleportation,
Wall of Fire, and Wish (for another being). Mammon Barbed Devil
may use Symbol of Despair and Unholy Word once per
day. Mammon may Gate Horned Devils (50%, 1d4), No. Enc: 1d2 (3d4)
Barbed Devils (25%, 1d3), or 1-3 Ice Devils (25%, 1d3) Alignment: LE
with 80% chance of success once per day. Movement: 40
Armor Class: 0
Mephistopheles Hit Dice: 8
Attacks: 3 (2 Claws/Tail)
No. Enc: 1 Damage: 2d4/2d4/3d4
Alignment: LE Save: F8
Movement: 60 (80) Morale: 10
Armor Class: -6 Treasure: None
Hit Dice: 24 (HP: 188) XP: 5,061
Attacks: 2
Damage: See below Barbed devils appear like gangly seven-foot-tall
Save: F24 humanoid fiends covered in horns and spikes. They have
Morale: 12 broad ears and keen senses. They cannot be surprised
Treasure: N, S, U, Z and, as such, make excellent sentries.
XP: 72,001
Barbed devils attack, every round, with both of their huge
Mephistopheles, the Prince of Darkness, is a nine-foot- clawed hands (2d4 each) and their wicked, spiked tail
tall devil with black skin and blue scales across his (3d4). On a successful hit, with any of its attacks, requires
shoulders. He is exceedingly muscular and handsome a save (Spell) or suffer Fear (as per Wand of Fear). This
despite possessing the typical markings - fangs, horns, fear attack is alongside their standard fear radius.
bat wings, and sharp claws - of his fiendish kind.
Barbed devils possess the following at-will spell-like
Mephisto is Asmodeus’ primary rival for control of abilities: Hold Person, Produce Flame, and Pyrotechnics.
Hell. He rules from his great iron citadel deep in the They can Gate a Barbed Devil with a 35% chance of
icy bowels of the Eighth Hell. Mephistopheles seeks to success once per day.
overthrow Baalzebul and claim the Seventh Hell as his

134
135
Bone Devil They also can attack four times per round. Two with their
two claws (1d4 each), once with their mandibles (2d4),
No. Enc: 1d2 (2d4) and finally with their tail barb (3d4).
Alignment: LE
Movement: 50 Ice devils regenerate one hit point each round and are
Armor Class: -1 only be hit by +2 or greater weapons. They possess the
Hit Dice: 9 following at-will spell-like abilities: Detect Invisibility,
Attacks: 1 (Hook or Tail) Detect Magic, Fly, Polymorph Self, and Wall of Ice. They
Damage: 3d4 or 2d4* may cast Ice Storm once per day and can Gate an Ice
Save: F9 Devil with a 60% probability of success once per day.
Morale: 10
Treasure: None Pit Fiend
XP: 8,701
No. Enc: 1 (1d3)
These fiends look like gangly and emaciated nine-foot- Alignment: LE
tall skeletons. They possess a long scorpion tail and Movement: 20 (Fly 40)
insect wings. Bone devils are fierce and brash. Armor Class: -3
Hit Dice: 13
Bone devils are often equipped with a unique curved Attacks: 2
and barbed spear (3d4 hit points of damage). Any Damage: See below
successful attack may (50%) result in hooking the Save: F13
target. If a bone devil hooks its opponent, it will strike Morale: 10
the prone target (+4) with its poisonous scorpion tail Treasure: B, N
for 2d4 points of damage the following round. An XP: 11,401
opponent struck by the poisoned tail must save versus
Death or lose 1d4 points of Strength for 2d6 rounds. A pit fiend is a red-skinned devil with massive bat wings.
They have broad horns and fangs and huge clawed
Bone devils possess the following at-will spell-like hands. A pit fiend is not less than twelve feet tall and
abilities: Detect Invisibility, Fly, Invisibility, Phantasmal has a long tail. Pit fiends are the strongest of all the
Force. They may use Wall of Ice once per day. Bone higher devils. As such, they occupy a unique position in
devils may Gate a Bone Devil with a 40% chance of the hierarchy of devils. A legion of pit fiends can tip the
success once per day. balance of power between arch devils.

Ice Devil In combat, pit fiends attack twice per round. They can
use a scythe-like tipped sword twice (1d6+6 each)
No. Enc: 1 (1d4) or one sword attack and their tail. With a successful
Alignment: LE tail attack, they hold and constrict their target for 2d4
Movement: 20 damage each round (+4 to hit in subsequent rounds).
Armor Class: -4
Hit Dice: 11 Pit fiends regenerate two hit points per round. They
Attacks: 1 or 4 are only struck by +2 or better weapons and have the
Damage: See below following at-will spell-like abilities: Detect Invisibility,
Save: F11 Detect Magic, Hold Person, Polymorph Self, Produce
Morale: 11 Flame, Pyrotechnics, and Wall of Fire. Once per day a
Treasure: N, O pit fiend may use Symbol of Pain and Gate another Pit
XP: 10,001 Fiend with a 65% chance of success or Barbed Devils
(1d3) with a 70% chance of success once per day.
Ice devils appear as humanoid insects with broad multi-
faceted eyes. Their mantis-like heads are marked with
large powerful mandibles. They have long barbed tails
and average an imposing twelve feet tall.

Ice devils attack once with a barbed great spear that


strikes for 2d4 points of damage. All victims must save
(Stone) or be afflicted by an intense cold (as per Slow
for 3d6 rounds).

136
Lower devil If armed, a horned devil attacks once with a large two-
pronged military fork, or spiked chain, for 2d6 points
Erinyes of damage. If a target fails a save versus Stone, it is
stunned for rounds equal to the total damage. If the
No. Enc: 1d3 (4d4) devil is unarmed, it strikes four times per round: two
Alignment: LE claws (1d4 each), a bite (1d4+1), and a tail attack
Movement: 20 (Fly: 50) (1d3). If successful, its tail attack will cause an infernal
Armor Class: 2 wound. If not bound, the wound will continue to bleed
Hit Dice: 6+6 (one hit point per round) unless healed by magical
Attacks: 1 means.
Damage: 2d4*
Save: F6 Horned devils possess the following at-will spell-like
Morale: 10 abilities: Detect Magic, ESP, Phantasmal Force, Produce
Treasure: N Flame, and Pyrotechnics. Horned devils may also
XP: 3,081 summon a Wall of Fire once per day. The Wall of Fire
scores three times normal damage. Once per day, a
Erinyes, unlike other abyssals, appear attractive to Horned Devil can gate another Horned Devil with a
human eye. However, their broad, feathered, black 55% chance of success.
wings belie their true nature. They are commonly used
as scouts and conduct reconnaissance for their fiendish Imp
masters. Devil lords and higher devils task them with
retrieving souls from the Prime Plane, dragging them to No. Enc: 1
Hell, and transforming them into lemures. Alignment: LE
Movement: 20 (Fly 40)
Erinyes attack with a poisoned dagger for 2d4 Armor Class: 2
damage (an unsuccessful save versus Death results in Hit Dice: 2+2
paralyzation for 1d6 rounds). Erinyes may (50%) also Attacks: 1 (Tail)
possess a Rope of Entanglement. Damage: 1d4
Save: F7
Charm is their most powerful ability. Erinyes can charm Morale: 8
any being that meets their gaze within 60 feet. The Treasure: Q
target saves at half their current level (round up). If the XP: 144
target fails s/he is charmed until death or release. An
erinyes may only charm one person in this manner at a Imps are short (two feet tall) devils with horns, blue
time. They have the following at-will spell-like abilities: skin, bat wings, and a wicked barbed tail. Imps are
Detect Invisibility, Invisibility, Know Alignment, Locate promoted from lemures. Their barbed and poisonous
Object, Polymorph Self, and Produce Flame. They may tail scores 1d4 damage (save versus Death or die).
Gate another Erinyes with a 30% chance of success.
Imps, at-will, can Polymorph Self into a raven, giant rat,
Horned Devil large spider, or goat. Imps are only harmed by magical
or silvered weapons. Imps regenerate one hit point per
No. Enc: 1d2 (1d4+1) round and save as Level 7 fighters. Imps possess the
Alignment: LE following at-will spell-like powers: Detect Good, Detect
Movement: 30 (50) Magic, and Invisibility. Once per day they can use
Armor Class: -5 Suggestion.
Hit Dice: 5+5
Attacks: 1* or 4 Familiars: When the imp and its magic-user remain
Damage: within one mile, its master may use the imp’s senses
Save: F5 and darkvision (90 feet). The wizard also operates
Morale: 9 one experience level greater. If the two are beyond the
Treasure: T radius, the magic-user acts one level lower. When the
XP: 2,261 two are within 10 feet the wizard receives +2 on saves
(Spell). In addition, s/he regenerates one hit point per
Horned devils are nine feet tall and have hunched, round. An imp may commune with a devil on behalf of
scaled bodies with reptilian wings. They have huge, its master and ask 1d4+2 questions (answers are rarely
heavy, broad horns that lower their heads to their waist. direct) once per week. If the familiar is slain, the master
loses four levels permanently.

137
Lemure When on the wing, these devils can use their two talon
attacks to considerable advantage (1d4 each). If they
No. Enc: 2d4 hit with both, they lift their target off the ground, climb
Alignment: LE 10-30 feet (10/round), and drop for 1d6/10 feet.
Movement: 20
Armor Class: 7 They can also use their spines as a ranged attack
Hit Dice: 3 (maximum twelve per combat). These spines function
Attacks: 1 (Claw) as darts with respect to damage. A spined devil can
Damage: 1d3 project up to four per attack and hits are automatic.
Save: F3
Morale: 6 They possess the following at-will spell-like powers:
Treasure: None Affect Normal Fires, Command, Eaiggard’s Wizard
XP: 96 Vizard, Produce Flame, and Scare. Spined devils may
Gate a Barbed Devil with a 5% chance of success.
Lemures are the souls of evil humanoids. Upon their
death, they were enslaved, tortured and pressed into Djinni
the ranks of Hell. They appear as semi-humanoid
amorphous blobs with large, round, black eyes. Lemures No. Enc: 1
cannot communicate directly. Instead, they sense and Alignment: NG
obey the telepathic commands of their infernal masters. Movement: 20 (Fly 60)
Lemures are commonly used as battle fodder and labor Armor Class: 5
slaves. Hit Dice: 7+1
Attacks: 1 (Fist)*
These lesser devils possess a single claw attack for 1d3 Damage: 2d8/2d8
points of damage. Lemures regenerate one hit point Save: F7
per round and possess immunity to Sleep, Charm, Morale: 12
Hold, and mind-influencing spells. Only holy water Treasure: None
poured over their slain remains will destroy these lower XP: 2,901
devils permanently. Some lemures retain their devious
intellect and, as a result, may be promoted in rank. The djinn are twelve feet tall and resemble resplendent,
blue-skinned beings from the Elemental Plane of Air.
Spined Devil Djinn attack with their huge fists 2d8 damage. They
possess spell-like abilities usable up to three times a
No. Enc: 1d4+1 (5d4) day. They can Create Food and Water (as a Level 7
Alignment: LE Cleric), temporarily create metal objects (24 hours
Movement: 20 (Fly: 50) for gold or 1 round for iron, to a maximum of 100
Armor Class: 3 pounds each), create permanent organic objects (up to
Hit Dice: 3+3 100 pounds of soft material like wood and rope), and
Attacks: 2 illusions (like Phantasmal Force, with permanent effects
Damage: See below until dispelled or touched). Djinn can only be harmed
Save: F3 by magic weapons and spells.
Morale: 8
Treasure: J, K Djinn may turn invisible, use gaseous form, or become
XP: 311 a whirlwind, at-will. The whirlwind is 40 feet high, 10
feet wide at the bottom and 20 feet wide at the top. In
Spined devils are lower devils with broad wings and this form, the djinn can move 50 and scores 2d8 hit
large talons. Their head, shoulders, back, and forearms, points of damage with any contact. Those with two or
are covered in razor-sharp barbs. fewer hit dice must save (Death) or be thrown 1d4x10
feet away. They possess hill giant strength (+3/+4).
These lower devils are comparatively weak to other
devils, and as such are used as couriers, scouts, They can easily transport 600 pounds and up to 1,200
servants, and to herd lemures. pounds for 3 turns, but they require 1 full turn of rest
afterward. A djinni may be captured if a suitable vessel
Spined devils prefer distance weapons such as pole is obtained. The details are subject to the discretion
arms and spears. They often carry a stout military fork of the Maze Controller. Djinn nobles have 10 hit dice
for 1d8 points of damage (with 10 foot reach). and score an additional 1d8 on damage (including
whirlwind). They may grant three Wishes.

138
Doppelganger
Dragon
No. Enc: 1d3 (1d6)
Alignment: CE “My armor is like tenfold shields, my teeth are
Movement: 30 swords, my claws spears, the shock of my tail a
Armor Class: 5 thunderbolt, my wings a hurricane, and my breath...
Hit Dice: 4 death!”
Attacks: 1
Damage: 1d12 Old Smaug the Dragon, Chiefest and Greatest of Calamities.
Save: F10 J.R.R. Tolkien, The Hobbit (Harper Collins, 1997), p. 212.
Morale: 10
Treasure: V Dragons are the most fearsome creatures in the realm.
XP: 191 They have four legs, horns, and massive wings. They
are magical, highly carnivorous, and employ unique
In their natural state, doppelgangers appear gangly breath attacks. Dragons have long life spans. The most
and emaciated with an indistinct amorphous humanoid ancient of their species will reach 400+ years of age.
form. Their flesh is muted gray with large bulbous eyes Dragon species are differentiated by their scale color,
with narrow eyelid slits. Their sickly, alien form belies alignment, and environment. Dragons are extremely
their hardy constitution and natural agility. intelligent and cunning. They value their lives, and the
lives of their eggs and offspring, above all else. As a
Doppelgangers possess the ability to mutate and result, dragons may bargain to save their life.
transform themselves into any humanoid they see
between three and seven feet tall. They use their ability Dragons have egos that match their tremendous
to infiltrate, gather intelligence, hide in plain sight, or size. They are unlikely to speak to player characters
set ambushes and traps. at all, unless threatened. Evil dragons may destroy
adventurers on sight, in most instances, unless they
Doppelgangers seek to slay a humanoid, assume its believe they might gain from interaction. The most
form, and replace it. Note that the doppelganger’s wicked of evil dragons may pause to hear a desperate
shape changing ability does not extend to language or plea for life or fawning sycophantic flattery. Subject
cultural context. There is a 1-3 on d6 chance they will to the circumstances, neutral dragons will likely only
fail to understand verbal communication. They will are speak to player characters if its in their interest. Good-
likely to nod their heads approvingly (or disapprovingly) aligned dragons may offer to assist a good-aligned
totally out-of-context, or provide odd, out-of-place party, if their quest is noble.
responses (verbal or non-verbal), in an attempt to fit in
or deflect attention from themselves. There are ten species of dragon and they are divided
by alignment. Evil dragons include black, blue, green,
Their own language is based on non-verbal pops and red, and white. Good dragons include brass, bronze,
clicks. Doppelgangers possess an awkward gait. These copper, gold, and silver. Each of these dragons
unique characteristics may allow a player character, over possesses their own ecology, personality types, and
time, to spot deception. When slain, a doppelganger characteristics.
reverts to its natural form. They are immune to Charm
and Sleep spells. Dragons have exceptionally long names, normally
three to five syllables, such as Ossithrax, Algomanos,
Baalgoranach, Morfalandral, or Seethenthor.

139
Dragon Scales
Wyrmling Young Adult Adult Ancient Great Wyrm
Age 5-25 26-50 51-100 101-400 400+
Move 20 (80) 40 (120) 60 (150) 80 (170) 100 (190)
HD 6 8 12 16 18
AC 7 3 1 -3 -7
Attack 1d3/1d3/1d6 1d4/1d4/2d6 1d6/1d6/3d6 1d8/1d8/4d6 1d10/1d10/5d6
DMG +2 +4 +6 +8 +10
Morale 8 10 12 12 12
Reach 0 5 10 15 20
Treasure None X S N, S, T N, S, T, Z
XP 3,571 7,061 11,601 13,201 15,251

How to Scale a Dragon: Dragons may also wing-bash those attacking their
flanks. If flank attacked, a dragon receives a free wing
The table above uses a standard adult black dragon as bash attack for one half its total bite damage. This
the base example. Use the template categories by age attack also requires a Dexterity Check or fall prone.
provided above (Wyrmling, Young Adult, Adult, Ancient, Dragons possess melee reach as they grow larger that
Great Wyrm) and extrapolate to scale the other dragon allows them to attack beyond the first rank of opponents
types described in this section. For example, to create a (see the table above).
young adult or ancient black dragon: -/+ the dragon’s
movement by 20 feet, -/+ hit dice and armor class All dragons possess a unique breath weapon. Dragons
by four, and -/+ one die for each melee attack (note can discharge their breath weapon three times/day
that claw attacks and bite attacks will never do less and cause damage equivalent to their current hit points
than 1d3 plus its damage bonus). The length, width, (save versus Breath for half damage). Dragons are also
and distance of breath weapons must also be adjusted immune to mundane and magical attacks that use, or
but may never be narrower than 3 feet. Morale never are comparable to, their breath weapon.
decreases below four and is never increased beyond
twelve. The Maze Controller must modify spell-casting Dragons are so massive and fearsome that their
commensurate with hit dice adjustment. Treasure presence casts a 40-foot Fear radius. A successful save
values are provided in the table above but the Maze (Spell) negates the effect. Additional saves, after the
Controller may adjust, as necessary for the campaign. first successful save, are not required.

Dragon Special Abilities Dragons also possess the ability to fly with their broad,
majestic wings. The flying ability of older dragons is
As magical creatures, dragons possess several unique labored and burdensome given their immense weight.
abilities and powers. Dragons may cast spells as a
magic-user (caster level equal to half its hit dice). They
also possess spell-like abilities (the frequency of usage
Dragons of Evil
varies with the dragon type). All dragons have superior Black Dragon
senses and possess the equivalent of Detect Invisibility
(60 feet) and Clairaudience in their lairs. No. Enc: 1 (1d3)
Alignment: CE
In melee combat, dragons use a claw/claw/bite attack Movement: 60 (Fly: 150)
routine. If an adult, ancient, or great wyrm dragon rolls Armor Class: 1
a natural 20 on its bite attack, it swallows its target Hit Dice: 12 (Adult)
whole. Swallowed targets take bite damage (plus the Attacks: 3+Special
dragon’s hit dice) and the damage is automatic each Damage: 1d6/1d6/3d6
round thereafter. Instead of biting, a dragon can tail- Save: F12
swipe. All those successfully struck by a tail-swipe Morale: 12
take damage equivalent to a bite and must make a Treasure: S
successful Dexterity Check or fall prone (+4 to hit). XP: 11,601
140
Black dragons prefer the damp, wet conditions of 40% of the time and are capable of speech (45%).
swamps and marshes. They normally choose to lair in
caves or caverns close to these environments. Black Their breath weapon is a cloud of chlorine gas 50
dragons will be found asleep 50% of the time. They are feet long, 40 feet wide, and 20 feet tall. They have the
capable of speech (30%). spell-casting ability of a Level 6 Magic-User (2/2/2).

Their breath weapon is a jet of green acid 5 feet wide They are immune to gas attacks and their spell-like
and 60 feet long. Black dragons have the spell-casting abilities include Water Breathing, Suggestion, Entangle,
ability of a Level 6 Magic-User (2/2/2). Pass without Trace, and Plant Growth, once per day.

Black dragons can breathe water and are immune to Red Dragon
acid. Their spell-like abilities include Darkness (10 Feet)
three times per day. They may also use Insect Plague No. Enc: 1 (1d3)
(Lesser) and Plant Growth once per day. Alignment: CE
Movement: 40 (Fly 150)
Blue Dragon Armor Class: -3
Hit Dice: 16 (Adult)
No. Enc: 1 (1d3) Attacks: 3+Special
Alignment: LE Damage: 1d10/1d10/3d10
Movement: 40 (Fly: 150) Save: F16
Armor Class: 0 Morale: 11
Hit Dice: 14 (Adult) Treasure: S
Attacks: 3+Special XP: 13,201
Damage: 1d8/1d8/3d8
Save: F14 Red dragons are the strongest, cruelest, and most fierce
Morale: 11 of the evil dragons. They are found in mountainous
Treasure: S regions and hills. Red dragons will be found asleep
XP: 13,201 20% of the time and are capable of speech (75%).

Blue dragons lair in arid climates like deserts and rocky Red dragons breathe fire in a line 90 feet long and 30
wastelands. Blue dragons will be found asleep 30% of feet wide. They have the spell-casting ability of a Level
the time and are capable of speech (60%). 8 Magic-User (3/3/2/2).

They breathe a lightning bolt 100 feet long and 5 feet Red dragons are immune to all forms of fire, mundane
wide. They have the spell-casting ability of a Level 7 or magical. They possess the following spell-like abilities
Magic-User (3/2/2/1). once per day: Affect Normal Fires, Pyrotechnics, Heat
Metal, and Suggestion.
Blue dragons are immune to lightning and may use the
following spell-like abilities (once/day): Ventriloquism, White Dragon
Audible Glamor, and Hallucinatory Forest.
No. Enc: 1 (1d3)
Green Dragon Alignment: CE
Movement: 60 (Fly 200)
No. Enc: 1 (1d3) Armor Class: 1
Alignment: LE Hit Dice: 10 (Adult)
Movement: 40 (Fly: 150) Attacks: 3+Special
Armor Class: 0 Damage: 1d6/1d6/2d8
Hit Dice: 12 (Adult) Save: F10
Attacks: 3+Special Morale: 10
Damage: 1d8/1d8/2d10 Treasure: S
Save: F12 XP: 10,101
Morale: 10
Treasure: S White dragons live in arctic regions where the
XP: 11,601 temperature is always far below freezing. They can
be found asleep 60% of the time and are capable of
Green dragons prefer forests and densely wooded speech (20%).
enclaves to hunt and lair. They will be found asleep

141
White dragons breathe a cone of cold 80 feet long and Bronze dragons lair along saltwater coast lines or large
30 feet wide at the terminus. They cast spells as a Level bodies of fresh water. Bronze dragons are found asleep
5 Magic-User (2/2/1). 25% of the time and are capable of speech (60%).

They are immune to all forms of cold attack and are Bronze dragons possess two breath weapons. They
never hindered by snow or icy terrain. Their spell- may choose between a bolt of lightning (100 feet long
like abilities include Gust of Wind, Wall of Fog, and by 5 feet wide) or repulsion gas (20 feet long, 30 feet
Ventriloquism. wide, and 30 feet high). Those who fail must flee the
dragon for a number of rounds equal to its hit dice.
Dragons of Good They have the spell casting ability of a Level 7 Magic-
User (3/2/2/1).
Brass Dragon
They are immune to lightning and gas attacks. They
No. Enc: 1 (1d3) possess the following spell-like abilities once per day:
Alignment: CG Create Food and Water, Polymorph Self, Wall of Fog,
Movement: 60 (Fly 200) ESP, and Control Weather.
Armor Class: 0
Hit Dice: 12 (Adult) Copper Dragon
Attacks: 3+Special
Damage: 1d6/1d6/4d4 No. Enc: 1 (1d3)
Save: F12 Alignment: CG
Morale: 11 Movement: 40 (Fly 150)
Treasure: S Armor Class: 1
XP: 11,601 Hit Dice: 12 (Adult)
Attacks: 3+Special
Brass dragons range across arid lands like deserts, Damage:1d6/1d6/5d4
plains, and rocky steppes. They are found asleep 50% Save: F12
of the time and are capable of speech (30%). Morale: 9
Treasure: S
Brass dragons possess two breath weapons. They may XP: 11,601
choose between a cone of sleeping gas (70 feet long,
5 feet wide at mouth, and 20 feet wide at the end. All Copper dragons lair in mountains and rocky uplands.
those caught, regardless of hit dice, must save versus They can be found asleep 40% of the time and are
Breath or fall asleep), or a cloud of blistering steam (50 capable of speech (45%).
feet long, 40 feet wide, and 20 feet high. Targets may
save versus Breath for half damage). They have the Copper dragons possess two breath weapons. The first
spell-casting ability of a Level 6 Magic-User (2/2/2). is a cloud of slow gas (30 feet long, 20 feet wide, and
20 feet high). Failure to save results in a Slow spell-
They are immune to sleep and flame attacks. They like effect for three turns plus the dragon’s hit dice. The
possess the following spell-like abilities once per day: second is a stream of red acid (70 feet long by 5 feet
Control Temperature, Control Winds, and Summon wide). They have the spell casting ability of a Level 6
Monster III. Magic-User (2/2/2).

Bronze Dragon Copper dragons are immune to gas and acid attacks.
Their spell-like abilities include: Neutralize Poison, Rock
No. Enc: 1 (1d3) to Mud (R), Mordril’s Excavation, and Wall of Stone.
Alignment: LG
Movement: 40 (Fly 150)
Armor Class: -2
Hit Dice: 14 (Adult)
Attacks: 3+Special
Damage: 1d8/1d8/4d6
Save: F14
Morale: 11
Treasure: S
XP: 13,201

142
Gold Dragon
No. Enc: 1 (1d3)
Dragons of the Cosmos
Alignment: LG
Father of Dragons
Movement: 60 (Fly 200)
Armor Class: -4
No. Enc: 1
Hit Dice: 16 (Adult)
Alignment: LG
Attacks: 3+Special
Movement: 60 (Fly: 300)
Damage: 1d10/1d10/6d6
Armor Class: -15
Save: F16
Hit Dice: 50 (HP: 400)
Morale: 11
Attacks: 5+Special
Treasure: S
Damage: See Below
XP: 13,200
Save: F50
Morale: 12
Gold dragons are the strongest and most powerful of
Treasure: Allx15
the good dragons. They are found in all climates but
XP: 78,001
prefer temperate zones. Gold dragons will be found
asleep 10% of the time and are capable of speech
An ancient and unique celestial being, Bahaumet is
(90%).
the Father of Good Dragons, He is a three-headed
platinum dragon over 400 feet long. Sages believe
A gold dragon’s fire breath weapon is 90 feet in length
Bahaumet was once the mightiest of gold dragons but
and 30 feet wide. They have the spell-casting ability of
transcended through his purity and light to godhood.
an Level 8 Magic-User (3/3/2/2).
Bahaumet attacks five times per round: two claw attacks
Gold dragons are immune to fire. Their spell-like
(6d10+12//6d10+12) and three bite attacks (10d10
abilities include: Bless, Detect Lie, Summon Animals,
each). Instead of a bite attack, he can choose to use
and Quest, once per day.
any of his three breath attacks:
Silver Dragon
1) Cone of Cold (10 feet wide, 250 feet long, and 80
feet wide at the terminal end) for 20d20+12 points of
No. Enc: 1 (1d3)
damage (save for half). All those who fail drop their
Alignment: LG
frozen weapons, cannot pick them up again for 4d4
Movement: 40 (Fly 150)
rounds, and are Slowed (as per spell).
Armor Class: -3
Hit Dice: 14 (Adult)
2) Smokey Cloud (120 feet long, 60 feet wide, and 60
Attacks: 3+Special
feet in height). All those who fail their save are reduced
Damage: 1d8/1d8/5d6
to half hit points and turn into gaseous form for 4d4
Save: F14
rounds.
Morale: 11
Treasure: S
3) Concussive Blast (10 feet wide, 150 feet long, and
XP: 93,001
50 feet wide at the terminal end). This breath attack
kills all those of eight hit dice or less (no save). All those
Silver dragons desire their solitude above all things and
greater than eight hit dice take 50 points of damage
prefer to lair atop the highest mountains secluded in
(save for half).
the clouds. They will be found asleep 15% of the time
and are capable of speech (75%).
All breath attack saving throws are made at -4 due to
his ancient godly power. The three heads can breathe
Silver dragons possess two breath weapons. The first is
simultaneously, on the same or separate targets, every
a cone of cold (80 feet long, 5 feet wide at the mouth,
other round.
and 30 feet wide at the end) and the second is a cloud
of paralytic gas (50 feet long, 40 feet wide, and 20 feet
Bahaumet is completely immune to all dragon breath
high). They have the spell casting ability of a Level 7
attacks and can only be struck by +3 or greater
Magic-User (3/2/2/1).
weapons. He possesses 90% magic resistance. He may
use the at-will spell-like powers of Telepathy, Gaseous
Silver dragons are immune to cold, paralyzation, and
Form, Polymorph Self, and Teleport without Error. Each
acid. Their spell-like abilities include Feather Fall, Wall
of his heads can cast any cleric or magic-user spell per
of Fog, Control Winds, Control Weather, and Reverse
day (limit: 101 spell levels) at 20th level of ability.
Gravity.
Bahaumet is normally accompanied by three great
143
wyrm gold dragons, or may Gate them once each day Dragon Turtle
with a 99% chance of success. He can astral or ethereal
travel at-will. Bahaumet is the nemesis of Tehaumut, the No. Enc: 1
Mother of Dragons. Alignment: N
Movement: 20 (Swim 30)
Mother of Dragons Armor Class: -2
Hit Dice: 30
No. Enc: 1 Attacks: 3
Alignment: LE Damage: See below
Movement: 60 (Fly: 300) Save: F30
Armor Class: -10 Morale: 10
Hit Dice: 40 (HP: 320) Treasure: S
Attacks: 7+Special XP: 13,751
Damage: See Below
Save: F40 The dragon turtle is a fearsome creature. The monster
Morale: 12 possesses the head of a dragon and the body of
Treasure: AllX10 a massive turtle. The color of a dragon turtle’s shell
XP: 54,001 matches its environment. The turtle’s shell is often deep
green and highlighted with silver to reflect light on the
Tehaumut is the Mother of Evil Dragons. She is a unique water. The oldest dragon turtles are 200 feet in length.
being with the body of a great wyrm red dragon with Sailors sometimes mistake dragon turtles for small
five heads (black, blue, green, red, and white). She is islands. Dragon turtles lair in caverns deep beneath the
malevolent and despises all good-aligned dragons. water, where they hoard treasures from wrecked ships.
Tehaumut is over 300 feet long and embodies evil in
its darkest form. They possess powerful claw/claw/bite attacks
(2d10/2d10/5d10), as well as a breath weapon. Their
She attacks seven times per round: two claw attacks breath weapon is useable three times each day and
(4d10+12/4d10+12) and five bite attacks from her produces a cloud of blistering steam 90 feet long and
multiple heads (5d6 each). 30 feet wide. Like dragons, its breath weapon damage
equals its current hit points. Targets may save (Breath)
Each of these heads may also use the breath weapon for half damage.
of their respective dragon type. A successful save versus
Breath halves the damage (a save is made for each Dragonne
individual breath attack).
No. Enc: 1
All saving throws are at -3. The five heads can breathe Alignment: N
simultaneously, on the same or separate targets, every Movement: 40 (Fly 30)
other round. Armor Class: 2
Hit Dice: 9
Tehaumut is immune to all forms of acid, lightning, Attacks: 3 or 1
gas, fire, and cold-based attacks. Tehaumut can only Damage:
be hit by +2 or better magic weapons and has an 80% Save: F9
magic resistance. The mother of dragons may travel to Morale: 9
the Astral or Ethereal Planes at will. Each head casts Treasure: K, M, X
spells as a Level 18 Magic-User (5/5/5/5/4/4/4/4/3) XP: 1,701
and possesses the follow at-will spell-like abilities:
Pyrotechnics, Tongues, Fear, Polymorph Self, and The dragonne is the result of magical experimentation
Teleport without Error. let loose into the realm. A dragonne has the sleek,
muscular body of a small brass dragon and the head
She may Gate a male red dragon (great wyrm) once of a lion. The creature has massive claws and fangs. It
per day with a 99% chance of success. She can travel typically has large, metallic eyes that match its brassy
to the Ethereal and Astral Planes at-will. Tehaumut is scales.
the nemesis of Bahaumet, the Father of Dragons.
An adult dragonne weighs 700 pounds and measures
approximately twenty feet in length. Due to its wings,
the dragonne possesses limited ability for flight (1-3
turns per flight attempt).

144
In melee, the dragonne attacks with a devastating claw/ Drow possess the following spell-like abilities once per
claw/bite for 1d8/1d8/3d6. day: Dancing Lights, Darkness, and Faerie Fire. Drow
receive a +2 on all saves versus Spell and have a
A dragonne can unleash a terrifying roar once per magic resistance of 50%. Dark elves of Level 4/Hit Dice
combat. The roar affects all creatures within 120 feet 4 or greater possess spell-like abilities useable per day:
(excluding other dragonnes). Those affected must save Detect Magic, Know Alignment, and Levitate.
versus Stone or suffer from Weakness (as per Ray of
Enfeeblement) while those within 30 feet are deafened. Due to the patronage of the Queen of Spiders, women
The effects last for 2d6 rounds. hold more influence than men in drow society. In
addition to the above, women have the following spell-
Drow like abilities once per day: Clairvoyance, Detect Lie,
Dispel Magic, and Suggestion. In addition to their own
No. Enc: 2d4 (5d10) language, the drow possess a secret hand language
Alignment: CE that allows them to operate silently.
Movement: 40
Armor Class: Varies Drow warriors vary from 1-9 hit dice (classed fighters),
Hit Dice: Varies subject to the needs of the encounter. Regardless of hit
Attacks: Varies dice, a male patrol leader commands every warband.
Damage: By weapon Patrol leaders possess two additional hit dice. Most
Save: F1-9 patrol leaders are fighters. However, there is a 35%
Morale: 10 probability of a Female Cleric of similar hit dice. If
Treasure: Ex5, G, K more than 30 drow are encountered, the above will
XP: 48/HD also include a Male Fighter/Magic-User and a Female
Cleric/Fighter. There is a 1-2 on d6 chance these
The drow are a fearsome and evil subterranean race leaders will have a random magic item.
of elves. The drow are striking to behold. They have
skin as black as night, purple eyes, and pale white hair. The dark elves are armored with finely crafted chainmail
They are, on average, between five to six feet in height, of their own manufacture. Their mail is black, thin, and
with females slightly taller than males. Like all elves, sits tight on their bodies allowing movement of 40 feet.
they are lithe in build. Their weapons are also of outstanding craftsmanship.
Both their armor and their weapons are powerfully
The drow have a caste-based, matriarchal society. enchanted subject to the needs of the campaign (+2,
Their society is structured on matrilineal houses and +3, +4, and, for high level female clerics, +5). Some
the worship of Lliloth, the Queen of Spiders. Drow may also possess cloaks and boots that function as per
civilization is highly political. Houses remain in constant garments of Elvenkind. However, the magic of their
competition as they vie for the attention of their evil armor, weapons, and garments, loses its enchantment
patron deity. with exposure to sunlight within 1d4+1 days.

Over the many centuries, the drow adapted to survive Dryad


in the underdark and possess outstanding darkvision
(120 feet). However, “sudden” exposure to light blinds No. Enc: 1d3
them for one round. If exposed to bright light (such as Alignment: N
magical light or sunlight) they suffer a -1 to hit penalty Movement: 30
(and -2 to morale). Drow suffer no penalties from low- Armor Class: 5
light sources such as torches, lanterns, or magical Hit Dice: 2
weapons. Attacks: Charm
Damage: 0
Drow possess a keen auditory sense and are rarely Save: F4
surprised (1 on d8). They move silently with 90% Morale: 6
effectiveness. They use longswords, scimitars, and Treasure: W
shortswords. The drow prefer small hand-crossbows XP: 30
with paralytic poison bolts (1d3 damage). Targets that
fail to save (Death at -4) or fall asleep for 1d4 turns. Dryads are shy, fey sprites both elusive and alluring.
The hand-crossbows have a range of 30 feet and Dryads appear similar to female elves, beautiful and
require one round to reload. lithe. Their skin and hair color changes slightly to match
the seasons. Dryads are solitary, but sages believe some
live in small family groups.

145
Dryads are soul-bound to a unique tree. A dryad cannot Duergar speak their own guttural, dwarvish language,
venture from her tree more than 240 feet, or she will and some will have a working knowledge of mountain
wither and die in six turns. These woodland sprites can dwarf. Leaders may know the drow gesture language
step-into, or merge, with their trees, and disappear. (10%).
If their tree is destroyed, the dryad dies. Some create
small earthy lairs in the tree’s root system. The duergar economy centers on mining, forging, and
the slave trade. Any gray dwarf settlement will likely
Dryads are non-combatants. If they find a male (75%) have 5d20 slaves (larger settlements can have
particularly handsome, or are threatened, dryads use 4-10x that number). Slaves consist of a mix of morlocks,
their spell-like Charm ability. If a dryad’s target fails dwarves, drow, orcs, goblins, hobgoblins, deep
to make a save versus Spell, he will be compelled gnomes, kobolds, adventurers, and other subterranean
to heed the dryad’s commands until she dispels the races.
enchantment.
Duergar warriors vary from 1-9 hit dice, subject to the
Dryads vary slightly in alignment. Some dryads needs of the encounter. Regardless of hit dice, for every
lean chaotic neutral. These dryads charm men and four duergar warriors encountered there will be a patrol
hold them captive. They collect the trophies of their leader. Patrol leaders possess two additional hit dice.
infatuations (skulls, bones, and treasures) and keep Most patrol leaders are fighters. However, there is 1-2
them underground in their lairs. Others are kind in on d6 chance a patrol leader is a cleric.
spirit and lean chaotic good. These dryads may offer
assistance to adventurers in need.
1d4 Duergar Random Weapons
Duergar 1 War/Great Hammer, L. Crossbow, Dagger  
No. Enc: 2d6   2 Hand or Battle Axe, H. Crossbow, Dagger  
Alignment: LE   3 Spear, Light Crossbow, and Dagger  
Movement: 20  
4 Military Pick, Heavy Crossbow, and Dagger
Armor Class: Varies  
Hit Dice: Varies  
*Patrol Leaders also possess a Whip (1d3 damage,
Attacks: 1  
Save versus Stone or fall prone).
Damage: By weapon  
Save: F1-9  
Morale: 8   Duergar Armor by Hit Dice
Treasure: J   HD Warrior Patrol Leader
XP: 28/HD  
Chainmail and Half-Plate and
1-3
Duergar are a race of evil dwarves that live deep Shield (AC: 4) Shield (AC: 3)
underground. Their skin has a grayish-tone, and they Half-Plate and Plate and
are often called gray dwarves for this reason. 4-6
Shield (AC: 3) Shield (AC: 2)
Plate and Full-Plate and
Unlike the appearance of their mountain dwarf 7-9
Shield (AC: 2) Shield   (AC: 0)
cousins, duergar possess slight, almost emaciated,
frames. Their hair and beards are white. Despite their
*Within a patrol of duergar warriors (4-6 HD) there is
thin appearance, duergar still possess the strength and
a 10% chance one possesses either a magical armor/
constitution for which all dwarves are known. Duergar
shield or weapon (+1 (60%) or +2 (40%)). There is
wear drab coloured clothing that blends with the stone
a 5% probability one carries a random potion. For a
of their subterranean world.
patrol of 7-9 HD warriors the percentage is 15% (+2
(70%) or +3 (30%)) and a 10% chance of a potion.  
Duergar have outstanding darkvision (120 feet). Like
all subterranean races, they suffer a -1 attack penalty
*Among Patrol Leaders (4-6 HD) there is a 20%
in bright light or sunlight. Gray dwarves are typically
probability that one item from their armor or weapons
silent when not in platemail and can use surprise (1-3
is magical (+1 (60%) or +2 (40%)). Patrol leaders of
on 1d6). Duergar possess the same save bonuses as
7-9 hit dice the percentage is 30% (+2 (60%) or +3
mountain dwarves. However, they are immune to both
(40%)) and 25% chance of a potion.
paralysis and poison. Duergar are also immune to
illusion magic and phantasms.

146
Ear Seeker Efreet are immune to mundane and magical fire. They
are immune to mundane weapons. They take double
No. Enc: 1d4 (1d4) damage from magical cold attacks.
Alignment: N
Movement: 3 Efreet resent wizards summoning them, and, when
Armor Class: 9 compelled by spell, are required to serve for 101 days.
Hit Dice: 1HP They can carry immense weight (7,500 pounds without
Attacks: See below tiring). They are bitterly resentful of indentured servitude
Damage: See below and will manipulate their directives to escape (and later
Save: F1 seek revenge). Efreet and the Djinn are bitter enemies
Morale: N/A and will attack each other on sight.
Treasure: None
XP: 5 Electric Eel

These worm-like creatures lair in decaying wood such No. Enc: 1d3 (1d3)
as doors or fallen trees. Alignment: N
Movement: 30
The worms, toward the end of their life cycle, seek to Armor Class: 9
lay eggs inside a host. They crawl into any opening or Hit Dice: 2
orifice, such as a mouth or ear, and lay 2d4+2 eggs. Attacks: 1 (Bite)
Their eggs hatch 4d6 hours later and begin consuming Damage: 1d3
the host. The host only possesses a 1 on d10 chance Save: F2
of survival. Morale: 7
Treasure: None
The spell Cure Disease will destroy the eggs and XP: 30
parasites. Note the infected are particularly vulnerable
to the spell Suggestion. Eels are elongated fish that attack when provoked. They
swim by generating waves that travel down the length
Efreeti of their bodies. They can swim backwards by reversing
their body waves.
No. Enc: 1
Alignment: CE Electric Eel: Electric eels are 10 feet long. An electric
Movement: 20 (Fly 40) eel may release a shock in a 15-foot radius for 3d8
Armor Class: 3 damage to all those in a 5 foot radius, 2d8 to those
Hit Dice: 10 between 5 and 10 feet, and 1d8 between 10 and 15
Attacks: 1 feet in water. See the above for monster statistics.
Damage: 3d8
Save: F10 Giant Eel: This giant eel is 20 feet long and lacks an
Morale: 12 electrical attack. No. Enc: 1d2 (1d4), AL: N, Move:
Treasure: None 30, AC: 6, HD: 5, #AT: 1 (Bite), DMG: 3d6, Save: F5,
XP: 5,201 Morale: 8, Treasure: None, XP: 201.

The efreet are evil, sentient elementals from the Sea Eel: These six-foot-long eels appear like a mass
Elemental Plane of Fire. They appear as twelve-foot of seaweed. They exist in colonies and live in caves
tall, muscular, demonic beings wreathed in flames. and tunnels with access to open water. They may have
larger chambers in which treasure may be found. Sea
In combat, they attack with a fist for 3d8 points eels possess a poisonous bite attack that scores only
of damage. A successful attack lights combustible one hit point of damage, but targets must save (Death)
material on fire (additional 1d4 points). They possess or die. No. Enc: 1d6x10, AL: N, Move: 50, AC: 8,
the equivalent of frost giant strength (+4/+6). HD: 1-1, #AT: 1 (Bite), DMG: 1, Save: F1, Morale: 7,
Treasure: A-K, XP: 7.
They have several at-will abilities beyond their physical
strength. They include Affect Normal Fires, Invisibility,
Detect Magic, Enlarge, Heat Metal, Polymorph Self,
Phantasmal Force, Produce Flame, and Pyrotechnics.
Once per day they can also conjure a Wall of Fire.

147
Earth elementals appear as roughly humanoid mounds
Elemental of stone, earth, and roots. They are as tall in feet as
their hit dice and 3/4 of their hit dice in width. They
Elementals are beings summoned from the Elemental score full damage against all those that rest on the
Planes of Air, Earth, Fire, or Water. They may only be earth (-2 against all others). They are only struck by +2
harmed by magic weapons (+2) and have animal or better weapons.
intelligence. Elementals possess power levels by hit
dice. These are determined, primarily, by the means Fire Elemental
of summoning (Staff, Magic Item, or Spell. Note that
huge-sized elementals are rarely encountered): No. Enc: 1
Alignment: N
Strength AC HD DMG XP Movement: 50
Armor Class: 2
Staff 2 8 1d8 1,561 Hit Dice: 8
Magic Item 0 12 2d8 2,801 Attacks: 1
Spell -2 16 3d8 3,301 Damage: See below
Save: F8
Huge -4 20 4d8 4,251 Morale: 10
Treasure: None
Air Elemental XP: 1571
No. Enc: 1 Fire elementals appear as a great pillar of flame with
Alignment: N menacing eyes. Like air elementals, they are as tall in
Movement: 20 (Fly: 100) feet as their hit dice and have a 1/2 foot diameter at the
Armor Class: 2 base per hit die. The touch of fire elementals combusts
Hit Dice: 8 flammable material. Fire elementals cause all cold-
Attacks: 1 based creatures an additional 1d8 points of damage.
Damage: 1d8 Fire elementals cannot pass through water wider than
Save: F8 its own diameter. They require +2 or greater weapons
Morale: 0 to hit.
Treasure: None
XP: 1,571 Water Elemental
Air elementals appear as a whirling vortex. They are as No. Enc: 1
tall in feet as their hit dice and have a 1/2 foot diameter Alignment: N
at the base per hit die. If they attack in the air, they are Movement: 20 (Swim: 90)
+1 to hit and +2 to damage. Once per combat an air Armor Class: 2
elemental can speed their whirlwind. Any being fewer Hit Dice: 8
than three hit dice caught in the swirling vortex is swept Attacks: 1
away and must save versus Death or die. A successful Damage: 1d8
save results in 2d8 additional hit points of damage as Save: F8
the target is thrown outside the whirlwind at high speed. Morale: 10
They require +2 or greater weapons to hit. Treasure: None
XP: 1571
Earth Elemental
These elementals from the Elemental Plane of Water
No. Enc: 1 look like a large wave. Like air and fire elementals, they
Alignment: N are as tall in feet as their hit dice and have a 1/2 foot
Movement: 20 diameter at the base per hit die. Any target struck by the
Armor Class: 2 elemental takes 1d8 points of damage and must save
Hit Dice: 8 versus Stone or be pulled into it for an 1d8 additional
Attacks: 1 points of damage. If the target fails its next save the
Damage: 1d8 following round, it begins to drown and takes another
Save: F8 automatic 1d8. If the save is failed the third time (with
Morale: 10 yet another additional 1d8 damage), the target drowns.
Treasure: None They require +2 or greater weapons to hit.
XP: 1,571

148
Elephant Eye of Tyranny

No. Enc: 1d20 No. Enc: 1


Alignment: N Alignment: CE
Movement: 40 Movement: 20
Armor Class: 5 Armor Class: 0
Hit Dice: 9 Hit Dice: 10-12
Attacks: 2 or 1 Attacks: See below
Damage: See below Damage: 2d4
Save: F9 Save: F10-12
Morale: 8 Morale: 9
Treasure: None Treasure: K, M, R
XP: 2,401 XP: 9,401/10,801

These huge herbivores sometimes serve as beasts or The eye of tyranny, also called an evil eye, has a five-
war mounts despite their temperamental disposition. foot wide body marked with a large central eye and
large vicious, sharp-toothed maw. Atop its head are
In close combat, they attack with tusks (2d4/2d4) or eight stalks each capped with an eye. The eye of tyranny
trample (1-3 on 1d4 indicates a trample attack). When moves by means of levitation.
attempting to trample a foe medium-sized or smaller,
elephants are +4 to hit (4d8). If sufficient distance exists The eye of tyranny is highly intelligent and obsessed with
(40 feet), an elephant may charge. A charge using their self-preservation. It will plan traps and use charmed
tusks scores double damage (4d8). servants to soften opponents prior to committing
itself to battle. These monsters drool incessantly, and
Elephants do not possess treasure, but their ivory tusks particularly when they sense fresh meat. They can
are valuable (1d6x100gp each). Comprehend Languages at-will (touch not required).

Ettin To determine total hit points, roll hit points (1d8) specific
to the evil eye’s hit dice (10-12). Three-quarters of the
No. Enc: 1d2 (1d4) total hit points are devoted to the body (AC: 0) and the
Alignment: CE remaining are devoted to the central eye (AC: 2). Each
Movement: 40 of the eight eye stalks (AC: 3) possess 1d6+8 hit points
Armor Class: 3 each beyond its total hit points. Eyestalks regenerate
Hit Dice: 10 within 1d6+1 days.
Attacks: 2 (Clubx2)
Damage: 3d6/2d8 Alongside the maw and primary eye, its eyestalks each
Save: F10 have a unique spell-like power ray. Under a frontal
Morale: 9 assault, the eye can direct its central eye and 4-5 of its
Treasure: W eight stalks against combatants. It may/not engage the
XP: 2,401 remaining eyestalks subject to the possibility of being
flanked or attacked from the rear, as determined by the
Ettins are two-headed giants. They are over 13 feet tall Maze Controller. Note that an evil eye can direct its eye
and wear tattered, mangy animal skins. stalk attacks at single or multiple targets, as it chooses.

Each ettin head controls one arm. Ettins are normally The eye of tyranny is loathe to engage in close melee,
right side dominant (3d6 damage and the left scores but if required, it can bite with its central maw for 3d6
2d8). points of damage. It prefers to attack from a distance
with its eye rays. The table on the next page lists the eye
Ettins are rarely, if ever, surprised (1 on 1d6). One of tyranny’s various spell-like ray powers:
head keeps watch as the other sleeps. They are of low
intelligence. Ettins possess the equivalent of hill giant
strength (+3/+4).

149
Eyestalk Ray Effect
Petrification (30 feet long
Central Eye
and 15 feet wide at the end)*
Eyestalk 1 Charm Person**
Eyestalk 2 Ray of Enfeeblement**
Eyestalk 3 Slow**
Eyestalk 4 Polymorph Other** Gas Spore
Eyestalk 5 Hold Person**
No. Enc: 1d3 (1d3)
Eyestalk 6 Stun** (as per Power Word: Stun) Alignment: N
Eyestalk 7 Telekinesis (2,000gp)** Movement: 10
Armor Class: 9
Eyestalk 8 Disintegration**
Hit Dice: 1HP
Attacks: 1
*Save versus Stone negates. Damage: See below
**As per spell. Save: F1
Morale: 12
Gargoyle Treasure: None
XP: 8
No. Enc: 1d6 (2d4)
Alignment: CE Adventurers might mistake the gas spore as an eye of
Movement: 40 (Fly 60) tyranny from a distance (more than 20 feet). Even up
Armor Class: 5 close up, there is still a 1-2 on d6 chance of confusion.
Hit Dice: 4
Attacks: 4 Despite the similarity, the gas spore is a fungus and
Damage: completely unrelated to the eye of tyranny. If a gas spore
Save: F4 is hit, it explodes in a cloud of poisonous rhizomes (30
Morale: 11 foot radius) and dies. All those in the radius take 6d6
Treasure: X points of damage (Death save for half). All those with
XP: 191 exposed flesh will be infected with spores that will grow
1d4+1 gas spores in 24 hours (Cure Disease negates)
Gargoyles are stone constructs imbued with sentience. and kill the host.
Evil wizards construct gargoyles as sentries or servants.
They appear as demons with horns, bat-like wings, and Gelatinous Cube
claws. Gargoyle eyes glow red when they are animate.
No. Enc: 1
They attack four times per round with two claws, a bite, Alignment: N
and horn attacks (Damage: 1d3/1d3/1d6/1d4). They Movement: 15
are of low intelligence and can only be harmed by Armor Class: 8
spells and magical weapons. Hit Dice: 4
Attacks: 1
Damage: 2d4*
Save: F4
Morale: 12
Treasure: K
XP: 246

The near-transparent gelatinous cube slowly inches


its way along dungeon corridors absorbing carrion,
organic matter, and refuse. The creature also absorbs
non-organic matter visible in its body. A gelatinous cube
is normally 10x10x10 feet in size, although smaller
and larger specimens exist. Due to its transparency, the
creature often surprises adventurers (1-4 on 1d6).

150
A gelatinous cube allows victims to walk into it or by Ghosts are an incorporeal and ethereal form of
extending a pseudopod-like appendage (both result in undead caught between the Plane of Shadow and the
2d4 hit points of damage). Upon contact, the target Prime Material Plane. They either refused to leave their
must save (Stone) or be paralyzed (2d4 turns). remains upon death or were punished by the gods.

The cube slowly engulfs and digests its victims in 2d4 All those who behold a ghost age 10 years and flee
rounds (automatic 2d4 points of damage/round). They for 2d6 turns. A successful save versus Spell negates
are immune to all lightning and cold attack forms. The the effect and clerics of Level 6 or higher are immune.
creature takes normal damage from fire-based attacks Those of Level 8 or higher receive a +2 bonus.
and weapons.
A ghost can attack, or be attacked, on either the Plane
Ghast of Shadow or the Prime Material Plane. If a ghost
materializes and strikes a hit, their victim ages 1d4x10
No. Enc: 1d3 (1d6) years. If this results in death, the target cannot be
Alignment: CE raised, reincarnated, or resurrected.
Movement: 30
Armor Class: 4 A partially materialized ghost may be struck by silver or
Hit Dice: 4 magical weapons (half damage only). Ghosts can also
Attacks: 3 (2 Claws/Bite) be attacked by shadow creatures or those on the Plane
Damage: 1d4/1d4/1d8 of Shadow. In this instance, ghosts have AC: 8.
Save: F4
Morale: 9 Ghoul
Treasure: L-O, Y
XP: 246 No. Enc: 1d6 (2d8)
Alignment: CE
Ghasts are twisted, undead humanoid creatures. Movement: 30
They have pale gray-green skin, fangs, red eyes, and Armor Class: 6
elongated claws. Ghasts have an overwhelming urge Hit Dice: 2 (Turn HD: 3)
to destroy and consume life. They resemble ghouls but Attacks: 3 (2 Claws/Bite)
are stronger and fiercer. Damage: 1d3/1d3/1d3*
Save: F2
Ghasts attack with their claw/claw/bite routine. Their Morale: 9
bite causes paralysis (even against elves, save versus Treasure: Y
Stone to negate). Ghasts exude a foul rotting stench. XP: 48
All those within a 10 foot radius are subject to nausea
and a -2 to hit penalty if a save (Death) is failed. Ghouls are a bent and distorted perversion of life.
Once humanoid, these undead creatures are driven
Ghasts are so despicably evil that a Protection from Evil by the desire to destroy and consume living flesh. Like
spell is useless against them (only if the circle includes ghasts they have pale gray-green skin, fangs, red eyes,
powdered iron). Like all undead, they are immune to and elongated claws.
Sleep, Charm, Hold, and mind-influencing spells.
In combat, ghouls attack with two claws and a bite. A
Ghost successful attack results in paralyzation for 2d4 rounds
(Stone save negates). Elves and those of greater than
No. Enc: 1 four hit dice are immune to ghoul paralysis. Once
Alignment: CE ghouls immobilize their victims, they feast on their
Movement: 30 paralyzed, conscious bodies.
Armor Class: 0
Hit Dice: 10 If a ghoul kills a human, s/he will rise as a ghoul in
Attacks: 1 1d20+4 hours. A cleric must cast Bless on the body
Damage: See below to avoid undeath. Ghouls are turned as three hit dice
Save: F10 monsters on the Turning Undead Table.
Morale: 10
Treasure: M, W
XP: 3,801

151
Giants are found in six varieties. They include cloud,
Giant fire, frost, hill, stone, and storm giants. Each giant type
possesses their own language, personalities, habits,
Giants are massive and imposing humanoids between and culture. Most giants, but not all, live in caves.
12 and 25 feet tall. They tower over most creatures
with their sheer size and girth. They typically possess a Giants are supremely confident in their legendary and
gruff demeanor and a booming voice. Their footsteps brutish strength. Giants receive the following bonuses
shake the earth beneath them. They have average to to attack and damage rolls. Further, giants use their
low intelligence and immense strength. Strength for all rock-throwing and missile attacks.
Giants prefer large clubs or other crude weapons to
defend themselves. They are capable of throwing Giant Strength Attack/Damage Modifier
large boulders. In addition, they can catch boulders, Hill 19 +3/+4
or simply bat them away, for no damage (with a free Stone 20 +3/+5
successful attack roll using the thrower’s armor class).
Frost 21 +4/+6
Due to their tremendous height and mass, giants are Fire 22 +4/+7
slow and clumsy, making them easy to outmaneuver
for small opponents. All small-sized humanoids, such Cloud 23 +5/+8
as dwarves, halflings, and gnomes, receive an armor Storm 24 +6/+9
class bonus of +4 in battle against giantkind.
Cloud Giant
Giants are indolent. Instead of hunting, they prefer
raiding, or ransoming caravans or local villages, No. Enc: 1d2 (2d6)
for food tribute as “protection.” Despite their low Alignment: NE
intelligence, some are cunning and resourceful. Movement: 50
Armor Class: 4
Giants carry a bag when they leave their lair. Their bags Hit Dice: 12
include 1d3 random items determined by the Maze Attacks: 1
Controller, 1d3 large rocks, and 1d6x1,000 coins. Damage: 6d6
Save: F12
For every six adults there will be a chieftain with two Morale: 10
additional hit dice. If more than seven giants are Treasure: V+5,000gp
encountered in lair, there will likely be 1d4 female giants XP: 3,601
(80%). Female giants are full combatants. If more than
two females are present, there is a 1-4 on d6 chance Cloud giants are 18 feet tall. They have light blue skin
of 1d2 young of either sex (young giants possess 1/3 of and white hair. They are more solitary and refined than
the statistics of adult giants, rounded up). other giant types. Cloud giants wear a white toga-
pura and decorate themselves with fine bracelets,
Giant Kings and Queens: A king and queen lead any headbands, and jewelry.
large clan of giants (15+). The king will have 1d4
additional hit dice and strength (both to a maximum Cloud giants have prominent fangs that jut downwards
of 25) and be clad in makeshift armor (AC Bonus of from their mouth. They live in castles secluded on high
+5). There is a 1-2 on d6 chance his armor is made mountaintops or on floating islands hidden among
of dragon scales appropriate to the climate. This will the clouds. These giants are neutral evil and a small
include a special defensive bonus, subject to the Maze number may be neutral or neutral good.
Controller. He may (40%) have a magical giant-sized
weapon. The queen will have 1d2 additional hit dice In combat, cloud giants prefer ornate two-handed clubs
and strength (again to a maximum of 25) and have a that strike for 6d6 points of damage. Cloud giants
+2 armor class bonus. throw boulders for 2d12 damage to a distance of 200
feet. They are +5 to hit and +8 to damage.

Their strong sense of smell and keen eyesight make


them difficult to surprise (1 on d6). Cloud giants keep
pets as guards. They can include giant eagles, mountain
lions, dire wolves, or giant hawks (2d6). They possess
average to above-average intelligence.

152
Fire Giant Frost giants are over 15 feet tall, have white or blue-
white skin, and blue-tinged hair. They appear like
No. Enc: 1d2 (2d6) muscular humans of Nordic barbarian stock. They
Alignment: CE have adapted to arctic environments and are immune
Movement: 30 to all cold-based forms of attack. They lair in glacial
Armor Class: 4 rifts and frozen cavern systems.
Hit Dice: 11
Attacks: 1 In combat, they prefer swords and battle axes (4d6
Damage: 5d6 points of damage). Frost giants can throw boulders up
Save: F11 to 200 feet for 3d6 points of damage. They are +4 to
Morale: 9 hit and +6 to damage. They keep pets as guards, such
Treasure: V+5,000gp as winter wolves (1-8 on d10, 3d6) and polar bears (9-
XP: 3,601 10, 1d4). They possess average intelligence.

The shortest of the known giants (12 feet tall), fire Hill Giant
giants possess a stocky build similar to dwarves. They
have stout hard bodies and very broad shoulders. Their No. Enc: 1d4 (2d6)
hair is normally a variation of red - commonly bright to Alignment: CE
burnt orange. Their skin is the colour of soot or coal. Movement: 40
Their teeth are yellowed. Armor Class: 4
Hit Dice: 8
Fire giants are adept at armor-smithing and forge chain Attacks: 1
and platemail. They use whatever metal they can force Damage: 1d8
their slaves to mine, such as iron, bronze, or copper. In Save: F8
rare exceptions, they will fashion armor from the skins of Morale: 8
great beasts, such as a dragon. Fire giants create lairs Treasure: V+5,000gp
in caves and dungeons close to heat, like a volcano. XP: 2,061

In combat, fire giants attack with large two-handed Hill giants have tan or reddish-brown skin and stand
weapons such as axes, hammers, swords, or 10 feet tall. Their eyes are normally bloodshot and they
morningstars for 5d6 points of damage. Like most wear hides and skins. They have black or brown hair.
giants, adult fire giants take pleasure in using their
great strength to hurl rocks and boulders at their They prefer bludgeoning weapons such as clubs, tree
enemies. They can strike a target at a distance of 200 trunks, or occasionally, a great spear (2d8 points of
feet and score 2d10 hit points of damage. Fire giants damage). They can throw boulders 150 feet for 2d8
are immune to all fire-based attack forms, as well as damage. They are +3 to hit and +4 to damage.
dragon fire. They are +4 to hit and +7 to damage.
Hill giants are extremely indolent. Instead of hunting,
Fire giants breed 3d6 hellhounds (1–8 on 1d10), or some lair close to remote human villages (or caravan
occasionally 1d3 hydras (9–10). If found on a patrol, routes) to demand tribute in the form of livestock. They
there is a 25% chance fire giants will have 1d4 of the breed and train dire wolves and giant lizards as pets.
former, or one of the latter. They possess low to average Ogres can occasionally be found in hill giant lairs. They
intelligence. possess low intelligence.

Frost Giant Stone Giant

No. Enc: 1d2 (2d6) No. Enc: 1d2 (2d6)


Alignment: CE Alignment: NE
Movement: 40 Movement: 40
Armor Class: 4 Armor Class: 4
Hit Dice: 10 Hit Dice: 9
Attacks: 1 Attacks: 1
Damage: 4d6 Damage: 3d6
Save: F10 Save: F9
Morale: 9 Morale: 9
Treasure: V+5,000gp Treasure: V+5,000gp
XP: 3,101 XP: 3,101

153
Stone giants are 12 feet tall, have cold metallic eyes, Storm giants can summon thunderstorms that arrive
and dark hair (although they ritualistically shave their in one turn. Within a thunderstorm, storm giants can
heads). The prefer rock-colored garb that, alongside cast a Lightning Bolt once every 5 rounds. The damage
their natural color, allows them to seamlessly blend inflicted from the lightning is equivalent to the giant’s
with their natural environment. Stone giants find sport present hit points. A Spell saving throw halves the
in pelting mountain caravans with boulders and then damage. They possess exceptional intelligence.
pillaging food and treasure from the debris.
Sages say there are storm giants that breath water and
Stone giants prefer stone or wood clubs in combat (3d6 live in depths of the deepest oceans. They have green
damage). They can also throw boulders to a range of colored skin, hair, and eyes.
180 feet (3d10 points of damage). They are +3 to hit
and +5 to damage. Giant Ant

Stone giants keep cave bears as pets and will normally No. Enc: Varies
have 1d4 guarding their lair. They are of average Alignment: N
intelligence and rarely speak. Movement: 20
Armor Class: Varies
Storm Giant Hit Dice: Varies
Attacks: 1
No. Enc: 1 (2d6) Damage: Varies
Alignment: CN Save: Varies
Movement: 50 Morale: 9
Armor Class: 2 Treasure: None
Hit Dice: 15 XP: 21/HD
Attacks: 1+See Below
Damage: 8d6 These giant insects are found in three varieties: workers,
Save: F15 soldiers, and exploding ants. Workers are normally
Morale: 10 three feet long and have AC: 4 and HD: 2. They attack
Treasure: V+5,000gp once per round for 1d6 points of damage. Soldiers are
XP: 4,201 four feet long and are stronger and more resilient. They
have AC: 2 and HD: 3. Workers attack once per round
Storm giants are the largest (22 feet tall) and the for 2d4 damage. On each successful hit, soldiers may
strongest of giantkind. They live in castles and caves sting for an additional 1d4 points of damage.
on remote mountains or island peaks. Storm giants
have purple skin, blue-black hair, and striking cloud- Exploding ants have the same AC, HD, and damage
gray eyes. They have vicious, short tempers and loud, as worker ants. The primary difference is that worker
booming voices. exploding ants, called Colobopsis Explodens, respond
to threats by purposefully clenching (and thereby fatally
Storm giants prefer large tridents and swords in combat rupturing) their abdominal walls, splattering anything
(8d6 points of damage). Storm giants do not throw or adjacent with neon yellow acidic fluid for 1d6 points
catch boulders. Instead, they possess unique magical of damage the first round, and 1d3 points the second
abilities. Storm giant can hurl bolts of lightning once round. If a target wears armor, they are allowed a save
per day (8d8 damage). The also possess the following versus Breath to half the damage. A failed save results
at-will spell-like powers once per day: Call Lightning, in the destruction of normal armor. There is a 1 on d6
Control Weather, Control Weather (Greater), Control chance the explosion of one ant will cause an adjacent
Winds, Control Temperature, and Ice Storm. ant to explode. Exploding ants have Morale: 12 , XP:
41 per hit die.
Storm giants, due to their nature, are immune to all
lightning attacks including dragon breath. Storm giants For every 20 ants there will be a queen with AC: 3
are largely chaotic neutral, but some clans lean chaotic and HD: 10. The queen is a non-combatant. For each
good or chaotic evil. Like all giants, they keep creatures queen there are 1d4x10 larvae overseen by the worker
as guards. These may include griffons (2d4) or rocs ants. If defending the queen, giant ants never retreat.
(1d2). They may also befriend a gold or blue dragon
(subject to the leaning of their alignment). Giant ants have little treasure but in some instances
(30%) they inexplicably mine precious metal. In these
examples, they can accumulate 1d6x1,000 gold pieces
of raw ore nuggets.  

154
Giant Badger Normal Bats: Normal bats (No. Enc: 3d20) do not
strike for damage. However, a flight of 12 or more can
No. Enc: 1d2 (1d4+1) swarm and confuse a target. When confused by a bat
Alignment: N swarm, a target makes saving throws and attack rolls
Movement: 40 at -2. A bat swarm negates spell-casting. Fire disperses
Armor Class: 4 a bat swarm (on a failed morale check). Fire does not
Hit Dice: 3 disperse bats under another being’s control.
Attacks: 3 (2 Claws/Bite)
Damage: 1d3/1d3/1d6 Giant Bee
Save: F3
Morale: 8 No. Enc: 1d6 (5d6)
Treasure: None Alignment: N
XP: 51 Movement: 20 (Fly 60)
Armor Class: 7
The giant badger is a stout furry omnivore with a Hit Dice: 1d4HP
powerful body. They are skilled diggers and move at Attacks: 1 (Sting)
half speed while burrowing. Damage: 1d3 + Poison
Save: F1
An adult giant badger is four to six feet in length and Morale: 9
weighs between 175 to 275 pounds. Badgers use their Treasure: None
vicious claws and teeth in combat. A den consists of a XP: 8
mated male and female, as well as cubs.
Giant killer bees are 1-2 feet in length. They behave
Giant Bat similarly to standard bees and attack any creature that
approaches their hive. Giant bee hives can be found
No. Enc: 1d6 (1d10) above or below ground.
Alignment: N
Movement: 10 (Fly: 60) Their attack consists of a poisonous sting. The sting
Armor Class: 6 kills a target on a failed save (Death). When a bee
Hit Dice: 1 successfully strikes, its stinger breaks inside the victim. If
Attacks: 1 (Bite) the target survives the poison, they suffer one additional
Damage: 1d4 hit point of damage (per round) until pulled out. The
Save: F1 bee dies the next round. Removing a stinger takes one
Morale: 8 round.
Treasure: None
XP: 21 Ten bees guard a queen and some (3+1d6) are larger
and stronger than the other bees in the hive (one
Bats live in colonies in dark caverns and abandoned additional hit die each). The queen bee is significantly
structures. They are nocturnal and feed at night. larger than other bees and has two additional hit dice.
They have with long leathery wings and navigate via The queen can sting repeatedly without breaking her
echolocation. The spell Silence (15 Feet) disrupts their stinger.
ability to echolocate.
Giant Beetle
Giant Bats: Giant Bats are carnivorous and much
larger than standard bats. Some giant bats (1 in 10) No. Enc: 1d2 (1d4)
possess a paralyzing vampiric bite (1d10 rounds, save Alignment: N
versus Stone for no effect). Giant vampiric bats feed on Movement: 20
incapacitated victims, dealing 1d4 points of automatic Armor Class: 2
damage per round. Hit Dice: 12
Attacks: 2
Damage: 3d6/2d8
Save: F12
Morale: 8
Treasure: M
XP: 2,001

155
Giant Rhinoceros Beetle: These twelve feet long beetles Giant Centipede
use their massive six-foot long horn as a powerful
weapon. Rhinoceros beetles are largely herbivores. No. Enc: 1d8 (2d4)
However, they are highly territorial and attack intruders Alignment: N
or if threatened. See the above stat block for monster Movement: 30
statistics. Armor Class: 9
Hit Dice: 1d4HP
Giant Boring Beetle: These nine feet long beetles are Attacks: 1
subterranean and consume rotting organic matter, Damage: 1HP+Poison
fungi, and mold. Their social organization and Save: F1
behaviour is more akin to ants and each has roles in Morale: 7
a larger collective. Giant Boring Beetle, No. Enc: 1d3 Treasure: None
(3d6), AL: N, Move: 20, AC: 3, HD: 5, #AT: 1 (bite), XP: 7
DMG: 5d4, Save: F5, Morale: 7, Treasure: L, XP: 201.
These one-to-two feet long arthropods lair in dark,
Giant Carnivorous Beetle: The carapace of these giant damp locations. Giant centipedes are fast-moving
beetles is marked with stripes like a tiger. They hunt giant creatures. They always win the first combat initiative.
insects, but also eat large mammals and humanoids.
Giant Carnivorous Beetle, No. Enc: 1d6 (2d4), AL: N, Giant centipedes possess venomous fangs. Their bite
Move: 40, AC: 3, HD: 3+1, #AT: 1 (Bite), DMG: 2d6, inflicts one point of damage. On a successful hit, the
Save: F3, Morale: 9, Treasure: J, XP: 66. target is also poisoned. A failed save (Death) results in
-2 to hit and half normal movement rate until a Cure
Giant Fire Beetle: These subterranean beetles are two spell is cast on the wound.
feet long. The fire beetle possesses light-generating
organs in its abdomen that shed a reddish glow in a Giant Crab
5 foot radius. If harvested, the organs emit light for
1d6 days. Fire beetles make a “Khuu” sound when No. Enc: 1d6
smashed. Giant Fire Beetle, No. Enc: 1d8 (2d6), AL: Alignment: N
N, Move: 30, AC: 4, HD: 1+2, #AT: 1 (Bite), DMG: Movement: 20
2d4, Save: F1, Morale: 7, Treasure: None, XP: 16. Armor Class: 4
Hit Dice: 2
Giant Spitting Beetle: These beetles, about three feet Attacks: 2
in length, have immense jaws as well as a toxic spray. Damage: 1d6/1d6
The toxic fluid sprays five feet and, when it successfully Save: F2
strikes a target, causes acid burns and blisters. The Morale: 7
burning effect results in a –2 attack roll penalty for Treasure: None
one day, or until wounded target receives a Cure spell. XP: 26
These beetles are occasionally found above, but are
most often found below, ground. Giant Spitting Beetle, These crustaceans are the giant cousins of ordinary
No. Enc: 1d4 (2d4), AL: N, Move: 30, AC: 4, HD: crabs. Giant crabs are found in almost any environment
2, #AT: 1 (Bite), DMG: 1d6, Save: F2, Morale: 8, including fresh or salt water, marshes, or caves. They
Treasure: None, XP: 30. range from two to three feet in length. Giant crabs
attack with their two claws (1d6/1d6). In some instances
Giant Stag Beetle: These huge creatures are a nuisance (1-2 on d6) a male will possess a single enlarged claw
to farming villages and hamlets as they devour crops. A that strikes for 1d8 points of damage instead of 1d6.
full-sized adult is approximately ten feet long with eight
foot long horns that resemble the antlers of a deer stag.
They are capable of limited flight. Giant Stag Beetle,
No. Enc: 1d2 (1d6), AL: N, Move: 20 (Fly: 40), AC: 3,
HD: 7, #AT: 3 (Bite, 2 horns), DMG: 4d4/1d10/1d10,
Save: F7, Morale: 8, Treasure: Z, XP: 441.

156
Giant Crayfish Giant Earthworm

No. Enc: 1d4 (1d4) No. Enc: 1d3 (1d6)


Alignment: N Alignment: N
Movement: 20 (Swim 40) Movement: 30
Armor Class: 4 Armor Class: 6
Hit Dice: 4+4 Hit Dice: 4
Attacks: 2 Attacks: 1 (Bite)
Damage: 2d6/2d6 Damage: 1d8
Save: F4 Save: F4
Morale: 9 Morale: 9
Treasure: None Treasure: Y
XP: 216 XP: 191

Giant crayfish are freshwater crustaceans approximately These 30-foot-long giant earthworms attack with wide,
eight-to-ten feet in length. Their behaviour and toothed-rimmed maws. On a roll of 19 or 20, giant
appearance is the similar to their smaller species. earthworms swallow their prey whole. Swallowed
opponents take 1d8 points of automatic damage per
Giant crayfish swim quickly but are slow on land. They round. If swallowed, a player character is only allowed
prefer to ambush and surprise their prey (1-3 on 1d6). a small weapon, such as a dagger, to cut through the
They attack twice with their crushing claws. worm at a –4 penalty.

Giant Eagle These worms can burst forth from floors or walls and
achieve surprise on their prey (1–3 on d6).
No. Enc: 1d2 (1d4+1)
Alignment: N Giant Ferret
Movement: 10 (Fly 80)
Armor Class: 7 No. Enc: 1d4+1 (1d8+2)
Hit Dice: 4 Alignment: N
Attacks: 3 (2 Claws/Beak) Movement: 40
Damage: 1d8/1d8/2d6 Armor Class: 5
Save: F4 Hit Dice: 1+1
Morale: 8 Attacks: 1 (Bite)
Treasure: O, Z (No coins) Damage: 1d8
XP: 81 Save: F1
Morale: 8
Giant bald eagles, also called great eagles, are a Treasure: None
massive bird of prey. They stand 20 feet tall and have XP: 16
a 60-foot wingspan. They nest on high cliffs or other
secluded rocky areas near open water with an abundant Giant ferrets are similar to their smaller cousins
food supply. but average three feet in length. They possess
temperamental personalities, but some (20%) can be
Giant eagles possess finely attuned eyesight, making it trained to exterminate giant rats.
impossible to surprise them during the day. In addition
to a claw/claw/beak attack, giant bald eagles may Giant Fly
dive attack for 2d6 damage per claw (no beak). These
giant birds of prey possess the strength to carry away No. Enc: 1d6 (2d6)
over 400 pounds in their claws (at half speed). They will Alignment: N
also pickup targets, climb, and drop them for damage Movement: 10 (Fly 50)
(1d6/10 feet). Armor Class: 6
Hit Dice: 2
If a nest is discovered, there is a 1-4 on d6 likelihood of Attacks: 1 (Bite)
fledglings, or a comparable number of eggs, present. Damage: 1d8
The dwarven and elven peoples suggest some great Save: F1
eagles possess intelligence and the capacity for limited Morale: 8
speech. These eagles provide aid in time of great need. Treasure: J
XP: 30

157
The giant fly is approximately three feet in length. They Giant hawks have a 40 foot wingspan. These birds
prey on humanoids, animals, and carrion. Giant flies glide on the wind while searching for prey below. They
prefer to attack from above and may surprise their prey dive attack for 2d6/2d6 if the target is surprised. Giant
(1-4 on 1d6). These flies can also jump-attack to 30 hawks attack medium-sized targets or smaller. These
feet (+1 to hit). They attack with their sharp mandibles birds of prey can grab small-sized beings (like halflings
for 1d8 points of damage. or gnomes) and carry them away.

Giant Frog Giant Leech

No. Enc: 2d6 No. Enc: 1d4


Alignment: N Alignment: N
Movement: 40 (Swim 30) Movement: 20
Armor Class: 7 Armor Class: 7
Hit Dice: 1-3 Hit Dice: Varies
Attacks: 1 (Bite) Attacks: 1
Damage: 1d4/HD Damage: 1d6
Save: F1-3 Save: Varies
Morale: 7 Morale: 10
Treasure: None Treasure: None
XP: 20, 48, 96 XP: 77 per Hit Die

Giant Frog: The stat block above notes giant frogs by Giant leeches are two-to-four feet long. Their skin is
hit dice: HD: 1 (four feet long and 50 pounds), HD: 2 brown, yellow, or green, and coated in slime. They lair
(five feet long and 150 pounds), and HD: 3 (six feet in swamps and stagnant bodies of water. To attack a
long and 250 pounds). Like giant toads, giant frogs giant leech wiggles forward and latches with its barbed
possess a chameleon-like ability to blend into their maw. It drinks 1d6 points of blood from its target each
environment. They prefer to ambush and surprise their round thereafter. A giant leech only releases its bite if
prey (1-4 on 1d6). slain or target is drained of blood.

Giant frogs possess three attack forms. First, they can The damage from a giant leech bite increases by two
extend their long tongues 40 feet and strike at +4 to every two hit dice (for example, HD: 1–2 (1d6), HD:
hit and pull their target into their mouth for 1d4 points 3–4 (1d8), HD: 5-6 (1d10), etc.
of damage (per hit die). Second, with a natural 19 or
20 on d20, giant frogs swallow small-sized opponents Giant Lizard
(halflings, etc.). Those swallowed suffer an automatic
1d4 points of damage per round. Finally, giant frogs No. Enc: 1d4
may leap-attack 30 feet with a +1 to hit bonus. Alignment: N
Movement: 40
Giant Poisonous Frog: These smaller two-foot-long Armor Class: 5
giant frogs have a poisonous bite. Victims must save Hit Dice: 4+2
(Death) at +4 or die. No. Enc: 1d3 (2d4), AL: N, Move: Attacks: 1 (Bite/Tail)
20 (Swim: 30), AC: 8, HD: 1, #AT: 1 (Bite), DMG: 1, Damage: 1d10
Save: F1, Morale: 7, Treasure: None, XP: 14. Save: F4
Morale: 7
Giant Hawk Treasure: J
XP: 366
No. Enc: 1 (1d3)
Alignment: N Giant Draco Lizard: This apex predator appears like
Movement: 10 (Fly 80) a sixteen-to-eighteen foot long komodo dragon. The
Armor Class: 6 largest males weigh well over 400 pounds. Their color
Hit Dice: 3+3 varies with their environment and includes dark gray,
Attacks: 2 various shades of green, or gray-green. Males normally
Damage: 1d6/1d6 have a distinct reddish coloration down their spines.
Save: F3
Morale: 8 The lizard has a snout with sharp teeth (1d10) and
Treasure: None a muscular body. The reptile possesses a venomous
XP: 66 saliva (save versus Stone at +2 or be paralyzed for 1d4

158
turns). It can use its long, thick tail as a weapon (also A giant octopus is a massive cephalopod mollusk. It
1d10, Dexterity Check or fall prone, +4 to hit). possesses two round eyes, a soft cylindrical body, and
eight long, powerful tentacles that it uses to capture
The draco lizard has powerful legs that allow it to climb prey and navigate its environment. The giant octopus
at full movement rate. They also possess keen senses has a sharp beak located underneath its body. The
and can locate prey such as deer, wild boar, or other octopus is an intelligent and highly adaptable creature,
animals miles away. See above for monster statistics. capable of changing color and texture to blend with its
surroundings and surprise its prey (1-4 on d6). They are
Giant Gecko Lizard: The giant gecko lizard is five highly territorial and are found in tropical oceans.
feet long and nocturnal. Giant geckos are skilled at
climbing vertical surfaces and can hang upside down A giant octopus possesses eight tentacles with suckers
and ambush prey from above: No. Enc: 1d4 (1d8), AL: and barbs. It grabs and constricts targets with its tentacles
N, Move: 40, AC: 5, HD: 3+1, #AT: 1 (Bite), DMG: (1d6 hit points of damage each on successive rounds).
1d8, Save: F3, Morale: 7, Treasure: J, XP: 101. It may target the same opponent with two tentacle
attacks, if desired. Each constraining tentacle imposes
Giant Horned Chameleon Lizard: Despite its size, the a -3 penalty on opponent attack rolls. If the octopus
seven-foot-long giant horned chameleon is surprisingly constrains with a tentacle, it can draw its victim into its
adept at blending into its surroundings. The giant lizard beak and bite for 3d6 points of damage. Any attack for
can match the texture and color of its environment and more than eight points of damage chops off a tentacle.
surprise on a 1-5 on d6. If combat fails, a giant octopus will spray black ink in
a 40-foot radius and flee. The creature moves at triple
The horned chameleon attacks twice per round and has its normal movement rate when absconding combat.
three attack options. First, the lizard can lash out with
its sticky tongue up to 10 feet. If successful, the victim is
simultaneously pulled towards its mouth and then bitten
for 2d4 points of damage. The horned chameleon also
possesses large horns and can strike for 1d6 damage.
Finally, like the draco lizard, the chameleon can tail-
swipe a single target (1d10, Dexterity Check or fall
prone, +4 to hit): No. Enc: 1d3 (1d6), AL: N, Move:
40, AC: 2, HD: 5, #AT: 2 (Bite, Horn, or Tail), DMG:
2d4, or 1d6, or 1d6, Save: F5, Morale: 7, Treasure: Giant Owl
J-K, XP: 651.
No. Enc: 1d3+1
Giant Tuatara Lizard: This giant eight-foot-long Alignment: N
carnivorous lizard has a thick hide and spikes that Movement: 10 (Fly 70)
run down and across its back. The giant tuatara lizard Armor Class: 6
has a special eyelid membrane that allows darkvision Hit Dice: 4
to 90 feet when lowered: No. Enc: 1d2 (1d4), AL: N, Attacks: 3
Move: 30, AC: 4, HD: 6, #AT: 3 (2 Claws/Bite), DMG: Damage: See below
1d4/1d4/2d6, Save: F6, Morale: 6, Treasure: J-K, XP: Save: F4
821. Morale: 8
Treasure: Ox5, U
Giant Octopus XP: 191

No. Enc: 1 The giant owl is a nocturnal bird of prey. They can
Alignment: N attack in almost total silence. A giant owl stands nine
Movement: 20 (Swim 30) feet tall and possesses a wingspan of 30 feet.
Armor Class: 7
Hit Dice: 8+8 When annoyed or disturbed, males make a distinctive
Attacks: 8 or 1 krek-krek sound. Giant owls nest on the ground and
Damage: 1d6 or 3d6 will eat both live prey and carrion. They have yellow
Save: F8 eyes and black beaks with beautiful brown and white
Morale: 7 plumage. They attack with two talons and a beak for
Treasure: None 2d4/2d4/1d4+1.
XP: 3,621

159
Giant owls tend to swallow their kill whole. They have Rats may be repelled with flame. They are skilled
strong stomach juices that digest flesh, while dissolving swimmers and are common in sewers, caves, caverns,
and compacting indigestible items like bones, teeth, dungeons, and marshes.
fur, etc., into stones they regurgitate after feeding. They
often regurgitate near their perch, where stones and Standard Rats: Ordinary rats are from 6 inches
treasure items may be found. In a nest there is a 1-2 to a foot in length. They live in large packs (5d10).
on d6 chance of 1d3 eggs and/or 1d3 owlets. Their Ordinary rats attack in a swarm (one attack per ten rats
young and unhatched eggs are valuable, as giant owls for 1d6 damage). Anyone attacked by a swarm must
can serve as mounts. Dexterity Check or fall prone under the swarming mass
of rodents (+4 to hit). The target will continue to take
Giant Python damage - and take no other action - until s/he stands.
Like giant rats, a rat swarm may also be warded with
No. Enc: 1 (1d3) fire: No. Enc: 5d10, AL: N, Move: 15, AC: 9, HD:
Alignment: N 1hp, #AT: 1 (Bite per Swarm), DMG: 1d6, Save: F0,
Movement: 20 Morale: 5, Treasure: O, X, XP: 7.
Armor Class: 6
Hit Dice: 5+5 Giant Rattlesnake
Attacks: 2 (Bite/Constrict)
Damage: 1d4+2/2d8 No. Enc: 1d4 (1d4)
Save: F5 Alignment: N
Morale: 8 Movement: 40
Treasure: J Armor Class: 5
XP: 861 Hit Dice: 4
Attacks: 2 (Bite)
A giant python is a non-venomous snake 40 to 50 feet Damage: 1d6+1*
in length and weighs between 400 to 500 pounds. The Save: F4
snake has a thick, girthy body and a triangular shaped Morale: 8
head. It typically has dark brown or olive-green scales. Treasure: J
XP: 136
Giant pythons bite for 2d4+2 damage. If the bite is
successful, they wrap their bodies around their prey A giant rattlesnake is a venomous species between 30
and constrict for 2d8 points of automatic damage per and 50 feet long. They have a triangular head with
round. Note that damage inflicted while constricting is brown or gray scales and dark bands. They hunt by
shared between the snake and its target. sensing heat. When threatened they coil their bodies
and rattle their tails in warning. They strike with lightning
Giant Rat speed and always win their first combat initiative. The
giant rattlesnake attacks twice per round (the opening
No. Enc: 3d6 (3d10) and closing attack of the round) for 1d6+1 points of
Alignment: N damage. They inject their prey with lethal poison (save
Movement: 30 versus Death or die).
Armor Class: 7
Hit Dice: 1d4HP Giant Scorpion
Attacks: 1 (Bite)
Damage: 1d3 (Disease) No. Enc: 1d3
Save: F1 Alignment: N
Morale: 8 Movement: 20
Treasure: O, X Armor Class: 5
XP: 7 Hit Dice: 2+2
Attacks: 3
A giant rat is a rodent two or three feet long. Their fur Damage: See below
ranges in color (brown, black, or gray). They attack with Save: F2
a disease-carrying bite (1d3). All those bitten by a giant Morale: 12
rat have a 1 on d10 chance of contracting an infection Treasure: K
(save versus Death to negate). All those who fail the XP: 60
save suffer a -2 to hit penalty and half movement rate
until any Cure spell is cast on the wound. Giant scorpions attack with their two pincers each
scoring 1d6 points of damage. They also use a lethal

160
tail stinger (1d3) that requires an immediate save versus and attack by snapping with their ten-foot long beaks,
Death or die. Giant scorpions vary in size from three to with startling speed and surprise (1-4 on d6) for 6d4
five feet in length. points of damage. The monster’s head is AC: 0 and its
flippers AC: 5.
Giant Slug
Giant Sea Turtle: These creatures only fight if
No. Enc: 1 threatened. Giant sea turtles may capsize small (90%)
Alignment: N or large vessels (10%) if they surface beneath them: No.
Movement: 20 Enc: 1 (1d3), AL: N, Move: 5 (Swim 50), AC: 2 (Head),
Armor Class: 8 5 (Flippers), HD: 15, #AT: 1 (Bite), DMG: 4d4, Save:
Hit Dice: 12 F15, Morale: 6, Treasure: None, XP: 2,401.
Attacks: 1*
Damage: 1d12 or 5d8 Giant Tarantula Spider
Save: F12
Morale: 10 No. Enc: 1d3 (1d3)
Treasure: None Alignment: N
XP: 2,81 Movement: 30
Armor Class: 5
Giant slugs are massive creatures over 30 feet tall, Hit Dice: 4+4
40 feet long, and weigh a ton. They are grayish in Attacks: 1 (Bite)
coloration with a white undercarriage. They possess Damage: 1d8 (Poison)
long antennae to sense light and heat. Giant slugs leave Save: F4
a slime trail as they move. These massive creatures are Morale: 8
found in damp environments like caves, dungeons, and Treasure: J, K
swamps. As scavengers, they feed on both dead and XP: 216
living matter. These creatures are primarily nocturnal.
During daylight they seek shade and protection from Giant Tarantula: These spiders are 25 feet long and
the sun. densely covered in thick hair. Their coloring varies from
brown to black, and, unlike their smaller cousins, they
Giant slugs possess a bite attack. They prefer to spray are quite aggressive. Giant tarantulas are primarily
acid at their opponents (to range of 60 feet). If hit, their nocturnal. These spiders can spin webs, but prefer
target takes 5d8 points of acid damage. Giant slugs predatory hunting. The bite of a giant tarantula causes
are immune to blunt weapons. 1d8 points of damage. If a save versus Death is failed,
the victim will fall prone, froth at the mouth, and
Giant Snapping Turtle spasm uncontrollably (+4 to hit) for 1 round. After
the spasming has concluded, the victim must make an
No. Enc: 1 (1d4) additional save or be paralyzed for 1d4+1 turns.
Alignment: N
Movement: 10 (Swim 40) Giant Black Widow: The giant black widow has a
Armor Class: 0/5 shiny black sheen with a red hourglass-like mark on
Hit Dice: 10 its undercarriage. This spider is six feet long. This
Attacks: 1 (Bite) species spins webs. They prefer to trap and then attack
Damage: 6d4 aggressively. Their webs possess the same characteristics
Save: F10 as the spell Web. Its poisonous bite causes 2d8 points
Morale: 9 of damage (save or die in one turn): No. Enc: 1 (1d3),
Treasure: None AL: N, Move: 30 (Web 40), AC: 6, HD: 3+3, #AT:
XP: 2,401 1 (Bite), DMG: 2d6 (Death), Save: F3, Morale: 8,
Treasure: J, XP: 101.
Giant snapping turtles are large freshwater shelled
reptiles known for their powerful jaws and aggressive Giant Crab Spider: These five-foot-long carnivorous
behaviour. They typically possess a brown or black spiders are not web-spinners. They prefer to crawl
ridged carapace and a light under-shell. They have across walls and ceilings and pounce on their prey
thick muscular legs and a tail covered in pointed scales. with surprise (1-4 on 1d6). The giant crab spider’s bite
They can grow over 60 feet in diameter. is venomous (save versus Death at +2 or die in 1d4
turns): No. Enc: 1d4 (1d4), AL: N, Move: 40, AC: 7,
Giant snapping turtles are known for their sharp, HD: 2+2, #AT: 1 (Bite), DMG: 1d8 (Poison), Save:
hooked beak, and strong jaws. They wait in ambush F2, Morale: 7, Treasure: J, XP: 48.

161
Giant Tick Giant Poisonous Toad: These toads appear like standard
giant toads. However, their bite attack includes poison
No. Enc: 1d3 (2d4) (save (Death) or die): No. Enc: 1d4, AL: N, Move: 30,
Alignment: N AC: 5, HD: 3+3, #AT: 1 (Bite), DMG: 1d6+1 (Poison),
Movement: 10 Save: F2, Morale: 6, Treasure: None, XP: 136.
Armor Class: 3
Hit Dice: 2-4 Giant Ice Toad: These toads are larger (eight feet long)
Attacks: 1 and prefer cold climates. Their tongues are 20 feet long
Damage: 1d4 and they possess a swallow attack. They can swallow
Save: F2-4 human-sized or smaller opponents. Once every two
Morale: 8 rounds a giant ice toad can breathe an icy frost in a
Treasure: None cone 5 feet wide at the base and 15 feet long at the
XP: 48/96/246 terminal end for 3d6 damage: No. Enc: 1d4, AL: N,
Move: 30, AC: 4, HD: 5, #AT: 1 (Bite), DMG: 3d4,
Giant ticks are related to arachnids and feed on blood. Save: F5, Morale: 7, Treasure: R, XP: 651.
They are normally four feet long, brown or black in
colour, and have oval shaped bodies. Their abdomens Giant Wasp
bloat as they feed. Like spiders, they have eight legs.
No. Enc: 2d4 (1d20+20)
Giant ticks prefer to ambush from above with a bite Alignment: N
attack (1d4) that drains 1d6 points of damage per Movement: 20 (Fly 60)
round thereafter. Once attached to their prey, giant ticks Armor Class: 4
can only be removed if slain, burned, or submerged in Hit Dice: 4
water. In addition, ticks possess a disease (50% chance Attacks: 2 (Bite/Sting)
to contract) that results in a -2 to hit penalty and half Damage: 2d4/1d4
movement rate until Cure Disease is cast on the wound. Save: F4
Morale: 10
Giant Toad Treasure: Ox15
XP: 196
No. Enc: 1d4
Alignment: N These giant insects are ill-tempered and aggressive.
Movement: 15 Giant wasps are normally three feet long. They build
Armor Class: 7 nests of mud in caves or in holes in the ground. Giant
Hit Dice: 2+2 wasps possess a bite attack (2d4) and a poisoned stinger
Attacks: 1 (Bite) (1d4). All those stung must save (Stone) or be paralyzed
Damage: 1d4+1 permanently. The wasps then carry victims back to their
Save: F2 nest as food for larvae (death in 1d6 days). The spell
Morale: 6 Neutralize Poison removes the paralyzation.
Treasure: K
XP: 60 Giant Weasel

Giant Toad: Giant toads vary in size with some weighing No. Enc: 1d4 (1d6)
as much as 250 pounds. These amphibians can alter Alignment: N
their skin color to match their surroundings. They prefer Movement: 40
to ambush their prey with surprise (1-3 on 1d6). Giant Armor Class: 7
toads may (30%) possess treasure scattered across their Hit Dice: 4+4
lair or in their stomachs. Attacks: 1 (Bite)
Damage: 2d4
Giant toads possess exceptionally long tongues which Save: F4
they can extend 15 feet. On a hit against a small-sized Morale: 8
opponent (dwarf, gnome, halfling, etc.), a giant toad Treasure: K
grabs its prey and bites for 1d4+1 points of damage. XP: 291

If the toad rolls a natural 20, it swallows a small-sized A giant weasel is a nine-foot-long carnivorous mammal.
target (such as a dwarf, gnome, halfling, etc.). Any They are normally tan, white, or brown in color. They are
creature swallowed takes an automatic 1d6 points of nocturnal and are found in all climates. Giant weasels
damage per round thereafter. are fierce and ferocious hunters. They bite attack and

162
then suck blood from their victim for 2d4 hit points of They use varied weapons (see below) and receive +1
automatic damage each round. Giant weasels will not to damage due to their stature and strength. Gnolls
break their hold until the target or the weasel is slain. may use two-handed weapons, such as battle axes
and polearms, one-handed. Gnolls are highly skilled
These creatures have darkvision to 30 feet and a archers and employ tall, powerful longbows with longer
sharp sense of smell to track prey. These creatures ranges (80/160/240). Gnolls can track as rangers of
are burrowers and sometimes dig into caverns and the same hit dice. They have darkvision of 30 feet.
dungeons.
Gnolls are led by the largest and cruelest alpha male of
Giant Wolverine their tribe. Any warband of gnolls will include a patrol
leader (HD: 3). For every 30 gnolls encountered, there
No. Enc: 1 (1d3) will be a chief (HD: 4 and AC: 3). The chief will be
Alignment: N accompanied by 2d4 bodyguards (HD: 3 with AC:
Movement: 40 4). Any tribe has roughly the same number of females
Armor Class: 4 and young to males. Half the total number of females
Hit Dice: 4+4 fight as combatants. Gnolls often (75%) keep a pack of
Attacks: 3 (2 Claws/Bite) hyenas (4d4) as guard animals.
Damage: See below
Save: F4 Gnolls possess an insufferable and disagreeable nature.
Morale: 11 Whenever one tribe of gnolls meets another tribe of
Treasure: None gnolls, orcs, or goblinoids, there is a 1 on d6 chance of
XP: 291 a shoving match (65%) or conflict (35%) breaking out
between them. Gnolls speak their own tribal dialect.
A giant wolverine is a ferocious animal related to
the weasel family. They are more than nine feet long
1d6 Gnoll Random Weapons and Armor
and can weigh over 200 pounds. They have a stocky,
muscular build, and sharp claws. Their thick fur is Battle Axe and Studded Leather
1-3 1-3
adapted to their arctic climate. Like normal wolverines, Longbow (AC: 7)
they have a broad head with small eyes and short Spear and Chainmail and
ears. Wolverines have a pointed snout, a strong sense 4-5 4-5
Longbow Shield (AC: 4)
of smell, and powerful jaws to crush bones. They are
solitary, aggressive, and territorial. They attack at +4 to Scimitar and Half-Plate
6 6
hit. Alongside their claws (1d4+1 each) and bite (2d4), Javelins (2) (AC: 4)
wolverines possess a defensive musk spray (blinds all
those in a 20 foot wide radius for 1d4+1 rounds). Goblin

Gnoll No. Enc: 2d4 (6d10)


Alignment: CE
No. Enc: 1d6 (3d6) Movement: 20
Alignment: CE Armor Class: 6
Movement: 30 Hit Dice: 1-1
Armor Class: 5 Attacks: 1
Hit Dice: 2 Damage: By weapon
Attacks: 1 Save: F1
Damage: 2d4 or weapon Morale: 7
Save: F2 Treasure: C (X)
Morale: 8 XP: 7
Treasure: C-F
XP: 48 Goblins stand between 3 to 3.5 feet tall. Their skin
color reflects their environment. Most goblins are
Gnolls are nomadic, hyena-like dogmen that live burnt orange. However, northern goblins may be blue
in tribes. Gnolls stand almost seven feet tall. Gnoll skinned, and goblins in more southern areas might be
coloring varies to reflect their environment. Most gnolls dark yellow or red in color.
have short, dirty yellow or tan fur. However, in more
northern climates, they possess shaggy coats of white, Goblins garb themselves in dirty skins and hides. They
gray, and black that are striking to behold and provide tend toward drab, earthy colors as camouflage and to
superlative natural camouflage in snowy forests. blend into their environment.

163
Goblins spend the majority of time underground and
are sensitive to full sunlight (-1 penalty to attack rolls). Golem
They have long-range darkvision (90 feet). Goblins and
dwarves are bitter enemies (+1 to hit). Golems are constructs animated through powerful
divine or arcane magic. High-level clerics and wizards
A king leads any tribe of two-score or more goblins. create them to serve as guardians and bodyguards.
The king attacks as a three hit die monster with a Golems are constructed from the following materials:
damage bonus of +1. Normally, 2d6 loyal bodyguards amber, bone, bronze, clay, flesh, iron, stone, or wood.
accompany the goblin king. The king’s bodyguards Spell-casters can shape golems into any form they
have 2d6 hit points with two hit dice (Treasure Type K). desire. All golems are immune to Sleep, Charm, Hold,
The presence of the king raises goblin Morale to 9. The and mind-influencing spells.
presence of a king indicates a 50% chance of a goblin
shaman to oversee the tribe. The shaman has three hit Amber Golem
dice and the abilities of Level 3 Cleric/Magic-User. A
goblin lair usually has a treasure cache (Treasure Type No. Enc: 1
X). Any tribe consists of roughly 25% females and young Alignment: N
in addition to the total number of males. Movement: 20
Armor Class: 6
Goblins, in remote locations, raise wolves or giant bats Hit Dice: 10 (HP: 45)
to serve as mounts. In these instances one-quarter of Attacks: 3 (2 Claws/Bite)
their warriors will be mounted. Damage: 2d6/2d6/2d10
Save: F10
Goblins possess an obnoxious and disagreeable nature, Morale: 12
even with each other. Whenever one tribe of goblins Treasure: None
meets another tribe of goblins, orcs, or goblinoids, XP: 3,801
there is a 1 on d6 chance of a shoving match (65%)
or conflict (35%) breaking out between them. Goblin Clerics and magic-users construct amber golems from
tribes each speak their own tribal language. ancient, fossilized tree resin. They are often carved from
this golden stone in the shape of a large dire wolf or
predatory cat (claw/claw/bite) or as a giant humanoid
1d6 Goblin Random Weapons and Armor (2 fists: 2d6/2d6). Amber golems can Detect Invisibility
Club, Sling, Leather and within 60 feet and can track as rangers with the same
1-3 1-3
& Dagger Shield (AC: 7) hit dice. They take half damage from fire.
Spear, Sling, Studded Leather
4-5 4-5 Bone Golem
& Dagger (AC: 7)
Scimitar Studded and No. Enc: 1
6 6
& Shortbow Shield (AC: 6) Alignment: N
Movement: 40
Armor Class: 2
Hit Dice: 8 (HP: 40)
Attacks: 4 (Weapons)
Damage: By Weapon
Save: F8
Morale: 12
Treasure: None
XP: 2,561

Bone golems are medium-sized necromantic


constructs. They are crafted from humanoid bones with
four arms. Each arm wields a weapon and may attack
every round. The golem can concentrate, or divide,
its attacks against its opponents. Common weapons
include scimitars, broadswords, maces, and hand axes.
Alongside normal golem immunities, bone golems are
immune to all electrical, fire, and cold-based attacks.
They take half damage from slashing and piercing
weapons.
164
Bronze Golem Flesh Golem

No. Enc: 1 No. Enc: 1


Alignment: N Alignment: N
Movement: 20 Movement: 30
Armor Class: 0 Armor Class: 9
Hit Dice: 20 Hit Dice: 9 (HP: 40)
Attacks: 1 (Fist) Attacks: 2 (Fists)
Damage: 3d10 Damage: 2d8/2d8
Save: F20 Save: F9
Morale: 12 Morale: 12
Treasure: None Treasure: None
XP: 6,251 XP: 3,801

These massive bronze constructs are filled with molten Flesh golems appear, at first, like an undead monster.
metal. They attack once per round with a sword or They are a necromantic construct created from the
pulverizing fist for 3d10 points of damage. When a body parts of deceased humanoids. Flesh golems are
piercing weapon strikes a bronze golem, the attacker imbued with great strength and automatically break
takes 2d6 damage from molten splatter. A saving throw down doors.
(Death) negates the damage.
Flesh golems are immune to ordinary weapons. They
These golems are constructed as giant warriors or are immune to all spells except heat and cold-based
minotaurs. Iron golems may have a port located incantations. These spells serve to Slow flesh golems
somewhere on their body (i.e., the Achilles’ heel), that (2d6 rounds). Electrical-based magical attacks heal the
will spill out its enchanted molten metal and deactivate golem (one hit point/per one hit point of damage).
the golem.
Each round a flesh golem engages in combat, there is a
Clay Golem cumulative 5% chance it will go berserk. When berserk,
it attacks three times each round and will target the
No. Enc: 1 closest random target (including its creator or allies).
Alignment: N
Movement: 20 Iron Golem
Armor Class: 7
Hit Dice: 11 (HP: 50) No. Enc: 1
Attacks: 1 (Fist) Alignment: N
Damage: 3d10 Movement: 20
Save: F11 Armor Class: 3
Morale: 12 Hit Dice: 18 (HP: 80)
Treasure: None Attacks: 1 (Fist)
XP: 4,401 Damage: 4d10
Save: F18
These constructs are created and shaped from clay. Morale: 12
They are constructed in a roughly humanoid shape and Treasure: None
stand eight feet tall. The fist of a clay golem scores XP: 7,251
3d10 damage. This damage can only be cured by
means of a Heal spell. Clay golems are immune to These massive golems stand twelve feet tall. Iron
damage from slashing and piercing weapons and can golems attack with a powerful fist/weapon, or a poison
only be harmed by blunt magical weapons. gas breath attack (10x10x10 area) immediately in front
of the construct. All those in the area of effect must save
Clay golems can only be harmed by the following (Death) or die.
spells: Disintegrate slows them and scores 1d12 hit
points of damage, Earthquake cast directly on the Iron golems can only be struck by +3 or better magic
golem immobilizes it for one turn and scores 5d10 weapons. Spells are ineffective against them, except for
damage, Mordril’s Excavation shoves the golem back Lightning Bolt, which Slows the golem for three rounds.
100 feet and deals 6d6 points of damage. Once per Fire-based magical attacks heal the golem (one hit
day, a clay golem can Haste itself for three rounds. point/per one hit point of damage). Iron golems are
subject to rust attacks.

165
Stone Golem Gorgon

No. Enc: 1 No. Enc: 1d2 (1d4)


Alignment: N Alignment: CE
Movement: 20 Movement: 30
Armor Class: 5 Armor Class: 2
Hit Dice: 14 (HP: 60) Hit Dice: 8
Attacks: 1 (Fist) Attacks: 1 (Gore or Breath)
Damage: 3d8 Damage: 2d6 or Petrify
Save: F14 Save: F8
Morale: 12 Morale: 8
Treasure: None Treasure: V
XP: 5,101 XP: 1,561

Like iron golems, stone golems attack with a powerful The gorgon appears like a massive bull covered in red
fist for 3d8 points of damage. Stone golems can Slow a scales. A gorgon stands six feet tall or larger, measures
target within ten feet every other round as a free action. eight feet long from nose to tail, and weighs 4,000
Only +2 or better weapons may damage a stone pounds.
golem. Stone golems are immune to spells, except Rock
to Mud (Slows for 2d6 rounds). Mud to Rock heals all Gorgons are territorial and hyper-aggressive. Gorgons
its damage. If the golem is targeted by a Stone to Flesh typically attack intruders on sight with their horns (2d6).
spell it can be struck by normal weapons for one round. If a gorgon charges and makes a successful attack, it
can gore a target for 4d6 damage.
Wood Golem
Gorgons also possess a gas breath attack (cloud 10
No. Enc: 1 feet wide and 60 feet long). Any target in the cloud
Alignment: N must make a successful save (Stone) or be petrified.
Movement: 20 Gorgons are unaffected by their breath attack.
Armor Class: 7
Hit Dice: 2+2 (HP: 10) Gorilla
Attacks: 1 (Fist)
Damage: 1d8 No. Enc: 1-4 (3d4)
Save: F2 Alignment: N
Morale: 12 Movement: 40
Treasure: None Armor Class: 6
XP: 48 Hit Dice: 4+1
Attacks: 3 (2 Claws/Bite)
Wood golems are shaped from either one large piece Damage: 1d3/1d3/1d6
of wood or are constructed from multiple pieces bolted Save: F4
together. They are slow and suffer a -1 initiative penalty. Morale: 8
Wood golems are vulnerable to fire-based attack forms Treasure: None
(save penalty of -2 and take an additional hit point per XP: 141
die of damage).
A gorilla is a powerful primate and males can weigh
400 pounds or more. They have thick dark hair and a
distinctive head ridge. They live in family groups called
troops of 30 or more. Gorillas are primarily herbivores
but can develop a taste for flesh and become man-
eaters. A powerful alpha male silverback (HD: 6+1,
DMG: 1d6/1d6/1d8) guards and protects the troop.

Chimpanzees: Chimpanzees are smaller than gorillas


but much more aggressive. Some have a taste for flesh
and will attack to defend their troop and territory. No.
Enc: 1-4 (3d4), N, M: 30, AC: 6, HD: 3, #AT: 3 (2
Claws/Bite), DMG: 1d3/1d3/1d6, Save: F3, Morale:
9, Treasure: None, XP: 141.

166
Gray Ooze Bull Shark: Bull sharks are eight feet long and are pale
to dark gray in color: No. Enc: 1d3 (2d6), AL: N, Move:
No. Enc: 1 (1d3) 0 (Swim 60), AC: 4, HD: 2, #AT: 1 (Bite), DMG: 2d4,
Alignment: N Save: F2, Morale: 7, Treasure: None, XP: 29.
Movement: 5
Armor Class: 8 Giant Shark: These fish range from 25 to 50 feet
Hit Dice: 3+3 long. Giant sharks possess a devastating swallow
Attacks: 1 attack. A swallowed target dies in 1d4+2 rounds. See
Damage: 2d8 the following for damage and experience: HD: 9-10,
Save: F3 DMG: 4d4, XP: 1,701; HD: 11-12, DMG: 5d4, XP:
Morale: 12 2,001; HD: 13-16, DMG: 6d4, XP: 2,401.
Treasure: None
XP: 241 Mako Shark: Mako sharks are 15 feet long and found
in deep ocean water: No. Enc: 1d3 (2d6), AL: N, Move:
Gray ooze is an acidic slime that resembles damp 60, AC: 4, HD: 4, #AT: 1 (Bite), DMG: 2d6, Save: F4,
stone, and adventurers often mistake it as such (surprise Morale: 7, Treasure: None, XP: 81.
1-4 on d6). When it senses movement, a gray ooze
lashes out with a pseudopod and strikes for 2d8 points Green Slime
of damage. However, the gray ooze eats metal, not
flesh. Once it has killed its prey, the ooze then moves No. Enc: 1
over, dissolves, and consumes the metal. It can destroy Alignment: N
light armor (like studded leather) in one round, medium Movement: 5
armor (ring or chain) in two rounds, and heavy armor Armor Class: NA
(half or plate) in three. Magic armor saves using the Hit Dice: 2
bearer’s unmodified Death save (plus the armor bonus) Attacks: 1
to negate the damage. Metallic weapons (mundane Damage: See below
and magical) that strike a gray ooze are subject to Save: F2
the same conditions and are dissolved in one round. Morale: 12
The monster cannot dissolve leather, wood, flesh, or Treasure: None
stone. Gray ooze are immune to cold-based and fire- XP: 39
based attack forms. Lightning-based attacks cause the
monster normal damage. If enveloped, all damage Green slime is a form of ooze that feeds on all organic
sustained is divided between the PC and the creature. matter and metals. To the casual observer these
creatures simply appear as green puddles of varying
Great White Shark size.

No. Enc: 1 The slime can move, albeit very slowly, and can climb
Alignment: N walls and ceilings. They sense movement through
Movement: 0 (Swim: 60) vibration. They will normally position themselves to
Armor Class: 4 attack in one of two ways: they will appear as a puddle
Hit Dice: 6 and climb up their target or they will hang above a
Attacks: 1 (Bite) killzone until their prey passes directly underneath. In
Damage: 3d10 either situation, they will select high-traffic areas. These
Save: F6 attack forms do not require an attack roll.
Morale: 7
Treasure: None Green slime acts aggressively. It can digest armor and
XP: 571 heavy clothing in three rounds. After contacting skin, the
slime completely digests flesh in 1d4 rounds. A victim
The great white shark is a large predatory fish and dissolved by green slime cannot be revived. Green
apex predator. This massive shark can reach a length slime cannot digest stone. Green slime is immune to
over 30 feet and weigh 4,000 pounds. They possess a metallic weapon attacks (subject to the same conditions
grayish-white coloration on the ventral side and dark noted above). The creature can be harmed by fire,
gray or blue-gray coloration on the dorsal side. Great cold-based attacks, and Magic Missile. When a green
white sharks have a cone-shaped snout and rows of slime envelops a target, all forms of damage sustained,
sharp teeth. These sharks may attack boats half their mundane or magical, are divided between the player
length. They possess a devastating attack that bites its character and the creature. A Cure Disease instantly
target in twain on a natural 20 die roll. kills green slime.

167
Griffon snow. Polar Bear: No. Enc: 1d2, AL: N, Move: 40, AC:
6, HD: 6, #AT: 3 (2 claws, Bite), DMG: 1d3/1d3/1d6,
No. Enc: 1 (1d4) Save: F6, Morale: 8, Treasure: J-K, XP: 571.
Alignment: N
Movement: 30 (Fly 80) Black Bear: A black bear is roughly six feet tall and eats
Armor Class: 5 fruits and foliage over meat. Black bears fight to the
Hit Dice: 7 death if cornered or defending their cubs, they do not
Attacks: 3 (2 Claws/Bite) normally provoke combat. Black Bear: No. Enc: 1d4,
Damage: 1d4/1d4/2d8 AL: N, Move: 40, AC: 6, HD: 4, #AT: 3 (2 Claws, Bite),
Save: F7 DMG: 1d3/1d3/1d6, Save: F4, Morale: 7, Treasure:
Morale: 8 J, XP: 136.
Treasure: V
XP: 441 Cave Bear: These massive prehistoric bears are 15 feet
tall and voracious hunters. They lair in deep caves and
Griffons are magnificent creatures with the forebody of savor flesh. Cave bears can hunt wounded creatures by
an eagle and hind of a lion. An adult griffon measures scent with the accuracy of a minotaur. Cave Bear: No.
8-10 feet long. Their wingspan can exceed 35 feet and Enc: 1d2, AL: N, Move: 40, AC: 5, HD: 7, #AT: 3 (2
they weigh in excess of 500 pounds. Griffons are apex Claws, Bite), DMG: 1d3/1d3/1d6, Save: F7, Morale:
predators and crave horse meat. If a griffon is within 9, Treasure: J-K, XP: 791.
120 feet of a horse, and fails its morale check, it will
attack and consume the animal. Griffons are territorial. Groaning Spirit
They will attack anything that approaches their nest.
Fledging griffons may be captured and trained as flying No. Enc: 1
mounts. Alignment: CE
Movement: 40
Grizzly Bear Armor Class: 0
Hit Dice: 7
No. Enc: 1 (1d4) Attacks: 1
Alignment: N Damage: 1d8
Movement: 40 Save: F7
Armor Class: 6 Morale: 10
Hit Dice: 5 Treasure: Z
Attacks: 3 (2 Claws/Bite) XP: 1,850
Damage: 1d3/1d3/1d6*
Save: F5 A groaning spirit, also called a banshee, looks like a
Morale: 8 translucent, but beautiful, elven woman. The banshee
Treasure: J is an evil, malevolent undead spirit that lingers near its
XP: 351 remains in death. They are found in remote places, such
as bogs, where they were slain or their remains were
Bears live in various climates and are apex predators. dumped unceremoniously. Groaning spirits possess a
Bears attack with a claw/claw/bite routine. If both claw seething hatred for the living.
attacks are successful in the same combat round, the
bear can bite for 1d6 or squeeze its target in a bone- Banshees keen as their primary form of attack. When
crunching hug for 2d8 points of damage (no attack a banshee keens, her ghostly image transforms from
roll). Bears are largely omnivorous, but some prefer the the beautiful visage she held in life to her decayed
taste of flesh. and terrifying face in death. She may use her wail but
once per day and only at night. All those within 30 feet
Grizzly Bear: A grizzly bear typically has dark brown must save versus Death or die. The banshees death-
or reddish fur. Older grizzlies may have silvered fur. face inspires Fear (as per the spell) and requires a save
Grizzly bears average nine feet in height and are far (Spell) to negate the effect.
more aggressive than black bears. See the stat block
above for more information. Like all undead, banshees are immune to Sleep,
Charm, Hold, and mind-influencing spells. Groaning
Polar Bear: These bears roam arctic climates, usually spirits are vulnerable to Exorcism, which destroys them.
near the sea. They are, on average, twelve feet tall and This undead creature can only be hit by +1 or better
are almost exclusively meat-eaters. They are expert magic weapons and is immune to cold and electricity.
swimmers and suffer no movement penalties on ice or

168
Harpy Hell hounds have two attack options in melee. They bite
for 1d6 hit points damage (1-4 on d6). They can also
No. Enc: 1d6 (2d4) breath fire (4-5 on d6). A hell hound’s breath attack
Alignment: CE deals 2 hit points of damage per hit die. A save versus
Movement: 20 (Fly 80) Breath halves the damage.
Armor Class: 7
Hit Dice: 3 Hell hounds have superior senses and are rarely
Attacks: 3 (See below) surprised (1 on d6). These creatures have limited
Damage: 1d4/1d4/1d6* Detect Invisibility (60 feet radius, 1-4 on d6). They are
Save: F3 favored by fire giants as watchdogs.
Morale: 7
Treasure: K (X) Hippocampus
XP: 111
No. Enc: 1d4+2 (2d4)
Harpies possess the upper body of an wizened old hag Alignment: CG
with the lower body and wings of a vulture. Harpies are Movement: 5 (Swim 60)
carnivorous and prefer human flesh above all things. Armor Class: 5
Hit Dice: 4
Harpies possess beautiful and entrancing voices that Attacks: 1
belie their horrid appearance. Harpies use their melodic Damage: 1d4
voices to sing and bewitch hapless travelers. Their song Save: F4
Charms all those who fail a save (Spell). Any being Morale: 8
under their charm becomes docile and moves toward Treasure: None
the source of their melody at normal movement rate. XP: 81
A successful save grants immunity to the effect for the
remainder of the encounter. The Charm remains until A hippocampus is a strange aquatic creature that
the harpy chooses to end it or consumes its victim(s). looks like a cross between a huge fish and a horse. Its
forebody resembles a horse and hind ends in a wide fish
Harpies attack with their claws (1d4 each) and a tail. Their bodies are covered in white or aquamarine
weapon for 1d6 points of damage. They use bone scales. The hippocampus is eight feet long and weighs
clubs or rusty swords and spears. They have an innate 600 pounds. Underwater humanoid races train these
resistance to magic (+2 on saves versus Spell). animals as steeds.

Hell Hound Hippogriff

No. Enc: 1d4+1 (2d4) No. Enc: 1d2 (2d8)


Alignment: CE Alignment: N
Movement: 40 Movement: 50 (Fly 100)
Armor Class: 4 Armor Class: 5
Hit Dice: 4 to 7 Hit Dice: 3 + 1
Attacks: 1 (Bite or Breath) Attacks: 3 (2 Claws/Bite)
Damage: 1d10 Damage: 1d6/1d6/1d10
Save: F4 to F7 Save: F3
Morale: 9 Morale: 8
Treasure: X (Lair) Treasure: None
XP: 246/651/1,071/1,491 XP: 66

Hell hounds have dark red fur and demonic, glowing A hippogriff is an aggressive flying monster. They have
red eyes. Alpha male hell hounds are comparable in the forebody and head of a giant eagle and the hind of
size to dire wolves (five feet tall). These otherworldly a horse. An adult hippogriff is nine feet long, possesses
hounds are native to the Nine Hells. a wingspan of 30 feet, and can weigh up to 1,100
pounds.
Some have been summoned to the Prime Material Plane.
Hell hounds lair in hot conditions such as subterranean Hippogriffs are insatiable and will hunt almost anything,
caverns near volcanic activity. Hell hounds are also including humanoids. They are predatory on pegasi.
known as “demon dogs.” Hippogriffs typically nest in high mountains. If captured
as fledglings, they can serve as mounts.

169
Hobgoblin 1d6 Hobgoblin Random Weapons and Armor
No. Enc: 1d6 (4d6) Scimitar Chainmail
1-3 1-3
Alignment: LE and Longbow (AC: 5)
Movement: 30 Halberd Chainmail
Armor Class: 6 4-5 4-5
and Mace and Shield (AC: 4)
Hit Dice: 1+1
Morningstar Half-Plate
Attacks: 1 6 6
and Hand Axe (AC: 3)
Damage: By weapon
Save: F1
Homunculus
Morale: 8
Treasure: C-F (Y)
No. Enc: 1
XP: 16
Alignment: NE
Movement: 20 (Fly 50)
Hobgoblins are disciplined warriors. They are taller,
Armor Class: 6
stronger, and worth more in ScrabbleTM than regular
Hit Dice: 2
goblins. Their culture is regimented and hierarchical.
Attacks: 1 (Bite)
Unlike other goblinoids, they possess tactical skill,
Damage: 1d3
discipline, and martial training.
Save: As creator
Morale: 11
Their weaponry is polished and in excellent repair. Each
Treasure: None
tribe of hobgoblins possesses a battle standard. In the
XP: 39
presence of the regimental standard, tribe members
receive a +1 to hit and a +1 to their morale score.
A homunculus is a humanoid creature, not larger than
one foot tall. Homunculi are constructs created by evil
Hobgoblins have red-orange or dark orange skin. Their
wizards and, although their exact appearance varies,
eyes are brown or reddish-brown, and their teeth are
they all possess small bat wings.
gnarly and yellowed. Their hair ranges from dark gray,
to black, or reddish-black. Males have blue noses.
Homunculi serve their masters and share the same
nature and worldview (alignment). While unable to
Their armor and clothing tend to be eastern in design
speak, they have a telepathic link with their creator and
and brightly coloured, such as dark red or deep blue,
can communicate everything they see and hear within a
reflecting their tribal or regimental affiliation.
500 foot range. Homunculi cannot travel beyond their
range willingly. If so, they will immediately attempt to
Hobgoblins live above or below ground and can
rejoin their creator.
function in full daylight without penalty, unlike their
smaller kin. They have darkvision of 60 feet.
These constructs possess little combat ability but are
highly useful in reconnaissance, espionage, and
For every patrol of hobgoblins, there will be a patrol
communication. Their bite causes both damage (1d3)
sergeant (HD: 2) with superior armor and weaponry
and a spell-like Sleep for 5d6 rounds (save to negate).
(Treasure: K). For every score of hobgoblins, there will
be a king (HD: 4) wearing platemail and shield (AC:
If a homunculus is destroyed, its creator takes 2d10
2). A hobgoblin king has great strength (+2 damage
points of damage. If the creator is slain, the homunculus
bonus) and 1,000gp in gems and jewelry. A loyal
solidifies and disintegrates into a pile of dust.
group of bodyguards (HD: 3), totaling 1d4, serve the
king. The king provides Morale: 10 to all those in his
Familiar: To create a homunculus as a familiar, the
presence. Any tribe of hobgoblins consists of roughly
creator must mix together their own blood, magical
one-quarter females/young in addition to the total
herbs, clay, and powdered iron.
number of males.  
The wizard must prepare a special summoning circle
Hobgoblins possess an intolerable and unfriendly
to conduct the ritual and imbue the construct with an
nature. Whenever one tribe of hobgoblins meets
otherworldly entity (Total Cost: 2d4x500gp).
another tribe of hobgoblins, orcs, or goblinoids, there is
a 1 on d6 chance of a shoving match (65%) or conflict
During the ritual, the wizard must cast the following
(35%) breaking out between them. Hobgoblins speak
spells on the construct in order Wizard Eye, Mirror
their own language. They have treasure type Y in lair.
Image, and Mending.

170
Horse possess hit dice equal to their heads (1d8+4). They
have full hit points per hit die.
No. Enc: 1
Alignment: N A hydra’s total number of heads determines its total
Movement: 60 number of attacks per round. The damage per head is
Armor Class: 7 commensurate with its hit dice: 5-6 (1d6), 7-8 (1d8),
Hit Dice: 2 9-10 (1d10), 11-12 (1d12). A single hydra head is
Attacks: 2 (Hooves) defeated for each eight points of damage it sustains.
Damage: 1d4/1d4 For each additional eight points of damage, another
Save: F2 head dies, and so on, until the hydra is slain.
Morale: 7
Treasure: None A HD: 5 hydra is 30 feet long and 4,000 pounds. For
XP: 21 each additional hit die beyond the fifth, the hydra gains
10 feet in length and 250 pounds. Hydras have 561
Riding Horse: A riding horse is smaller than a war or experience points plus 326 for every head.
draft horse. They are bred for speed and can travel over
long-distances. A riding horse can bear 300 pounds at Hyena
its full movement rate. Thereafter, a horse is slowed to
half speed to a maximum of 600 pounds. No. Enc: 1d4+1 (2d6)
Alignment: N
War Horse: These horses are bred for battle. War Movement: 50
horses are intended for short distance only. The rider Armor Class: 7
may choose to charge with a lance and score double Hit Dice: 3
rolled damage. Alternatively, in close melee combat, Attacks: 1 (Bite)
both the rider and the horse can attack concurrently. Damage: 2d4
War horses can carry 400 pounds at full movement Save: F3
rate and a maximum of 800 pounds at half. No. Enc: Morale: 9
1, AL: N, Move: 50, AC: 7, HD: 3, #AT: 2 (2 hooves), Treasure: None
DMG: 1d6/1d6, Save: F3, Morale: 9, Treasure: None, XP: 51
XP: 51.
Hyenas are an aggressive species of pack animal. They
Draft Horse: The largest of the horse breeds, the draft have a fierce bite (2d4). Hyenas can digest bone and
horse is intended for labor. Draft horses may hold are capable of devouring an entire carcass.
up to 450 pounds at their full movement rate and a
maximum of 900 pounds at half. Draft horses are non- Giant Hyena: These are larger, stronger, and more
combatants and will run away if threatened. No. Enc: fierce than standard hyena: No. Enc: 1d4+1 (2d6),
1, AL: N, Move: 60, AC: 7, HD: 3, #AT: None, DMG: AL: N, Move: 40, AC: 7, HD: 5, #AT: 1 (Bite), DMG:
None, Save: F3, Morale: 6, Treasure: None, XP: 51. 3d4, Save: F5, Morale: 9, Treasure: None, XP: 201.

Hydra Insect Swarm

No. Enc: 1 No. Enc: 1


Alignment: N Alignment: N
Movement: 20 Movement: 10 (Fly 20)
Armor Class: 5 Armor Class: 7
Hit Dice: 5 to 12 Hit Dice: 2 to 4
Attacks: Per head Attacks: 1
Damage: See below Damage: 2HP
Save: F5 to F12 Save: F2-4
Morale: 9 Morale: 11
Treasure: Y Treasure: None
XP: See below XP: 29/75/141

The hydra is a multi-headed, serpent-like monster. A Small insects such as ants, beetles, bees, wasps, and
hydra has a gray-brown, green, or dark brown hide, spiders, can constitute a large swarm (as desired by the
with a light yellow or white underside. Its teeth are Maze Controller). They emerge to defend a nest or in
yellow-white and its eyes are yellow-brown. Hydras response to noise, light, flame, or scent.

171
An insect swarm can engulf multiple targets in a These small canines are thin, cowardly opportunists
10x10x10 foot cloud. All those engulfed suffer two hit and scavengers. They steer clear of conflict, are
points of damage. The swarm inflicts double damage on exceptionally quick, and hunt alone or in small groups.
unarmored targets. Insects will follow player characters
that flee their swarm cloud (three additional rounds of Kobold
damage). All those who immerse themselves in water
after fleeing a swarm take one round of damage. An No. Enc: 2d4+2 (4d4+4)
aggravated swarm (one that has taken damage) will Alignment: CE
follow a retreating player character. Once a PC has Movement: 20
fled the swarm’s line-of-sight, it will not pursue. Armor Class: 7
Hit Dice: 1d4HP
Insect swarms sustain no damage from melee Attacks: 1
weapons. They can be damaged by fire from a torch Damage: By weapon (-1)
for 1d4 damage. Fire or cold-based attack forms do Save: F1
full damage. A Sleep spell makes a swarm dormant. Morale: 6
Smoke temporarily wards-off a swarm, subject to the Treasure: A (Q)
discretion of the Maze Controller. XP: 6

Invisible Stalker Kobolds are short, scaly, dog-like humanoids. A


kobold’s skin color is subject to its environment but
No. Enc: 1 dark red, reddish-brown, and rusty black are common.
Alignment: N They have yellow eyes. A kobold is two to three feet
Movement: 30 (Fly 50) tall. Due to their size they have a -1 penalty to damage.
Armor Class: 3
Hit Dice: 8 Kobolds wear utility belts or ragged scraps of clothing
Attacks: 1 and favor colors that match their environment. Kobolds
Damage: 4d4 are subterranean and live underground. They have
Save: F8 outstanding darkvision to 90 feet. They shun direct
Morale: 12 sunlight and attack at -1 in those conditions.
Treasure: None
XP: 2,061 A kobold warband of six or more are led by a patrol
leader (HD: 1+1, HP: 7, AC: 6 (shield) and strikes for
Magic-users summon invisible stalkers from the 1d6 points of damage). For every score of kobolds,
Elemental Plane of Air (Level 6 Spell). The creature is there will be a kobold sub-chief. The sub-chief has HD:
completely invisible and will undertake the summoner’s 1+2 and 8–10 hit points. He wears studded leather
commands and tasks, regardless of the distance and a shield (AC 6).
involved. The creature obeys the summoner only and
will be resentful if given complex or lengthy tasks. An For every score and ten of these creatures, there will
invisible stalker returns to the Elemental Plane of Air be a kobold chieftain. The chief is the largest and
when it completes its mission or when the summoner strongest kobold warrior, who attacks as a HD: 2+2
dismisses it. Invisible stalkers often surprise their monster with HP: 12. Loyal warrior-bodyguards (1d6)
opponents (1-5 on 1d6). These air elementals have a accompany the chief. Each bodyguard is equal to a
magic resistance of 30%. patrol leader (as outlined above). The kobold chief
raises the morale of all kobolds near him to 8.
Jackal
Kobolds understand their short stature and relative
No. Enc: 1d4 (2d4) weakness means they need to adapt or be overwhelmed.
Alignment: N Kobolds are quite devious and skilled at constructing
Movement: 50 traps and ambushes. These traps can be designed
Armor Class: 7 to capture, alert, slow, poison, or kill, subject to their
Hit Dice: 1d4HP needs. Kobolds design their lairs with multiple trap-
Attacks: 1 (Bite) rings to ensure their survival.
Damage: 1d2
Save: F1 Kobolds also cultivate subterranean molds and
Morale: 7 funguses (against which they are largely immune) in
Treasure: None strategic locations for defense.
XP: 6

172
In their lairs, kobolds will have females (25%) in addition Lammasu
to the total number of males. There may also be an egg
hatchery with 6d12 eggs. No. Enc: 1d4 (2d4)
Alignment: LG
Kobolds are bullied by orcs and goblinoids. However, Movement: 30 (Fly 60)
they have amicable relations with bullywugs, lizardmen, Armor Class: 6
and occasionally, troglodytes. Kobolds speak their own Hit Dice: 7+7
barking, guttural language. Bree-Yark! Attacks: 2 (2 Claws)
Damage: 1d6/1d6
1d6 Kobold Random Weapons and Armor Save: F7
Morale: 9
Shortsword Wicker Shield Treasure: L-N
1-3 1-3
and Javelins (2) (AC: 7) XP: 3,701
Shortsword Leather and
4-5 4-5 A lammasu is a good-natured creature with a lion’s
and Sling Wicker Shield (AC: 7)
body, broad feathered wings, and a human-like face.
Spiked Club Studded Leather They measure 20-30 feet in length. Lammasus are
6 6
and Sling (AC: 7) typically peaceful, but they will defend themselves and
good-aligned creatures if threatened by evil.
Lamia
If necessary, a lammasu will attack using its claws and
No. Enc: 1 spells. A lammasu can cast spells as a Level 7 Cleric
Alignment: CE (4/3/2/1). When casting cure spells, a lammasu can
Movement: 60 heal twice the standard amount and one in every
Armor Class: 3 ten can cast Holy Word. Lammasus emit a special
Hit Dice: 9 Protection from Evil (10 feet) that is double its normal
Attacks: 1 (Weapon) effectiveness. Additionally, lammasus can turn Invisible,
Damage: 1d4 or transport themselves via Dimension Door, at-will.
Save: F9
Morale: 9 Leprechaun
Treasure: Z
XP: 3,101 No. Enc: 1 (1d4)
Alignment: N(E)
These strange and dangerous creatures have a female Movement: 40
upper body with a lower body that resembles various Armor Class: 8
beasts such as reptiles, goats, and/or horses. Lamias Hit Dice: 1d4+1HP
lurk in ruins and dungeons far from populated areas Attacks: 0
and settlements. Damage: None
Save: F1
Lamias use their illusion ability (once per day, as per Morale: 6
the wand) to lure their victims into danger. They possess Treasure: U
spell-like abilities useable once per day, including XP: 12
Charm Person, Mirror Image, and Suggestion.
These elusive beings, only two feet tall, possess a
Lamias can drain one point of Wisdom permanently devilish nature. Legend suggests they are descended
by touch. Once a victim’s Wisdom drops to 3, they from a fiendish union of demons and fey. Leprechauns
become forever subservient to the lamia. Lamias feed prefer to dwell in lush, vibrant forests and other remote
on the flesh and blood of humanoids and can speak locations.
Common, Ancient Common, and their own language.
With their exceptional hearing, leprechaun’s are never
caught unaware or surprised. Leprechauns are non-
combatants, but rather employ a set of at-will spell-
like abilities to defend themselves including Audible
Glamer, Invisibility, Phantasmal Force, Polymorph
any Object (non-living), and Ventriloquism. They are
kleptomaniacs and take great pleasure in pilfering
valuable items with a 75% success rate.

173
A leprechaun’s most valuable possession is its treasure Liches possess ancient magic artifacts and powerful
hoard. A leprechaun can summon gold coins from its relics, or can create such objects, making them
hoard (directly to its hand) at-will. A leprechaun guards fearsome opponents. In addition to their treasure type,
its hoard with the utmost care and secrecy. a lich will possess at 1d3 magical scrolls, rings, wands,
and a staff on their person. They will have not less than
However, their most precious treasure is a favored lucky three miscellaneous magical items specific to wizards
coin (+3 on all saving throws). If the leprechaun loses at their disposal.
its coin, s/he loses all spell-like abilities until recovered.
When pursued, they may summon and discard some of A lich possesses the spell-casting ability of a Level
their hoard to distract and escape - but are loath to do 18 Magic-User (5/5/5/5/5/3/3/2/1) or better. Their
so. Leprechauns will tell lie after lie, and weave illusion spellbooks contain at least three-times the total number
after illusion, to safeguard their hoard and lucky coin: of spells they can cast per day.
“They’re always after me lucky coin!”
Lion
Lich
No. Enc: 1d4 (1d8)
No. Enc: 1 Alignment: N
Alignment: NE Movement: 50
Movement: 30 Armor Class: 6
Armor Class: 0 Hit Dice: 5
Hit Dice: 11+ (HP: 88) Attacks: 3 (2 Claws/Bite)
Attacks: 1 (Cold touch) Damage: See below
Damage: 1d10* Save: F5
Save: MU18+ Morale: 9
Morale: 9 Treasure: J
Treasure: Z XP: 201
XP: 7,601
Lions are large predatory cats and exist in familial
A lich is a malevolent undead magic-user (18th level groups called prides. They are strong and efficient
or higher) who, through the study of Dark Art, gained hunters. Some lions prefer human flesh and are man-
immortality. The skin of a lich clings tightly to its skeletal killers. Lions normally give chase to fleeing prey. They
form and a dim red glow emanates from its eye sockets. like hot, arid climes, and prefer savannas, grasslands,
They wear decaying robes of the richest quality. A lich or scrublands. They attack with a claw/claw/bite
prefers a secluded lair secreted far away from civilization (1d4+1/1d4+1/1d10).
where it can conduct extensive magical experimentation
untethered by the constraints of mortality. A lich emits a Mountain Lion: Mountain lions are tan or light brown
palpable aura of evil. and easily blend into in their natural habitat (rocky
terrain and forested mountains). They can also be
Liches are of genius intelligence (19-20). They possess found in other environments. Mountain Lion, No. Enc:
ancient and forbidden knowledge that grants insight and 1d4, AL: N, Move: 40, AC: 6, HD: 3+2, #AT: 3 (2
knowledge of the cosmos beyond the understanding of Claws and 1 Bite), DMG: 1d3/1d3/1d6, Save: F3,
mortals. They use their necromantic mastery to create Morale: 8, Treasure: J, XP: 66.
and control armies of undead or to summon demons
and devils from the lower planes to carry out their Tiger: Tigers are stealthy and solitary predators. Their
bidding. striped coats are perfectly adapted to jungle terrain. In
in that environment, tigers surprise their prey on a roll
A lich can attack with spells or a cold touch. Its touch of 1-4 on 1d6. Tiger, No. Enc: 1 (1d3), AL: N, Move:
inflicts 1d10 points of damage and causes permanent 40, AC: 6, HD: 6, #AT: 3 (2 Claws and 1 Bite), DMG:
paralysis (save versus Stone to negate). 1d6/1d6/2d6, Save: F6, Morale: 9, Treasure: J, XP:
571.
Only creatures of six hit dice or more, spells, magical
items or weapons, or magical creatures, can harm a Panther: These midnight black, fast-running, silent
lich. Liches are immune to Sleep, Charm, Hold, and predators lair in tropical forests. They possess the same
mind-influencing spells, electrical and cold attacks, ability to surprise as the tiger. Panther, No. Enc: 1d2
death spells, polymorph, and insanity effects. A lich (1d6), AL: N, Move: 70, AC: 4, HD: 4, #AT: 3 (2 Claws
inspires Fear (as per spell, no save for those with four and 1 Bite), DMG: 1d4/1d4/1d8, Save: F2, Morale:
or fewer hit dice). They have magic resistance of 30%. 8, Treasure: J, XP: 81.

174
Lizardman Locathah

No. Enc: 2d4 (6d6) No. Enc: 2d4 (3d10)


Alignment: N(E) Alignment: N(E)
Movement: 30 Movement: 20 (Swim 40)
Armor Class: 5 Armor Class: 6
Hit Dice: 2+1 Hit Dice: 2
Attacks: 1 Attacks: 1 (Weapon)
Damage: 1d6+1/Weapon Damage: By weapon
Save: F2 Save: F2
Morale: 12 Morale: 9
Treasure: B-D, G Treasure: J (Z)
XP: 48 XP: 21

Lizardmen resemble humanoid lizards. They live in Locathah are humanoid fishmen. They have broad, and
tribal groups in marshes or subterranean caves close to extremely thin, fish heads and yellow skins. They live in
water. They are semi-aquatic and breath air. tribal groups along undersea cliffs and caves. Locathah
males and females are almost impossible to distinguish
Lizardmen can attack with their claws once per round for except females have two dark green stripes along their
1d6+1 points of damage. However, they prefer spears, backs. In combat they prefer tridents, spears, nets,
javelins, tridents, spiked clubs, and morningstars. They crossbows, and daggers.
have tough hides (AC: 5) and receive +1 damage
from their great strength. They are carnivores and prize A locathah patrol leader (with maximum hit points)
humanoid flesh. commands every warband. A tribal chief (HD: 4) leads
every tribe of 30 or more. The chief is protected by
A lizardman patrol leader (with maximum hit points) captains (1d4 and HD: 3). A sea king or queen (HD: 5)
commands every warband. For every 20 lizardmen leads a grand tribe of 50 or more. S/he protected by
encountered, there will be a lizard king (HD: 4). The king captains (2d4 and HD: 3). Locathah train giant eels as
typically wields a large trident, the symbol of leadership mounts. Normally, a patrol will be mounted (75%) and
amongst their race, and receives +2 on damage rolls. employ lances (2d6).
Bodyguards (2d4+1, with HD: 3) protect the king. Any
tribe consists of roughly 25% females and young in Lurker Above
addition to the total number of males.
No. Enc: 1
Lizardmen tribes are often recruited to serve in the Alignment: N
ranks of evil warlords. They have agreeable relations Movement: 10 (Fly 30)
with kobolds and bullywugs. They are universally Armor Class: 6
despised by orcs and goblinoids. Whenever lizardmen Hit Dice: 10
meet a tribe of orcs or goblinoids there is a 1-5 on Attacks: 1
1d6 chance of a shoving match (65%) or conflict (35%) Damage: 1d6
breaking out between them. Lizardmen speak their own Save: F10
language and possess treasure type W in lair. Morale: 12
Treasure: Y
XP: 2,401
1d6 Lizardman Random Weapons and Armor
Spear No Armor The lurker above appears as a large black manta ray
1-3 1-3
and Sling (AC: 5) with a twenty-foot wingspan. The lurker, a subterranean
Shortsword Shield carnivore, can fly (albeit slowly) by generating and
4-5 4-5 inflating cavities of buoyant gas throughout its body.
and Spear (AC: 4)
The monster has a black leathery hide with a dark
Trident Chain and gray underbelly that resembles flagstone. Due to their
6 6
and Javelins (2) Shield (AC: 3) coloration, lurkers surprise on 1-4 on 1d6.

Lurkers position themselves on ceilings and lay in


wait for their prey to pass through their killzone. They
descend and envelop their targets causing 1d6 hit
points of crushing damage/round. In 1d4+1 rounds,

175
an enveloped being dies of suffocation regardless of Werewolf
damage inflicted. Targets caught by the lurker may
attack with short weapons (not larger than a shortsword). No. Enc: 1d2 (1d4)
The weapons must be in-hand when the lurker drops. Alignment: CE
Movement: 50
Lycan Armor Class: 5
Hit Dice: 4
Lycanthropy is a disease that allows a humanoid to Attacks: 3 (2 Claws/Bite)
change into animal form at-will. During a full moon, Damage: 2d4
a lycanthrope may (90%) change involuntarily. In these Save: F4
instances, they will hunt and feed on humanoid flesh. A Morale: 8
save versus Death will allow the lycan enough restraint Treasure: X
to only infect, rather than consume, a victim. XP: 191

Those seeking to protect themselves against lycans Werewolves are cunning lycanthropes. They may
employ wolfsbane in their home or on their person. assume a human, wolf, or wolf-like bipedal form. They
A lycan may (50%) withdraw at the sight of the herb. hunt either individually or in very small groups during a
If they touch it, a lycanthrope must save versus Death full moon. In the latter example, a pack will be led by
or flee. Lycanthropes abhor silver and take double- an alpha male with five hit dice, 30 hit points, and a
damage from silvered weapons. Animals can sense damage bonus of +2.
and are disconcerted by lycanthropes. Horses will
refuse them as riders and dogs will bark incessantly in Werebear: Highly intelligent lycanthropes, werebears
their presence. are short-tempered, gruff, and are not, by default, evil.
They may only assume a bear form and their variant
The disease is transmitted in two ways. First, anyone of the disease is specific to the bear type (grizzly, polar,
repeatedly clawed or bitten by a lycanthrope (for more cave, etc.). Werebears are solitary and prefer to live far
than 50% of their total hit points) will be infected with from human settlements. They may live, or hibernate,
the disease. The victim will be weakened and in a fever with other bears for a short time. If a werebear, in the
for 2d6 days following the encounter. During that time same round, successfully attacks with both claws it hugs
the victim can take no action and will slowly develop its target for 2d8 of damage: No. Enc: 1d2 (1d4), AL:
secondary characteristics (see below). The second form N(G), Move: 40, AC: 2, HD: 6, #AT: 3 (2 Claws/Bite),
of infection is a deep bite. As their only attack action DMG: 2d4/2d4/2d8, Save: F6, Morale: 10, Treasure:
that round, a lycanthrope can choose to deep bite a K, XP: 1,071.
target at -2 to their attack roll. The attack inflicts full
bite damage and leaves the lycanthrope at +4 to hit Wereboar: These slow-witted lycanthropes have short-
the following round. tempers. A wereboar can rage and receive a +1 to
attack bonus and -2 to armor class penalty for 1d4+1
Lycanthropy can also be inherited. The offspring of a rounds. When enraged they continue to fight beyond
lycanthrope is 50% likely to develop the disease with zero hit points for one round. They may only assume
pubescence. If both the mother and father are lycans, boar form: No. Enc: 1d2 (1d4), AL: NE, Move: 40, AC:
their offspring is 99% likely to develop the disease. 4, HD: 4+1, #AT: 1 (Tusk/Bite), DMG: 2d6, Save: F4,
Lycanthropy can be cured via Cure Disease cast by a Morale: 9, Treasure: K, XP: 366.
Level 11 Cleric or higher.
Wererat: These clever, cunning lycans are stealthy and
Lycans develop secondary characteristics that suggest may surprise opponents (1-4 on 1d6). Like werewolves,
their animal form. For example, wererats may have wererats may assume a rat-like bipedal form or giant
elongated noses, front teeth, or ears. Weretigers may rat form: No. Enc: 1d4 (2d4), AL: LE, Move: 40,
have mutton-chop-like fur along the side of their face, AC: 7, HD: 3, #AT: 1 (Bite or Weapon), DMG: 1d4
werebears will become muscular and husky. or Weapon, Save: F3, Morale: 8, Treasure: F and G
(50%), K, XP: 96.
In animal form, lycans may only speak with animals
of their type. Only lycanthropes infected in excess of a Weretiger: Weretigers have a tiger’s agility and grace
decade may speak heavily-accented guttural Common. of movement allowing them to surprise their prey (1-4
Lycans, in animal form, are immune to mundane on 1d6). No. Enc: 1d2 (1d4), AL: N, Move: 40, AC: 3,
weapons. However, they take normal damage from HD: 5, #AT: 3 (2 Claws/Bite), DMG: 1d6/1d6/2d6,
magical weapons, silvered weapons, and spells. When Save: F5, Morale: 9, Treasure: K, XP: 651.
slain, lycanthropes assume human form.
176
Jackalwere: These lycanthropes may choose between These massive prehistoric elephants range in size from
a bipedal jackal-man or jackal form. Their bite scores 8-12 feet tall and weigh 5 to 8 tons. An alpha male bull
2d4 damage. They are only struck by +1 or better could weigh 12 tons. Mastodons are herbivores with
weapons: No. Enc: 1d2 (1d4), AL: CE, Move: 40, AC: extended trunks and coats of shaggy fur.
4, HD: 4, #AT: 1 (bite or weapon), DMG: 2d4 or
weapon, Save: F4, Morale: 9, Treasure: Z, XP: 246. In close melee, mastodons attack with their two tusks
(1d10 each). If they possess enough distance to an
Manticore opponent, they will charge and gore with their tusks
(4d8).
No. Enc: 1d2 (1d4)
Alignment: CE Alternatively, they can trample their opponents (also
Movement: 30 (Fly 50) 4d8). Mastodons trample-attack at +4 against a
Armor Class: 4 medium-sized target or smaller. Mastodons do not
Hit Dice: 6+1 compile treasure. However, their ivory tusks are valuable
Attacks: 3 or 1 (See below) and worth 2d4x100gp each.
Damage: 1d4/1d4/2d4*
Save: F6 Medusa
Morale: 9
Treasure: W No. Enc: 1d3 (1d4)
XP: 1,581 Alignment: CE
Movement: 30
A manticore is a terrifying beast. The creature resembles Armor Class: 8
a lion with human-like face, bat-like wings, and a Hit Dice: 6
reptilian tail that ends in a cluster of deadly spikes. They Attacks: 1 (See below)
prefer to lair in mountain caves. Damage: By weapon
Save: F6
A manticore possesses a ferocious intensity in combat. Morale: 8
Prior to engaging in melee, a manticore will soften Treasure: U
targets in the following two ways: XP: 1,821

A manticore possesses 24 tail spikes and can volley six A medusa appears as a beautiful human woman with
per round up to 50 feet away (1d6 points of damage red-rimmed eyes and snakes in place of hair. They wear
each). They can also conduct this attack if airborne. cloaks to disguise themselves and hide their true nature.
Spikes will regrow in seven days.
In combat, a medusa will first attempt to use her
A manticore also has a tremendous and terrifying roar. petrifying gaze, alongside ranged attacks, and possibly
All those who hear its roar must save (Spell) or flee spells, prior to melee. All those who gaze upon a
in Fear (as per spell). Once they have softened their medusa must save versus Stone or be petrified. A being
opponents, they will engage in melee with a claw/claw/ may use a mirror to look at a medusa and avoid the
bite attack routine for 1d4/1d4/2d4 points of damage. effect. If a medusa gazes upon her own reflection, she
They speak their own language and some (60%) may will turn herself to stone (saving throw applies). The
know rudimentary, guttural Common. spell Gaze Reflection also functions against a medusa.

Mastodon Medusae are highly proficient in the longbow and


receive +1 to attacks with that weapon. A medusa may
No. Enc: 1d2 (2d8) use any melee weapon. If a medusa scores a hit in
Alignment: N melee, one of the snakes atop her head receives a free
Movement: 40 attack. On a successful hit the snake scores 1d3 points
Armor Class: 3 of damage and the target must save versus Death or
Hit Dice: 15 die. Some medusae (25%) possess cleric or magic-user
Attacks: 2 or 1 spell casting-ability equal to their hit dice.
Damage: See below
Save: F15 Player characters that engage in melee while averting
Morale: 8 their gaze suffer a -4 to hit penalty. The medusa, in turn,
Treasure: None receives a bonus of +2 to attack player characters.
XP: 4,201 Medusae save at +2 versus Spell.

177
Merman In terms of their shape-changing, only adult mimics
understand the importance of environmental context.
No. Enc: 1d4 (2d10) An adult mimic that chooses to appear as a chest will
Alignment: N ensure its form matches the state of other wooden
Movement: 5 (Swim 50) furniture in its surroundings. A young mimic lacks
Armor Class: 6 contextual understanding. In this regard, a young mimic
Hit Dice: 1 to 4 might appear as a pristine brand-new chest, instead of
Attacks: 1 matching worn and aged furniture in the same room
Damage: By weapon (and thereby give itself away).
Save: F1-4
Morale: 8 Mimic Experience Points by HD: 1-3 (81), 4-6 (751),
Treasure: Z 7-10 (2,401).
XP: 11/21/81
Minotaur
Mermen have a human upper body and fish-like tails.
Mermen are, overall, a reclusive race. They may, No. Enc: 1d2 (2d8)
occasionally, interact with human coastal villages for Alignment: CE
trade, but prefer their own kind. These humanoids Movement: 40
live in oceans exclusively. They employ weapons that Armor Class: 6
are practical underwater, such as tridents, spears, and Hit Dice: 6
daggers. Attacks: 1
Damage: See below
A mermen settlement can grow as large as 1d4+1x100. Save: F6
A leader directs any group of 10 mermen (HD: 2). A Morale: 12
chieftain will lead a community of 50 or more (HD: Treasure: F-G, H, K (X)
4). Leaders are classed fighters. Mermen will raise and XP: 1,321
train sea creatures, like hippocampi, as mounts and for
defense. Minotaurs are ferocious monsters with a muscular
human body and the head of a great bull. They are
Mimic highly territorial and short-tempered. They prefer
dungeons and mazes where their senses put them at an
No. Enc: 1 advantage. They are of low intelligence.
Alignment: N
Movement: 10 Their superior olfactory senses allow them to track prey
Armor Class: 7 within 100 feet with 80% accuracy. Minotaurs cannot
Hit Dice: 1-10 be confused or disoriented. They never lose their way.
Attacks: 1
Damage: See below Minotaurs prefer large battle axes and swords, but can
Save: F1-10 wield any two-handed weapon on-handed. Due to
Morale: 8 their great Strength (18), receive a +3 on attack and
Treasure: None damage rolls.
XP: See below
In any round, minotaurs can attack with a weapon or
A mimic is a carnivorous, shape-shifting, subterranean charge an opponent and use their horns to gore for
creature. A mimic can take the form of any medium- 3d6 points of damage. Minotaurs are single-minded
sized or smaller inanimate item or object made of and will (75%) chase fleeing prey.
stone or wood (such as doors, statues, or chests, etc.).
Their hide is sticky and glue-like. Mimics vary in hit dice A minotaur chief is selected for his superior strength
(1-10), subject to the needs of the campaign and the through a process of ritual combat within the tribe. A
desire of the Maze Controller. chief will have AC: 2 (partially armored), HD: 8 and
Strength 19 (+3/+4).
Mimics wait until touched to attack. All those who touch
a mimic remain stuck to its skin. The mimic then grows A sub-chief has AC: 4, HD: 7. A minotaur tribe consists
a pseudopod and bludgeons its prey. It then opens its of 25% females and young in addition to the total
maw and consumes its victim. A mimic’s bludgeoning number of males. Adult females are combatants (AC:
damage is tied to its hit dice: HD: 1-3 (1d4), HD: 4-6 7, HD: 5, +1 on damage rolls). Minotaurs speak their
(2d4), HD: 7-10 (3d4). own tribal language.

178
Morlock will be led by a dominant male. The leader has HD: 3,
HP: 12, and scores 1d2/1d2/1d4+1 damage.
No. Enc.: 1d8 (1d20+8)
Alignment: CE Mudhorn
Movement: 40
Armor Class: 6 No. Enc: 1d2 (1d8)
Hit Dice: 1 Alignment: N
Attacks: Varies Movement: 40
Damage: Varies Armor Class: 4
Save: F1 Hit Dice: 8
Morale: 9 Attacks: 1
Treasure: J (Lair) Damage: See below
XP: 6 Save: F8
Morale: 10
Morlocks are a race of degenerate subterranean Treasure: None
humanoid predators. They possess no hair and their XP: 1,061
skin is pale white and slimy. Their hands and feet are
partially webbed, and they are excellent swimmers. A woolly rhinoceros, also called a mudhorn, is known
Morlocks are predatory carnivores and prefer humanoid for its fierceness, stubbornness, and short temper. They
flesh. are covered in dense, coarse, shaggy, dark brown or
rust brown fur. A large male is 12 feet long, stands over
Morlocks are completely blind and employ an advanced 6 feet tall, and weighs over 4,000 pounds.
form of echolocation like bats to navigate their hunting
grounds. To compensate, their olfactory and auditory The creature can attack with either its mighty horn for
senses are ultra-sensitive. Their echolocation and 2d8 points of damage or try to gore (2d12) or trample
senses provide them with the equivalent of 90 feet its target for double-damage (4d12).
darkvision and they can only be surprised on a 1 in
1d6. To best use their senses in unfamiliar ground, Mule
morlocks constantly stop, use their senses to determine
the ground and locate their prey, and resume their No. Enc: 1d4 (2d6)
movement with startling speed. Morlocks can climb as Alignment: N
thieves and can traverse difficult subterranean ground Movement: 30
and hazards without slowing their movement. When Armor Class: 7
morlocks use their echolocation, they make a series of Hit Dice: 2
three successive click-click-click sounds. Attacks: 1 (Kick or Bite)
Damage: 1d4 or 1d3
Morlocks use their sharp claws in combat and strike for Save: F2
1d2/1d2 points of damage. If both claw attacks are Morale: 8
successful, a morlock receives an additional bite attack Treasure: None
for 1d3 points of damage. Morlocks are primitive XP: 21
and specialized predators and prefer their claws over
weapons. When morlocks use weapons, they employ A mule is a hybrid animal created from a male donkey
stone clubs, spears, and/or nets. and a female horse. Mules are typically larger than
donkeys but smaller than horses, and they have a
Morlocks can smell blood within 90 feet and possess distinctive appearance with long ears and a short,
an insatiable hunger for flesh. Morlocks have such stocky body.
an appetite that, upon freshly wounding a humanoid
opponent other morlocks will converge as a pack and Mules are prized as pack animals. They are generally
immediately attack the bleeding target. If morlocks more patient and less excitable than horses. They have a
engage in battle with a previously injured opponent, reputation for being stubborn but are also dependable
they will collectively target the injured opponent first. and trustworthy. They can haul 200 pounds at full
movement rate. Beyond that weight their movement
Under extreme circumstances, morlocks will resort to drops to half speed to a maximum of 400 pounds.
cannibalism, starting with the weakest among them. As
a result, they do not form large communities but rather At the Maze Controller’s discretion, a player character
prefer small tribal groups with sufficient subterranean may take a mule into a dungeon to transport equipment,
hunting ground to support themselves. Each such tribe treasure, or slain comrades.

179
Mummy Nagas have long snake bodies with human faces. They
vary by type and are highly intelligent, magical beings.
No. Enc: 1d4 (1d12)
Alignment: CE Guardian Naga: These 20-foot-long snake-creatures
Movement: 20 are charged with guarding a location or protecting a
Armor Class: 3 treasure. These nagas can bite and constrict in the same
Hit Dice: 5+1 combat round. They can also spit poisonous venom
Attacks: 1 with a 30-foot range (Death save or die). Guardian
Damage: 1d12* nagas cast spells as a Level 6 Cleric (3/3/2). See above
Save: F5 for monster statistics.
Morale: 12
Treasure: G (W) Spirit Naga: Spirit nagas are 15 feet long, ebony-
XP: 1,061 scaled with crimson bands, and pure evil. They lair in
dark dungeons and dismal ruins, hoping to ambush
Mummies are evil undead animated by dark magic. unsuspecting prey. These nagas attack with a poisonous
They appear wrapped in tattered funerary bandages, bite for 1d3 points of damage (Death save or die). Spirit
with black-brown dried flesh, and empty eye sockets. nagas possess a Charm gaze. All those who fail a save
They often bear the jewelry they wore in life. versus Spell are affected (see spell). This creature casts
spells as a Level 5 Magic-User (4/2/1) and a Level 4
Mummies attack with a powerful blow of their fist, or Cleric (3/2): No. Enc: 1, AL: CE, Move: 40, AC: 4,
weapon, for 1d12 points of damage. All those struck HD: 9 or 10, #AT: 1 (Bite), DMG: 1d3, Save: F9 or
by a mummy contract Mummy Rot. Mummy Rot is a 10, Morale: 8, Treasure: L, U, Y, W, XP: 3,801.
curse and not a mundane disease. Player characters
with Mummy Rot (-2d4 Strength and Charisma) cannot Water Naga: Water nagas may be found in remote
be healed. Only Cure Disease followed by Remove lairs below or above ground. They have blue, or green-
Curse will remove the affliction. blue, scales. Water nagas are solitary creatures and
indifferent to the machinations of the broader realm.
Mummies are so frightening that all those that gaze Their bite is poisonous (Death save or die). They possess
upon them must save (Stone) or become immobilized the casting ability of a Level 5 Magic-User (2/2/1): No.
with Fear. All those so affected receive an additional Enc: 1 (1d2), AL: N, Move: 30 (Swim 60), AC: 5, HD: 7
save every other round to break the dread. or 8, #AT: 1 (Bite), DMG: 1d4, Save: F7 or 8, Morale:
8, Treasure: L, U, XP: 1,561.
Like all undead, mummies are immune to Charm,
Sleep, or Hold, or mind-influencing spells. In addition, Neanderthal
mummies only take damage from enchanted weapons,
fire-based attacks (+1 on damage dice), and spells. No. Enc: 1d10 (4d10)
Alignment: N
As part of the mummification ritual, mummies have Movement: 40
their vital organs placed in three canopic jars made Armor Class: 8
of ivory or precious metals. They are highly valuable Hit Dice: 2
(3d4x100gp each) and are normally hidden within the Attacks: 1
creature’s sarcophagus or tomb. The destruction of a Damage: 2d4 or Weapon
single canopic jar will cause 1d12 points of damage. Save: F2
Morale: 7
Naga Treasure: F-G
XP: 21
No. Enc: 1
Alignment: LE Neanderthals, or cavemen, share a common ancestor
Movement: 40 with humans. They possess intelligence and can fashion
Armor Class: 3 tools, weapons, and have a distinct culture. They have
Hit Dice: 11-12 strong, muscular bodies. Their sloping foreheads and
Attacks: 2 (Bite/Constrict) brow ridge gives them a distinct elongated head shape.
Damage: 1d6/2d4 Neanderthals are skilled hunters and stalk big game
Save: F11-12 like bison and mammoth with traps and camouflage. In
Morale: 11 combat, they use flint spears, battle axes, and wooden
Treasure: L, U, Y, W clubs. Neanderthals receive a +1 on all damage rolls.
XP: 3,601 A warband usually consists of 1d4x10 cavemen.

180
181
For every 8 neanderthals, there will be a leader (HD: This process will be repeated until the victim is reduced
3), and for every 16 neanderthals a sub-chief (HD: 4 to zero Constitution and dies. The hag then takes the
and +2 on all damage rolls). target’s soul back to Hell, preventing resurrection,
reincarnation, or raising.
For every 25, there will be a chieftain (HD: 6 and +3
on all damage rolls), and a witchdoctor or shaman Night hags are immune to Sleep, Charm, Fear effects,
(HD: 4) with the abilities of a Level 4 Cleric or Druid. fire and cold-based spells. They are only struck by +3
They have an equal number of non-combatant women or greater magical weapons. Night hags have the
and children to men. following at-will spell-like abilities: Detect Good, Know
Alignment, Polymorph Self, and Sleep (which affects
Neanderthals may (30%) raise and train bears or beings up to Level 12). They may use a powerful Magic
wolves as guards and sentries. Above all, neanderthals Missile (2d8 damage) and Ray of Enfeeblement up to
venerate cave bears (and other totem animals or beasts) three times per day. They can cast spells as a Level 8
and hunt them as a rite of manhood and for spiritual Magic-User (3/3/2/2). Night hags can assume ethereal
and ritualistic purposes. Cavemen are superstitious and form at-will. They can Gate a Barbed Devil or middle
easily startled by the strange and unfamiliar. order demon with a 50% success rate, once per day.

Their treasure normally consists of animal trophies, from Nightmare


exotic beasts defeated in combat, such as furs, pelts, or
ivory tusks. They may also have uncut gemstones, crude No. Enc: 1
jewelry, or nuggets of gold, silver, electrum, or copper. Alignment: CE
Movement: 40 (Fly 90)
Neanderthals are despised, and sometimes hunted, by Armor Class: -4
goblinoids. They are outnumbered by those groups and Hit Dice: 6+6
thus tend to avoid direct contact, or sustained conflict, Attacks: 3 (Bite/Hooves)
with them. Some tribes of neanderthals are neutral Damage: See below
whereas others lean toward neutral evil. Neanderthals Save: F6
speak their own tribal dialects. Morale: 10
Treasure: None
Night Hag XP: 1,881

No. Enc: 1 Demons, devils, and undead warriors use these


Alignment: NE massive evil warhorses as mounts. Their hide and hair
Movement: 30 are jet black and flames rise from their hooves. They
Armor Class: 9 can fly at-will, assume ethereal form, and astral travel.
Hit Dice: 8 Nightmares are terrifying to behold.
Attacks: 1
Damage: 2d6 In addition to their bite attack (2d4), and flaming
Save: F8 hooves (1d6+4 each), nightmares possess a breath
Morale: 8 weapon. They can belch a cloud of steaming, thick gas
Treasure: G, L at a single opponent. Failure to save (breath) results in
XP: 3,561 blindness and choking for 1d4+2 rounds as well as a
penalty of -2 to attack and damage rolls.
Night hags are lower devils found in both the Abyss and
the Nine Hells. They resemble old, crooked, hideous Nixie
women, but with tiny horns and long claws that reveal
their fiendish lineage. No. Enc: 1d2 (2d8)
Alignment: N(E)
Night hags attack with their claws for 2d6 hit points Movement: 5 (Swim 40)
of damage. If the odds are favorable, they will attack Armor Class: 7
lawful good beings on sight. Hit Dice: 1
Attacks: 1
Night hags employ a night-stone, a special periapt, to Damage: 1d4
visit a being’s dreams. The hag assumes ethereal form Save: F1
and floats over her victim. The hag torments his dreams Morale: 6
nightly (permanently reducing Constitution by one). Treasure: See below
XP: 17

182
Nixies are aquatic dryads. They stand 3-4 feet in Ochre Jelly
height and look like stunning elf women with skin of
aquamarine. They can breathe water or air. Nixies live No. Enc: 1
in large bodies of salt or fresh water. They can cast Alignment: N
Water Breathing at-will on beings of their choosing. Movement: 10
Armor Class: 8
Nixies fear direct melee and only possess small weapons Hit Dice: 5
such as daggers (that strike for 1d4 points of damage). Attacks: 1
Instead, nixies prefer to Charm their victims. A group of Damage: 2d6
ten nixies may gather and ritualistically cast a Charm Save: F5
spell on a specific being within five miles of their Morale: 12
location. If a save versus Spell is failed, the individual Treasure: None
will serve the nixies unerringly for a year. XP: 501

Nixies can summon a giant eel, shark, or giant fish to Named after its putrid color, the ochre jelly oozes an
their defense once per day. They wear one piece of acidic slime that dissolves leather, cloth, and wood in
random jewelry and have Treasure Type X in lair. one round. Its slime causes 2d6 damage to exposed
flesh. The jelly cannot dissolve stone or metal. An
Nymph ochre jelly can squeeze under doors, wall fissures, and
crevasses. If struck with slashing weapons or lightning,
No. Enc: 1 (1d4) the jelly divides into 1d4+1 smaller jellies (HD: 2).
Alignment: NG These small jellies strike for 1d6 damage each.
Movement: 30 (Swim 20)
Armor Class: 9 Ogre
Hit Dice: 3
Attacks: 0 No. Enc: 1d6 (2d6)
Damage: None Alignment: CE
Save: F3 Movement: 30
Morale: 6 Armor Class: 5
Treasure: G, Ox5 Hit Dice: 4+1
XP: 96 Attacks: 1
Damage: 1d10
Nymphs are female fey of extraordinary beauty. They Save: F4
prefer solitary sylvan forests far away from civilization. Morale: 10
However, they do possess a curiosity that may coax them Treasure: X+1,000gp
to investigate intrusions into their peaceful woodlands. XP: 216
Nymphs are an excellent source of information. Little
happens in a forest without their knowledge. Ogres stand 8-10 feet tall and are large, obese,
brutish humanoids. They have low intelligence and an
Nymphs are magical, woodland beings. They can ill-temper. Their skin color is usually dull yellow, and
Dimension Door once each day. Their beauty is so they have rotting dark yellow teeth. Ogres wear mangy
striking (Charisma: 19) that anyone who beholds a hides and furs, which contribute to their repulsive body
nymph must save (Spell) or suffer permanent Blindness. odor. Ogres are lazy and indolent.
If a nymph is beheld unclothed, the viewer dies (save
versus Death negates). A nymph possess the spell- Ogres prefer large clubs, spears, or flint axes in combat
casting ability of a Level 7 Druid (4/4/3/1). (1d10). They possess Strength: 18 and are +3 to hit
and damage.
They will be very favorably predisposed to any male
humanoid with Charisma: 16 or higher. They have a Ogres live in caves, under rocky outcroppings, or
love for sparkling gemstones. Nymphs speak their own dungeons. When outside their lair, ogres carry hide
language and Elvish. They may also speak Common. bags containing 1d6x100gp and assorted sundries
(dried meat, trophies, skulls, gems, etc). An ogre lair
may (50%) include human, demi-human, or monstrous
humanoid captives, as slaves or food. They are
especially fond of elves and only eat dwarves as a last
resort (poor taste). Ogres are occasionally found in the
lairs of goblinoids or giants.

183
Any group of four or more ogres will have a patrol Ogre mages regenerate one hit point per round. When
leader (HD: 4+4). If ten or more are found, a subchief encountered in lair, an ogre mage will likely (60%)
(HD: 5 and AC: 3) commands them. The subchief rolls have 2d6 slaves. Ogre mages speak their tribal dialect,
2d6 for damage. A second subchief and a chieftain Ogre, Troll, and Common.
(HD: 6 and AC: 2) will lead a group of 15 or more. The
chieftain strikes for 3d4 points and has the equivalent Orc
of hill giant strength (+3/+4). An ogre mage serves as
advisor to the chieftain. No. Enc: 2d4 (1d6x10)
Alignment: CE
Female ogres and youth constitute approximately one- Movement: 40
quarter of any ogre clan. Females attack as three hit Armor Class: 6
die monsters for 2d4 points of damage with AC: 6. Hit Dice: 1
Adolescent ogres attack as one or two hit dice monsters, Attacks: 1
and score 1d6 points of damage (AC: 7). Damage: By weapon
Save: F1
Ogres possess a disagreeable nature, even with each Morale: 8
other. Whenever one tribe of ogres meets another tribe Treasure: A-C
of ogres or related hit die monstrous humanoids, there XP: 11
is a 1 on 1d6 chance of a shoving match (65%) or fight
(35%) breaking out between them. Ogres speak their Orcs have broad faces, jutting fangs, and black hair.
tribal dialect and a few words of broken Common. Their clothing and equipment is dirty, oily, and rusty.
Orcs tend to be gangly, disproportionate, and have a
Ogre Mage forward lean. They are primarily subterranean and in
sunlight have a –1 penalty to hit. Orcs are malicious,
No. Enc: 1d2 (1d6) cruel, and evil. They have darkvision of 60 feet.  
Alignment: LE
Movement: 40 (Fly 50) A group of orcs will have a warband leader (HP: 8) with
Armor Class: 4 Strength: 15 (+1/+1). Orc morale drops to 6 if their
Hit Dice: 5+2 leader is slain. For every 25 orcs, there will be an orc
Attacks: 1 chieftain (HD: 4) and two personal bodyguards (HD:
Damage: 1d12 3). The chief will have Strength 17 (+2/+2). It is likely
Save: M5 (60%) and ogre will accompany a group of 25+ orcs.
Morale: 9 There is a 10% chance of a troll in a tribe of 30 orcs
Treasure: M, U or more.
XP: 1.061
Orcs organize themselves into tribes with names like
Unlike their ogre kin, ogre mages are highly intelligent Red Fang, White Hand, Red Eye, or Bloody Skull. Tribes
spell-casters. The stand over ten feet tall and their skin rarely collaborate unless united under a strong and
varies from pale green to light blue. Their hair is black intimidating leader. Any tribe has 25% females and
or gray with age. They have either two horns or a single young in addition to the total number of males.
horn in the center of their broad foreheads. Ogre
mages wear loose garments and light armor. Orcs possess an obnoxious and disagreeable nature.
Whenever one tribe of orcs meets another tribe of orcs
In melee, ogre mages prefer their spell-like abilities or goblinoids, there is a 1 on d6 chance of a shoving
over direct melee engagement. They can Fly (12 turns) match (65%) or fight (35%) breaking out between
and possess the following at-will spell-like abilities: them. Each tribe speaks its own orcish dialect and have
Darkness (10 Feet), Invisibility, and Polymorph Self (4 Treasure Type W in lair.
to 12 feet tall humanoid). Ogre mages may also use
the following once per day: Charm Person, Gaseous
1d6 Orc Random Weapons and Armor
Form, Sleep, or Cone of Cold (as the Wand of Ice for
8d6 damage). Scimitar or Leather and
1-3 1-3
Shortsword Shield (AC: 7)
In melee combat, they prefer long polearms (10 foot Studded Leather
reach), two-handed swords, or massive longbows (1d8 4-5 Hand Axe 4-5
and Shield (AC: 6)
damage) with arrows dipped in poison of their choice
(paralytic, death, etc.). They possess the equivalent of Scimitar and Chainmail
6 6
hill giant strength (+3/+4). Light Crossbow (AC: 5)

184
Orc (Black) Although black orcs have a regimented and martial
culture, they still possess the obnoxious and disagreeable
No. Enc: 2d4 (1d4x10) nature of their lesser kin. Whenever one tribe of black
Alignment: LE orcs meets another tribe of orcs or goblinoids there is
Movement: 30 a 1 on d6 chance of a shoving match (65%) or fight
Armor Class: See below (35%) breaking out between them. Oor-Uks speak their
Hit Dice: 3+3 own guttural orc language and some will know a few
Attacks: 1 words of Common.
Damage: By weapon
Save: F3 Otyugh
Morale: 10
Treasure: K (W) No. Enc: 1
XP: 66 Alignment: N
Movement: 20
Black orcs, also called great orcs or Oor-Uks, are Armor Class: 3
stronger, more regimented, and more intelligent than Hit Dice: 6-8
their lesser orc cousins. Their skin is black with a slight Attacks: 3
bluish-gray tinge and their hair is black, gray-black, or Damage: See below
white subject to their age. They have yellow eyes and Save: F6-8
teeth. Black orcs are bred as heavy infantry for war and Morale: 10
prefer the taste of manflesh. Treasure: See below
XP: 1,071/1,491/2,061
Black orcs have Strength: 16 and add +2 to their melee
attack and damage rolls. Every Oor-Uk warband is led An otyugh, or advanced otyugh, has a large, round,
by a leader (HD: 4, HP: 28). Each tribe of black orcs mawed body (eight feet in diameter) with three tentacles.
will have a warchief (HD: 6, HP: 40) with Strength: 18 An otyugh’s eyes are located on the tip of its central
(+3/+3). tentacle and, as a result, they are never surprised.
These strange monsters are scavengers and primarily,
Black orcs are rare and, more than likely, bred by an but not exclusively, feed on carrion.
evil wizard or warlord to serve as an elite guard. Black
orcs can move and fight in sunlight without penalty. An otyugh only attacks if hungry or threatened. For the
most part, they prefer to remain hidden but some may
Black orcs take better care of their weapons and armor converse in broken, guttural Common.
than regular orcs, although their equipment may still
show rust and disrepair. Oor-Uks are typically armed An otyugh attacks by slashing opponents with its two
and armored as follows: barbed tentacle-like arms for 1d8 damage each. Its
mouth bites for 2d4+1. Victims must save (Death) or
contract Rotting Disease (1d3 points of damage per
1d6 Black Orc Random Weapons and Armor day until death). Cure Disease removes the affliction.
Scimitar Chain and
1-3 1-3
and Polearm Shield (AC: 4) These creatures have low intelligence but the oldest of
Broadsword and Half Plate their kind can communicate via telepathy. They keep no
4-5 4-5 treasure, but their lair may include valuables from past
Heavy Crossbow (AC: 4)
victims (such as F-K). In some instances they will interact
Broadsword Half Plate and with sentient beings in trade for tasty, rotting leftovers.
6 6
and Longbow Shield (AC: 3)
Advanced Otyugh: These monsters are larger, more
intelligent, and aggressive, than standard otyughs: No.
Enc: 1, AL: N, Move: 20, AC: 0, HD: 9-12, #AT: 3
1d6 Black Orc Random Polearms (2 Tentacles/Bite), DMG: 2d6/2d6/2d4, Save: F9-12,
50% Glaive (1d8) and Morale: 9, Treasure: F-K, T, XP: 3,101/3,601.
1-3
50% Awl Pike (1d10)
50% Bill-Guisarme (2d4)
4-5
and 50% Halberd (1d10)
50% Awl Pike (1d10) and
6
50% Military Fork (1d8)

185
Owlbear Phantom Stalker

No. Enc: 1d2 (1d4) No. Enc: 1d2


Alignment: N Alignment: N
Movement: 30 Movement: 40
Armor Class: 5 Armor Class: 3
Hit Dice: 5 Hit Dice: 6
Attacks: 3 (2 Claws/Bite) Attacks: 2
Damage: 1d8/1d8/1d8 Damage: 1d4/1d4
Save: F5 Save: F6
Morale: 9 Morale: 10
Treasure: X Treasure: None
XP: 351 XP: 1,571

Owlbears are the result of magical experimentation set Phantom stalkers appear as large (8 foot tall),
loose in the realm. They are part giant owl and part emaciated, purplish, alien humanoids. They have
grizzly bear. large, round, yellowish eyes and clawed hands and
feet. They are native to the Elemental Plane of Fire
Their coats are brown to yellowish brown in color and and are sometimes conjured by wizards and bound
their beaks are bright to dark yellow. An adult alpha to servitude (messengers, spies, bodyguards, servants,
male will be not less than eight feet tall and weigh etc.). Phantom stalkers are highly intelligent and will
1,500 pounds. They are fierce monsters and voracious seek to break the bonds of their subjugation and return
carnivores. to their home plane. They have a low, raspy voice.

Similar to bears, if an owlbear successfully strikes with Phantom stalkers possess limited combat ability and
both claw attacks it hugs for an automatic 2d8 points attack with their two claws (1d4 each). However, they
of damage instead of its normal bite attack (1d8). do possess defensive capability. They are immune to fire
both magical and mundane, but take double damage
Owlbears live in densely wooded or mountainous from cold-based attacks.
terrain and lair in caves and dungeons. An owlbear
den may include 1d3 young. Young possess HD: 2 and Upon reaching zero hit points the creature combusts
attack for 1d3/1d3/1d6 points of damage. into a 4d6 Fireball, if it desires. Phantom stalkers can
Polymorph Self at-will. They can assume Gaseous Form
Pegasus at-will and in this state they fly unimpaired. They use this
ability effectively while serving as spies and messengers
No. Enc: 1d2 (1d12) for their masters.
Alignment: LG
Movement: 60 (Fly 120) Phase Panther
Armor Class: 6
Hit Dice: 2+2 No. Enc: 1d2 (1d4)
Attacks: 2 (Hooves) Alignment: N
Damage: 1d6/1d6 Movement: 40
Save: F2 Armor Class: 4
Morale: 8 Hit Dice: 6
Treasure: None Attacks: 2 (Tentacles)
XP: 36 Damage: 2d4/2d4
Save: F6
The pegasus is an intelligent, magnificent, winged Morale: 8
horse. They are prized as steeds but are shy and difficult Treasure: W
to tame. Pegasi will only allow good-aligned characters XP: 1,321
to mount them.
A phase panther appears as a large, muscular,
A pegasus stallion (HD: 4, Move: 70 (140), DMG: predatory cat with six legs and a whip-like tentacle
1d8/1d8) may be black in color. They have an average extending from each shoulder. An adult male is 8 feet
wingspan of 20 feet. Pegasi avoid hippogriffs, who prey long and in excess of 275 pounds.
on them.

186
Phase panthers possess a magical ability that makes There are two types of piercers. Males possess a wide
them appear three feet away from their exact location. toothed maw that opens as they fall on their prey. The
As a result, the first attack always misses and opponents female does not possess a maw but rather tries to drop
strike the beast at -2 to hit. Their tentacles are barbed and impale its victim. If a female scores a hit it sucks
and score 2d4 points of damage each. In addition, the blood from its victim through a small opening at its
phase panthers receive a bonus of +2 on saving throws. tip. This counts as automatic damage per round (per
Phase panthers and blink dogs are natural enemies. hit die) until the female is killed or thrown off (Strength
Check).
Phase Spider
Both male and female piercers have small, barely
No. Enc: 1d2 (1d4+2) perceptible appendages and a tail through which they
Alignment: N can climb and attach to cavernous ceilings. These
Movement: 10 (Climb 50) creatures are likely to surprise opponents (1-5 on 1d6).
Armor Class: 7
Hit Dice: 5+5 Pixie
Attacks: 1 (Bite)
Damage: 1d6* No. Enc: 2d4 (1d4x10)
Save: F5 Alignment: N
Morale: 8 Movement: 20 (Fly 60)
Treasure: V Armor Class: 3
XP: 861 Hit Dice: 1
Attacks: 1 (Dagger)
These giant spiders are eight feet long. Phase spiders Damage: 1d4
are difficult to detect. They rest out-of-phase and are Save: F1
therefore immune to detection and most attack forms. Morale: 7
Treasure: C-D
When they sense prey, phase spiders possess two XP: 14
options. First, they can materialize and shoot a web (40
feet maximum length). The webs of a phase spider are These woodland fey creatures are one foot tall with
strong and sticky. They require Strength: 18 to break pointed ears and butterfly wings. Their wings are weak
free in one round, 17 in two rounds, 16 in three, etc. (three turns in flight requires one turn of rest).
Their second option is a bite for 1d6 damage. The bite
is poisonous (save versus Death or die). Pixies are normally invisible but can appear visible as
desired. Pixies may attack invisibly, unlike the spell. As a
If an opponent casts Phase Door on the spider it cannot result, pixies always surprise their opponents, and may
dematerialize for seven rounds. Its webs burn with attack and disappear, prior to an opponent’s attack in
magical fire only. melee. Invisible pixies are -4 to hit.

Piercer Pseudo-Dragon

No. Enc: 3d6 No. Enc: 1


Alignment: N Alignment: NG
Movement: 10 Movement: 15 (Fly 60)
Armor Class: 3 Armor Class: 2
Hit Dice: 2-6 Hit Dice: 2
Attacks: 1 Attacks: 1 (Bite or Tail)
Damage: 1d6 per HD Damage: 1d3 or Poison
Save: F2–6 Save: F2
Morale: 8 Morale: 7
Treasure: None Treasure: Ox8
XP: 21, 51, 81, 201, 401 XP: 75

Piercers resemble stalactites and hang from Pseudo-Dragons appear like miniature dragons no
cavernous ceilings. These creatures have adapted larger than two feet in length. They are rarely found
natural camouflage well-suited to their subterranean in the wild and prefer solitude and seclusion far away
environment. from civilization. They are clever and can hide unseen
80% of the time.

187
In combat, a pseudo-dragon bites for 1d3 points of beyond the required to hit roll - or if a natural 20 is
damage or attacks with its whip-like barbed tail (+4 rolled - it swallows its target. Swallowed targets take
to hit). The tail strikes for no damage but requires a 3d6 hit points of automatic damage per round. The
poison save (Death). Failure results in a coma for 1d6 damage only concludes when either the worm or the
days. Upon waking, there is a 1 on 1d4 chance the player character is killed. All those stung must roll a save
target dies. Pseudo-dragons can Detect Invisibility (60 (Death) or die. Purple worms are normally encountered
feet) at-will and receive +4 on Spell saves. inside one of their labyrinthine tunnels, or when they
break into an existing cave complex.
Familiar: As familiars, these tiny dragons can
communicate with their master telepathically and grant Rakshasa
Clairvoyance and Clairaudience if within 240 feet.
They can also share their magic resistance (35%) if No. Enc: 1 (1d4)
touching their master. Pseudo-dragons feel cold easily Alignment: LE
and prefer moderate climates. Movement: 40
Armor Class: -4
Pterodactyl Hit Dice: 7
Attacks: 3 (2 Claws/Bite)
No. Enc: 1d3 (2d4) Damage: 1d3/1d3/1d4+1
Alignment: N Save: F7
Movement: 10 (Fly 120) Morale: 9
Armor Class: 7 Treasure: V
Hit Dice: 1 XP: 3,2401
Attacks: 1 (Bite)
Damage: 1d6 Rakshasas are demons with the head and claws of a
Save: F1 tiger, or other predatory cat, and the body of a human.
Morale: 7 Rakshasas are carnivorous humanoid-eaters. They
Treasure: None prefer the flesh of elves, humans, and halflings. They
XP: 11 are highly intelligent.

A pterodactyl, also known as a pterosaur, is a large, Rakshasas possess the following at-will spell-like
winged reptile from seven to ten feet long. They have abilities: Eaiggard’s Wizard Vizard and ESP, which they
a wingspan in excess of 30 feet, pointed beaks, and use to gather information on potential victims.
sharp teeth. Pterodactyls are carnivorous and primarily
eat fish, although some may attack larger prey such as They have the minimum spell-casting abilities of a
humanoids. Level 3 Cleric (2/1) and Level 3 Magic-User (2/1).
Rakshasas are immune to normal weapons, and only
Purple Worm suffer 50% damage from weapons with +1, +2, or
+3 enchantments. They are immune to all first through
No. Enc: 1 (1d4) seventh level spells.
Alignment: N
Movement: 20 The first rakshasa encountered will be male. Subsequent
Armor Class: 6 rakshasas in the same group will be female. A rakshasa
Hit Dice: 15 struck by a Blessed arrow or crossbow bolt dies instantly.
Attacks: 2 (Bite/Sting)
Damage: 2d8/1d8* Remorhaz
Save: F15
Morale: 10 No. Enc: 1
Treasure: W Alignment: N
XP: 3,301 Movement: 30
Armor Class: See below
A purple worm is not less than ten feet in diameter and Hit Dice: 7-14
100 feet long. Much larger specimens exist in the deep Attacks: 1 (Bite)
bowels of the earth. Damage: 6d6
Save: F7-14
If space allows, a purple worm will use both its bite Morale: 10
attack and tail stinger in the same round (see below). Treasure: V
If the creature’s bite attack roll exceeds four or more XP: 1,841-6,901

188
A remorhaz is a huge, insect-like, arctic worm. The Roper
creature possesses a bluish-white exoskeleton, dozens
of legs, multifaceted insectoid eyes, antennae, and a No. Enc: 1d2 (1d4)
broad mandible-maw with razor-sharp teeth. They are Alignment: CE
solitary and fiercely territorial. The creature increases in Movement: 10
size by four feet per hit die beyond seven. Armor Class: 0
Hit Dice: 10-12
A remorhaz prefers to ambush by hiding under snow Attacks: 6+
and ice. When they sense movement, it attacks from Damage: 5d4
below with surprise. Their bite does 6d6 points of Save: F10-12
damage. Once on the surface, a remorhaz will rear on Morale: 8
its hind legs and strike with startling speed. On a natural Treasure: Fx2
20, it swallows - and instantly kills - a medium-sized XP: 4,501/5,201/5,201
or smaller target. The creature possesses three armor
classes: body (AC: 0), head (AC: 2), and underside A roper is a ravenous subterranean creature that
(AC: 4). The remorhaz is most vulnerable when it rears appears like a large stalagmite. It possesses six arm-
and allows access to its soft underbelly. like appendages and a central maw with serrated teeth.
They range from seven to twelve feet tall and three to
In the third round of combat, the back of the remorhaz’s four feet in diameter.
exoskeleton heats to an infernal temperature. All
non-magical weapons melt immediately on contact Ropers can change their body temperature and
and magical items must save or be destroyed (use coloring to match their environment. They position
the bearer’s unmodified Death save, plus magical themselves around stalagmites for camouflage. They
bonuses). The creature’s hide causes 10d10 hit points can also position themselves horizontally on the floor
of damage if touched. They can burrow 20 feet per as a simple rock formation.
round. If properly harvested, armorers can fashion
heat-resistant armor from a remorhaz exoskeleton. Ropers hunt by ambush. They stand motionless in a
killzone or chokepoint until their target passes within
Roc close reach. This tactic allows the roper surprise (1-4
on 1d6). They wait until the last moment to strike.
No. Enc: 1
Alignment: NE A roper attacks by reaching out with its six 30-foot-long
Movement: 20 (Fly 80) appendages. A roper can divide its attacks between
Armor Class: 4 multiple targets. If a roper strikes a single target with
Hit Dice: 18 two appendages, it latches onto the target’s body. The
Attacks: 3 (2 Claws/Bite) attack scores no damage but pulls the target into the
Damage: 3d6/3d6/4d6 roper’s huge serrated maw in ten-foot increments per
Save: F18 round. A target must make a Strength Check for each
Morale: 8 appendage to break free. Once the target reaches the
Treasure: R, Z roper’s mouth it receives an additional seventh attack
XP: 4,426 (maw: 5d4 damage).

Rocs are massive avian monsters that appear like giant The roper can also use its appendages to swat
vultures. The smallest among them are 60 feet in length opponents away. A swat causes only 1d4 points of
and have a wingspan of 100 feet. Their immense damage but knocks its opponent prone (requiring a
appetite matches their size. Unlike vultures they prefer round to stand up, +4 to hit).
fresh meat and consume large mammals such as cattle
and horses. Rocs hunt like eagles by swooping down Ropers are immune to electrical attacks and take only
snatching prey with their immense claws at +4. half damage from cold attacks. However, they are
vulnerable to fire and they suffer a -4 penalty on saving
A roc nest may (50%) include either 1d2 eggs or 1d2 throws versus this attack form.
fledglings (AC: 7, HD: 6, DMG: 1d6+1/1d6+1/1d10).
Rocs defend their young to the death. In very rare
instances, roc fledglings can be captured and trained
to serve as mounts. Legends tell of a fearsome species
of two-headed rocs. Although, these have never been
confirmed.

189
Rot Grub Each magical plus grants an item a 10% chance of
surviving contact. If, for example, a player character
No. Enc: 1d5 (3d4) hits the monster with a Seax Knife +2, the knife has an
Alignment: N 20% probability of being preserved. If it fails, the attack
Movement: 5 reduces the weapon to a Seax Knife +1 and will have a
Armor Class: 9 10% probability of surviving subsequent contact. If the
Hit Dice: 1 Hit Point knife fails again, the weapon is reduced to a mundane
Attacks: See below seax knife and will rust on its next successful attack.
Damage: See below
Save: F0 Sabre-Toothed Tiger
Morale: Not applicable
Treasure: None No. Enc: 1d2 (1d6)
XP: 6 Alignment: N
Movement: 50
Rot grubs are long worms found in refuse, dung, or Armor Class: 6
offal. Although they will consume carrion, they prefer Hit Dice: 8
to feed on living tissue. Rot grubs voraciously burrow Attacks: 3 (2 Claws/1 Bite)
into flesh. If not addressed immediately, rot grubs will Damage: 1d8/1d8/2d8
kill their victim in 1d3+1 rounds. Save: F8
Morale: 10
The spell Cure Disease instantly kills a rot grub Treasure: K
infection. Beyond the spell, player characters must XP: 561
apply fire to the site of entry. The flame causes 1d4
points of damage with each application. Burn wounds The sabre-toothed tiger, also known as smilodon, is a
may, at the Maze Controller’s discretion, result in a loss large apex predator. The tiger’s most distinctive feature
of Charisma (1d2 per application). are its long, curved canine teeth that extend seven inches
in length. Their teeth are suited for stabbing and slicing
Rust Monster through the flesh of large prey, such as mammoths and
bison. Sabre-toothed tigers possess muscular bodies
No. Enc: 1d2 (1d4) and thick, stocky legs for hunting large animals. Males
Alignment: N can weigh 600 pounds and females 400 pounds.
Movement: 40
Armor Class: 2 Sahuagin
Hit Dice: 5
Attacks: 1 No. Enc: 3d4 (3d4x10)
Damage: See below Alignment: LE
Save: F3 Movement: 30 (Swim 60)
Morale: 7 Armor Class: 5
Treasure: None Hit Dice: 2+2
XP: 501 Attacks: 1, 3, or 5
Damage: See below
A rust monster is a strange four-legged creature with Save: F2
an armored carapace, prehensile antennae, and a Morale: 8
long tail. They range in color from yellow-tan to rusty- Treasure: E, O (S)
red. They have below-average eyesight and a superior XP: 48
sense of smell by which to locate food.
Sahuagin, also called sea devils, are a race of evil
Rust monsters can smell metal within 90 feet. Their fishmen with black soulless eyes. They are colored much
antennae, and their hide, corrodes metal on contact. like sharks, dark gray-green with white undersides.
All mundane armor and weapons the creature touches, Adult sahuagin stand roughly six feet tall. They live in
or that strikes the monster in melee, instantly rust and deep ocean waters and raid coastlines. They possess a
become useless. highly structured, and violent, civilization.

As a result, rust monsters are immune to non-magical Sea devils attack once per round with a weapon. They
weapons. Magic weapons or items first lose their typically fight with trident and net (50%) or spears,
bonuses, one at a time, until their enchantment is daggers, and crossbows (50%). They can attack three
drained. Any subsequent contact rusts the item. times unarmed if on land (with two claws and a bite:

190
1d2/1d2/1d4), or five times in water (two claws, two Satyr
foot claws, and a bite: 1d2/1d2/1d2/1d2/1d4).
No. Enc: 1d2 (2d4)
A patrol leader (HD: 3) commands a warband of six or Alignment: N
more. A war chief (HD: 4) leads a group of ten or more. Movement: 40
When encountered in lair, half the number encountered Armor Class: 5
will be combatant females (HD: 2), 10% are hatchlings Hit Dice: 5
(HD: 1), as well as 2d4x10 eggs. Additionally, there Attacks: 1 (Horns)
will be a sea baron (HD: 9). For every twenty sahuagin Damage: 2d4
encountered in-lair there will be a Level 8 Cleric and Save: F5
1d4 Level 4 Sub-Clerics (HD: 4). In-lair there will also Morale: 7
be 5% chance of a prince, along with 2d4 war chiefs Treasure: M, V
(HD: 4), and 3d10 concubines (HD: 2). XP: 501

Sea devils train sharks (2d4) to guard their lairs. Satyrs are playful sylvan creatures found in remote
If a prince is present, the number increases to 4d4. forests. They have brown or red hair and black hooves.
Sahuagin take humanoid prisoners (as slaves and They spend their days frolicking with dryads and
sacrifices) to oxygen-filled caves under the sea. nymphs, playing music, and drinking wine. They repeat
themselves constantly and say the last two or three
Sasquatch words of each sentence twice.

No. Enc: 1d2 (2d4) Satyrs prefer to flee from direct combat but will attack
Alignment: N with their horns, if necessary, and may (25%) possesses
Movement: 40 a minor +1 magical weapon.
Armor Class: 4
Hit Dice: 8 + 8 Satyrs are adept at playing small flutes called “pan
Attacks: 2 (Claws)* pipes.” When played by a satyr, the pipes have a
Damage: 1d8/1d8 Charm, Sleep, or Confusion effect (as desired) on all
Save: F8 beings within 60 feet (save versus Spell to negate).
Morale: 9 On a successful save, the target(s) are unaffected by
Treasure: X the pipes thereafter. Satyrs are 90% invisible in the
XP: 4,221 wilderness. Due to their keen senses, they are rarely
surprised (1 on d6). They speak their own stuttering
The mighty sasquatch is a ten-foot-tall monstrous language, Elvish, and possibly broken Common.
humanoid covered in brown or black fur. Also known as
Bigfoot, the creature inhabits remote northern forests. Sea Hag
They possess a muscular build, broad shoulders, and
large hairy feet. They have a prominent brow ridge No. Enc: 1 (1d4)
and a small nose and fanged maw. They are shy and Alignment: CE
elusive carnivores and sightings are rare, even among Movement: 30 (Swim 40)
woodland creatures. They possess the equivalent of hill Armor Class: 7
giant strength (19: +3/+4) and can throw boulders or Hit Dice: 3
tree trunks 40 feet for 2d8 points of damage. Attacks: 1 (See below)
Damage: See below
The sasquatch has large, oversized hands with sharp Save: F3
claws that strike for 1d8 points of damage each. If the Morale: 7
creature successfully strikes with both claw attacks, the Treasure: R
target must save (Death) or take 3d8 and have an arm XP: 96
pulled or bitten off. A successful save results in 1d8
damage only. The sasquatch also possesses a terrifying This race of vile ugly hags live in saltwater seas and
roar useable once per day. The roar instills Fear and savor the flesh of human men. They are so grotesque
deafens all those within a 40 foot radius. that anyone that gazes upon a sea hag must save
(Spell) or lose half of his/her Strength for 1d6 turns.
The Mighty Bigfoot is near invisible in the forest (1-5 They attack in melee with a dagger (1d4) or with a
on d6). When found in-lair, 50% will be females, with a death gaze. The death gaze kills a target instantly within
20% probability of 1d4+1 young. They are of average 30 feet (save versus Death to negate). This ability is
intelligence. Bigfoot is distantly related to the yeti. usable three times per day.

191
Sea Serpent Shambling Mound

No. Enc: 1d4 (2d6) No. Enc: 1d2 (1d3)


Alignment: N Alignment: N
Movement: Swim 50 Movement: 20 (Swim 20)
Armor Class: 5 Armor Class: 0
Hit Dice: 6 Hit Dice: 8-11
Attacks: 1 Attacks: 2*
Damage: 2d6 Damage: 2d8/2d8*
Save: F6 Save: F8-11
Morale: 8 Morale: 12
Treasure: None Treasure: L-M, R
XP: 571 XP: See below

Sea serpents are the scourge of sailors. They are large Shamblers, also known as shambling mounds, are
50 foot long snake-like beasts and attack ships in their sentient, vaguely-humanoid, carnivorous plants. These
territory aggressively. creatures stand from eight to eleven feet tall (as per hit
dice) and are almost the same in width. Their bodies
They possess a vicious bite (2d6) or can constrict for the are constituted from damp earth, leaves, vines, fungi,
same amount of damage. Only a successful Strength and decaying vegetable matter.
Check breaks the clutch of a sea serpent.
In battle, they attack ferociously and pummel targets
Shadow with two huge arm-appendages (2d8 each). If both
appendages strike in the same round, the shambler
No. Enc: 1d4+1 (4d4) pulls its target into its body and suffocates it for an
Alignment: CE additional 2d4 points of damage. Shamblers are
Movement: 30 immune to lightning attacks. If attacked with electricity,
Armor Class: 7 they gain one hit die. Due to their damp corporeality,
Hit Dice: 2+2 shambling mounds are immune to fire-based attacks.
Attacks: 1 They take half damage from cold-based attacks (a
Damage: 1d4* successful save results in no damage). Weapons only
Save: F2 deal half damage against them. However, shamblers
Morale: 12 are vulnerable to plant-affecting spells. XP: HD: 8
Treasure: None (3,561), HD: 9-10 (5,201), HD: 11 (6,001).
XP: 84
Shrieker
Shadows are ethereal undead. They lurk in dark
corners and recesses away from direct light. They are No. Enc: 1d2 (1d4)
malevolent spirits and feed on life force. Alignment: N
Movement: 5
Shadows are silent and hard to locate. They may Armor Class: 7
whisper in barely recognizable Black Speech right Hit Dice: 3
before they attack. Shadows surprise on a 1–5 on 1d6. Attacks: See below
They possess animal intelligence. Damage: See below
Save: F3
Shadows have a cold draining touch. With each Morale: 12
successful hit, a shadow causes 1d4 points of damage Treasure: None
and drains one point of Strength for one turn (the ability XP: 66
score drain is cumulative with multiple hits). Should a
target be drained to zero, the being immediately rises A shrieker is a large fungal mushroom with a red cap.
as a shadow. The fungus lives in dark, dank, subterranean places.
A shrieker releases a blood-curdling scream when
As undead, shadows can be turned by a cleric. They are disturbed or to attract prey. The fungus emits a scream
immune to Sleep, Charm, Hold, and mind-influencing upon sensing movement or light within a 30-foot
spells. These negative energy undead may only be hit radius. The scream continues for 1d3 rounds. Each
by silver or magical weapons. round a shrieker screams, there is a 50% probability a
wandering (or nearby) monster will investigate.

192
Skeleton Spectre

No. Enc: 3d4 (3d10) No. Enc: 1


Alignment: CE Alignment: CE
Movement: 20 Movement: 40 (Fly 80)
Armor Class: 7 Armor Class: 2
Hit Dice: 1 Hit Dice: 6
Attacks: 1 Attacks: 1 (Touch)
Damage: 1d6 or weapon Damage: 1d8+Drain
Save: F1 Save: F6
Morale: 12 Morale: 11
Treasure: None Treasure: V
XP: 14 XP: 1,571

Skeletons are humanoid skeletal remains animated by A spectre is a ghostly, semi-translucent, undead horror.
dark magic. Skeletons wear tattered, rotted clothing The apparition is recognizable and appears, to a
and may possess rusty armor or carry weapons. degree, as it existed in life. However, it shows evidence
Skeletons are mindless automatons. They only follow of its violent death. The fearsome spectre possesses a
basic commands and cannot take sentient action. life force drain attack. With each touch a spectre causes
1d8 points of damage and drains two experience
In combat, the undead monster attacks with a skeletal levels/hit dice. The drain requires the adjustment of hit
hand for 1d6 points of damage or by weapon type. points, abilities, etc. The character is placed two levels
They fight until destroyed and take half damage from below their current level plus one experience point. If
slashing or piercing weapons. the drain exceeds the total number of levels, the player
character dies and rises as a spectre in one turn (under
As undead, they can be turned by a good-aligned the control of the spectre). Spectres are immune to
cleric. They can also be commanded by an evil one. ordinary weapons including silver. Like all undead,
Skeletons are immune to all Sleep, Charm, Hold, and they are immune to Sleep, Charm, Hold, and mind-
mind-influencing spells. influencing spells.

Slithering Tracker Sphinx

No. Enc: 1 No. Enc: 1


Alignment: N Alignment: N
Movement: 40 Movement: 50 (Fly 80)
Armor Class: 5 Armor Class: -2
Hit Dice: 5 Hit Dice: 12
Attacks: 0 Attacks: 2 (Claws)
Damage: None Damage: 2d6/2d6
Save: F5 Save: F12
Morale: 10 Morale: 9
Treasure: J, K (Lair) Treasure: T
XP: 501 XP: 6,801

This creature appears as a serpentine, transparent The sphinx, or androsphinx, appears as a twelve-foot-
ooze three feet in length. The creature is amorphous tall creature with the head of a bearded man, the
and inhabits dark subterranean environments. When body of a lion, and great feathered wings. They are
stationary, a slithering tracker is almost imperceptible extremely intelligent and territorial. They can be found
from its surroundings (90% invisible). in deserts and mountainous areas. In some instances,
they are bound by magic to guard secret locations from
A slithering tracker feeds on living creatures. Once it trespassers. They can Polymorph themselves into stone
identifies its prey, the tracker quietly follows until its target (and back to flesh) at-will.
falls asleep. Upon contacting exposed skin or hide, its
victim must save (Stone) or be paralyzed permanently. Andro and gynosphinxes (sphinx females) lean toward
A slithering tracker then engulfs, dissolves, digests its good alignments, but neutral and evils specimens exist.
prey in six turns. Androsphinxes procreate with gynosphinxes but both
prefer solitude and do not pair for life.

193
The sphinx attacks in melee with its massive claws for Pit Viper: This snake is five feet long and can sense
2d6 points of damage each. They also cast spells as a bodily heat within 60 feet. Pit vipers are lightning fast
Level 6 Cleric (3/3/2). and automatically win initiative each round. They
possess a venomous bite (save versus Death or die):
When angered a sphinx can produce a mighty roar No. Enc: 1d2 (1d8), AL: N, Move: 30, AC: 6, HD: 2,
heard for miles (three times per day) to enfeeble their #AT: 1 (Bite), DMG: 1d4 (Poison), Save: F2, Morale:
opponents. The first roar (within 360 feet) causes Fear 7, Treasure: None, XP: 39.
for three turns (as per wand, save versus Wand to
negate). The second roar deafens all those of three hit Sprite
dice or lower within 30 feet for 2d6 rounds and all
those within 20 feet must save (Stone) or be subject to No. Enc: 1d2 (3d6)
paralyzation for 1d4 rounds. The final roar reduces the Alignment: N
Strength of all those within 240 feet by 2d4 points for Movement: 20 (Fly 60)
2d4 rounds (save negates). In addition, the roar throws Armor Class: 5
all those of three hit dice or under within 30 feet to Hit Dice: 1d4hp
the ground. All those affected, must save versus Breath Attacks: 1 (spell)
or be stunned (2d6 rounds). All those standing take Damage: See below
2d8 points of damage. The third roar is so powerful it Save: F1
shatters stone or crystalline objects within 30 feet. Morale: 7
Treasure: G
A gynosphinx is eight feet tall and has the upper body XP: 7
of a woman, the body of a lion, and feathered wings.
They possess the following spell-like abilities once per Like all sylvan beings, sprites are reclusive fey. They are
day: Clairaudience, Clairvoyance, Detect Invisibility, only a foot tall, at most, have wings, and are distantly
Detect Magic, Dispel Magic, Comprehend Languages, related to pixies and elves. Sprites are mischievous,
Read Magic (Arcane or Divine), Remove Curse, Legend but not malicious, and take joy in playing tricks on the
Lore, and Locate Object. Once per week a gynosphinx creatures that enter their forests. If sprites are threatened,
may use a Symbol of her choice (each). Alongside they do not engage in melee combat. Instead, they
hoarding wealth, both sphinxes value knowledge and gather together with other sprites and cast a pox on
arcane lore. Above all they prize information regarding a single humanoid creature. The pox, or curse, will
the location of other andro/gynosphinxes. cause a humorous physical change, such as donkey
ears or a rabbit nose, but will not inflict harm or pain.
Gynosphinx: No. Enc: 1, AL: N, Move: 40 (Fly 60), The sprites can dismiss the pox at-will. Alternatively, a
AC: -1, HD: 8, #AT: 2 (Claws), DMG: 2d4/2d4, Save: Remove Curse will counter the effect. Pox alternatives
F8, Morale: 9, Treasure: N, R, V, XP: 2,561. are subject to the Maze Controller’s discretion.

Spitting Cobra Stegosaurus

No. Enc: 1d2 (1d6) No. Enc: 1d4 (2d6)


Alignment: N Alignment: N
Movement: 30 Movement: 20
Armor Class: 7 Armor Class: 3
Hit Dice: 1 Hit Dice: 11
Attacks: 1 (Bite or Spit) Attacks: 1
Damage: 1d3 (Poison) Damage: 3d8
Save: F1 Save: F11
Morale: 7 Morale: 7
Treasure: None Treasure: None
XP: 17 XP: 2,001

Similar to most snakes, the three-foot-long spitting The stegosaurus is a dinosaur known for its broad,
cobra prefers to avoid contact. The spitting cobra protruding back-plates and spiked tail. They are
attacks with a poisonous spittle (save versus Death to herbivores, approximately 30 to 40 feet in length, and
negate). A failed save results in blindness (-4 to hit). The weigh several tons. These dinosaurs live in herds. In
spell Cure Blindness reverses the effect. Its bite scores combat they defend themselves with their spiked tail or
1d3 points of damage and is also venomous (save or trample opponents for 3d8 points of damage.
die in 1 turn).

194
Stirge central body. A player character has a 1 on d10 chance
of breaking the weed’s grasp for each point of Strength
No. Enc: 1d10 (3d12) beyond 14. The strangle weed may divide its attacks
Alignment: N between multiple targets and multiple vines combine
Movement: 10 (Fly 40) Strength. Each vine squeezes for 1d3 points of damage
Armor Class: 7 automatically per round. All targets grappled by a vine
Hit Dice: 1 attack with -2 to hit penalty.
Attacks: 1
Damage: 1d3 Titan
Save: F1
Morale: 9 No. Enc: 1 (1d3)
Treasure: O Alignment: N
XP: 17 Movement: 50
Armor Class: -1
The stirge is a small bat-winged creature with a long Hit Dice: 24
proboscis. A stirge’s body is a foot in length with Attacks: 2 (Fist)
a wingspan of two feet. The monster varies in color Damage: 7d6
from rust, reddish-brown, or black. It has a dirty-yellow Save: F24
underbelly. Morale: 10
Treasure: N, Ox8, V
A stirge uses its proboscis to penetrate flesh and drink XP: 12,001
the blood of its prey. A stirge that dive-attacks on the
wing receives an attack bonus of +2. A successful A titan resembles a twenty-foot tall human being. Titans
attack results in clamping onto its target with four claws, are predisposed to good or neutral alignments, but evil
stabbing with its proboscis, and drinking for 1d3 points titans also exist.
of damage. Each round thereafter, the stirge drains
1d3 damage automatically. A stirge remains attached Titans are stoic and rarely speak to humanoids. Legends
until its target is drained of blood or the stirge is slain. say the titans once gathered and challenged the gods
A PC can pull off a stirge with a successful Strength for control of the cosmos but failed. They were cast
Check. Note that if the stirge is attacked while draining down and permanently banished to the Prime Material
its target, damage is distributed equally. Plane.

Strangle Weed Titans attack in combat with their two powerful fists for
7d6 points of damage. They may also use weapons
No. Enc: 1 (1d2) (swords, spears, maces, hammers, axes, etc.) twice per
Alignment: N round for the same amount of damage. Titans possess
Movement: 5 the equivalent of storm giant strength (+6 to hit and
Armor Class: 6 +9 to damage).
Hit Dice: 4
Attacks: 1 Only +4 weapons or greater may harm a titan. Further,
Damage: See below they cast spells as a Level 14 Cleric (6/5/5/4/3/3).
Save: F4 Titans speak their own language, all giant languages,
Morale: NA and Ancient Common.
Treasure: A-G, O, R
XP: 136 Trapper Keeper

The strangle weed can be found on land or under the No. Enc: 1
sea. A first glance it appears as a mass of tangled vines Alignment: N
or seaweed. Several large fronds extend from its center. Movement: 10
Strangle weeds are greenish and its vines are slimy. Armor Class: 3
They are found primarily in warmer climates, although Hit Dice: 12
sages believe a subterranean variant exists. Attacks: 4+
Damage: See below
A strangle weed prefers to ambush. As prey draws near, Save: F12
the monster lashes outward with its vines, grapples, and Morale: 10
constricts its prey to death. It has 2d4 vines (Strength: Treasure: U
14). Each vine is ten feet long and protrudes from its XP: 3,601

195
Sages believe the trapper keeper, or trapper, is distantly Triceratops
related to the lurker above. However, instead of hiding
in wait on a ceiling, trappers settle on dungeon floors. No. Enc: 1 (1d3)
They can expand, contract, or adapt their body to Alignment: N
almost any room shape. They may also pigment their Movement: 30
hide to show blotches of blood-red or other colors, in Armor Class: 2
the center where they settle, to entice prey to investigate. Hit Dice: 11
The floor may feel spongy (1 on d6) where they settle. Attacks: 1
Damage: 3d6
When prey moves atop the trapper, it folds upwards Save: F11
and envelops unsuspecting targets. All those caught by Morale: 8
the trapper are crushed for 1d6 points of automatic Treasure: None
damage per round until slain and consumed. All those XP: 2,801
caught are asphyxiated in 1d4+1 rounds regardless of
damage taken. All enveloped prey are unable to attack Triceratops are huge dinosaurs. They are 12 feet tall
with the exception of small weapons held in-hand. and 40 feet long. They weigh between 6 and 12 tons,
Trappers take half damage from fire or cold-based or 12,000 to 24,000 pounds. They are herbivores but
attack forms and, on a successful saving throw, suffer also territorial and aggressive. These dinosaurs live in
no damage. Trapper may possess treasure underneath grassy tropical climates.
their bodies or in their guts.
Triceratops have three large horns (3d6 damage) and
Treant a broad bony plate above their head. At the opening of
combat, a triceratops can charge (double move) and
No. Enc: 1 (1d8) trample (or gore) for double damage.
Alignment: N
Movement: 30 Triton
Armor Class: 2
Hit Dice: 8 No. Enc: 1d6 (2d6x10)
Attacks: 2 Alignment: NG
Damage: 2d6/2d6 Movement: 5 (Swim 40)
Save: F8 Armor Class: 5
Morale: 9 Hit Dice: 3
Treasure: X Attacks: 1
XP: 1,561 Damage: By weapon
Save: F3
Treants are ancient, sentient trees. They are strong, and Morale: 7
powerful with long arms and booming voices. Treants Treasure: L, N, W
can be found in different shapes and sizes, subject to XP: 51
their genus and species, and many stand 18 feet tall.
Treants live for a thousand years, and as result, never Tritons are ocean-dwelling humanoids with silver scales
speak or act quickly. and skin. They possess fins on each leg and are adept
swimmers. Their hair is bluish-green or blue. Tritons are
In battle, they use their fists for 2d6 points of damage a reclusive species but fierce when roused.
each. Treants fear fire above all things and take double
damage from mundane or magical flame. Treants may In combat, tritons use melee weapons such as tridents
beckon two normal trees to awaken within 60 feet. spears and daggers, and special underwater crossbows
Animated trees function as per treants for 2d6 turns: as ranged weapons.
AC: 4, HD: 6, #AT: 2, DMG: 1d6/1d6.
When encountered in a warband, 50% their number
When treants stand still their legs fit together like a trunk will be mounted on hippocampi.
and are indistinguishable from other trees. They often
achieve surprise when motionless (1-3 on d6). Treants A subleader (HD: 5) directs a warband of 10 or more,
are tree shepherds or “herders” and act to promote, and 20 or more are led by a leader with HD: 7. A
cultivate, and defend forests. chieftain (HD: 9) leads a group of more than 60.
Further, a magic-user (50%) or cleric (50%) of random
The word “treant” comes from an amalgam of the word level (1d6) may accompany a warband of 10 or more.
tree and the Anglo-Saxon word “ent” meaning giant.

196
Troglodyte Despite their lean appearance, they possess great
strength (+3 to hit and +4 to damage). They attack
No. Enc: 2d4 (5d8) with their two claws and sharp teeth (1d6/1d6/1d10).
Alignment: CE Trolls have remarkable olfactory senses and outstanding
Movement: 40 darkvision to 60 feet.
Armor Class: 5
Hit Dice: 2 Trolls regenerate physical damage. After three rounds,
Attacks: 1 or 3 they regenerate three hit points per round. A troll cannot
Damage: See below regenerate fire or acid damage. A natural 20 attack
Save: F2 roll will sever a troll’s hand or arm. In this instance, the
Morale: 9 limb flagellates and grows a new troll (in 2d6 turns) or
Treasure: D-G the troll may reattach a severed limb in one round by
XP: 60 holding the limb to its stump.

These subterranean, scaly, green reptilian humanoids Due to their powerful regeneration, trolls can only
have a ridged spine that runs from head to tail. The be destroyed permanently by acid or fire. If a troll is
spine stands upright when roused for battle. reduced to 0 hit points, it will to regenerate and rise
in 2d6 rounds. Due to their unique abilities, trolls are
Troglodytes are tribal, malicious, and warlike. They universally feared. They speak their own tribal language.
possess a chameleon-like ability to match their
environment and use this ability to ambush and surprise Tyrannosaurus Rex
(1-4 on 1d6). Their scales secrete a putrid, slimy
coating. The stench imposes a penalty of -2 on attack No. Enc: 1
rolls. Troglodytes prefer stone axes, clubs, spiked clubs, Alignment: N
and barbed javelins. Troglodytes are particularly adept Movement: 50
at throwing javelins (+3 to hit and strike for 2d4 points Armor Class: 3
of damage). They can also attack with their natural Hit Dice: 20
weapons: two claws and a bite (1d4/1d4/1d4). Attacks: 1 (Bite)
Damage: 6d6
A troglodyte warband is commanded by a leader (HD: Save: F20
3). For every score of troglodytes, there will also be a Morale: 11
tribal chief (HD: 5). The chief will always be surrounded Treasure: Kx3
by 2d4 bodyguards (HD: 3 leaders). A tribe will have XP: 3,251
females (25%) in addition to the total number of males.
Females are combatants (HD: 1). Troglodytes speak The tyrannosaurus is a bipedal dinosaur known for its
their own language and have Treasure Type Z in lair. massive size and powerful jaws. The tyrannosaurus is
one of the largest carnivorous dinosaurs (13 feet tall)
Troll and weighs up to nine tons. The dinosaur possesses
short forearms and powerful legs capable of speeds up
No. Enc: 1d4 (1d8) to 25 miles/hour. The creature is attracted to movement
Alignment: CE and can bite for 6d6 points of damage. On a natural
Movement: 40 20 the dinosaur swallows whole a medium-sized or
Armor Class: 4 smaller target. This attack results in death (no save).
Hit Dice: 6+6
Attacks: 3 Unicorn
Damage: See below
Save: F6 No. Enc: 1 (1d6)
Morale: 10 Alignment: LG
Treasure: W Movement: 60
XP: 1,581 Armor Class: 2
Hit Dice: 4
Trolls are tall (8 feet), lanky, and emaciated monstrous Attacks: 3
humanoids. Their rubbery hides are dark green or Damage: 1d8/1d8/1d8
mottled field-gray. Troll hair is blackish and its eyes are Save: M11
dark and soulless. Trolls are constantly hungry. They Morale: 7
tend to lair in dungeons, caves, ruins, and swamps. Treasure: None
XP: 246

197
Unicorns are magical creatures with a long straight, points, they must assume this form and return to their
spiraling horn that grows from their foreheads. They coffin. If they cannot within two turns and recover for
are intelligent and, to most, represent the epitome eight hours, vampires cannot reform and are destroyed.
of purity, goodness, and light. Sages say that only
enchanted woodland beings, and virtuous maidens Vampires can shape-change into a giant bat, bat swarm,
may approach these shy, majestic creatures. Unicorns rat swarm, or dire wolf, at-will. When underground, a
are passive. If forced to defend themselves, they use vampire can call 1d10x10 bats or rats, or when above
their two hooves and horn (1d8 each), or charge and ground, can call 2d8+2 wolves or 1d6+2 dire wolves
spear an opponent for double damage. They are more in 1d10+2 rounds. In addition, all those that meet a
likely to teleport away (360 feet) from conflict (useable vampire’s gaze are charmed (as Charm Person, save -2
once per day). Spell to negate).

Unicorns have white coats and roam in small herds led The following do not repel a vampire, but they may
by an alpha male (HD: 6, DMG: 1d10/1d10/1d10) give it pause for one round if presented with righteous
that protects the herd. Unicorns may serve as steeds, authority: a mirror, garlic, or lawful good holy symbol.
but only to good-aligned elves and women pure of Vampires are susceptible to holy water damage as per
heart. Larger, shaggy, Clydesdale-like unicorns exist in all undead. Vampires can be destroyed in the following
northern climates. The alicorn, the horn of a unicorn, is ways: If submerged in water, they will dissolve in one
said to possess potent magic (the equivalent of 1d4+1 turn as if immersed in acid. If subjected to sunlight, they
random wands with 30 charges). must save each round (Death) or turn to dust. Finally,
a vampire can be destroyed if staked through the heart
Vampire and decapitated.

No. Enc: 1 (1d4) Vampires procreate by draining a being of its energy


Alignment: CE levels (reduced to level zero). The victim must then be
Movement: 50 (Fly 60) buried and rises as a vampire the following night. The
Armor Class: 2 new vampire retains all racial and class abilities, which
Hit Dice: 7 to 9 s/he held in life with a corresponding alignment change
Attacks: 1 (Touch) to chaotic evil. The new vampire must serve its master,
Damage: 1d10+Drain until the master is destroyed.
Save: F7 to F9
Morale: 11 Violet Fungi
Treasure: U
XP: 3,941/5,561/8,001 No. Enc: 1d4 (1d4)
Alignment: N
A vampire is a formidable undead monster. Vampires Movement: 5
represent extremes: they are both alluring and terrifying, Armor Class: 7
powerful yet weak, human and animal, both dead and Hit Dice: 3
alive. Vampires are created by committing heinous Attacks: 1-4
acts of evil in life or from the bite of another vampire. Damage: See below
Vampires are nocturnal and spend daylight hours Save: F3
asleep in grave-soil, normally in a coffin, to maintain Morale: 8
their power. During this time, they depend on thralls. Treasure: None
XP: 81
Vampires possess supernatural strength (+3 to hit and
+4 to damage) and inflict 1d10 damage. A vampire’s Violet fungi range from four to seven feet tall and are
touch drains two levels of experience/hit dice (the victim often encountered with shriekers. Their color ranges
is placed two levels below current plus one experience from purple to light violet. They appear much like
point with a commensurate loss in hit points and shriekers but with tendrils that extend from above or
abilities, etc.). Vampires take only half damage from below their caps. Violet fungi require organic matter to
electricity and cold attacks. They are immune to normal grow. A violet fungus attacks by flailing its 1d4 tendrils
weapons and regenerate three hit points per round. at creatures that approach within its five-foot reach.
Like all undead, they are immune to Sleep, Charm, Their tendrils are coated with slime that causes a victim
Hold, and mind-influencing spells. to save (Poison) or rot into a corpse in 1d4+2 rounds.
The effect can be avoided via Cure Disease if cast
Vampires have numerous special abilities. They can within three rounds after contact.
assume Gaseous Form at-will. If reduced to zero hit

198
War Dog Wild Boar: These ill-tempered and cantankerous
animals are encountered in forests, scrublands, or other
No. Enc: 1 mixed terrain. A boar will attack if cornered, threatened,
Alignment: N or to defend its young. See above for standard wild
Movement: 40 boar statistics.
Armor Class: 6
Hit Dice: 2+2 Giant Boar: These thirty-foot-long giants are particularly
Attacks: 1 aggressive. They will attack unprovoked and crave
Damage: 2d4 meat. They are occasionally found with other boar
Save: F2 types. Sages speak of a giant shaggy boar variant
Morale: 11 adapted to cold climates. Giant Boar No. Enc: 1d4,
Treasure: None AL: N, Move: 40, AC: 6, HD: 5, #AT: 1 (Tusk),
XP: 36 DMG: 3d4, S: F5, Morale: 9, Treasure: None, XP: 351.

War dogs are trained and bred for battle. They obey the Warthog: These highly territorial cousins of the
commands of their master but will not attack undead. standard boar attack in combat with two tusks.
PCs may wish to equip war dogs with leather (+1: Warthog, No. Enc: 1d6, AL: N, Move: 40, AC: 7,
50gp) or studded leather barding (+2: 100gp). HD: 3+3, #AT: 2 (Tusks), DMG: 2d4/2d4, Save:
F3, Morale: 9, Treasure: None, XP: 101. Both
Wight males and sows fight as combatants. If two are
encountered, the remainder are piglets (HD: 1-2,
No. Enc: 1d3 (1d8) DMG: 1d3 or 1d4+1 damage, respectively).
Alignment: LE
Movement: 30 Will-O-Wisp
Armor Class: 5
Hit Dice: 3 No. Enc: 1 (1d3)
Attacks: 1 Alignment: CE
Damage: Drain Movement: 5 (Fly 50)
Save: F3 Armor Class: -8
Morale: 12 Hit Dice: 9
Treasure: X Attacks: 1
XP: 96 Damage: 2d8
Save: F9
A wight is an undead creature. A wight has pale white Morale: 7
skin, sunken bloodshot eyes, and oversized clawed Treasure: V
hands. They possess an insatiable hunger for life force XP: 3,801
and drain the living to sustain themselves. They are
found in barrows and crypts. The touch of a wight drains A will-o-wisp is a small, malevolent spirit that appears
one experience level. Any being reduced to level zero is at night as a flickering light. It gently bounces above
slain and rises a wight (1d3 days). Wights can only be the ground and, as legends say, leads travelers to their
damaged by magic, silver weapons, or spells. Like all death. A will-o-wisp is often mistaken as a torch or
undead, they are immune to Sleep, Charm, Hold, and lantern in the dark. It is commonly found in swamps
mind-influencing spells. and foggy fens. A will-o-wisp may become invisible for
intervals of 1d4 rounds.
Wild Boar
Will-o-wisps seek to confound their prey by leading
No. Enc: 1d6 them into dangerous hazards such as quicksand,
Alignment: N mires, or pits. Once trapped and in distress, the will-o-
Movement: 40 wisp hovers above its prey and steals their life energy
Armor Class: 7 (automatic 2d8 hit points per round). Will-o-wisps are
Hit Dice: 3 immune to spells except Magic Missile, Maze, and
Attacks: 1 (Tusk) Protection from Evil. However, they are vulnerable to
Damage: 2d4 mundane melee and ranged attack forms.
Save: F3
Morale: 9 They are cunning and extremely intelligent. If severely
Treasure: None wounded they will flee. The remains of their victims,
XP: 66 and their treasure, will be strewn across their killzone.

199
Wind Walker attacks and suffer an additional point of fire damage.
The pelt of a winter wolf provides +1 on saves against
No. Enc: 1d3 (1d3) cold-based attack-forms and is worth 1d4+1x1000gp,
Alignment: N if properly harvested and preserved (80% likely to fail).
Movement: 40 (Fly: 80)
Armor Class: 7 Wolf
Hit Dice: 6+3
Attacks: 1 No. Enc: 2d6 (3d6)
Damage: 3d6 Alignment: N
Save: F6 Movement: 50
Morale: 9 Armor Class: 7
Treasure: Z Hit Dice: 2+2
XP: 681 Attacks: 1 (Bite)
Damage: 1d6
Wind walkers appear like a humanoid wind-column Save: F2
twelve feet tall. Wind walkers are entities from the Morale: 8
Elemental Plane of Air. Powerful beings such as cloud Treasure: None
giants, storm giants, or djinn, employ them as servants XP: 36
or in defense.
Timber wolves, also called gray wolves, have a thick fur
In combat, a wind walker attacks by grabbing and coat that ranges from gray to brown, with a mix of black
throwing its foes for 3d6 points of damage. All those and white on their chest, belly, and legs. Wolves have
successfully struck are knocked prone (+4 to hit). long, powerful legs, sharp claws, and a bushy tail. They
average two-to-three feet in height and weigh between
Wind walkers may only be harmed by ethereal beings 60 and 125 pounds. Timber wolves are carnivores and
or beings capable of affecting that plane of existence. hunt in packs of six to ten, although larger packs of
They are vulnerable to magic weapons and select up to thirty are possible. They can reach speeds of 40
spells. A Control Weather spell slays a wind walker miles per hour. Wolf packs are led by a dominant male
outright (save versus Spell to negate). Haste scores and female called an alpha pair. The alpha male has
1d6 damage per two levels of experience (maximum HD: 4+4 and DMG: 1d8+1 and the alpha female
5d6) against it. Note that a Haste spell also doubles HD: 3+3 and DMG: 1d6+1 Wolves possess stronger
the creatures damage dice. An Ice Storm functions as morale (9) in numbers greater than six and their morale
per the spell Fear for 1d4 rounds (no damage scored). drops (6) if half are slain.
A wind walker is affected by magical barriers. A Slow
spell cast on it functions like a Fireball. Dire Wolf: These massive wolves (5 feet tall and 225
pounds) are more intelligent and vicious than standard
Winter Wolf wolves. They are commonly found in mountainous and
wooded terrain. Some keep dire wolf cubs and train
No. Enc: 1d6+1 (2d4) them for protection despite their unruly temperament.
Alignment: NE Orcs capture cubs and ride them as mounts. Dire Wolf:
Movement: 50 AL: N, Move: 60, AC: 6, HD: 4+1, #AT: 1 (Bite),
Armor Class: 5 DMG: 2d4 , Save: F4, Morale: 8, Treasure: None, XP:
Hit Dice: 6 141. Alpha males have HD: 6, DMG: 3d4.
Attacks: 1 (Bite)
Damage: 2d4 Wraith
Save: F6
Morale: 10 No. Enc: 1d3 (1d6)
Treasure: R Alignment: CE
XP: 571 Movement: Fly 60
Armor Class: 3
These huge wolves have adapted to arctic conditions. Hit Dice: 4
Their howl causes Fear (as per the spell) and their bite Attacks: 1 (Touch)
causes 2d4 damage. Alongside its bite attack, they Damage: 1d6+Drain
possess a freezing breath weapon that scores 6d4 hit Save: F4
points damage to targets directly infront (10 feet wide Morale: 12
and 10 feet long). A successful save (Breath) reduces Treasure: V
damage by half. They are immune to cold-based XP: 301

200
Wraiths are an incorporeal form of undead. They Yellow mold is immune to all forms of attack except
appear as shadows and their presence, even if unseen, for mundane and magical fire. A Continual Light spell
is marked by chilling cold and sense of dread. A wraith’s forces it into dormancy for 1d6 rounds.
touch inflicts 1d6 points of damage and drains one
experience level (player characters are reduced to the Yeti
minimum experience for that level plus one experience
point). If reduced to level zero, the victim dies and rises No. Enc: 1d3 (1d4+2)
as a wraith in one day. Wraiths may only be struck Alignment: N
by magic weapons and silver weapons deal only half Movement: 40
damage. Like all undead, wraiths are unaffected by Armor Class: 6
Sleep, Charm, Hold, or mind-influencing spells. Hit Dice: 4+4
Attacks: 2 (Claws)
Wyvern Damage: 1d6/1d6
Save: F4
No. Enc: 1d2 (1d6) Morale: 8
Alignment: CE Treasure: X
Movement: 20 (Fly: 60) XP: 366
Armor Class: 3
Hit Dice: 7 Yeti are shaggy, hulking nine-foot tall monstrous
Attacks: 2 humanoids. They lair on remote, snowy mountains and
Damage: See below are exclusively found in arctic climates. They are fierce,
Save: F7 apex carnivores and hunt giant goats and sheep, polar
Morale: 9 bears, ice toads, and humanoids. They have a keen
Treasure: V olfactory sense, equivalent to a minotaur. They have
XP: 1,141 large, oversized, razor-sharp claws that strike twice per
round for 1d6 points of damage each. If a yeti hits with
Wyverns are distantly related to dragons. They are both claw attacks in the same combat round, it bites
scaled, flying reptiles with a 30-foot-long body. They for an additional 2d8 points of damage. All those that
vary in color relative to their environment. They prefer behold a yeti must save (Spell) or cower in Fear (as per
to lair in caves and caverns high in mountains or rocky spell) for three rounds (a save in subsequent rounds
crags. Wyverns attack with a bite (2d8) and a barbed negates). Yeti are nearly invisible in a snowy landscape
poisonous stinger (1d6 plus poison, save or die) at the (1-4 on d6). They are vulnerable to heat-based attacks
end of their long tails. Unlike dragons they have low (+50% damage). When encountered in-lair 1/4 of the
intelligence and do not possess front legs. total number will be female, with a 1-2 on d6 chance
of 1d3 young. They are of average intelligence.
Yellow Mold
Zombie
No. Enc: 1d3
Alignment: N No. Enc: 1d4+1 (4d6)
Movement: 0 Alignment: CE
Armor Class: Always hit Movement: 20
Hit Dice: 2 Armor Class: 8
Attacks: Spores Hit Dice: 2
Damage: 1d8* Attacks: 1 (Weapon)
Save: F2 Damage: 1d8 or weapon
Morale: Not applicable Save: F2
Treasure: None Morale: 12
XP: 48 Treasure: None
XP: 30
Yellow mold is a fungus that covers a 10x10 foot area
(larger colonies exist). Yellow mold does not attack Zombies are undead constructs animated by evil clerics
or move per se. When disturbed, the mold ejects and necromancers through dark magic. Zombies lack
acidic spores into the air above it. The spores burn sentience and are imbued with simple instructions. They
wood, leather, and naked flesh (1d8, no damage in are typically used as foot soldiers or to guard locations
metal armor). All those exposed must save (Death) or of import. Zombies attack with a clawed hand or by
suffocate and die. A Cure Disease and Resurrection are weapon type. Like all undead, are immune to Sleep,
needed within 24 hours to save a victim of the mold. Charm, Hold, and mind-influencing spells.

201
Treasure Type
The primary purpose of adventuring is to acquire treasures increase in value. Experience points from
treasure in the form of gold pieces. Each Gold Piece in defeating monsters equal 1/10th the value of
looted coins, gems, jewelry, etc., equals one experience experience points from treasure as expressed in Gold
point. Finding treasure and evading monsters provides Pieces. Each monster has a Treasure Type identified in
the fastest (and safest) means of advancing a PC to the their description. These treasure types are considered
next level of experience. As player characters advance guidelines. The Maze Controller should adjust treasure
in level, and enter increasingly difficult dungeons, and distribution if the results appear uneven.

Individual Treasure
CP SP EP GP PP Gems Jewelry Magic
A 3d8 - - - - - - -
B - 3d6 - - - - - -
C - - 2d6 - - - - -
D - - - 2d8 - - - -
E - - - - 1d6 - - -
F - - - - - 1d3 - -
G - - - - - - 1d3 -
+1 Weapon
H - - - - - - -
(10%)
+1 Armor
I - - - - - - -
(10%)
J 1d100 (80%) 1d100 (30%) - 1d100 (30%) - 1d4 (15%) 1d4 (10%) 1 (10%)
K - 1d100 (30%) 1d100 (20%) 1d100 (15%) - 1d6 (30%) 1d4 (20%) 1 (15%)

Lair Treasure
CPx1000 SPx1000 EPx1000 GPx1000 PPx1000 Gems Jewelry Magic
1d4 Scrolls
L - - - - - - -
(50%)
2d4 Potions
M - - - - - - -
(50%)
N - - - 1d8 (50%) 2d6 (40%) 2d6 (60%) 2d6 (40%) -
O - - - - - 1d6 (45%) - -
P - 2d4 (30%) 1d4 (25%) - - - - -
Q 1d6 (30%) 1d4 (20%) - - - - - -
R - - - - 2d4 (35%) 2d6 (55%) 2d6 (50%) 1 (25%)
S 3d6 (25%) 1d100 (65%) 2d4x10 (40%) 1d4 (60%) 3d6 (30%) 2d4 (30%) 1d10 (20%) 6 (20%)
T - - - 1d6 (55%) 1d4 (45%) 3d4 (30%) 1d10 (25%) 6 (30%)
U - 3d6 (20%) 1d6 (25%) 2d6 (45%) 1d4 (25%) 3d6 (25%) 1d8 (10%) 5 (30%)
V 2d6 (10%) 1d8 (35%) 1d6 (25%) 1d6 (30%) - 2d4 (15%) 2d4 (10%) 4 (30%)
W 1d8 (10%) 1d8 (20%) - 1d6+1 (55%) - 1d6 (40%) 1d6 (40%) 4 (15%)
X 2d6 (30%) 1d6 (30%) 1d6 (15%) - - 1d6 (20%) 1d6 (20%) 2 (12%)
Y 1d8 (50%) 1d4 (25%) 1d4 (30%) - - 1d6+1 (30%) 1d4 (20%) 1 (12%)
Z 2d4 (30%) 1d4 (20%) 1d6 (25%) 1d8 (40%) 1d4 (20%) 4d8 (60%) 4d8 (50%) 3 (25%)

202
Treasure Gem Type Optional Subtable
Roll the table below to determine gemstone:
How to Roll for Treasure
The Maze Controller begins by reading the Monster 1d12 Gem Type
Entry to determine its Treasure Type (Individual or Lair). 1 Azurite
The Maze Controller then rolls the Treasure Type Table.
2 Lapis Lazuli
If no percentage number is present, it means treasure is 3 Tiger Eye
present. In the example of Treasure Type A, 3d8 Copper 4 Bloodstone
Pieces are always found.
5 Moonstone
If a Treasure Type includes a percentage number, that 6 Sardonyx
means, in the example of Treasure Type H, there is a 10% 7 Amethyst
chance of a +1 Magic Weapon. In this example, the
Maze Controller rolls 06% on 1d100 percentage dice 8 Aquamarine
and consults the Magic Weapons Table to determine 9 Pearl
enchantment and weapon type. 10 Black Sapphire
If a Treasure Type consists of multiple percentages, such 11 Emerald
as Treasure Type S, the Maze Controller must roll the 12 Diamond
percentage dice listed for each entry individually to
determine if that column of treasure is present.
Jewelry Type Optional Subtable
For Lair Treasure, Maze Controllers are encouraged to
add 1d100 or 2d100 to the x1000 coin values to vary Roll the table below to determine additional detail on
the result and ensure verisimilitude. each gemstone found as treasure.

Gems and Jewelry 1d12 Jewelry Type


1 Circlet
Gem and Jewelry Value (GP) 2 Bracelet
1d100 Level 1-3 Level 4-7 Level 7-9 3 Ring
01-15 10 50 150 4 Torc
16-30 25 125 375 5 Disc Broach
31-45 50 250 750 6 Belt Buckle
46-60 75 375 1,125 7 Goblet
61-75 100 500 1,500 8 Necklace
76-85 200 1,000 3,000 9 Earring(s)
86-90 500 2,500 7,500 10 Pendant
91-95 750 3,750 11,250 11 Scabbard
96-00 1,000 5,000 15,000 12 Maze Controller’s Choice

203
Magic Items 1d100
01-03
Potions
Potion of Animal Control
In most instances, magic items appear mundane and 04-06 Potion of Clairaudience
ordinary. Player characters must use and experiment 07-09 Potion of Clairvoyance
with magic items, or cast specific spells, to determine
their nature. In short, potions must be sipped or drank, 10-12 Potion of Climbing
scrolls and runestones must be read, clothing equipped, 13-17 Potion of Delusion (Cursed)
weapons and armor must be used in combat, and so 18-20 Potion of Diminution
on, to determine their enchantment.
21-23 Potion of Dragon Control
Subject to the discretion of the Maze Controller, player 24-26 Potion of ESP
characters may consult a high-level priest or wizard
27-30 Potion of Extra-healing
to discern the properties of a magic item for a cost of
300gp/per level of the caster (minimum fifth level) and 31-32 Potion of Fire Resistance
one week of study. All magic items glow with a faint blue 33-36 Potion of Flying
radiance when subject to the spell Detect Magic. If the
Maze Controller wishes, cursed items may glow red. 37-40 Potion of Gaseous form
41-43 Potion of Giant Control
Some magic items possess charges. These items lose 44-47 Potion of Giant Strength
their enchantment when all charges are expended.
Some items can be recharged as indicted in the magic 48-50 Potion of Growth
item description. 51-54 Potion of Healing
55-58 Potion of Heroism (F/B/P/R)
1d100 Random Magic Item Type 59-61 Potion of Human Control
1-20 Potions 62-64 Potion of Invisibility
21-32 Scrolls 65-66 Potion of Invulnerability
33-37 Rings 67-69 Potion of Levitation
38-53 Runestones 70-71 Potion of Longevity
54-58 Rods, Staves, and Wands 72-73 Oil of Etherealness
59-65 Miscellaneous Magic 74-75 Oil of Piercing
66-80 Swords 76-77 Oil of Slipperiness
81-90 Weapons 78-79 Potion of Philter of Love
91-00 Armor 80-81 Potion of Plant Control
82-83 Potion of Poison
84-85 Potion of Polymorph
86-88 Potion of Speed
89-90 Potion of Super-Heroism (F/B/P/R)
91-93 Potion of Sweet Water
94-95 Potion of Treasure Finding
96-97 Potion of Undead Control
98-00 Potion of Water Breathing

204
1d100 Scrolls 1d100 Runestones
01-11 Cursed Scroll (Random Effect) 1-60 Minor Runestones
12-17 Protection from Demons 61-00 Major Runestones
18-23 Protection from Devils
24-29 Protection from Elementals 1d100 Minor Runestones
30-35 Protection from Lycanthropes 01-07 Runestone of Climbing
36-41 Protection from Magic 08-10 Runestone of Death
42-47 Protection from Undead 11-13 Runestone of Disintegration
48-62 Spell Scroll (5) 14-25 Runestone of Extra-Healing
63-72 Spell Scroll (4) 26-32 Runestone of Giant Strength
73-80 Spell Scroll (3) 33-42 Runestone of Growth
81-88 Spell Scroll (2) 43-51 Runestone of Healing
89-93 Spell Scroll (1) 52-59 Runestone of Heroism
94-00 Treasure Map 60-67 Runestone of Invulnerability
68-75 Runestone of Levitation
1d100 Rings 76-83 Runestone of Speed
01-04 Ring of Animal Command 84-91 Runestone of Super-Heroism
05-09 Ring of Delusion (Cursed) 92-00 Runestone of Sweetwater
10-15 Ring of Fire Resistance
16-20 Ring of Free Action 1d100 Major Runestones
21-25 Ring of Human Influence 01-03 Runestone of Constitution
26-30 Ring of Invisibility 04-07 Runestone of Curing
31-35 Ring of Jumping 08-10 Runestone of Delusion (Cursed)
36-40 Ring of Plant Command 11-13 Runestone of Dwarvenkind
41-47 Ring of Protection 14-17 Runestone of Galeb
48-49 Ring of Regeneration 18-21 Runestone of Illumination
50-55 Ring of Shooting Stars (ILL/MU) 22-24 Runestone of Impact
56-60 Ring of Spell Storing (ILL/MU/C/D/M) 25-28 Runestone of Insanity (Cursed)
61-65 Ring of Spell Turning 29-31 Runestone of Kalbandur
66-70 Ring of Swimming 32-34 Runestone of Magic Resistance
71-73 Ring of Telekinesis 35-37 Runestone of Missile Attraction (Cursed)
74-78 Ring of the Ram 38-40 Runestone of Monstrous Attention (Cursed)
79-84 Ring of Water Breathing 41-43 Runestone of Prayer (C/D/M)
85-90 Ring of Water Walking 44-46 Runestone of Proof Against Disease
91-93 Ring of Weakness 47-49 Runestone of Proof Against Mummy Rot
94-96 Ring of Wishes 50-52 Runestone of Rejuvenation
97-98 Ring of Wizardry (Ill/MU) 53-55 Runestone of Sharpening (F/B/P/R)
99-00 Ring of X-Ray Vision 56-58 Runestone of Steam and Vapor
59-61 Runestone of Strength
62-64 Runestone of Stupidity (Cursed)
65-67 Runestone of Wisdom
68-70 Runestone of the Stalagmite

205
71-82 Spellstone 77-78 Wand of Magic Detection (Ill/MU)
83-85 Wardstone (Acid) 79-80 Wand of Magic Missiles (Ill/MU)
86-88 Wardstone (Dragon Breath) 81-82 Wand of Metal Detection (Ill/MU)
89-91 Wardstone (Gas) 83-84 Wand of Negation (Ill/MU)
92-94 Wardstone (Insects) 85-86 Wand of Oil (Ill/MU)
95-97 Wardstone (Petrification) 87-88 Wand of Paralyzation (Ill/MU)
98-00 Wardstone (Plants) 89-90 Wand of Polymorphing (Ill/MU)
91-92 Wand of Secret Door Detection (Ill/MU)
1d100 Rods, Staves, and Wands 93-94 Wand of Tar (Ill/MU)
01-02 Rod of Absorption (C/D/M/Ill/MU) 95-96 Wand of Trap Detection (Ill/MU)
03-04 Rod of Beguiling 97-98 Wand of Water (Ill/MU)
05-06 Rod of Cancellation 99-00 Wand of Wonder (Ill/MU)
07-08 Rod of Lordly Might (F/P)
09-10 Rod of Resurrection (C) 1d100 Miscellaneous Magic Items
11-12 Rod of Rulership 1-25 Miscellaneous Magic Items (A-C)
13-14 Rod of Smiting (C/D/M/F) 26-50 Miscellaneous Magic Items (D-G)
15-16 Staff of Command (C/M) 51-75 Miscellaneous Magic Items (H-N)
17-20 Staff of Healing (C/D/M) 76-00 Miscellaneous Magic Items (O-Z)
21-22 Staff of Ozkadoo (C/D/M/Ill/MU)
23-24 Staff of Power (Ill/MU) 1d100 Miscellaneous Magic Items (A-C)
25-27 Staff of Striking (C/D/M) 01 Albion (F/R)
28-30 Staff of Withering (C/D/M) 02-03 Alchemy Jug
31-32 Staff of Zuul (Ill/MU) 04 Allirass’ Sequined Tuque of Shame (Cursed)
33-34 Staff of the Magi (Ill/MU) 05-06 Amulet of Inescapable Location
35-37 Staff of the Magus (Ill/MU) 07-08 Amulet of Magic Resistance
38-39 Staff of the Prestidigitator (Ill/MU) 09-10 Amulet of Proof Against Detection
40-41 Staff of the Pyromancer (Ill/MU) 11-12 Amulet of Proof Against Possession
42-44 Staff of the Serpent (C/D/M) 13-14 Amulet of Proof Against Turning
45-47 Walsom’s Wretched Wand (Ill/MU) 15 Amulet of the Planes
48-49 Wand of Acid (Ill/MU) 16-17 Amulet versus Crystal Balls and ESP
50-52 Wand of Cold (Ill/MU) 18 Apparatus of the Crab
53-55 Wand of Conjuration (Ill/MU) 19 Armature of Palantis (C/P)
56-57 Wand of Enemy Detection (Ill/MU) 20 Armbands of Healing
58-59 Wand of Fear (Ill/MU) 21-22 Arrow of Direction
60-61 Wand of Fiery Burning (Ill/MU) 23 Arrow of Herne (D/F/R)
62-63 Wand of Fire (Ill/MU) 24 Aspergillum of Palantis (C/P)
64-65 Wand of Fireballs (Ill/MU) 25-26 Bag of Bones
66-67 Wand of Frost (Ill/MU) 27-28 Bag of Devouring
68-69 Wand of Illusion (Ill/MU) 29-30 Bag of Holding
70-71 Wand of Light (Ill/MU) 31-32 Bag of Transformation
72-74 Wand of Lightning (Ill/MU) 33-34 Bag of Tricks
75-76 Wand of Lightning Bolts (Ill/MU) 35-36 Baltron’s Be-Cursed Beanie (Cursed)

206
37-38 Basprofo’s Furry Cossack 1d100 Miscellaneous Magic Items (D-G)
39-40 Basprofo’s Brilliant Bookbag 01-02 Decanter of Endless Water
41 Book of Chaotic Blackness (C) 03-05 Deck of Many Things
42 Book of Lawful Deeds (C) 06-07 Drums of Deafening
43-44 Boots of Dancing 08-09 Drums of Panic
45-46 Boots of Elvenkind 10-12 Dust of Appearance
47-48 Boots of Levitation 13-15 Dust of Disappearance
49-50 Boots of Speed 16-18 Dust of Sneezing and Choking
51-52 Boots of Striding and Springing 19-20 Efreeti Bottle
53 Bottle of Djinni Summoning 21-22 Eguresel’s Brilliant Beret (ILL/MU)
54 Bowku’s Beetle Armor (F/P) 23-24 Eguresel’s Key (ILL/MU)
55 Bowl of Commanding Water Elementals 25-27 Ekintzart’s Eldritch Scroll Tube
56-57 Bowl of Drowning (Cursed) 28 Epirus Bow (F/P/R)
58-59 Bracers of Defense 29-30 Everburning Candle
60-61 Bracers of Deflection 31-32 Eversmoking Bottle
62 Brazier of Commanding Fire Elementals 33-35 Eyeglass of House Longbeard
63 Brazier of Sleep Smoke 36-37 Eyes of Charming (Ill/MU)
64-65 Broach of Shielding 38-39 Eyes of Magnification
66-67 Broom of Animated Attack 40-41 Eyes of Petrification
68 Broom of Cursed Flight (Cursed) 42-43 Eyes of the Eagle
69-70 Broom of Flying 44 Fennril’s Faithful Compass
71 Caliburn (F/P) 45-47 Figurine of Wondrous Power
72 Censer of Controlling Air Elementals 48-49 Filangee’s Propeller Beanie
73 Censer of Cursed Summoning 50-51 Flask of Curses (Cursed)
74 Chime of Cannibalism 52-53 Flying Carpet
75-76 Chime of Opening 54-55 Folding Boat
77-78 Cloak of Arachnida 56-57 Folding Boat of Flying
79-80 Cloak of Displacement 58 Fount of Law
81-82 Cloak of Elvenkind 59-60 Gaidenmorden’s Furry Mongol Helmet
83 Cloak of Poisonousness 61-62 Gauntlets of Geddinthor (F/B/P/R)
84-92 Cloak of Protection 63 Gauntlet of Palantis (C/P)
93 Couter of Palantis (C/P) 64 Gauntlets of Fumbling
94 Crystal Ball (ILL/MU) 65-66 Gauntlets of Ogre Power (F/B/P/R/C)
95 Crystal Ball of Hypnosis (ILL/MU) 67-68 Gaxiluke’s Corinthian Helm of Free Action
96 Crystal Ball with Clairaudience (ILL/MU) 69-70 Gaxiluke’s Reptile-Eye Headband
97 Crystal Ball with ESP (ILL/MU) 71-72 Gem of Brightness
98 Cube of Force 73-75 Gem of Seeing
99 Cube of Frost Resistance 76-77 Gir-Shaul’s Conical Cap of Eyes (ILL/MU)
00 Cubic Gate 78-79 Girdle of Femininity/Masculinity
80-81 Girdle of Giant Strength (F/B/P/R/C/M)
82-84 Gloves of Dexterity
85-87 Gloves of Swimming and Climbing
207
88-90 Globus Cruciger of Antioch (C/P) 67-68 Medallion of ESP
91-92 Grabthar’s Golden Gauntlets (F/B/P/R/C) 69-70 Medallion of Thoughts
93 Grabthar’s Hammer (F/B/P/R/C) 71-72 Medallion of Thoughts (60 Feet)
94-96 Great Helm of the Juggernaut (F/B/P/R) 73-74 Mermomodel’s Conical Wizard Cap
97-98 Grelf’s Dented Metal Cone (ILL/MU) 75-76 Metznward’s Golden Coif
99-00 Grigby’s Woolly Owlbear Cap 77-78 Mirror of Life Trapping (Ill/MU)
79-80 Mirror of Mental Prowess (ILL/MU)
1d100 Miscellaneous Magic Items (H-N) 81-82 Mirror of Opposition
01-02 Halabaster’s Hat of Hornets (ILL/MU) 83-84 Monk’s Habit
03-04 Helm of Brilliance 85 Mystic Jewel of Koweewah (ILL/MU)
05-06 Helm of Comprehending Languages 86-87 Necklace of Adaptation
07-08 Helm of Opposite Alignment (Cursed) 88-89 Necklace of Missiles
09-10 Helm of Telepathy 90-91 Necklace of Prayer Beads (C/D/M)
11-12 Helm of Teleportation 92-93 Necklace of Strangulation (Cursed)
13-14 Helm of Underwater Action 94-95 Necro-Crown of Zadukalu
15-16 Hitzemun’s Blue Tuque 96-97 Nesting Golems
17-18 Horn of Blasting 98-99 Net of Entrapment (C/F/T)
19-20 Horn of Valhalla (C/F/P/R/T) 00 Net of Snaring (C/F/T)
21-22 Horn of the Dead (C/F/P/R/T)
23-24 Horseshoes of Speed 1d100 Miscellaneous Magic Items (O-Z)
25-26 Horseshoes of Zephyr 01-02 Ointment of Healing
27-28 Incense of Meditation (C/D/M) 03-04 Ool’s Rusty Corinthian Helm
29-30 Incense of Obsession (C/D/M) 05-06 Pearl of Power (ILL/MU)
31-32 Ioun Stones 07-08 Pearl of Wisdom (C/D/M)
33-34 Javelin of Lightning (F/B/P/R) 09 Periapt of Foul Rotting (Cursed)
35-36 Javelin of Piercing (F/B/P/R) 10-11 Periapt of Health
37-38 Jewel of Monster Attraction 12-13 Periapt of Proof against Mummy Rot
39-40 Kazzibal’s Exotic Canterbury Cap 14-15 Periapt of Proof against Poison
41-42 Kuato’s Feather Token 16-17 Periapt of Wound Closure
43 Libram of Dark Magic (ILL/MU) 18-19 Phylactery of Faithfulness (C/D/M)
44 Libram of White Magic (ILL/MU) 20-21 Phylactery of Long Years (C/D/M)
45-46 Lyre of Building 22-23 Phylactery of Undead Turning
47-48 Manual of Bodily Health 24-25 Pigface Bascinet (F/P/R)
49-50 Manual of Gainful Exercise 26-27 Pinto’s Conical Cap (ILL/MU)
51-52 Manual of Golems (C/M/Ill/MU) 28-29 Pipes of the Sewers
53-54 Manual of Martial Skillfulness 30 Portable Hole
55-56 Manual of Quickness of Action 31 Raldurin’s Runehammer (F/B/P/R)
57-58 Matoowb’s Instant Fortress 32 Rerebrace of Palantis (C/P)
59-60 Mattock of the Titans (F/B/P/R) 33-34 Robe of Blending
61-62 Maul of the Titans 35-36 Robe of Eyes (Ill/MU)
63-64 Mazakala’s Antlered Faluche 37 Robe of Powerlessness (Cursed) (Ill/MU)
65-66 Mazakala’s Cursed Cowl (Cursed) 38-39 Robe of Scintillating Colors (ILL/MU)

208
40 Robe of the Archmagi (ILL/MU) 1d100 Swords
41-42 Robe of Useful Items (Ill/MU) 01-03 Sword –1
43-44 Rope of Climbing 04-06 Sword –2
45-46 Rope of Entanglement 07-37 Sword +1
47-48 Rope of Strangulation 38-39 Sword +1, +2 vs Lycanthropes
49-50 Sagnala’s Purple Velvet Fez (ILL/MU) 40-41 Sword +1, +2 vs Spell-Casters
51-52 Sandals of Kicking (C/D/M/ILL/MU) 42-43 Sword +1, +3 vs Reptiles
53-54 Sandals of Spider Climbing 44-45 Sword +1, +3 vs Magic-Using Creatures
55 Scarab of Death 46-47 Sword +1, +3 vs Undead
56-57 Scarab of Proof Against Fear 48-49 Sword +1, +3 vs Regenerating Creatures
58-59 Scarab of Protection 50-51 Sword +1, Dancing
60 Seax of Beagnoth (F/B/P/R) 52-53 Sword +1, Flame Tongue
61 Sferenop’s Shimmering Seashell 54-55 Sword +1, Life Drinker
62-63 Shadred’s Leather Headband 56-57 Sword +1, Light (30 Feet)
64 Spear Predestined (F/P/R) 58-59 Sword +1, Luck Blade
65 Sphere of Annihilation (ILL/MU) 60-61 Sword +1, Sharpness
66-67 Stone of Controlling Earth Elementals 62-63 Sword +1, Wish Blade
68-69 Stone of Good Luck (Luckstone) 64-65 Sword +1, Wounding
70 Stone of Weight (Loadstone) 66-76 Sword +2
71 Talisman of Pure Good (C) 77-78 Sword +2, Berserker
72-73 Talisman of the Dead 79-80 Sword +2, Giant Slayer
74 Talisman of the Sphere (ILL/MU) 81-82 Sword +2, Nine Lives Stealer
75 Talisman of Ultimate Evil (C) 83-84 Sword +2, Sun Blade
76-77 Tartan Tam of Sustenance 85-86 Sword +3
78-79 Teknar’s 10-Foot Pole 87-88 Sword +3, Frost Brand
80 Tome of Clear Thought 89-90 Sword +3, Sharpness
81 Tome of Knowledge (ILL/MU) 91-92 Sword +3, Skewering
82 Tome of Leadership and Influence 93-94 Sword +4, Defender
83 Tome of Puissant Martiality (F/P/R) 95-96 Sword +5, Dragonslayer
84 Tome of Stealth (T/A) 97-98 Sword +5, Holy Avenger
85 Tome of Understanding 99-00 Sword, Intelligent*
86-87 Uzeron’s Unguent
88-89 Vitharia’s Cold Conical Cap
90-91 Vomael-Pa’s Adamantine Coif (M/ILL/MU)
92-93 Wasp Darts
94 Well of Many Worlds
95-96 Winged Hammer
97-98 Winged Helmet of Halgritte
99 Wings of Flying
00 Zaflazna’s Steel Skullcap (ILL/MU)

209
1d100 Weapons 97 Spear +3, Skewering
01-04 Arrow or Bolt +1 (2d6) 98 Spear, Arrow, or Bolt, Back-Biter
05-06 Arrow or Bolt +2 (1d6) 99 Trident +1, Fish Command
07-08 Arrow or Bolt +3 (1d4) 00 Trident +2, Warning
09 Arrow or Bolt +3, Slaying
10-13 Axe +1 1d100 Armor
14-15 Axe +2 01-03 Armor -1
16-17 Axe +2 (Hand), Thrower 04-06 Armor -2
18-21 Bow or Crossbow +1 07-09 Shield -1 Missile Magnet
22-23 Bow or Crossbow +2 10-12 Shield -2 Missile Magnet
24-25 Bow or Crossbow +3 13-32 Shield +1
26 Crossbow of Accuracy 33-44 Shield +2
27 Crossbow of Speed 45-46 Shield +2, +4 versus Missiles
28-31 Sling Stone +1 (2d6) 47-48 Shield +3
32-33 Sling Stone +2 (1d6) 49-50 Shield +3, Dragon Scale
34-35 Sling Stone +3 (1d4) 51-52 Shield +4
36 Sling Stone +3, Slaying 53 Shield +5
37-38 Dagger -1 54 Shield of the Golden Hawk
39-42 Dagger +1 55-57 Helm +1
43-44 Dagger +1, Venom 58 Helm +2
45-46 Dagger +2, +3 vs Goblinkind 59 Helm +3
47-48 Dagger, Long Point 60-79 Armor +1
49-50 Dagger, Stoutblade 80-91 Armor +2
51-54 Flail +1 92-93 Armor +2, +4 versus Missiles
55-56 Flail +2 94-95 Armor +3
57-60 Hammer +1 96-97 Armor +3, Dragon Scale
61-62 Hammer +2 98-99 Armor +4
63 Hammer +3, Dwarven Thrower 00 Armor +5
64 Hammer +3, Thunderbolt
65-68 Mace or Club +1
69-70 Mace or Club +2
71 Mace of Disruption
72 Mace of Shattering
73-76 Polearm +1 (Halberd)
77-78 Polearm +2 (Halberd)
79-82 Seax Knife +1
83-84 Seax Knife +2
85-88 Sling +1
89-90 Sling +2
91 Sling +2, Seeker
92-94 Spear +1
95-96 Spear +2
210
Potions Penalty
1%
Armor Type
Magic Armor (any type)
A potion is a one-use liquid that provides a single 1% Leather (Light)
imbiber with short-term magical ability. Potions can
be found in vials, beakers, or flasks of any material 2% Studded Leather (Light)
(crystal, steel, and clay are common). Potion vials are 4% Ring Mail (Medium)
unlabeled. 7% Chain Mail (Medium)
Potions of the same type are typically the same color 8% Half-Plate (Heavy)
(subject to the discretion of the Maze Controller). 10% Plate Mail (Heavy)
Unless otherwise noted, potions take effect immediately Potion of Delusion: This potion convinces the drinker
and last for 4 turns. Potions cannot be swallowed in the potion is a different type (90%). For example,
half or partial doses but can be sipped to potentially the imbiber may be convinced the potion to be
reveal their nature. Potions are crafted by druids, clerics, Clairaudience and can hear sounds that do not exist.
monks, illusionists, and magic-users.
Potion of Diminution: The imbiber shrinks to six inches
Potion of Animal Control: The consumer of this tall. The PC can hide in any environment (90%).
potion can manipulate and command specific animal
types. The type and number is determined randomly Potion of Dragon Control: A Potion of Dragon Control
by consulting the table below, alongside the following allows the imbiber to charm a single dragon (type
general size categories: wolf-sized or smaller (5d4), determined below). The imbiber may control the dragon
medium-sized (3d4), any large animal to a maximum within 60 feet for 5d4 rounds.
of 1,000 pounds (1d4).
1d10 Dragon Type
1d20 Animal Type
1-2 Black
1-4 Mammal or Marsupial
3 Blue
5-8 Avian
4-5 Green
9-12 Reptile or Amphibian
6 Red
13-15 Fish
7-9 White
16-17 Mammal, Marsupial, or Avian
10 Brass, Bronze, Copper, Silver, or Gold
18-19 Reptile, Amphibian, or Fish
20 All the above Potion of ESP: This potion provides ESP as per the spell
for 5d8 rounds.
The imbiber can only communicate basic emotions
unless s/he speaks the animal’s language. This potion Potion of Extra-Healing: Imbibing this potion replenishes
has no effect on humanoids. Intelligent animals may 3d8+3 hit points of damage. Unlike most potions,
save (Spell) to negate the effect. potion may be consumed in thirds to heal 1d8+1
points.
Potion of Clairaudience: The imbiber can hear through
the senses of any mammal to a maximum distance of Potion of Fire Resistance: The consumer is immune to
60 feet. A lead barrier obstructs the effect of this potion. mundane fire for 1 turn. The potion provides a +2 save
bonus against magical fire and also reduces damage
Potion of Clairvoyance: Through this potion the drinker (-2 per die, minimum one point of damage) from
can see through the eyes of any mammal to a maximum magical fire-based attacks.
distance of 60 feet. A lead barrier obstructs the effect.
Potion of Flying: This potion provides the spell-like
Potion of Climbing: The imbiber can Climb Walls as ability to Fly as per magic-user spell.
per a thief with a 99% skill level. A Potion of Climbing
lasts for one turn plus an additional 4d5 rounds. An Potion of Gaseous Form: This potion transmutes the
armor penalty applies: imbiber into Gaseous Form, as per the magic-user
spell, for the duration of the potion.

211
Potion of Giant Control: The drinker of this potion can Potion of Invulnerability: This potion makes a fighter
control 1 or 2 giants as per Charm Monster for 5d6 (or subtype) impervious to all non-magical weapons
rounds. The targets receive a saving throw to negate (if wielded by non-magical beings fewer than four hit dice.
the imbiber targets one, the save is -4. If two, both save The potion also provides the imbiber with +2 on all
at +2). For the giant type affected, roll the chart under saving throws and an armor class bonus of +2.
Potion of Giant Strength.
Potion of Levitation: When consumed, the imbiber can
Potion of Giant Strength: The drinker gains the strength Levitate, as per spell, for the potion’s duration.
of a giant. Use the table below to determine the potion
type. The increase in strength corresponds with the Potion of Longevity: This potion rejuvenates and makes
giant boulder-throwing ability and does not stack with the consumer younger by 1d12 years. The potion
other magical strength enhancements. restores years from either natural aging, monster, or
magical effects. With each potion consumed, a 3%
cumulative probability exists that the imbiber ages
1d20 Giant Strength Attack/Damage Mod
1d12 years.
1-6 Hill 19 +3/+4
7-10 Stone 20 +3/+5 Oil of Etherealness: Rather than imbibing this potion,
the user applies it to their body and equipment. As a
11-14 Frost 21 +4/+6 result, the user turns ethereal. The oil requires three
15-17 Fire 22 +4/+7 rounds to produce the effect. While in ethereal form,
18-19 Cloud 23 +5/+8 a player character is considered invisible and may also
pass through material objects.
20 Storm 24 +6/+9
Oil of Piercing: Oil of Piercing appears as a jar of
Potion of Growth: The consumer of this potion doubles normal weapon oil. However, when added to a sword
in height, weight, and strength (+2 to a maximum of blade or hammer head (etc.) before combat, it adds a
18). See the spell Enlarge. +1 bonus to a normal weapon or an additional +1 to
an existing magical weapon.
Potion of Healing: Imbibing this potion heals 1d8+1
hit points of damage. This is a one-use potion. Oil of Slipperiness: Like Oil of Etherealness, the PC
must apply the potion to his/her body. The player
Potion of Heroism: This potion can only be imbibed by character is immune to all forms of physical restraint.
a fighter, barbarian, paladin, or ranger. The quaffer is This includes, but is not limited to, binding ropes,
bolstered and receives temporary levels of experience if chains, cuffs, grappling, or manacles (magical or
below Level 10. The imbiber receives all commensurate otherwise). The user can coat objects or a floor surface.
abilities and temporary hit points are deducted first In either case, there is a 95% probability of slipping and
prior to the PCs base hit points. falling. The application of alcohol dissolves the oil in
one round.
Fighter Level Levels Gained
Potion of Love: The drinker falls in love with the next
0 4 being or creature s/he sees. The potion is identical to
1-3 3 the spell Charm Person. The potion lasts for 4+1d3
4-7 2 turns.
8-10 1 Potion of Plant Control: Through this potion the imbiber
can control plants or plant-like beings (including molds
Potion of Human Control: This potion bestows the and funguses) within a 20 foot area and up to 90 feet
ability of Charm Person to the imbiber for 5d6 rounds. away (maximum of 3d6 hit dice). This potion duration
Humanoids affected include: humans, cyclopsmen, is 5d4 rounds. Plants and plant-like beings obey within
elves, dwarves, gnomes, half-elves, half-orcs, halflings, their means and ability. For example, the imbiber can
and monstrous humanoids (two hit die or under, command sentient plants (i.e., order vines to entangle
maximum 32 hit dice/levels). When determining the targets). The potion provides intelligent plant-based
number affected beings, only full hit dice are calculated. beings with a saving throw (Spell) to negate the
effect. Like all Charm-like spells, the imbiber cannot
Potion of Invisibility: The drinker is granted Invisibility command intelligent plant-based beings to act against
as per spell of the same name. Any direct combat their alignment, etc.
action dispels the effect. See the spell Invisibility.

212
Potion of Poison: This potion is typically odorless and
black in color. The poison requires ingestion and results
in death. The imbiber receives a save (Poison) at -2 to
Scrolls
negate the effect. Scrolls are rolled parchments imbued with magical
power such as a spell or spell-like effect. They are often
Potion of Polymorph: This potion provides spell-like found in tubes made of bone or metal. These scripts are
ability to Polymorph Self as per the magic-user spell. potent and require verbal pronouncement to activate
their enchantment. Some scrolls may be read and used
Potion of Speed: This potion doubles his or her by any class and others have restrictions. All scrolls
movement rate and attacks for 5d4 rounds. The potion except Treasure Maps require Read Magic to identify.
does not double the Cleave Ability for fighters, paladins,
or rangers, merely the number of attacks. The potion
does not speed spell-casting. The strain of the potion
Spell Scroll
ages the imbiber one year permanently. As a treasure item, spell scrolls contain one to seven
spells. Spell scrolls are written in Black Speech (for
Potion of Super-Heroism: This elixir is a greater variant arcane spell-casters) or in Ancient Common (for divine
of the Potion of Heroism. Only a fighter, barbarian, spell-casters).
paladin, or ranger may use this potion. The quaffer
is strengthened and receives temporary levels of In either case, spell-users must cast Read Magic
experience if below Level 10. Note that temporary hit (Arcane or Divine, respectively) to decipher and employ
points are deducted first if wounded. the spells inscribed on a scroll. Spell-casters may only
cast spell levels from a scroll they can currently cast by
Fighter Level Levels Gained level restriction. Once a spell is cast from a scroll, it
disappears from the page.
0 6
1-3 5 Roll 1d100 to randomly to determine the class of a
4-7 4 spell scroll: Cleric: 1-30%, Druid: 31-50%, Illusionist:
51-70%, Magic-User: 71-100%. As a general guide,
8-10 3 the Maze Controller should select spells at or below the
11-12 2 current casters in the adventuring party.

Potion of Sweet Water: This potion purifies a maximum


of 100,000 cubic feet of polluted water. This effect
Treasure Map
includes turning salt water into drinkable fresh water Treasure maps are left to the discretion of the Maze
or 1,000 cubic feet of acid into water. The potion has Controller. The Maze Controller constructs the map
a sweet taste if sipped and will further neutralize any and treasure in advance. Maps tend to lead to remote
form of poison into consumable liquid. Sweet Water barrows, crypts, dungeons, or caverns. The amount of
effects are irreversible. Liquids affected will resist taint treasure provided should be commensurate with party
or corruption for 5d4 rounds. level and difficulty. The treasure should be guarded by
either monsters, riddles, or traps, as desired. A treasure
Potion of Treasure Finding: Through this potion the map may require Read Magic. Treasure could include
consumer can perceive treasure (not less than 100 level-appropriate coins, gems, jewelry, art objects, or
gems or 100gp in precious metals) within 240 feet for magic item(s) but not less than 100gp per PC (per
5d4 rounds. The potion allows the imbiber to sense the level).
direction but not the exact distance. Only lead or magic
can hinder the effect of the potion.
Cursed Scroll
Potion of Undead Control: This potion provides the
imbiber the ability to control 3d6 hit dice of undead. A cursed scroll imposes a curse on the reader. The
The potion is limited to undead of four hit dice or lower Maze Controller possesses latitude regarding the
with a 5d4 round duration. effects of a curse. These include, but are not limited
to, blindness, deafness, weakness, sickness, gangrene,
Potion of Water Breathing: This potion grants the leprosy, exhaustion, etc., or even a Quest or Geas. The
spell-like ability of Water Breathing. The duration is Maze Controller should be reasonable and judicious.
6 turns plus 1d10 rounds. There is a 50% probability A Remove Curse will normally dispel the affliction. The
the potion contains four doses and a 25% chance it Scroll of Stammering provided below is an example of
contains two. a cursed scroll:

213
Scroll of Stammering (Cursed): This cursed item
appears as either a divine (50%) or arcane (50%) scroll. Rings
When examined closely, the reader will find runes that
disappear when read. The reader has been cursed. S/ Unless otherwise stated, all character classes may use
he can speak normally, but any attempt at spell-casting magic rings. Player characters must wear a magic ring
will result in an inability to articulate (and thereby ruin) on the thumb or fingers of the hand. No more than two
the spell. This condition can only be removed by Dispel magical rings may be worn at any time. If three are
Magic followed by Remove Curse. worn they all fail to function. Rings function at 10th level
of magic use. Some magic rings are finely decorated,
and others appear plain. Subject to the dweomer, the
Scroll of Protection wearer may (or may not) immediately know its function.
Protection scrolls are written in Common (50%, any
Ring of Animal Command: Once each turn, the
class), Ancient Common (25%, Divine), or Black
wearer may control 1d6 animals or a single giant
Speech (25%, Arcane). All classes literate in the written
animal. The ring has no effect on intelligent or magical
language may use the scroll once Read Magic is cast
animals. The bearer may maintain control as long as
upon it.
s/he concentrates and takes no other action. At the
conclusion of the enchantment, animals will run away
Once read, the magical script disappears (one use only)
(50%) or be antagonistic (50%) toward the ring bearer.
and a 10 foot globe of protection appears centered
on, and moves with, the reader. The globe bars the
Ring of Delusion: The bearer of this cursed ring believes
warded monster type from physically entering the
s/he wears a random magical ring (decided by the
sphere of protection, but excludes missile attacks and
Maze Controller). Remove Curse required to unequip.
spells. The globe of protection lasts for 5d4 rounds,
until dismissed, or until anyone in the sphere makes a
Ring of Fire Resistance: This ring provides the bearer
melee attack against the protected monster type.
with immunity to all forms of normal fire. The ring also
reduces damage from magical fire by 2 points per die
Protection from Demons: This scroll protects against all
(to a minimum of one). The wearer receives a +2 on
demon types.
saves versus magical fire.
Protection from Devils: This scroll protects against all
Ring of Free Action: This ring allows the bearer to
devil types.
move freely. The wearer cannot be constrained or
hindered by means of spell or immersion in substances
Protection from Elementals: This scroll protects against
that might otherwise have a slowing effect (water, mud,
elementals. To determine type, roll 1d4: 1) Air, 2) Earth,
etc). Instead, the wearer always moves at their normal
3) Fire, or 4) Water.
movement rate.
Protection from Lycans: This scroll wards against all
Ring of Human Influence: This ring provides the bearer
lycans. The protective sphere repels a number of lycans
the spell-like ability of Charm Person. Humans totaling
determined by hit dice. If the lycanthropes possess three
six hit dice may be charmed (a save versus Spell at
or fewer HD, the scroll affects 1d10. If they possess four
–2 negates). The ring bearer can release the charm as
or five HD, it repels 1d8. If they possess six hit dice or
desired. A Dispel Magic also dismisses the effect.
above, the scroll wards against 1d4 lycans.
Ring of Invisibility: This ring provides the bearer with
Protection from Magic: This scroll protects all spells
Invisibility as per the spell of the same name. The ring
cast at the user and effects from spell-like devices.
does not make the bearer inaudible.
Protection from Undead: This scroll protects against all
Ring of Jumping: Once per day, the bearer can jump
types of undead. The protective sphere repels undead
10 feet up, 30 feet forward, or 10 feet backwards.
determined by hit dice. If they possess three or fewer
HD, 1d10 are rebuked. If HD: 4-5, 1d8 are repulsed.
Ring of Plant Command: The ring-bearer can control
If the undead possess HD: 6 or greater hit dice, then
plants or plant-like monsters in a 20 foot radius and to
1d4 are affected.
a distance of 60 feet. This includes fungi and molds.
Plants and plant-like beings will obey to the best of
their ability and within their alignment. For example,
the wearer can command vines to entangle targets and
insist intelligent plants obey his/her orders.

214
Intelligent plant-based beings are provided a save Ring of Swimming: The bearer of this ring may swim
(Spell) to negate. Like other charm-like abilities, at their normal movement rate for four hours without
plant-based beings cannot be commanded to harm exhaustion. The ring also provides buoyancy, regardless
themselves. The ring’s power remains in effect until the of the weather conditions (if desired). In both cases the
wearer ceases to concentrate or takes another action. bearer must be unarmored.

Ring of Protection: This ring improves the bearer’s Ring of Telekinesis: Through this ring, the bearer may
armor class. The ring functions with normal armor use his/her mind to move objects, as per the spell
but provides no additional bonus with magical armor Telekinesis. The ring has no duration limit. Up to 200
(although it will add its plus to saving throws). Only pounds of weight can be moved at a time.
one ring of protection will function at a time. If a player
character wears more than one, the greater value is Ring of the Ram: The bearer of this ring may emit a
used. Roll the following table to determine the strength phantasmal ram-like force that strikes a single target
of the ring’s enchantment: up to 20 feet away (dealing 1d6 points of damage
if one charge is expended, 2d6 points if two charges
1d100 Armor Class Bonus are expended, or 3d6 points if three charges (the
maximum) are used. The target must also save (Spell)
01-80 +1 or be knocked prone (+4 to hit). A ring will have a
81-91 +2 maximum of 4d4 charges. It cannot be recharged.
92-97 +3
Ring of Water Breathing: A Ring of Water Breathing
98-99 +4 allows the bearer to breathe underwater. The ring does
00 +5 not grant proficiency at swimming or free movement
when submerged.
Ring of Regeneration: This ring allows the bearer to
regenerate one hit point per round. The ring cannot Ring of Water Walking: This ring allows the bearer to
restore fire or acid damage. If slain, the ring does walk on water like solid land.
not bring the bearer back to life. Body parts may be
regenerated. Small appendages (fingers) take one day Ring of Weakness: Upon equipping this ring, the
to regrow. Larger ones, like a limb, take 1d2 weeks. The wearer’s Strength drops to three (with concurrent
PC must be wearing the ring at time of dismemberment. reductions in attack and damage modifiers to -3).
Damage is never reduced below one regardless of the
Ring of Shooting Stars: Through this ring the bearer penalty. Only a Remove Curse will allow the ring to be
causes sizzling, crackling sparks to leap forward in an unequipped.
area of effect 25 feet across and 10 feet deep (once
per day). All those within the area suffer 2d4 points Ring of Wishes: This ring contains (1d3) wishes.
of damage if they are wearing non-metallic armor, or Each Wish functions as per the magic-user spell.
4d4 points of damage if they are clad in metal armor After the wishes have been depleted, the ring loses its
or possess a metal weapon. A save (Spell) halves the enchantment forever.
damage. The bearer may also cast Faerie Fire from the
ring once per day (see spell). Ring of Wizardry: This ring, useable by magic-users
and illusionists only, doubles their first level spell-
Ring of Spell Storing: This ring stores a maximum of six casting ability. Therefore, a magic-user who can cast
spells (arcane or divine). On discovery, the ring contains three first level spells by level restriction, may now cast
1d6 random spells determined by the Maze Controller. six first level spells.
When placed on a finger, the wearer immediately
becomes aware of the spells stored. This is useable by Ring of X-Ray Vision: Once per turn, the ring-bearer
spell-casting classes only. can see through stone up to 30 feet. The bearer can
see 60 feet if gazing through wood. The bearer may
Ring of Spell Turning: This ring deflects 2d6 total spells see hidden rooms, secret doors, concealed traps,
back at the caster. Once the ring has turned its total etc., through the ring. Using x-ray vision requires
number of spells, it becomes useless. concentration for a full turn. Lead or gold blocks the
ring’s vision.

215
Runestones Spellstone
Spellstone: Level 1
Number of Spells
1d4+1 Spells
Runestones are magical palm-sized stones of various Spellstone: Level 2 1d4 Spells
shapes. Runestones possess enchantments akin to
potions, magic items, and scrolls. Spellstone: Level 3 1d3 Spells
Spellstone: Level 4 1d2 Spells
Most runestones are written in dwarvish (70%) as Spellstone: Level 5 1 Spell
dwarves are most well-known for the practice. Some
are written by druids in Ancient Common (30%). Other
languages are possible. Wardstones
A runestone either has a cyphered word magically Wardstones appear as typical runestones but offer
engraved in its center or a series of enchanted symbols powerful magical protection. They are one-use magic
that suggest its purpose (see below). items and require Read Magic (Divine) to decipher.
Once deciphered, they are useable by all classes
literate in their carved-language. When the bearer
Minor and Major Runestones reads the runes, they disappear from the stone. The
bearer is surrounded by a globe of protection (10-foot
There are four types of runestones: minor runestones radius) that moves with him/her. The barrier stops melee
function like one-use potions, major runestones attacks from the listed creature and prohibits entry into
function as magic items, spellstones function as scrolls, the globe. This excludes missile weapons and spells. A
and wardstones act like scrolls of protection. melee attack from anyone within dispels the protection.
Wardstones have a duration of two turns.
Unless otherwise stated, runestones must be read (word
or symbols) via Read Magic (Divine) to 1) understand
their function, and 2) spoken aloud to activate their Cursed Runestones
enchantment. When activated, a one-use stone
disintegrates into dust and the effect (if applicable) lasts Some runestones are cursed and bear a false rune
for 6 turns. Other runestones are permanent magic (i.e., Heal, Grow, Aid, Purify, etc.). Casting Read Magic
items (like rings). Some have charges like a staff and (Divine) may (30% + 10% per level) reveal a curse (the
these runestones disintegrate when all charges are stone will glow red).
expended.
Minor Runestones
Once deciphered, the word (or symbols) on a stone are
simple. For example, a Runestone of Disintegration may Runestone of Climbing: This stone allows the bearer to
read “Dust.” A Runestone of Curing may read “Aid.” climb as per a Potion of Climbing (Rune: Climb).
Alternatively, a symbol for a Runestone of Invulnerability
might simply be a shield or a Runestone of Heroism Runestone of Death: Upon reading the runes, the
might be a heart. The descriptions below provide bearer must save versus Death or die (Cursed Rune:
examples. The Maze Controller may either codify these Death).
or vary them, similar to the color of potions, as desired.
Runestone of Disintegration: Upon reading the stone’s
Spellstones runes, the bearer must save versus Death or be
disintegrated (Cursed Rune: Dust).
Spellstones are runestones imbued with cleric (70%)
or druidic (30%) spells. They appear much the same Runestone of Extra-Healing: This runestone functions
as other runestones with a single word enchantment as a one-use Potion of Extra-Healing (Rune: Heal).
or series of shapes carved in the center. Read Magic
(Divine) is required to reveal a spellstone’s contents. Runestone of Giant Strength: This runestone functions
Spellstones function as per scrolls. Note that dwarven like a Potion of Giant Strength. Roll the chart presented
clerics and human druids may carve spellstones like under the Potion of Giant Strength to determine the
others write spell scrolls (see the Spell Section). level of enchantment (Hill, Stone, Frost, Fire, Cloud, or
Storm Giant) (Rune: Strength).
If rolled on the Treasure Table, the Maze Controller
should select an appropriate spellstone relative to the Runestone of Growth: This runestone allows the
casting level of the priest(s) in the campaign. bearer to double in size and strength (+2 Strength to a
maximum of 18) (Rune: Grow).
216
Runestone of Healing: This runestone functions as per Runestone of Galeb: These odd-shaped runestones
a one-use Potion of Healing (Rune: Aid). allow the bearer to summon and control Lesser Galeb
Duhrs. A Galeb Duhr looks like a boulder with a face
Runestone of Heroism: This stone functions as per a and stubby arms and legs.
Potion of Heroism (Rune: Courage).
The Runestones of Galeb are found in three varieties:
Runestone of Invulnerability: This runestone functions Small (AC: 4, HD: 3, #AT: 1, DMG: 2d6), Medium
as per a Potion of Invulnerability (Rune: Protect). (AC: 3, HD: 4, #AT: 1, DMG: 2d6+2), or Large-
shaped (AC: 2, HD: 5, #AT: 1, DMG: 3d6). The
Runestone of Levitation: This stone functions like a Maze Controller will determine the random size (1d3).
Potion of Levitation (Rune: Float). Summoned galeb duhrs cannot cast spells or animate
other boulders. They are immune to lightning and
Runestone of Speed: This runestone functions as per a normal fire. They take full damage from magical fire
Potion of Speed (Rune: Swift). (but save at +4) (Rune: Rock).

Runestone of Super-Heroism: This runestone functions Runestone of Illumination: The Runestone of


like a Potion of Super-Heroism (Rune: Heart). Illumination possesses the following three functions.
First, it can cast Dancing Lights at a cost of 1 charge.
Runestone of Sweetwater: This stone functions as per a Second, it can produce Light at a cost of 2 charges.
Potion of Sweetwater. However, the pieces of the stone Third, the stone can issue a Continual Light at a cost
must be submerged in the liquid being decontaminated of three charges. A Runestone of Illumination possesses
(Rune: Purify). 1d6+12 charges. It cannot be recharged (Rune: Light).

Major Runestones Runestone of Impact: A Runestone of Impact is a Sling


Stone +1 (1d4) etched with powerful enchantments. On
Runestone of Constitution: This stone grants the bearer impact the stone makes a “thwack!” sound and flashes
a +1 to his or her Constitution Ability Score. The stone with magical energy. For each additional point beyond
must be carried on the bearer’s person at all times for the target “to hit” number, a Runestone of Impact does
the benefit to be realized. Approximately 5% of these an additional point of damage. For example, if 15 was
stones are cursed and will reduce the Constitution of the required “to hit” and a total (including all bonuses)
the bearer by 1 point permanently (Rune: Fortitude). resulted in 17, the stone would score an additional two
points beyond normal damage. They are often found
Runestone of Curing: This powerful runestone possess in bags of 1d4+1. A Runestone of Impact can only be
two functions. It can Cure Light Wounds (1 charge) or used once (Rune: Force).
Cure Serious Wounds (3 charges). The runestone must
be held to the wound being healed and may be used Runestone of Insanity: On reading the runes upon
three times per day. It has 1d6+15 charges. It cannot its surface, the bearer must Save versus Wand or turn
be re-charged (Rune: Heal). insane. A Remove Curse will dispel the enchantment
(Cursed: Random Rune).
Runestone of Delusion: Upon touching this runestone,
the bearer will believe that it is a random magical Runestone of Kalbandur: This runestone, identified by
runestone. The bearer will be absolutely convinced it the mark of the dwarf Kalbandur, provides the bearer
possesses the powers s/he thinks it does and cannot with +1 to hit and damage while also serving as a Ring
be persuaded otherwise. The enchantment can only be of Fire Resistance. The wearer must carry or wear the
lifted with a Remove Curse (Cursed: Random Rune). stone (Rune: Dwarven Door).

Runestone of Dwarvenkind: The Runestone of Runestone of Magic Resistance: This runestone provides
Dwarvenkind is extremely rare. The stone is viewed the bearer with magic resistance. Each such runestone
as one of the greatest gifts a dwarf can bestow on a is enchanted as follows (1d6): 1-2 (5%), 3-4 (10%),
non-dwarf. This honor is typically reserved for loyal and 5-6 (15%) (Rune: Defense).
long-standing allies. The bearer of the stone lowers his
Charisma score by one to all non-dwarves but increases Runestone of Missile Attraction: The bearer of this
the same ability score by two to dwarvenkind. The bearer cursed runestone attracts 50% of all ranged and missile
also can read, write, and speak the dwarven language attacks targeted at the members of the adventuring
and receives the additional abilities of darkvision and party. Only a Remove Curse will allow the bearer to
stone sense (Rune: Beard). discard the stone (Cursed: Random Rune).

217
Runestone of Monstrous Attention: This magical Runestone of Stupidity: Upon holding this runestone
runestone is cursed. The bearer of the stone attracts the bearer is cursed with an effective intelligence of 3.
random monsters at twice the normal rate. In addition, The stone can only be removed with a Remove Curse
monsters are more likely to attack and pursue the (Cursed: Random Rune).
owner. The stone cannot be discarded and, if thrown
away, reappears among the bearer’s belongings until a Runestone of Wisdom: This stone grants the bearer
Remove Curse is cast (Cursed: Random Rune). a +1 to his or her Wisdom ability score. The stone
must be carried on the bearer for the benefit to be
Runestone of Prayer: These stones are commonly realized. Approximately 5% of these stones are cursed
found in a small bag or pouch, and occasionally on a and will reduce the Wisdom of the bearer by 1 point
necklace. There are three types of prayer stones: Runes permanently (Rune: Wise).
of Blessing (Bless), Runes of Healing (Cure Serious
Wounds), and the third are Runes of Curing (Disease). Runestone of the Stalagmite: This single-use runestone,
A bag or necklace of prayer stones normally includes marked with the holy symbol of the dwarven god
two of the first two types and one of the third. They are Dhurindain, allows the bearer to assume the form of
one use magic items (Rune: Ancestors). a stalagmite of the same size. A close inspection will
not reveal that the stalagmite in question is a magically
Runestone of Proof Against Disease: This stone provides concealed humanoid. To all normal tests the bearer is a
75% immunity to all forms of disease excluding Mummy stalagmite. While in stone form, the bearer can observe
Rot (Rune: Disease). all that transpires around him or her. The bearer of the
stone may remain in stalagmite form for seven days.
Runestone of Proof Against Mummy Rot: Possession However, for every 24 hours in stone form the bearer
of this runestone grants the bearer 75% immunity to the must make a saving throw versus Stone or be petrified
rotting curse caused by mummies (Rune: Rot). (Rune: Meld Stone).

Runestone of Rejuvenation: The bearer of this stone Wardstones


receives three additional points of healing (per spell,
magic item, or potion) used to heal wounds (Rune: Wardstone (Acid): This stone serves as a ward against
Assistance). all forms of acid damage.
Runestone of Sharpening: The Runestone of Sharpening, Wardstone (Dragon Breath): This stone serves as a
or Whetstone, is a prized magic item among warriors. ward against dragon breath.
If used on a slashing weapon like an axe or a sword
for 1 turn prior to combat, the Whetstone increases Wardstone (Elementals): This stone serves as a ward
its combat effectiveness. If used on a non-magical against elementals.
weapon it will confer a temporary bonus of +1 for 2d4
rounds. If used on a magical weapon, if will confer an Wardstone (Gas): This stone protects the bearer from
additional bonus of +1 for 1d4 rounds. A Whetstone all harmful and/or poisonous gases.
has 1d4+4 uses (Rune: Axe Blade).
Wardstone (Insects): This stone serves as a ward
Runestone of Steam and Vapor: This stone possesses against insects (giant, swarm, or otherwise).
two functions. The first is a jet of super-heated steam
(1 foot wide and 10 feet long). The steam causes 4d6 Wardstone (Lycans): This stone serves as a ward
points of damage in the first round and 2d6 in the against lycanthropes.
second round. Saving throws apply for half damage
(Wand). This function has no effect on fire-based Wardstone (Magic): This wardstone creates a barrier
opponents. The second is heated obscuring vapor against all spells and devices with spell-like effects.
equivalent to a Fog Cloud (10x10x10 feet). The cloud
persists for 1 turn unless dispelled by magic or a Gust Wardstone (Petrification): This stone makes the bearer
of Wind. Cold-based creatures caught within the cloud immune to petrification.
take 1d6 points of damage per round (Rune: Heat).
Wardstone (Plants): This stone serves as a ward against
Runestone of Strength: This magic item increases the plants and plant-based creatures.
Strength of the bearer by one point. The stone must be
worn against the skin to receive the ability score benefit. Wardstone (Undead): This stone creates a barrier
This magic item stacks with other Strength enhancing against undead.
items but may not exceed 24 (Rune: Armstrong).

218
Rod of Cancellation: This rod, through touch or an
Rods, Staves, and Wands attack roll, permanently absorbs the power of magic
items and renders them ordinary. Major magical artifacts
Rods, staves, and wands vary in size. Wands are short and legendary relics are not affected. The device has
and narrow (12-18 inches long), staves are between 5 1d4+1 charges. Once the charges are depleted, the
to 6 feet in length with a two-inch diameter, and rods rod loses its enchantment.
vary between the two in size. These devices may have
class restrictions. Rod of Lordly Might: This multi-purpose device
possesses spell-like abilities and also functions as a
Upon discovery, a rod contains 2d6 charges (at 10th magic weapon. The rod has additional functionality.
level of magic use), a staff holds 3d10 charges (at 8th
level of magic use), and a wand has 2d10 charges (at The Rod of Lordly Might is five feet long, metal, and
6th level of magic use) upon discovery. The magic item wider than other devices of its type. The rod possesses
descriptions below note any exceptions. a mace-head at one end and six studs that operate like
buttons along its shaft. The device weighs 10 pounds
When activated, rods, staves, and wands expend and requires a Strength: 16 or greater to wield. All those
one charge. They cannot be recharged and multiple below 16 suffer a -1 penalty (per point of Strength).
charges cannot be expended unless noted in the device
description. The rod possesses three spell-like abilities (1 charge):

Command Words: Rods, staves, and wands require 1. Fear: At the wielder’s command, the rod emanates
a command word (normally etched into its shaft). a Fear radius (60 feet maximum). All those within the
However, wands require the magic-user or illusionist radius are allowed a save (Spell) to negate.
to use the command word in a rhyme to activate its
magic. For example, the activation of a Wand of Enemy 2. Paralyzation: Upon touch, or a successful attack,
Detection might sound like, “Abba-abir! You must the wielder may paralyze a target. The wielder must
appear!” or a Wand of Polymorphing may be activated indicate this power prior to the attack roll. The target
by the phrase, “Urgaxlog! Be a dog!” receives a save (Spell) to negate.

Rods 3. Drain: The rod may drain 2d4 hit points on a


successful attack roll (also indicated prior to initiative)
Rod of Absorption: This rod absorbs spells when held and heal the rod-wielder the same amount.
in-hand. Only those spells directed at the wielder (or
his/her equipment) may be absorbed. The rod negates The rod also functions as a magic weapon (no charge):
spell effect(s) and stores the spell until released by the
wielder. As the device absorbs the spell’s energy, the In its standard form, the rod functions as a Mace +2.
wielder is made aware of the spell’s level and details. When the Button One is depressed, a blade emerges
from the mace head and the rod lengthens into a
The wielder requires no action to absorb a spell (if in- Longsword +1 Flame Tongue. When Button Two is
hand) and can cast the absorbed spell at any point pushed, a blade springs forth from the side of the
thereafter under standard rules if desired (i.e., declared mace-head and the rod becomes a Battle Axe +4.
prior to initiative and cast during his or her place in the When Button Three is pressed, a shaft and steel tip
combat order). The wielder can only discharge spells s/ emerges and the rod becomes a Spear +3. The wielder
he may cast by level and class restriction. can choose the length of the spear (up to 12 feet). The
rod may be used as a lance, if desired.
The player must maintain a list of all spells absorbed.
The rod can store 50 spell levels. After which time The rod also has the following functions (no charge):
spells must be discharged. Once the 50 spell levels
have been absorbed, and all the spells discharged, the Ladder: Button Four allows the wielder to lengthen the
rod loses its enchantment and cannot be recharged. rod to 15 feet. The pole hooks at the top and horizontal
By touching the rod, the wielder is made aware of its bars extend to form a ladder. The rod can bear 4,000
ability and spells stored. pounds firmly and can retract the ladder and pole by
depressing Button Five. In this capacity the wielder can
Rod of Beguiling: This device allows the wielder to force open doors if the butt of the rod is firmly based
Charm 2d4 hit dice of monsters (with a minimum of (+4 to open doors). By depressing Button Six the rod
animal intelligence) within a 20-foot radius for 2d4 points to polar north and provides the wielder with an
rounds. approximation of depth underground.

219
A Rod of Lordly Might cannot be recharged. Once the
wielder expends its charges, all functions are lost and it Staves
reverts to a simple Mace +2.
Staff of Command: A cleric, druid, or monk bearing this
Rod of Resurrection: This rod allows a cleric to resurrect staff may command humans, animals, and plants akin
the dead. The rod is useable once per day as per the to the rings of Human Influence, Animal Command,
spell Resurrection. and Plant Command. Each use requires one charge.

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

220
Staff of the Magi: This staff functions as a Quarterstaff
+2 for a magic-user or illusionist and also provides the
Wands
same bonus on all saving throws. Through the staff,
Walsom’s Wretched Wand: Walsom, a HighFell
the wielder may cast Detect Magic, Enlarge, Light, and
Grand Mage, tried to combine five wands into one.
Protection from Evil/Good (no charge). At a cost of one
He partially succeeded. The Wretched Wand possesses
charge, the following spells may be cast: Invisibility,
all the magical properties of the wands outlined below.
Knock, Pyrotechnics, Web, Dispel Magic, Fireball,
Each time a magic-user or illusionist uses the wand,
Lighting Bolt, Ice Storm, Wall of Fire, and Passwall. At a
a random result occurs. If a six is rolled, the PC may
cost of two charges, the wielder may cast Astral Spell,
choose the desired effect.
Conjure Elemental (HD: 8), and Telekinesis.

The staff may also be used in a final, desperate, 1d6 Wand Type
Retributive Strike, if required. The strike shatters the 1 Wand of Water1
staff and the damage from the impact is contingent on
the number of remaining charges. For each remaining 2 Wand of Tar1
charge, the staff explodes in a Fireball that deals eight 3 Wand of Oil1
hit points of damage in a 30-foot radius. The staff is
utterly destroyed in the blast. 4 Wand of Fog2
5 Wand of Acid3
Staff of the Magus: The staff provides +3 protection
to armor class and +2 to hit and damage. The staff 6 PCs Choice
scores 1d8 as a melee weapon. The bearer may cast
Light and Feather Fall once per day. The staff is useable
1
Shoots in a 3 inch stream, 20 feet in length (1 person
by a magic-user or illusionist only. or a 5x5 square).

Staff of the Prestidigitator: This staff is the product of


2
As per the spell Fog Cloud.
elvish wizardry. On command, it can shed Light in a 20
foot radius. It also functions as a +2 magic weapon.
3
As per the spell Aztazibar’s Acrid Finger.
The bearer can cast the following spells once per day:
Dancing Lights, Faerie Fire (one charge) or Galaxina’s Wand of Acid: This wand produces an effect as per the
Scintillating Spark Shower (two charges). spell Aztazibar’s Acrid Finger.

Staff of the Pyromancer: The Arch-Mage Pinto the Wand of Cold: The wielder may discharge a chilling
Pyromancer created this red metal staff. The staff can Cone of Cold 60 feet long and 30 feet wide at the
discharge spells but only those the magic-user can terminus. All those within the effect take 6d6 hit points
currently cast by level. S/he will be unaware that the of damage (save versus Wand for half).
staff holds additional spells until the appropriate level
is reached. The following cost one charge: Burning Wand of Conjuration: The user of this wand may cast
Hands, Continual Flame, Affect Normal Fires, Faerie Unseen Servant (at a cost of one charge).
Fire, and Pyrotechnics. The following cost three charges:
Fireball, Fire Shield, and Wall of Fire. The Staff of the The wielder may also cast Summon Monsters through
Pyromancer functions as a Quarterstaff +2 in melee the wand. The wielder must be of sufficient level to cast
and provides +3 on all saves against fire, magical or the variant desired (I, II, III, IV, V or VI). The conjurer
mundane, when in-hand. All spells are cast at 8th level may use a maximum of six charges at one time and
of magic use. may divide the charges as desired. For example, the
caster could use four charges on Summon Monsters I
Staff of the Serpent: This cleric, druid, or monk weapon and two on Summon Monster II, six charges on Summon
serves as a Quarterstaff +1. The staff does not employ Monster VI, or any other distribution. This requires one
charges. Upon a successful hit, the wielder can order round.
the staff to transmute into a large snake and immobilize
the target (AC: 5, HD: 3, HP: 20, MV: 20). The victim A wand of summoning can create a Prismatic Sphere
must save (Wand) or be constricted (1d4 turns) and wall-effect. Unlike the magic-user spell, the wand can
unable to act. A target with Strength: 16 or greater produce only a single-color wall per use. The wand can
may partially act while constrained. On command, the also produce a Darkness Veil (two charges). The veil
snake changes back into a staff. Any damage absorbed occupies 60 feet squared or any equal dimension. The
by the snake is healed upon transmutation. However, if veil wards light entirely. Magical effects and mundane
slain in snake form, the staff is permanently destroyed. objects pass through the darkness normally. The wall
and veil effects use two charges each.
221
Wand of Enemy Detection: Through this wand, the true sunlight. The blinding beam strikes a single target
wielder may locate enemies within a 60 foot radius. within 30 feet. The target must save (Wand) or be
This effect surrounds enemies, including invisible and stunned and blinded for one round. The golden beam
hidden targets, in a momentary red aura to the user. of sunlight has a potent effect on undead (6d6 hit points
of damage, no save).
Wand of Fear: On command a cone of energy (30 feet
long and 30 feet wide at the terminus) extends from the Wand of Lightning: At the cost of one charge, this
tip of this wand. All those in the area are subject to Fear wand emits an electrical charge for 1d10 points of
for six rounds. A Wand save negates. damage (no save) within 30 feet and with line-of-sight.
The wand can also produce a Lightning Bolt at a cost of
Wand of Fiery Burning: When the activation word two charges as per the spell (6d6 hit points of damage).
is spoken, a gout of flaming oil spews forth from this Target(s) may save (Wand) for half, a result of one on
wand at a single target to a maximum of 15 feet (with damage dice is treated as two.
line-of-sight). The flaming oil causes 1d12 points of
damage the first round, 1d8 the second round, and Wand of Lightning Bolts: This device discharges a
1d4 the third round. The target may save (Wand) for Lightning Bolt as per the magic-user spell for 6d6 hit
half damage. Fire-based monsters take no damage damage (Wand save for half).
from this wand.
Wand of Magic Detection: This wand reveals the
Wand of Fire: A Wand of Fire can emit the following enchantment of magical items in a twenty-foot radius.
(one per round). Burning Hands (one charge) as per the Magic items are sheathed in a faint blue aura. The
spell. Any being within the area of effect takes six points wand does not reveal the nature of the enchantment.
of damage. The wand may also produce Pyrotechnics
(one charge). The following spell-like effects require Wand of Magic Missiles: Magic missiles discharge
two charges: Fireball (as per spell, 6d6 damage to all from the tip of this wand as per the spell. The missiles
those within the 30x30 area of effect (save versus Wand score 1d4+1 damage and never miss. Each individual
for half, a result of one on damage dice is treated as Magic Missile uses one charge and a maximum of two
two), Wall of Fire (as per spell). The wielder can form may be used at any time.
the wall into a 20-foot radius circle, if desired.
Wand of Metal Detection: The wand points toward the
Wand of Fireballs: This device emits a Fireball spell. The largest mass of metal designated by the wielder within
Fireball deals 6d6 hit points of damage. A successful a radius of thirty feet.
save versus Wand halves the damage.
Wand of Negation: This wand negates spell
Wand of Frost: A Wand of Frost can emit the following effects or the spell-like effects of magical items. The
effects (one per round). Ice Storm, as the magic user user directs the device at a magic item and a ray
spell, to a distance of 60 feet, Wall of Ice with a of gray light issues forth. The ray never misses. It
thickness of six inches, but with any surface area up to negates the function of all wands and any other
30x30 feet. The third requires two charges: Cone of targeted magic item has a 75% chance of negation.
Cold (30 feet in length with a terminal end of 30 feet)
that deals 6d6 hit points damage to anyone in the area Wand of Oil: This wand shoots a 3-inch gout of oil
of effect (save versus Wand for half, a result of one on twenty feet long. One charge covers one person or a
damage dice is treated as two). 5x5 foot square area.

Wand of Fog: This wand produces a Fog Cloud. Wand of Paralyzation: A cone of dark gray energy
emits from this wand in a cone 30 feet long and 30
Wand of Illusion: Through the wand, the wielder may wide at the terminus. All those within are paralyzed for
cast Phantasmal Force (as per spell). While focusing on 5d4 rounds. A successful saving throw versus Wand
the phantasmal effect, the user is reduced to half speed. negates the effect.
If successfully attacked, or the wielder’s concentration
is broken, the illusion is dissipates. Wand of Polymorphing: This wand produces effects
as per the spells Polymorph Other and Polymorph Self.
Wand of Light: This wand can emit the following effects The wielder chooses the desired effect upon use (a save
at a cost of one charge: Dancing Lights and Light (as versus Wand negates the effect).
per the magic-user spells). The user can expend two
charges and cast Continual Light. Finally, by using Wand of Secret Door Detection: This wand outlines a
three charges, the wand-wielder can emit a beam of secret door within twenty feet in a green aura.

222
Wand of Tar: This wand shoots in a 3-inch stream of Wand of Wonder: This device is strange and
flammable tar to a range of 20 feet. One use will cover unpredictable. The wand randomly generates an effect
one target or a 5x5 foot square. with each use. In some instances, a saving throw may
be required. The Maze Controller is encouraged to add
Wand of Trap Detection: The device allows the wielder new and peculiar results to the list. Use the following
to identify traps in a twenty-foot radius. Traps are chart to determine the random effect:
highlighted in a red glow (+10% to Remove Traps).
1d100 Wand of Wonder Random Effect
Wand of Water: This device emits a gout of water in a
3-inch stream to a range of 20 feet. One use will cover 01-05 Slow target for 3d4 rounds
one target or a 5x5 foot square. 1d4x10 gemstones spew forth in a 30-foot
stream. Each gem scores one hit point of
06-10
damage. Only 5d4 score damage
(Value: 2gp each)
6,000 butterflies blind everyone
11-15
for two rounds (except the wielder)
16-20 All targets grow leaves in a 30-foot radius
A Thunder cloud appears and rain pours
21-25
down on the wielder for 1d4 rounds
Darkness Globe: 30-foot radius
26-30
up to 30 feet away from wand
31-33 Fireball: As per spell with 6d6 damage
34-36 Gust of Wind (twice the spell’s effect)
Impenetrable Wall of Thorns
37-46
emerges (30x2x6 feet tall)
Lightning Bolt:
47-49
(70 feet long by 5 feet wide, 6d6 damage)
50-54 Sparks crackle and fizzle from wand tip
55-58 Stinking Cloud (30 foot range)
Shimmering colors emit in an 30x30
area in front of wand. Those within are
59-62
mesmerized for 1d6 rounds (Wand save
negates)
63-65 Plant Growth (30x30) infront of wielder
66-69 Aztazibar’s Acrid Finger emits from wand
Summons: Mouse (1-3 on d6),
70-79
Elephant (4-5), or Mudhorn (6)
80-84 Wielder made Invisible
85-87 Target engulfed in Faerie Fire.
88-90 Target Enlarged if within 60 feet
The wand-user (50%) or the target (50%) is
91-95 Petrified. A successful saving throw versus
Wand negates the effect
User (50%) or target (50%) is Feebleminded
96-97
as per the spell of the same name

98-00 Summon Monsters III

223
Amulet of the Planes: When observed closely, this jet-
Magic Items black circular amulet moves and swirls with magical
power. The wearer may plane shift. However, the device
Albion: The demi-god Herne the Hunter created is difficult to control. There is a 20% probability that
this legendary blade for his Chosen Son. Albion is a the user may shift him/herself to a random plane of
Longsword +3 of Sharpness that can Detect Good and existence in the first 1d4+1 uses.
Evil in a 10 foot radius. The runes etched into the blade
read, “Herne’s Son is my Master. I Cannot Slay Him.” Amulet versus Crystal Balls and ESP: This platinum
amulet provides immunity from detection by a Crystal
Legends state that Albion is one of the Seven Blades Ball and the spell ESP.
of Light and Darkness. The others are called: Morax,
Solas, Orias, Elidor, Beleth, and Flaures. Apparatus of the Crab: This strange device looks like
an iron barrel. A secret hatch on its side opens to a seat
Albion and the Arrow of Herne are kept in a secret druid with ten levers. Once seated, the operator can control
grove until Herne calls for aid in a time of great peril. the contraption. The apparatus possesses the following
The sword cannot damage his Chosen Son. stats: AC: 0, HP: 200, #AT: 2, DMG: 2d6 (two pincers).
The pincer attacks use the operator’s attack value. A
Alchemy Jug: This stoppered green jug holds a second operator can fit inside the cramped device and
random number of potions (1d4+1). The potions can submerge to a depth of 900 feet. The apparatus has
be decanted once per week. enough oxygen for a single pilot (2d4+2 hours, or half
for dual occupancy).
The specific potions are rolled randomly from the
1d100 Potions List by the Maze Controller. The jug The ten levers include: 1) Extend/Retract Legs and Tail,
holds a total of 1d100+5 potions. 2) Cover/Uncover Aft Porthole, 3) Cover/Uncover Port
and Starboard Portholes, 4) Extend/Retract Pincers and
Allirass’ Sequined Tuque of Shame: The wearer of Feelers, 5) Snap Pincers, 6) Move Forward, 7) Move
this cursed tuque will feel self-conscious and receive Backward, 8) Open/Close “Portholes” with Continual
a penalty of two on all Charisma and Hireling morale Light inside/out, 9) Raise/Sink in water (Levitate), 10)
rolls. Only a Remove Curse will allow the hat to be Open/Close Hatch.
discarded.
Armature of Palantis: The Armature of Palantis is a
Amulet of Inescapable Location: This amulet is cursed magic item created when the Gauntlet, Couter, and
and appears as an Amulet of Proof Against Detection Rerebrace of Palantis are combined. The Armature
and Location. However, the device makes the wearer serves as a lawful good +2 magic weapon that scores
susceptible to these forms of magic. The wearer is twice 1d6 points of damage. The wielder can cast Detect
as likely to be scried and the duration of spells used to Magic and Cure Light Wounds three times per day,
detect or locate the wearer are doubled. The amulet and Cure Disease and Cure Serious Wounds once
cannot be removed without a Remove Curse. every other day. The armature provides a +2 bonus
to armor class and 15% magic resistance. The cone
Amulet of Magic Resistance: This amulet confers 20% of light projected by the Gauntlet is increased (25
magic resistance on the bearer. feet in length and 25 feet at its widest point), and the
damage scored against undead increases to 1d10. The
Amulet of Proof Against Detection and Location: This Armature of Palantis may be used by lawful good clerics
amulet wards the bearer from all forms of magical and paladins only.
detection, including alignment and scrying. These
include spells such as ESP, Clairvoyance, Clairaudience, Armbands of Healing: These golden bands provide
and magic items with scrying abilities like a Crystal Ball. the bearer with an additional two hit points per healing
spell or potion received (may not exceed maximum hit
Amulet of Proof Against Possession: The bearer of this points).
amulet is immune to Magic Jar, possession, or related
magics, including demon possession. Arrow of Direction: This small arrow amulet can be
used a maximum of eight times per day. The user
Amulet of Proof Against Turning: This amulet confers holds the arrow in his or her hand, and it spins until it
immunity from turning upon the bearer. This device is points to the nearest desired location. Examples could
used by evil priests and acolytes to strengthen undead include closest dungeon entrance or exit, stairs, caves,
constructs. passages, and similar generalized areas.

224
Arrow of Herne: Herne’s Arrow is a magical artifact
created by the demi-god Herne the Hunter. The arrow
is a stylized, good-aligned magic item and not an
arrow intended for ranged attacks. The arrow is made
of pure silver and decorated in runes of power and
Celtic knotwork.
Bag of Tricks: This small mundane sack appears empty.
Also called the Silver Arrow, the device provides the Reaching into the bag, the user will feel a ball of fur. If
bearer with Protection from Evil and a +1 to all saving the ball is thrown on the ground, it polymorphs into a
throws, armor class, and +1 to hit/damage with the random animal. The animal serves the user for 1 turn
longbow. The latter bonuses are doubled on a full or until the animal is slain. At the end of 1 turn, the
moon. The arrow may be used to activate and teleport animal departs. No more than a total of 1d10+10
between henge-gates. In the hands of Herne’s Son, animals can be taken from the bag before its loses its
typically a favored ranger or druid, the arrow provides enchantment. For contents, consult the table below:
Protection from Evil in a 10 foot radius. The Chosen
Son may also use the arrow to Speak with Dead once 2d8 Bag Contents
per week and Raise Dead once per year. In the last four
examples, the arrow must be held in-hand to channel 2 Black Bear
its magical properties. 3 Cave Bear
4 Wild Boar
Aspergillum of Palantis: The Aspergillum of Palantis is
a lawful good Mace +3 (1d6) designed to slay undead. 5 Camel
Before combat, a vial of holy water may be poured 6 Lion
into the top of the weapon. When used in battle, the
holy water sprinkles forth for four rounds through small 7 Tiger
holes in the head that cause undead an additional 8 Riding Horse
1d4+1 points of damage. This weapon was wielded
9 Mule
by Palantis, a holy warrior of old, and is useable by
lawful good clerics and paladins only. 10 Rat Swarm
11 Mudhorn
Bag of Bones: A Bag of Bones is a black velvet bag with
the stench of death upon it. Inside are 3d4 yellowed 12 Giant Toad
humanoid teeth. Within 1d4 rounds of being cast on the 13 Giant Frog
ground, Skeletons (see Monster entry) emerge from the 14 Dire Wolf
earth. The user of the bag may command the skeletons
until they are destroyed or dismissed and sprinkle as 15 Wolf
few, or as many teeth, as desired. 16 Sabre-Toothed Tiger
Bag of Devouring: This small magical bag, when Baltron’s Be-Cursed Beanie: This cursed magical hat
closed, magically consumes its contents. After 1d3 despoils all holy water within 30 feet. Only a Remove
turns, anything placed in the bag vanishes permanently. Curse will allow the hat to be discarded.
Bag of Holding: This device appears like a common Basprofo’s Brilliant Bookbag: The wizard Basprofo
pouch, small sack, or bag. The bag opens into a developed a love of learning, but hated toting heavy
pocket of non-dimensional space where the inside is books. The Brilliant Bookbag functions like a Bag of
larger than the outside dimensions suggest. The bag Holding but only accepts books and scrolls. In total,
can fit an object no larger than 2x4 feet. The bag can it can carry 500 books or scrolls of any shape or size.
hold a maximum weight of 500 pounds. The bearer need only think of the title of the volume,
reach in the bag, and grab it. The bookbag weighs
Bag of Transformation: This magical bag functions like 10 pounds and saves at +5. When found the Brilliant
a Bag of Holding for 1d6 days. After the time elapses, Bookbag holds 1d10+5 random books and scrolls.
the bag transforms its contents. Gemstones become
worthless, precious metal becomes lead, and magic Book of Chaotic Blackness: This tome is the equal to
items lose their enchantment (no save), etc. Only the the Book of Lawful Deeds and intended for evil clerics.
magical items with the strongest of enchantments Alongside the opposite effects, neutral player characters
are protected (subject to the discretion of the Maze that touch the book must save (Spell) or have their
Controller). alignment changed to a Chaotic Evil.
225
Book of Lawful Deeds: Only good-aligned clerics and mandibles) once per day for two turns. The giant beetle
monks may read this tome. The book requires one week retains the hit points of the wearer with the following
of intense study. This period of study provides insight abilities and statistics: Move: 50, Bore: 20, Fly: 30,
and raises the cleric’s Wisdom 1 point permanently. The AC: 3, #AT: 3 (Bite/2 Horns), DMG: 4d4/1d10/1d10.
priest also gains enough experience points to advance The wearer has six legs (four legs from armor and the
to the midpoint of the next level. wearer’s own legs).

Neutral clerics that touch the book lose 1d4x10,000 Bowl of Commanding Water Elementals: The user can
experience permanently, and evil clerics are lowered summon one Water Elemental per day (as per Conjure
to their previous level plus one experience point. Elemental, HD: 12). The act of summoning takes one
Arcane spell-casters must save (Spell) or lose a point round. Once summoned, the conjurer must concentrate
of Intelligence permanently. All those who save lose exclusively on controlling the elemental.
10,000 experience points. If an assassin touches the
book, s/he must save (Death) or die. All other classes Bowl of Drowning: This cursed bowl is filled with crystal
are immune to the book’s magic. clear water. When a being stares into the water, a hand
from the Elemental Plane of Water reaches through the
Boots of Dancing: These cursed boots appear like bowl and drowns the observer in 1d4+1 rounds unless
mundane footwear. Whenever a player character a save (Death) is successful. The bowl is ever-full.
engages in battle, or attempts to flee from battle, s/he
falls under effects of the spell Ool’s Irresistible Safety Bracers of Defenselessness: Bracers of Defenselessness
Dance (no save). are cursed and result in a penalty to armor class 10.
Only using the bracers in combat will determine their
Boots of Elvenkind: These supple leather books of cursed enchantment. A Remove Curse will allow Bracers
elven craftsmanship provide the thief ability to Move of Defenselessness to be unequipped.
Silently with 95% effectiveness.
Bracers of Defense: These bracers appear as steel
Boots of Levitation: This pair of boots provide the ability forearm greaves. The bracers, when worn, improve the
to Levitate (as per the spell) with an indefinite duration. wearer’s armor class.

Boots of Speed: These boots provide the wearer with No other armor or shield can be worn (magical or
the ability to Haste (as per the spell). Using Boots of mundane) while wearing Bracers of Defense. However,
Speed is exhausting. For each turn the boots are used, Dexterity modifiers apply. Bracers of Defense can be
the wearer must rest for one hour. combined with other magic items such as a Ring or
Cloak of Protection. Roll the table below to determine
Boots of Striding and Springing: These magical boots the base armor class provided:
provide the ability to jump upwards 10 feet or to a
distance of 30 feet. In addition, the wearer requires no 1d100 Armor Class
rest from the strain of ordinary movement in armor.
01-20 8
Bottle of Djinni Summoning: This enchanted bottle 21-40 7
allows the user to summon a Djinni once per day. The
41-60 6
Djinni will do the possessor’s bidding for a 24 hours.
61-80 5
Bowku’s Beetle Armor: Bowku’s Beetle Armor is a set 81-90 4
of ancient Ebon Platemail +3 with a helm of exquisite
craftsmanship. The armor provides four unique abilities 91-95 3
and may only be worn by a fighter or paladin. First, the 96-00 2
armor is immune to normal missiles. Second, the armor
is equipped with wings that allow limited flight (30 feet Bracers of Deflection: These magical bracers provide
at a time). Third, the armor is equipped with a second a base AC: 4 and allow the bearer to deflect small
set of arms below the main arms. These allow the missiles (specifically arrows, crossbow bolts, darts, and
use of four single-handed weapons, two two-handed sling stones/bullets, with 90% success).
weapons, or two ranged weapons. These attacks do
not stack with Hasted or multiple attacks per round.

Finally, the wearer may assume the form of a giant flying


beetle (approximately seven feet long with five foot long

226
Brazier of Commanding Fire Elementals: This brazier Caliburn: Caliburn is a sentient Longsword +3. He has
allows the user to summon one Fire Elemental per Intelligence: 12, Ego: 12, and Will: 29. He can speak
day (as per Conjure Elemental, HD: 12). The act of Ancient Common and Elvish telepathically and has a
summoning takes one round. Once the summoning lawful good alignment.
is complete, the user must concentrate exclusively on
commanding the elemental. His special purpose is to destroy undead. Caliburn can
cause double-rolled damage (2d8) to undead once
Brazier of Sleep Smoke: This device appears as a per day (for 10 rounds). Caliburn can Bless his wielder
simple brazier. When the command word is spoken, once per day as a Level 4 Cleric.
smoke billows forth and fills a 10x10-foot radius.
All those in the area must save (Spell) or fall into an Caliburn’s personality is a double-edged sword. He
indefinite sleep. possesses the strongest of righteous ideals and a
paladin’s sense of self-importance. To Caliburn, the
The brazier then summons a Fire Elemental (HD: 12) world exists only in black and white. He will spur on his
in 1d4 rounds and attacks all those within the area. wielder and be encouraging.
Beings that fall to the curse slumber indefinitely, until
slain, or until Remove Curse or Dispel Magic are cast. On the other hand, he cannot abide the presence of
undead and may force his wielder into action if s/he
Broach of Shielding: This broach appears as a small refuses to engage them. He will never agree to flee, but
piece of jewelry decorated with a large cairngorm stone. having the right wielder is ultimately more important
The broach fastens to a cape or a cloak at the shoulder. than his vanity. He is so conceited that he will refuse to
The stone is enchanted and can absorb Magic Missiles communicate with anyone except a paladin or a lawful
cast by spell, spell-like ability, or magical item. Once good cleric (in the latter case he will demand to be
the broach absorbs 1d100 (determine randomly when taken to the nearest lawful good temple immediately).
discovered), the stone cracks and is rendered useless. He may lower his lofty standards to a ranger, subject to
the discretion of the Maze Controller.
Broom of Animated Attack: This sweeper is identical to
any mundane broom. All tests of the broom suggest a Caliburn should be role-played as smug and
Broom of Flying. However, if ridden it performs a loop- sanctimonious - the epitome of paladinhood.
de-loop that dumps the rider 10 feet from the ground
(1d6 damage). Censer of Controlling Air Elementals: This user of
this device can summon an Air Elemental once per
Then, the broom engages and attacks the target. The day (as per Conjure Elemental, HD: 12). The act of
broom attacks four times each round (two with the straw summoning takes one round. After the entity arrives,
end and two with the handle end). The straw may (1-2 the conjurer must concentrate exclusively on controlling
on d6) cause blindness for 1d3 rounds on a successful the elemental.
attack (-4 to hit). The handle strikes for 1d3 points of
damage. The broom has AC: 7, HD: 4, and HP: 18. Censer of Cursed Summoning: This censer appears
like a standard, mundane vessel for burning incense.
Broom of Cursed Flight: This cursed magical broom Once ignited, the censer cannot be extinguished for
appears like any mundane sweeper. Upon activation, 1d4 rounds. During each round, the censer summons
the broom flies fifty feet into the air, or to the top of the an Air Elemental (HD: 12) that attacks all nearby beings.
ceiling (whichever is applicable) and completely loses
its enchantment. The broom and the player character Chime of Cannibalism: This chime looks like a
fall to the ground and take 1d6 points of damage per handheld gong or bell. When struck all those within
10 feet. 30 feet must save (Spell) or be overcome with ravenous
hunger. All those who fail drop everything in hand and
Broom of Flying: This legendary magical broom can attack the closest humanoid available with a bite to the
carry one rider at a speed of 240 feet per turn. The throat (1d4 points of damage). A new save is allowed
broom can carry two riders but the maximum movement every round thereafter. In the absence of humanoids,
rate per turn is reduced to 180 feet. the closest available living creature will be attacked.

227
Chime of Opening: A Chime of Opening is a hollow 1d100 Armor Class Bonus
mithril tube 12 inches long. The chime issues magical
vibrations when struck that unlocks doors, lids, etc. The 01-80 +1
device also unlocks gates, bars, chains, shackles, and 81-91 +2
bolts. A Chime of Opening automatically dispels Hold
Portal or the Wizard Lock of a Level 15 Magic-User or 92-00 +3
lower.
Couter of Palantis: The couter is a platemail elbow
To implement the device, the user must point the chime articulation designed for the Gauntlet of Palantis. Worn
at the locked object. Once the chime emits a single on its own, the couter provides the bearer with 5%
definitive tone, the desired item or object unlocks (a magic resistance. However, if worn in conjunction with
chest lid opens, door unlocks, etc.). The chime unlocks the Gauntlet its full potential is realized. The wielder
only one item at a time. A Silence spell negates the can Detect Magic and cast Cure Light Wounds twice
effect of the chime. Each tone uses one charge. A per day and Cure Disease once every three days. Armor
chime holds 2d4x10 charges prior to losing its magical class is increased by one and the magic resistance is
power permanently. increased to 10%. The damage caused by the cone of
radiant light projected by the gauntlet increases to 2d4
Cloak of Arachnida: This black cloak, embroidered points against undead.
with a web-like pattern, provides the wearer with the
effect of the spell Spider Climb. The cloak grants Crystal Ball: A magic-user or illusionist can use this
immunity from entrapment by mundane or magical device to scry and see distant people, places, or things.
webs and allows half movement in both examples. The The user may scry anything for one turn (to a maximum
wearer may cast Web once per day. The wearer also of three times per day). The crystal ball provides no
receives +2 on spider poison saves (Death). means of interaction or communication.

Cloak of Displacement: At first glance, this garment


appears like a mundane cloak. Once equipped, the
cloak immediately distorts light and blurs the wearer.
The first successful attack in combat against the bearer
is always a miss. Subsequent successful attacks hit
normally. The cloak provides an additional +2 armor
class bonus, as well as +2 on saving throws versus
Stone, Wand, and Spell.

Cloak of Elvenkind: This green cloak, sometimes


marked with a green and gold leaf broach, is of secret
elven manufacture. The cloak grants the ability, if the
wearer is completely immobile, to blend into one’s
environment with 90% success. If the wearer moves or Crystal Ball of Hypnosis: This cursed item appears as
attempts an attack, the concealment is lost. a Crystal Ball. All those who attempt to use the ball
as a scrying device become entranced by its mystical
Cloak of Poisonousness: As soon as this leather cloak swirling pattern (Spell save to negate). If failed, the user
is equipped, the wearer must save versus Poison or be is implanted with a telepathic Suggestion and believes
slain. A Cloak of Poisonousness can be removed only s/he viewed the location, scene, or creature desired
via Remove Curse and this destroys its enchantment. If in the ball. Rather, a powerful lich, mage, or other-
this spell is followed by a Neutralize Poison the victim planar being, has taken control of the user’s mind.
may be revived by a Raise Dead or Resurrection. Each additional use brings the gazer further under its
control as a thrall. The user is totally unaware of the
Cloak of Protection: This enchanted garment looks like subjugation.
an mundane cloak. The garment functions like a Ring
of Protection and provides the wearer with armor and Crystal Ball with Clairaudience: This device possesses
saving throw bonuses. the properties of a Crystal Ball, as well as the ability to
hear noise, as per the spell.
Note that +4 and +5 cloaks are reserved for high-level
play. A Cloak of Protection’s armor bonus is cumulative Crystal Ball with ESP: This device possesses the
with a Ring of Protection and Bracers of Defense. properties of a Crystal Ball, as well as the capacity to
her the thoughts of the observed, as per the spell.

228
Cube of Frost Resistance: This device is activated and
deactivated by depressing a cube-face. A 10x10x10
foot energy field is manifest centered on the cube.
The temperature inside the cube remains 65 degrees
Fahrenheit and negates all cold-based attacks. Upon
receiving 50+ points of damage, the device returns
to cube-form and cannot be used for 6 turns. Upon
Cube of Force: This small 4x4x4 inch cube can be absorbing 100+ points of damage in a single turn, the
made of metal or wood. The item allows the possessor cube explodes in a 6d6 Fireball.
to enact a Wall of Force (10 foot cube) around, and
that moves with, the user. The cube provides immunity Cubic Gate: Each side of this device is attuned to a
to the forms of attack described below. A Cube of Force plane of existence. One side is always keyed to the
possesses 36 charges that refresh each day. To activate Prime Material Plane. The Maze Controller keys the
or deactivate its abilities, the user depresses a button on remaining sides. When a user depresses a side, the
one side of the cube. Each type of immunity consumes cube opens the desired Gate. An extra-planar being
a specific number of charges per turn. While using the may (10%) decide to pass through an open Cubic Gate.
cube, the wielder’s movement rate is reduced (assumes
human). Spells or effects can drain the shield and cost Decanter of Endless Water: This decanter appears
additional charges. The spells listed below may not be like an ordinary stoppered flask. If opened and the
cast through the force-shield in either direction: appropriate command word is spoken, fresh water
issues forth. “Stream” pours out one gallon per round,
Cube of Force “Fountain” creates a five foot long stream (five gallons
per round), and “Geyser” produces a powerful twenty
Charge Speed foot long, one foot wide stream (forty gallons per
Face Ward Effect
/Turn (Feet) round). The latter creates significant recoil. The user
1 1 30 Gases, wind, etc. must brace himself or be thrown to the ground. The
force of the geyser-stream will kill small-sized creatures.
2 2 20 Nonliving matter
Deck of Many Things: A Deck of Many Things contains
3 3 15 Living matter cards both helpful and harmful. A deck is typically
found in a small metal or wooden box. A deck consists
4 4 10 Magic of thick, hand-sized parchment cards or engraved
plaques. Each card is uniquely decorated with magical
5 6 10 Everything symbols and glyphs.
6 0 Normal Deactivates To draw a card from the deck, a player character must
first declare the number of cards s/he intends to draw
Cube of Force (maximum four). The character may not draw more
cards from the deck than announced. However, if the
Extra Extra user draws the Jester card s/he may opt to draw two
Spell Spell
Charge Charge additional cards.
Meteor
8 Fire Storm 3 Once a card is drawn, it is replaced at the bottom of
Swarm
Prismatic the deck and therefore cannot be drawn twice by the
7 Fireball 3 same player character. The Jester and Fool cards are
Spray
the only exceptions and are removed from the deck
Horn of Delayed once drawn. The deck consists of 22 cards. To replicate
6 3
Blasting Blast Fireball the effects of the magical cards, ordinary playing cards
may be used (see table):
Disintegrate 6 Passwall 3

Phase Door 5 Wall of Fire 2


Lightning
4 Flame Arrow 2
Bolt
Grelf’s
Flame Strike 3 1
Acidic Arrow

229
Card Glyph Deck Card Effect Deck of Many Things: Card Descriptions
Alignment Balance: The player character alters to the diametrically
Balance Two of Spades
Change opposed alignment. If the PC fails to adhere to the new
Comet Two of Diamonds Gain One Level alignment, s/he is struck down and killed by an act of
the gods (Lightning Bolt, Flame Strike, etc.)
Donjon Ace of Spades Imprisoned
Comet: The character gains enough experience plus
-3 on all one point to advance in level.
Euryale Queen of Spades
Stone Saves
Donjon: This card means imprisonment - by the spell
Avoid One Imprisonment or by a powerful entity. All spells and
Fates Ace of Hearts
Consequence equipment are lost. Draw no additional cards.
Flames Queen of Clubs Enmity
Euryale: This card bestows a curse only the Fates card
Lose 10,000 XP or a deity can remove. The penalty on Stone saves is
Fool Joker II permanent (-3).
Draw Again
25 Gems or 25 Fates: This card allows the player character to avoid
Gem Two of Hearts
Pieces of Jewelry one situation or consequence, as desired. The card
unravels and reweaves the fabric of reality. The card
Lose 1d4 INT keeps a thing from taking place or reverses a past
Idiot Two of Clubs Permanently consequence. The reversal functions only for the card
(Draw Again) drawer.
Gain 10,000 XP
Jester Joker I
or Two Cards Flames: The Maze Controller decides the being
Gain Magic provoked. This could include an abyssal or demonic
Key Queen of Hearts Weapon and entity, anti-hero, powerful lich, or vampire. The enmity
Treasure Map continues until one or the other is slain.
Gain Level 4 Fool: The experience point deduction and the redraw
Knight Jack of Hearts
Henchman are required. The Fool is discarded when drawn.
Queen of One Wish
Moon
Diamonds Granted Gem: This card provides wealth. The jewelry is worth
Henchman 1d6x750gp and the gems 1d6x500gp each.
Rogue Jack of Spades
Betrayal
Idiot: This card results in the loss of Intelligence (1d4).
Ruin King of Spades Lose Wealth The second draw is optional.

Save versus Jester: The Jester is discarded when drawn. The


Skull Jack of Clubs additional card draws are optional. The experience
Death or Die
point gain is immediate.
Gain +2 in
Star Jack of Diamonds
Prime Attribute
Key: The magic weapon materializes in the PCs hand.
Gain Magic Item The player character must be able to use the weapon.
Sun King of Diamonds
and 50,000 XP The map value is determined randomly (see Scrolls in
All Magic the Treasure Section).
Talons Ace of Clubs
Items Disappear
Knight: A Level 4 Fighter appears at the next available
Gain 18 opportunity and swears fealty to the player character.
Throne King of Hearts Charisma and He or she is the same race as the player character.
a Keep

Vizier Ace of Diamonds Gain Response Moon: The symbol of a moon adorns this card. The
Wish is the same as the Level 9 Magic-User spell. The
Wish must be used within 3 turns.
Void King of Clubs Trap the Soul

230
Rogue: Once draw, the player character’s henchman, Dust of Appearance: This powder appears like a fine,
or next henchman hired by the PC, secretly becomes metallic dust. The dust, when sprinkled across a 10x10
antagonistic. The hostility will reveal itself as a full foot space, renders invisible objects visible. If applied
betrayal at the worst possible juncture for the PC. through a tube, the dust covers a cone-shaped area
20 feet long and 25 feet wide at the terminus. The
Ruin: As implied by the card name, the drawer loses all dust negates Mirror Image, a Cloak of Displacement,
material wealth. a Cloak of Elvenkind, or a Robe of Blending. Dust of
Appearance is normally found in small one-use powder
Skull: The Reaper of Death appears beside the player boxes, sachets, or tubes. In these examples, 1d4+1
character. The PC must save versus Death or die. If are found at a time. The dust lasts for 2d10 turns.
failed, the player character dies permanently and
cannot be raised or resurrected, even by a Wish. Dust of Disappearance: Like Dust of Appearance,
this dust is found in packets, sachets, or tubes. The
Star: Only one ability score is affected and may not dust renders a being or object Invisible as per the
exceed 25. spell. Not even the spell Detect Invisibility will reveal
a hidden object or being. Dust of Appearance reveals
Sun: Roll for a miscellaneous magic item. The Maze the invisibility created by Dust of Disappearance. The
Controller should ensure use-value for the PC. invisibility endures for 2d10 turns. Attacks made while
under the affect of the dust do not break the invisibility.
Talons: All magical items carried or owned by the player
character disappear instantly. Dust of Sneezing and Choking: This dust is found in
packets or sachets. If cast in the air, the dust causes all
Throne: The player character’s Charisma Ability Score those in a 20x20 radius to begin sneezing and choking.
raises to 18 and s/he gains a keep or stronghold in a All those affected must save (Death) or die. A successful
location determined by the Maze Controller. save results in incapacitated choking (unable to act) for
5d4 rounds.
Vizier: The player character gains the ability to consult
a divine power to answer a single question in a time of Efreeti Bottle: This bottle is made of metal (such as
great need. The PC can make the request when desired. bronze or brass) and sealed with eldritch symbols. The
bottle contains an Efreeti that, upon opening, will loyally
Void: Upon drawing this card, the player character may serve the possessor for 66 days and 6 months (or until
take no additional cards. The PC is imprisoned, as per the Efreeti is slain). On the last day, the Efreeti returns to
Trap the Soul on an alternate plane or planetary body. the Plane of Fire and the bottle loses its magical power.
Not even a Wish will bring the player character back, The user may open the bottle once per day. There is a
but will determine his/her location. 10% chance (with each use) the Efreeti will turn insane
and attack the bottle’s possessor.
Drums of Deafening: These drums appear like ordinary
kettle drums. When struck, all those within 60 feet are Eguresel’s Brilliant Beret: This worn wool beret increases
stunned and all those within a 10 feet are deafened for the intelligence of the wearer by one point. It does not
2d4 rounds. A save versus Stone negates the effect in stack with other magic items that increase intelligence.
both cases. It can be worn by magic-users and illusionists only.

Drums of Panic: These drums are found as a set and Eguresel’s Key: This oversized silver key radiates magic
are otherwise unremarkable. If both are sounded, and bears the mark of Eguresel the Abjurer. The key
the drums inspire Fear (as per spell) and panic in all allows the bearer to pass through force fields, energy
creatures within 120 feet. All those within 10 feet of barriers, and magical wards that would otherwise be
the drums are unaffected. Those affected flee for 1 impenetrable. The key also functions as a Knock spell
turn and move at twice their normal movement rate. with 1d5+5 charges.
A saving throw (Spell) negates the effect. Alternatively,
the Maze Controller can impose a Morale Check at -2 Ekintzart’s Eldritch Scroll Tube: This strange item looks
instead of the saving throw. like an ornate, bone scroll tube. The tube can hold up to
ten scrolls of any size. When grasped, the bearer need
only think of the scroll desired and the tube provides
the appropriate scroll. When the command word is
spoken (Ekintzart, written on a scroll inside), the tube
elongates and functions as a Quarterstaff +1. When
discovered, there is a 20% chance the tube holds a first

231
level magic-user or clerical scroll with 1d4+1 random Eyes of Petrification: These large oversized spectacles
spells and a 10% chance of a random protection scroll. rest across the wearer’s eyes. They can be found as
single (40%) or double lenses (60%). If equipped, the
Epirus Bow: The Epirus Bow is a legendary, magical wearer turns to stone (save versus Stone to negate).
longbow made of an unknown black material. The One-quarter of these lenses provide a petrification
bow has no bowstring until its user attempts to pull gaze (save to avoid) akin to a basilisk. The wearer must
an arrow. When the bow is pulled, a magical golden use both lenses to realize any effect.
string and arrow materializes and the bow hums with
magical energy. The magic of the bow provides two Eyes of the Eagle: These crystal lenses provide the
ranged attack options. The wielder can shoot two +1 user with sight 100 times greater than normal vision.
arrows in one round for 1d6 points of damage each. They are found as single (40%) or double lenses (60%).
Alternatively, the wielder can shoot one +1 arrow for Wearing only one lens causes vertigo, a stun-like effect,
1d8 points of damage. In the latter case only, each for one round. After the first instance of vertigo, the
round the wielder holds the pull, the arrow gains an wearer can cover one eye to avoid the effect.
additional plus one (to a maximum of +5). Note that
to pull a +3, +4, or +5 arrow the wielder must have Note: All mismatched “eyes” cause insanity (2d4 turns).
Strength 16, 17, or 18, respectively.
Fennril’s Faithful Compass: Fennril’s Faithful Compass
Everburning Candle: An Everburning Candle is a will point in the direction of whatever the Maze
magic item that possesses a Continual Flame cast on it. Controller believes the player character desires most.
It provides light akin to a candle in a five-foot radius. However, unscrupulous low fantasy tomb-robbers often
desire wine and debauchery as often as they do gold
Eversmoking Bottle: This metal container, when (or more often). Each time a PC consults the compass
opened, billows dark black smoke. The smoke obscures the Maze Controller rolls a d6. On a roll of 1-2 the
vision in a 50x50 foot area in one turn. If the lid is left compass points toward the closest tavern, 3-4 the
open, smoke will continue to issue forth (an additional compass points toward the closest whorehouse, 5-6
10x10 foot cube of smoke per round to a maximum of the compass will point towards the closest location
500 cubic feet). This smoke lingers until the container is of treasure. If the Referee believes the PC is confused
closed. The bottle must be stoppered and resealed with about what s/he wants the compass will simply spin on
a command word. its axis. Maze Controllers are cautioned to be judicious
in the application of the Faithful Compass.
Eyeglass of Appraisal: This single spectacle allows a
thief or magic-user to determine the approximate value Figurines of Wondrous Power: These small figurines
of a gemstone (1-4 on d6). This requires one round appear as statuettes a few inches tall. When placed
of concentration and the gem must be held in the on the ground, and the command word spoken, the
wearer’s hand. A mis-evaluation results in +/- 50% the figurines transmute into living standard-sized creatures
gold piece value of the item. (exceptions noted in the descriptions below). The
creatures faithfully serve their master.
Eyes of Charming: This crystal lens fits atop the nose.
They can be found as a single (40%) or double lens The creatures understand the Common tongue, unless
(60%). The wearer may use Charm Person on any otherwise noted. They revert to a statuette if slain in
target that meets his/her gaze (one round per attempt). creature form. Figurines broken in statue form are
A target that fails a save (Spell) is charmed. The save is destroyed forever. Roll the table below to determine the
rolled at +2 if the bearer possesses one lens, and -2 if random figurine:
the bearer possesses two.

Eyes of Magnification: These eyes, like Eyes of 1d8 Figurines of Wondrous Power
Charming, can be found as a single (40%) or double 1 Brass Griffon 5 Marble Elephant
lens (60%). If only one lens is used it stuns the wearer 2 Ebony Fly 6 Obsidian Steed
for one round. If both lenses are equipped, the wearer
can inspect objects in fine detail, beyond the capacity 3 Golden Lions 7 Onyx Wolf
of the naked eye. These include, but are not limited 4 Ivory Goats 8 Serpentine Owl
to, impressions left on parchment, tiny imperfections on
precious objects, cracks and crevasses in stone, etc. Brass Griffon: The Brass Griffon may be used thrice
The wearer can attempt to use a single lens by closing per week for six hours per use (maximum). When the
the other eye, but this may result in the stun effect time has elapsed, or the command word uttered, the
(50%). They also function as an Eyeglass of Appraisal. creature reverts to statuette form. See, Griffon.

232
Ebony Fly: Upon uttering the command word, the Obsidian Steed: This figurine looks like a near-shapeless
Ebony Fly grows to the size of a mule (with the AC, chunk of obsidian. Upon activation, it transmutes into
HD, and Movement Rate of a hippogriff but not the a Nightmare (see Monster entry). The possessor of
attack options). The fly can carry 250 pounds, beyond the figurine can ride the steed. However, if lawful, the
that weight (to a maximum of 350 pounds) its speed is steed may (10%) take him/her to the Nine Hells (or
reduced by two-thirds. The figurine may be used three the Abyss, if chaotic) and then revert to statue form.
times each week for a total of twelve hours per use. The possessor can use the figurine for one continuous
24 hour period per week. When the Obsidian Steed
Golden Lions: These statuettes are found in pairs and becomes ethereal or undertakes a plane shift, its rider
enlarge into two male lions. If killed, they cannot be and all accompanying gear are affected. The steed can
used for one week. Otherwise, they may be used once accommodate two medium-sized riders.
per day for a one-hour maximum per use.
Onyx Dog Upon command, the figurine transmutes
Ivory Goats: These figurines are occasionally found in into a great war dog. The dog possesses Intelligence:
threes (10%). Note that each of the Ivory Goats may 10 and can understand the Common Tongue. The dog
only be used three times before they lose their power has outstanding visual and olfactory senses and can
permanently. Each goat in the trio has unique abilities: track a scent with 90% accuracy (-10% for each hour
passed). The Onyx Dog possesses darkvision (90 feet),
Goat of Traveling: This figurine serves as a mount. can Detect Invisibility (65%), secret doors or hidden
The goat is equal to a HD: 4 riding horse with double objects (80%), and ethereal, phased, or related things
speed. The goat can be used for a maximum of 24 (50%). An Onyx Dog may be used for a maximum of
hours per week, and a maximum of once per day. The 6 hours once per week. The Onyx Dog can also be
creature can attack with its horns twice per round (for found as an Onyx Cat (Panther) with the same abilities
1d8 damage each). as those listed above.

Goat of Travail: This figurine transmutes to the size of a Serpentine Owl: This figurine can transmute into a
massive bull. The goat has AC: 0, HD: 16, and HP: 96. normal-sized horned owl (AC: 7, HD: 1, HP: 3, MV:
The goat can attack with its sharp hooves for 2d6+2 40, #AT: 2, DMG: 1d2/1d2), or as a giant owl (see
points of damage each, its prodigious horns (2d6 points Monster entry) subject to the command word used to
of damage each), or a vicious bite (2d4). In addition, activate it. The owl has darkvision (90 feet) and can
the goat can use its horns to charge and score a further move and fly silently (95%).
6 points of damage (with each horn). The Goat of
Travail can only be animated once each month for a The owl detects all movement in its immediate area and
12 hour time period. all Move Silently attempts fail 50% of the time. The owl
communicates telepathically with its owner. The figurine
Goat of Terror: With the command word, this goat may be used once per day for a maximum of 8 hours.
figurine grows to the size of a massive war horse (AC: However, once the figurine has been activated into
2, HD: 8, HP: 48, MV: 50). Its horns attack as +3 giant form three times, it loses all its magical abilities
weapons for 2d6+3 points of damage and the mount permanently.
and rider may attack in the same round (as per a war
horse). Filangee’s Propeller Beanie: This winged beanie
functions like a Ring of Feather Fall. The wearer must
When ridden into combat, the goat inspires Fear in a hold on to both sides in flight.
30 foot radius as per the spell. The creature can be
used for a maximum of three hours once every two Flask of Curses: This item can appear as either a
weeks. flask, beaker, container, bottle, jug, or decanter. When
uncorked, a torrent of obscenities issues forth and
Marble Elephant: Upon speaking one of two command curses all those within 30 feet as per the spell (See
words, the Marble Elephant transmutes into either an Remove Curse). The flask then loses its enchantment.
elephant (50%) or a mastodon (50%). This figurine is
also found as one or the other, as desired. Flying Carpet: On command, a flying carpet hovers
two feet off the ground and takes flight with passengers.
The possessor can use the elephant or mastodon as a The number of passengers is specific to the carpet
mount, a beast of burden, or in combat. The figurine size. A carpet 5x5 can carry 200 pounds, a 5x10 400
can be used four times a month for 24 hours at a time. pounds, and a 10x10 carpet 800 pounds. Regardless
See the monster section for further information on each of the size the speed remains 50 feet per round.
creature type.

233
Folding Boat: A folding boat is a wooden box measuring Gauntlet of Palantis: The gauntlet is an elbow-length
about 12x4x3 inches. When prompted with a command iron-plated glove. If worn by a lawful good cleric or
word, the box transforms into a boat measuring 12x4x3 paladin it allows the bearer to Detect Magic and Cure
feet or a longship measuring 24x8x6 feet. The boat / Light Wounds once per day. In addition, on a successful
ship include an anchor, oars, mast, and a sail in its turn attempt (once per day) the gauntlet will project a
smaller form, while the larger ship features a deck, white cone of holy light (15 feet in length, and 15 feet
anchor, rowing benches, oars, rudder, deck cabin, at its widest point) that causes all undead 1d6 points
mast, and a rectangular sail. The boat comfortably of damage.
accommodates four people, while the ship can carry
a maximum of fifteen. To revert the vessel back into a Gauntlets of Fumbling: These gauntlets are of the finest
box, a third command word is necessary, which may be leather (or heavy protective material suited for chain or
visibly (or invisibly) etched onto the box. plate mail). The gauntlets have no function until the
user is in combat or a life-threatening situation. In these
Folding Boat of Flying: The Folding Boat of Flying instances, the cursed nature of the gloves is revealed.
looks like a wooden box with a handle. However, when The wearer has a 50% probability of clumsily fumbling
the command word is spoken, the box unfolds into a anything held in-hand and his/her Dexterity Ability Score
boat 24 feet long, 8 feet wide, and 6 feet deep. When is reduced to three. The gloves can only be unequipped
the command word is spoken again, swanlike wings via a Wish or Remove Curse.
unfurl and the boat takes flight in the direction steered.
The boat travels 25 miles per hour and cannot fly in Gauntlets of Ogre Power: Made of thick leather and
inclement weather. It has AC: 10 and HP: 20. decorated with iron studs, these gauntlets provide the
wearer Strength: 18, with all the benefits and bonuses
Fount of Law: The Fount of Law is a white orb constructed to hit and damage (+3/+3). These bonuses may be
by clerics of law for the specific purpose of closing an stacked with a Girdle of Giant Strength.
open gate to the Abyss or the Nine Hells.
Gaxiluke’s Corinthian Helm of Free Action: This hat
The orb appears lifeless and dull to neutral or chaotic functions like a Ring of Free Action.
characters, but in the hands of a lawful good PC the orb
will brighten and glow with a soft white light. The Fount Gaxiluke’s Reptile-Eye Headband: This headgear
of Law provides a lawful good character with Protection functions as a Gem of Seeing.
from Evil as well as +1 on all attacks and saves for a
period of one month. As the orb is brought closer and Gem of Brightness: This object looks like a long, crystal
closer to an abyssal or infernal gate, its light grows in prism. The gem emits three different magical effects
intensity. Throwing the orb into a gate will close the subject to the use of its command word. The gem
portal and cause a blinding flash that will leave all possess charges to power its effects.
those within a 40 foot area stunned for 2d4 rounds.
The first brightens the gem to the radius of a lantern (40
Gaidenmorden’s Furry Mongol Helmet of Discontent: feet) and does not use a charge.
The wearer of this cursed helmet complains bitterly
about jobs and tasks and is generally unhappy and When the command word is repeated, the Gem of
mal-contented. Only a Remove Curse will allow the hat Brightness discharges a light beam at a single target
to be unequipped. one foot wide and 50 feet long. The ray causes
blindness for 1d4 rounds and uses one charge. A save
Gauntlets of Geddinthor: Gauntlets of Geddinthor are versus Spell negates.
enchanted mithril-mail gloves reinforced with plates.
They are immune to all rust and heat/cold effects. Repeating the command word three times, causes a
The wearer of a Gauntlet of Geddinthor, if unarmed, tremendous burst of light in a 15-foot cone (15-feet
can punch for 1d6 points of damage. If wearing two wide at the terminus). The burst of light is momentary,
gauntlets, the wearer can punch twice for 1d6 points but any being within must save (Spell) or be blinded
damage each. Single gloves are found 70% of the time. for 1d4 rounds. The blindness is permanent (Cure
Blindness or Heal will dispel the effect). This expends
five charges.

All forms of magical darkness neutralize the gem’s


abilities. The device has 1d4x10+15 charges. The
gem darkens permanently when all its charges have
been expended.

234
Gem of Seeing: This exquisitely cut gemstone appears Gloves of Swimming and Climbing: These gloves
like an ordinary jewel. When used as a lens, the gem provide the wearer the ability to swim 50 feet underwater
provides True Sight (as per the spell). Using it for longer or 60 feet on the surface. The gloves also grant the
than a round, results in dizziness. For each round after ability to climb (95%). Both gloves must be equipped to
the first, there is a 10% probability (cumulative) the user realize their enchantment.
will hallucinate for 1d4 rounds.
Grabthar’s Golden Gauntlets: These golden-hued steel
Gir-Shaul’s Conical Cap of Eyes: The Cap of Eyes is a gauntlets are designed for plate mail armor. A single
lesser version of the Robe of Eyes. Eyes of various types gauntlet provides a +1 to hit and damage. However,
adorn the entire cone. When placed on the head, the when both gauntlets are worn together, they bestow
bearer can see through the eyes in a 360 degree radius Strength 18 on the wearer and provide +3 to hit and
and cannot be surprised (unless from above). This cap +3 to damage. They also allow the wearer to carry 50
can be worn by magic-users and illusionists only. extra pounds of additional weight. The gauntlets may
be worn by any dwarf, or a fighter, barbarian, paladin,
Girdle of Femininity/Masculinity: This cursed belt ranger, or cleric.
changes the sex of the user. The belt cannot be
unequipped without a Remove Curse. It appears as a The gauntlets are engraved with Grabthar Goldhelm’s
Girdle of Giant Strength. house sigil, an eye within a diamond, on the back
of the hand. Grabthar’s prowess on the battlefield
Girdle of Giant Strength: A Girdle of Giant Strength was matched by his ability as a master armorer and
is a broad leather belt that grants tremendous power. weaponsmith. Most dwarves will recognize his mark
Belt strength is determined in relation to giant type (see immediately (75%). The runes glow a pale blue when
the table below). The belt also allows the wearer to the bearer is in possession of both the gauntlets and
hurl boulders for 2d8 points of damage at a range of any of Grabthar’s weapons of power.
100 feet. The bonuses provided by the girdle stack if
combined with Gauntlets of Ogre Power. Grabthar’s Great Hammer: Grabthar’s Great Hammer
(1d8) is a fearsome two-handed weapon. The hammer
provides a +1 attack and damage bonus and +2
Giant Strength Attack/Damage Bonus
versus spell-casters. The hammer can cast Stonebeard
Hill 19 +3/+4 on its wielder once per day if the following command
Stone 20 +3/+5 phrase is uttered, “By Grabthar’s Hammer, by the
Sons of Warvan, You Shall be Avenged!” The bonuses
Frost 21 +4/+6 of the hammer stack if used with Grabthar’s Golden
Fire 22 +4/+7 Gauntlets.
Cloud 23 +5/+8
Grabthar forged the hammer during the Second Goblin
Storm 24 +6/+9 War. His cousin Warvan lost both his sons to the wicked
spells of a goblin shaman. Grabthar crafted the great
hammer to exact revenge.

His house sigil, the eye within a diamond, adorns both


sides of the hammer and it glows when combined with
the gauntlets. His house symbol is recognizable to most
Globus Cruciger of Antioch: The Globus Cruciger dwarves (75%).
of Antioch is a hand-held silver and gold orb. A tab,
depicting a cross, projects from the top of the sphere. Great Helm of the Juggernaut: This helmet allows the
After the cleric pulls the tab, and counts to three, s/he wearer to make a single free head-butt attack once per
may throw the device up to 40 feet away. On the count combat for 1d4 points of damage plus strength bonus.
of five, the device explodes in a brilliant explosion This helm functions for the fighter class and subtypes.
(10x10 foot area of effect) for 3d6 points of damage
or 6d6 points of damage against undead. The Globus Grelf’s Dented Metal Cone: This dented metal cone
may be used by a lawful good cleric, monk, or paladin. functions akin to a Pearl of Power for magic-users and
illusionists only.
Gloves of Dexterity: These gauntlets provide the wearer
a bonus of +2 if his or her Dexterity is 14 or lower and Grigby’s Woolly Owlbear Cap: This cap functions like
+1 if 15 or higher. The user can also Pick Pockets like a Ring of Warmth.
a Level 4 Thief. If worn by a thief, they provide +10%
to this ability.
235
Halabaster’s Hat of Hornets: This hat looks like a Helm of Comprehending Languages & Reading Magic: A
hornets’ nest and hornets constantly buzz around the Helm of Comprehending Languages allows the wearer
wearer. Upon command the wearer can summon 1d4 to understand the spoken tongue of any being, read
hornets to attack a single opponent. Their impact is written script in any language, or read magical writing
akin to a dart (1d3 hit points of damage). There are (as per Read Magic: Divine or Arcane). The latter does
only 1d20+6 hornets in the hat when found. Once not include spell-casting ability.
emptied, the hat loses its magical properties. This item
is usable by magic-users and illusionists only. Helm of Opposite Alignment: This helmet appears like
any mundane helm. The helm is cursed and immediately
Helm of Brilliance: The helm is constructed of the changes the wearer’s alignment to the diametric
finest mithril silver and set with magic gemstones. The opposite, when equipped. The original alignment can
gemstones include 10 Diamonds, 20 Rubies, 30 Fire only be regained by a Wish or Atonement. After the
Opals, and 40Opals. When caught by light, the helm helm functions, it loses all magical properties.
brightens and gleams. When the wearer dons this
helmet and states the command word, the power of the Helm of Telepathy: The helm’s wearer can read thoughts
device is realized. The magic jewels possess the spell- within a 30-foot radius at-will. While reading a being’s
like powers outlined below: mind, s/he can transmit a message telepathically. This
allows communication back and forth between both
parties. This helm requires the complete concentration
Gem Helm of Brilliance: Gemstone Powers*
of the wearer. No other movement or action is possible.
Diamond Prismatic Spray (as Level 14 Illusionist)
Ruby Wall of Fire (as Level 10 Druid) Helm of Teleportation: Any being wearing this helmet
may Teleport three times per day (as per the spell).
Fire Opal Fireball (as Level 6 Magic-User)
Opal Light (as Level 2 Cleric) Helm of Underwater Action: This helmet allows the
wearer to see and breathe underwater. Through a
*The helm wearer may use its spell-like abilities once command word, small lenses extend over the bearer’s
per round. Each gemstone performs its function once eyes and allow sight underwater five-times greater than
and then darkens. Gems cannot be removed or normal. The sight excludes natural obstructions (such as
replaced. When the final gemstone is discharged, the weeds, etc.). If the command word is spoken a second
helmet loses its magical power. time, the helmet manifests a globe of air allowing the
helmet-bearer to breathe normally.
A Helm of Brilliance possesses the following powers
while it retains its enchantment: Hitzemun’s Blue Tuque: This cursed headgear allows
the wearer to speak normally, but any attempt at spell-
The helm glows with a bluish light in the presence of casting will result in stammering and an inability to
undead (30 foot radius). This effect inflicts 1d6 damage articulate, and thereby ruin, the spell. This condition
per round to undead (except zombies or skeletons). The can only be removed by a Dispel Magic followed by a
wearer may also command any weapon held in-hand Remove Curse.
into a Flame Tongue. This ability stacks with all existing
weapon abilities but requires one round. Horn of Blasting: This horn appears like a war horn.
When sounded (once per turn) the instrument deals 2d6
The helm grants the equivalent of a double Ring of points of damage in a cone 15 feet long and 15 feet
Fire Resistance. This resistance does not stack with fire wide at its terminus. All those in the area of effect must
protection from other spells or items. The helmet bearer save (Spell) or are stunned for two rounds, deafened
can also Produce Flame as a Level 5 Druid. for four, and take 1d10 points of damage. A successful
save results in being stunned for one round and
If the helm wearer fails a save against a fire-based deafened for two. The horn may also be used to deal
attack, the helm detonates in a tremendous explosion. structural damage (destroy a hut, collapse a section of
In this context, 1d4 Prismatic Sprays target random a wall, etc.) at the Maze Controller’s discretion.
beings in range (including the bearer), rubies explode
into Walls of Fire extending outward randomly, and Fire
Opals explode as Fireballs centered on the wearer.

236
Horn of Valhalla: When sounded, this great horn Horseshoes of Speed: When all four horseshoes are
summons Viking berserkers into battle for the affixed, they double an animal’s movement rate.
summoner. This magical horn is found in four varieties
that relate to the number of berserkers summoned. If Horseshoes of Zephyr: These iron shoes allow a horse
the wrong class sounds the horn, the berserkers attack to gallop four inches above the ground. Movement is
the summoner. The warriors fight until slain or seven possible over unstable, liquid, or amorphous surfaces.
rounds have passed. The horn can be sounded once In either case, the horseshoes leave no tracks. All
per week. The berserkers have AC: 4, and 6 hit points four shoes must be worn by the same animal for the
per die. They are armed with Broadswords and Spears enchantment to be realized.
(50%) or Battle Axes (50%). Roll the table below to
determine the type summoned: Incense of Meditation: These appear as mundane
blocks of pleasant-smelling incense. A cleric or druid
who spends eight hours in meditation, while the incense
1d20 Horn Type Berserkers Required Class
burns, will cast all his/her spells with a maximum effect
2d4+2 and duration. Thus, a Cure spell, for example, will heal
1-8 Silver None
(Level 2) at maximum. All spells where the target is allowed a
2d4+1 Cleric, saving throw are at -1.
9-15 Brass
(Level 3) Fighter, Thief
Each block burns for an eight hour period, and the
2d4 effect continues for a day. The incense blocks are found
16-18 Bronze Cleric, Fighter
(Level 4) in 2d4. They are recognizable to a Level 5 Cleric or
1d4+1 higher.
19-20 Iron Fighter
(Level 5)
Incense of Obsession: These cursed blocks appear
Horn of the Dead: This horn appears similar to a Horn like mundane incense cubes. If a cleric or druid
of Valhalla and functions in a related fashion (insofar conducts prayer with the incense burning nearby, s/
as it can summon allies to fight for its possessor). he will develop a sense of confidence and superiority
Specifically, this horn summons undead northmen who with regard to his or her spell-casting ability. The user
emerge from the ground infront of the summoner. Once will be so confident that s/he will seek to cast spells
the battle is over, the undead immediately turn on the even if unneeded. The user remains preoccupied with
blower of the horn and attempt to kill him or her. The his or her spell-casting ability until all spells have been
undead cannot be turned until the blower of the horn is cast, or 24 hours have passed. The blocks are normally
slain. This horn can be used once per week. found in bags or boxes of 2d4.

1d100 Undead Summoned


01–75 4d10 Skeletons
76–80 2d10 Zombies
81–85 1d10 Ghouls
86–90 1d6 Ghasts
91–95 1d4 Wights
96–00 Vampire

237
Ioun Stones: These fascinating, tiny crystalline stones Javelin of Piercing: This javelin is marked with a
circle slowly around the head of the user. When first command word. The javelin is not thrown, rather,
acquired, the player character must hold the stone upon uttering the command and pointing, the javelin
at the forehead for a moment, and then release it to launches itself at a target. The javelin strikes at +6 to
set it into orbit just above the forehead. The user may hit for 1d6+6 points of damage with a range of 60
grasp and store a stone at any time (while sleeping or feet. Normally 1d4+1 javelins are found. They are
to protect it, etc.), but loses the stone’s benefit. one-use magic weapons. This weapon is useable by
the fighter, barbarian, paladin, or ranger classes.
Ioun stones have AC: -4 and HP: 10. When discovered,
1d2 stones are typically found (10% of all stones are Jewel of Monster Attraction: This gem possesses a
found burned out and dull gray in color). cursed enchantment. The possessor draws the attention
of wandering monsters at twice normal rate (1-2 on d6).
In addition, monsters will actively target and/or pursue
Stone Color Shape Use
the gem’s possessor. The item cannot be unequipped
Sustains without or thrown away, and always reappears within the user’s
Clear Spindle
food/water possessions. A Remove Curse will allow the bearer to
Dusty Rose Prism Protection +1 discard the gem.
Deep Red Sphere Dexterity +11 Kazzibal’s Exotic Canterbury Cap: The wearer of this
Incandescent Blue Sphere Wisdom +11 cursed cap believes the hat allows him or her to detect
Pale Blue Rhomboid Strength +11 traps. Only a Remove Curse will allow the hat to be
unequipped.
Pink Rhomboid Constitution +11
Pink and Green Sphere Charisma +11 Kuato’s Feather Token: These small tokens possess a
Scarlet and Blue Sphere Intelligence +11 magical enchantment and serve unique functions. Each
token is useable once. Consult the list below:
Vibrant Purple Prism Stores 1d4 Spells2
Iridescent Spindle Sustains without Air Anchor: This token allows the user to anchor a
watercraft for one day.
1d4x10 Spell
Pale Lavender Ellipsoid
Levels Absorbed3
Bird: The bird token conjures a Giant Eagle (see
Regeneration Monster entry) for battle or as a mount.
Pearly White Spindle
(As per the Ring)
Pale Green Prism Level +1 Fan: This token creates a massive fan. The fan generates
enough power to propel a ship. The wind does not
Lavender 2d4x10 Spell stack with current wind speeds. The token can reduce
Ellipsoid
and Green Levels Absorbed4 existing wind, to create a calm or light wind. The fan
has no effect on a storm’s wave size. The fan can be
1
18 Maximum implemented for a maximum of eight hours.
2
As per a Ring of Spell Storing.
3
4th level or lower. Swan Boat: This token forms a swan-like boat that
4
8th level or lower. can propel itself on water with a Movement Rate of 80
feet per round. The boat can hold 32 medium-sized
Javelin of Lightning: This weapon allows the wielder to humanoids, eight horses and gear, or any equivalency
hit creatures only struck by +2 weapons but provides as determined by the Maze Controller. The boat may be
no bonus to hit or to damage. used for one day only.
When thrown, the javelin transmutes into a lightning Tree: A tree token causes a massive red oak to grow
bolt (5 feet wide and 30 feet long). All those struck into being (5 foot diameter trunk, 60 feet in height, and
by the bolt take 1d6+20 hit points of damage (save a 40 foot canopy).
versus Spell for half). The javelin cannot be retrieved
and is consumed in the attack. Whip: This token creates a leather whip. The wielder
may use the whip in combat as a +1 weapon (1d6).
Although these weapons can be found alone, under All those struck by the whip are entangled for 1d6+1
normal circumstances they are tied together in a cluster rounds (save versus Spell negates). The whip lasts for
of 1d4+1. This weapon is useable by the fighter, a maximum of six turns. The whip functions as per a
barbarian, paladin, or ranger classes. Sword of Dancing (Level 9 Fighter).

238
Libram of Dark Magic: Reading this tome in one Manual of Golems: This magical tome contains the
week elevates an evil-aligned magic-user or illusionist instructions and procedure to construct a golem. The
to the next level of experience plus one point. Good- user must reference the book throughout construction.
aligned magic-users and illusionists take 3d4 hit points Once completed, the book disintegrates to dust which
of damage from reading it. The libram may be used must be applied to the golem to complete the animation.
once and the text disappears. Ironically, these books Roll the below to determine the manual type:
are often white in color.
1d00 Type Cost Time
Libram of White Magic: Reading this volume over a
period of one week provides insight into the nature 01-10 Amber 75,000gp 2 Months
of magic such that a good-aligned magic-user or 11-20 Bone 40,000gp 4 Months
illusionist will advance to the next level of experience
plus one experience point. Evil-aligned magic-users or 21-30 Bronze 125,000gp 4 Months
illusionists take 3d4 hit points of damage from reading 31-50 Clay 65,000gp 1 Month
it. The libram is a one-use magic item. These books are
often black in color. 51-60 Flesh 50,000gp 2 Months
61-70 Iron 100,000gp 4 Months
Lyre of Building: If the musician strikes the appropriate
chords, this magical instrument can dig mines, construct 71-80 Stone 90,000gp 3 Months
buildings, excavate ditches, etc., once per week. The 81-00 Wood 10,000gp 1 Month
effect in three turns is the equivalent to the labor of 100
humanoids in three days. There is a 5% probability that, Manual of Quickness of Action: This great libram
if played incorrectly, the new construction will collapse holds instruction on bodily coordination and balance.
in 1d4 turns (10% chance). The book functions as per a Manual of Bodily Health
but with a corresponding increase of +1 in Dexterity.
The lyre can also reverse or negate attacks on inanimate
construction such as walls, roofs, and floors within 300 Matoowb’s Instant Fortress: When the command word
feet. These include, but are not limited to, the effects is spoken, this 28mm scale model tower transforms into
from a Horn of Blasting, Disintegrate spell, or siege a full-size watchtower (20 feet square and 30 feet high)
weapon. The user can also strum the lyre in this manner complete with arrow slits and a battlements. The steel
once per day and provide a ward against structural walls extend 10 feet into the ground and anchor the
damage for six rounds thereafter. tower in place.

Manual of Bodily Health: This thick tome contains On the user’s command, a small door opens at the
knowledge of physical fitness and bodily health. The base of the fortress to allow access. The Instant Fortress
user must spend 24 hours over a three-day period transmutes in one round. Bystanders must be mindful
to read the book. The exercise instructions must be to avoid the fortress’s dramatic growth, which causes
followed for four weeks. At the conclusion, the reader 10d10 points of damage.
gains +1 to his or her Constitution Ability Score
permanently. Once complete, the pages turn blank and The fortress (HP: 200) can only be repaired via Wish
the book’s enchantment is lost. A PC may not benefit (this restores 10 points of structural damage).
from the manual a second time.
Mattock of the Titans: The Mattock of the Titans is a
Manual of Gainful Exercise: This thick book functions as 10-foot long magical digging tool used for sieges.
per a Manual of Bodily Health but with a corresponding When used by a giant-sized humanoid, it can damage
increase of +1 in Strength. earthwork defensive structures (10x10x10 foot cube per
turn) and demolishes rock (20x20x20 foot cube, also
per turn). If used in combat by a giant-sized humanoid,
it serves as a +3 weapon (5d6 points of damage).

Maul of the Titans: This huge mallet is eight feet long


and weighs ten stone. If used by a giant-sized humanoid
in combat, it strikes as a +2 weapon for 4d10 points
of damage. The wielder can smash poles two feet thick
into the ground, or demolish doors two inches thick,
with a single stroke.

239
Mazakala’s Antlered Faluche: This hat makes the Mirror of Opposition: This item appears as a normal
wearer immune to disease. mirror four feet long and three feet wide. Any being
that peers into the mirror is immediately duplicated.
Mazakala’s Cursed Cowl: The wearer of this cursed The simulacrum then steps out of the mirror and attacks
cloth hood will grow a prodigious, ground-length, the user.
white beard. Remove Curse required to unequip.
The duplicate possesses all the powers of original
Medallion of ESP: This medallion provides ESP ability being including spells. Once the duplicate has either
(as per the spell) to the bearer once per day. slayed the original (or been slain), the simulacrum and
its equipment dissolve into a puddle of goo.
Medallion of Thoughts: This medallion appears as a
necklace with a broad silver, bronze, or copper disc. Monk’s Habit: This garment appears as a simple brown
By concentrating for one round, the user may read the monk’s robe. Despite its basic appearance the habit
thoughts of a single being within 30 feet. A save (Spell) is magical and provides a base AC: 5. In addition,
negates the effect. The wearer can move at half rate the wearer can resist extreme heat or cold (from 100
while using the medallion, but cannot cast spells or degrees to –50 degrees Fahrenheit). The magical
engage in combat. There is a 1 on d6 chance the user garment is useable only by clerics, druids, and monks.
unknowingly projects his or her thoughts to all beings
within the radius. Mystic Jewel of Koweewah: The Mystic Jewel of
Koweewah is an exquisite, hand-sized ruby. The jewel
Medallion of Thoughts (60 Feet): This medallion possesses a fragment of Koweewah’s consciousness
functions as per a Medallion of Thoughts, but with a (a magic-user of the ancient world). The jewel has a
range of 60 feet. neutral alignment, Intelligence: 9, Ego: 11, Will: 24,
and can commune with its bearer (Ancient Common).
Mermomodel’s Conical Wizard Cap: This magic item By gazing deeply into the ruby the bearer may draw
functions like a Wand of Wonder with 2d20 charges. upon its powers. The jewel functions as a Gem of
Seeing, a Medallion of Thoughts (60 Feet), and a Wand
Metznward’s Golden Coif of Protection: This piece of of Wonder. It can also Detect Gemstones within 30
headgear increases the armor class of the wearer by feet. The jewel will only commune with a magic-user,
three points. Useable by all classes. illusionist, cleric, or druid. The jewel has the capacity
to learn and teach languages instantly to its bearer
Mirror of Life Trapping: This large crystal mirror (4x4) (subject to a successful Intelligence Check. Intelligence
is often framed in wood or metal. A Mirror of Life Modifier applies). It knows 1d20+3 languages.
Trapping has twenty extradimensional compartments.
All medium-sized or smaller beings that gaze into the Necklace of Adaptation: This thick, heavy necklace
mirror must save (Spell) or be trapped. Trapped beings ends in a large medallion. The necklace allows the
are imprisoned in a cell and retain their equipment. wearer to breathe fresh air at all times. The wearer
All those within are sustained and need not consume can thereby survive under water and is immune to the
food or water. Once fully occupied, the mirror ceases harmful effects of vapors and poisonous gases. The
trapping. By calling a trapped being’s name, one can necklace functions for a continuous seven day period,
communicate without being imprisoned. All those twice a month.
trapped in the mirror are freed, if the mirror is destroyed.
Necklace of Missiles: This necklace appears like cheap
Mirror of Mental Prowess: This mirror appears like copper necklace with small round beads. If a bead is
broad bedroom mirror approximately four feet tall and detached and thrown (maximum 60 feet) it explodes
two feet wide. The mirror functions like a Crystal Ball with in a Fireball (as per spell). There are 1d4+3 beads
Clairaudience. Through the murky mist of the mirror, attached when the necklace is discovered. The hit dice
and with the correct command word(s), the possessor of the Fireball is determined randomly at the time of
can scry locations and read the thoughts of anyone use (1d6): 1-3 (3d6), 4 (HD: 4d6), 5 (HD: 5d6), and
reflected in the mirror. The user, through the power of 6 (6d6).
the mirror, can also understand unknown languages.
The mirror’s ability extends to the Abyss and the Nine Necklace of Prayer Beads: The necklace contains
Hells but only if previously familiar with the location. beads that, when removed, possess magical properties.
The mirror has a personality and will willingly answer Most necklaces have at least two Beads of Blessing
one question per week. Answers are provided as riddles (Bless), two Beads of Healing (Cure Serious Wounds),
and the information gained is akin to Legend Lore. and a Bead of Turning (+1 to turn attempt and hit dice
affected) when found.

240
Necklace of Strangulation: This cursed item looks like
a valuable piece of gold jewelry encrusted with rubies
and opals. When equipped, the necklace constricts and
causes six points of damage automatically per round.
The necklace can only be removed if a Remove Curse
is cast prior to death by strangulation, a Limited Wish,
or a Wish. The necklace remains tight to the neck even Ool’s Rusty Corinthian Helm: Once per day, the bearer
after death and only loosens when the victim’s body of this ring may jump 10 feet up, 10 feet back, or 30
decays to a skeleton. feet forward.

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

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

242
Personality: Raldurin was old by dwarven standards Robe of the Archmagi: This mundane looking mage’s
when he transferred his essence into the runehammer. robe is aligned by color: white, red, or black (good,
He is courageous and wise, an expert weaponsmith, neutral, or evil, respectively). Only a magic-user or an
and proud of his noble house. More than anything, illusionist can wear this garment. The robe possesses
Raldurin loved the companionship of his fellow dwarves the following powers: Base AC: 5, +2 on saves versus
and the sound of hammer chants sung in the meadhall. Spell and Wand, and a +1 on all others. If the wearer
He has a dark and typically dwarvish sense of humor. casts a Sleep, Charm, Hold, Polymorph, or Suggestion
Upon the slaying of his three nephews by orcs at the spell, a -2 penalty is applied to the save. Any wizard
Battle of Illefarn, he swore an oath to destroy their race. that dons a robe contrary to his or her alignment loses
10,000 experience points and takes 4d10 hit points of
Rerebrace of Palantis: The Rerebrace is an upper-arm damage.
plate designed to attach to the Couter and Gauntlet
of Palantis. The Rerebrace includes a pauldron for Robe of Useful Items: A Robe of Useful Items appears
protection of the neck. The rerebrace provides +1 as a plain robe. However, the inside is adorned with
to armor class and 5% magic resistance. Both are innumerable small patches. The patches appear blurry
stackable with the couter. If the Gauntlet, Couter, and until the robe is equipped. The wearer will notice the
Rerebrace are combined, they will form a new magic patches come into focus and depict an array of items.
item - the Armature of Palantis. When detached (one per round) the patches become
physical items. A newly discovered Robe of Useful Items
Robe of Blending: Upon donning this robe, the wearer will possess two patches from the following list: Dagger,
intuitively understands its magical properties. The robe Lantern (lit and filled), Mirror (polished steel 2x4), Pole
enables the wearer to blend into his or her surroundings (10 Feet), Rope (50 feet), and a Sack (Large). The robe
like a chameleon with 90% success. Those with above does not allow replacement patches. In addition, there
average Intelligence (12+) possess a 10% chance to are 4d4 random patches:
detect the hidden subject.

Robe of Eyes: This robe is decorated with eye-like 1d100 Robe of Useful Items
patches of various sizes and creatures. When equipped, 01-08 Bag of 100gp
the robe allows the wearer to see in 360 degrees 09-15 Silver Coffer with 500gp
simultaneously and gains outstanding darkvision (120
feet). The robe also allows the wearer to see displaced, 16-22 Door (10x10 feet): Attaches/hinges itself.
phased, or invisible beings, and grants the ability to 23-30 Sledgehammer
track as a Level 12 Ranger. Note that a Light spell cast
31-44 Ladder (24 Feet)
on the robe will blind the wearer for 1d3 rounds and
Continual Light for 2d4 rounds. 45-51 Mule with Saddle Bags
52-59 Pit (10x10x10 feet)
Robe of Powerlessness: This cursed robe appears
mundane but with red velvet trim. When a PC dons 60-68 Potion of Extra-Healing
this garment, his or her Strength and Intelligence are 69-75 Scroll with One Random Spell
reduced to three. All memorized spells are lost. The 76-83 War Dogs (2)
robe may be removed. However, only Remove Curse
and Heal will restore the ability scores. 84-90 Holy Water
91-96 Vial of Acid
Robe of Scintillating Colors: From this robe the wearer
can emit pulsing and dazzling patterns of brilliant 97-00 Roll Twice. Ignore this result.
color in a 40 foot radius. Those who behold it stand
enraptured and mesmerized for 1d4+1 rounds (save
versus Spell negates).

Each round of continual glare provides the wearer


with additional protection. All combat rolls against the
wearer begin at -1 and increase with each round to -5 Rope of Climbing: This 50 foot coil of rope will move
(maximum). After two rounds of continuous activation, like a snake and attach itself where commanded.
the wearer may act normally (move, attack, use spells, The rope can move along the ground, up, or down,
etc.). The robe wearer cannot move than 10 feet away at a speed of 10 feet per round. On command, the
from the original point of robe activation. rope will loosen and coil itself. In order to activate the
enchantment, the user must hold the tail of the rope.
The rope always fastens itself securely.
243
Rope of Entanglement: A Rope of Entanglement Scarab of Protection: This pendant is often found in the
appears like any other mundane cord of rope. On shape of a beetle. When held in the palm of the hand,
command, the rope will strike forward 20 feet (or the user immediately becomes aware of its magical
upwards 10 feet) and entangle a maximum of eight properties. The scarab provides +1 on all saves versus
medium-sized beings. The MC can divide the number Spell. The device absorbs nine energy drain attacks,
by treating smaller beings as half and larger beings death attacks, or death spells. Note that a drain of two
as two. The rope possesses AC: -2 and HP: 25. The levels equals two absorptions from the device.
rope regenerates one hit point every six turns. The rope
is permanently destroyed when it loses its hit points. Seax of Beagnoth: The Seax of Beagnoth +2 is an
Similar to a Rope of Strangulation, only a spectator can ancient and storied magical weapon of dwarven
attack the rope to free the entangled. manufacture. The weapon is larger than others of its
type: three inches wide and fifteen inches long. The
Rope of Strangulation: This magical cord looks like a blade is made of mithril and engraved in dwarven
plain coil of rope. When activated by command word, geometric designs and runes that spell Beagnoth inlaid
the rope lashes out suddenly and strangles the user’s with gold. A deep medial groove separates the runes
throat and 1d4 other beings within 10 feet. A save from the blade edge. The weapon strikes for 1d6+1
versus Spell avoids the rope. It immediately chokes all points of damage and was designed to slay goblinkind.
those who failed and inflicts 2d6 damage each round. It glows with a faint white radiance when goblins,
Those strangled cannot cast spells and cannot extricate hobgoblins, orcs, black orcs, bugbears, or norkers are
the strangulation by any means. The rope has AC: within 50 feet and it deals 2d4+2 points of damage
-2 and HP: 25. Like a Rope of Entanglement, only a against the racial enemies of the dwarves.
onlooker can attack the rope to free its victims.
Sferenop’s Shimmering Sea Shell: Sferenop’s
Sagnala’s Purple Velvet Fez: This worn velvet fez Shimmering Sea Shell functions similar to a Rod of
increases the intelligence of the wearer by one point. Absorption. The shell absorbs a total of twelve spell
It does not stack with other magic items that increase levels before breaking and losing its magical properties.
intelligence (magic-users and illusionists only). The user can hold the shell to a door and increase the
chance to hear noise by an additional 1-2 on d6.
Sandals of Kicking: These magical sandals allow the
wearer to make one extra attack per round for 1d6 Shadred’s Leather Headband of the Bat: Through
points of damage plus strength modifier (if applicable). this magic item, the bearer can hide in darkness with
The sandals are only useable by clerics, druids, monks, 90% success and hang from the ceiling with the same
magic-users, and Illusionists. percentage. The bearer also possesses darkvision (30
feet). The headband does not provide the ability to fly.
Sandals of Spider Climbing: These sandals allow the
user to walk on vertical surfaces or on the ceiling. The Spear Predestined: The Spear Predestined is a lawful
sandals (Movement Rate: 20 feet per round) allow the good magical weapon with powers akin to a Holy
wearer free use of his/her hands. The sandals provide Avenger and a Sun Blade. The spear is made of an
no purchase on slippery surfaces (iced, wet, or slick). unknown alloy. In combat, the Spear Predestined
Nor do they offer traction on oiled or greasy surfaces. functions as a +2 weapon (1d8). However, when
The slippers may be used for a total of six turns per day. fighting evil-aligned opponents, its true potential is
realized. The spear becomes a +4 magical weapon
Scarab of Death: This wee pin appears like an amulet, and can inflict double rolled damage against undead
broach, or scarab. When held in the hand, or carried once per day for 10 rounds. The wielder of the spear
by a living being for one round, it transmutes into a may also twirl the weapon above his or her head and
burrowing beetle-creature. The beetle cuts through create a bright glowing light equal to daylight (10 foot
cloth and leather to get to flesh. It then burrows to the radius, useable once per day). The light expands 10
heart and kills its target in one round. The beetle then feet per round if continuously twirled, to a maximum
re-emerges and returns to scarab form to await its next radius of 30 feet.
victim. A Scarab of Death is normally contained in a
wood, ceramic, or lead box for storage as it cannot Sphere of Annihilation: A Sphere of Annihilation is
penetrate these materials. an orb of absolute darkness. The sphere is, effectively,
a void - a tear in the fabric of reality. All matter than
Scarab of Proof Against Fear: These small, palm-sized touches the orb is instantly obliterated. The sphere is
scarabs are often attached to necklaces. They provide static but can be moved by mental discipline. A magic-
immunity to all forms of fear, magical or otherwise. user or illusionist may gain control of the sphere. The
base chance of success is 20% plus 5% for every two

244
levels beyond fifth level. If successful, the wizard may Talisman of the Sphere: This talisman grants a wizard
levitate the sphere 30 feet (plus 10 feet per level, also +10% to control a Sphere of Annihilation. Once the
beyond the fifth). Control must be rerolled each round. wielder achieves control of the Sphere, further control
checks are made after every other round. If the wielder
If control fails, the orb rolls 10 feet for 1d8 rounds in fails, the sphere moves toward the talisman-bearer.
the direction it travelled. If two or more wizards vie for
control of the same Sphere of Annihilation, the one with The talisman’s magical effect can be dampened or
the greater percentage receives the first attempt. outright dispelled by negation. Note that negation spells
and magic item effects are ineffective against a Sphere
Stone of Controlling Earth Elementals: This small of Annihilation. Only magic-users and illusionists may
rough-hewn rock summons one Earth Elemental (as use this small talisman. All other player characters that
the spell Conjure Elemental, HD: 12) per day. The touch the device take 5d6 damage.
summoning requires one round of concentration. Once
summoned, the conjurer may perform no other action Talisman of Ultimate Evil: The Talisman of Ultimate Evil
and must concentrate on controlling the elemental. functions as per Talisman of Pure Good, except it may
target lawful good clerics.
Stone of Good Luck (Luckstone): This polished green
jade improves the luck of the bearer. The bearer Tartan Tam of Sustenance: This hat sustains the wearer
receives a +1 bonus on all saves. for seven days without food and drink. After seven days
the magic ceases to function and cannot be used again
Stone of Weight (Loadstone): This cursed magic item for seven more days (while wearing the cap, the player
is a heavy, hand-sized chunk of peridotite. While in character must speak with an accent or the magic fails).
combat, in any form, the stone-bearer is affected by a
Slow spell. Once touched, the bearer cannot unequip Teknar’s 10-Foot Pole: This unique piece of dungeon
or dispose of the stone. The stone instantly reappears exploration equipment was crafted by Teknar the
in the possession of its bearer if throw away. Only a gnomish smith and magician. Teknar, often stuck with
Remove Curse may allow the stone to be discarded. the difficult task of carrying (or retrieving) his party’s
wooden 10-foot pole, decided to craft a new magical
Talisman of Pure Good: Through the potent magic of item to make the task easier.
this medallion, a lawful good cleric may open a flaming
Gate to the Abyss underneath the feet of a chaotic evil Teknar created a short magical steel rod that, with the
cleric up to 100 feet away. The gate opens like a crack press of a button, would expand or contract by two feet
and tremendous heat and fire emerges from it. The in length (to a maximum of ten feet). Although the pole
target is then pulled down and the gate closes. is magical, it can still be damaged by stone or other
means (use the wielding character’s unmodified save
The talisman wielder my be of lawful good alignment. (Death) in such instances).
Further, the wielder must be of pure of heart and soul
or the evil cleric receives a save (Death) to escape the Tome of Clear Thought: This thick libram contains
gate. instructions on intellect and logic. The user must spend
24 hours over a three-day period to read the tome.
A Talisman of Pure Good has three charges and cannot The mental exercise regime contained therein must
be recharged. The talisman radiates a palpable aura of be followed for four weeks. At the conclusion, the
good within 10 feet. A neutral or evil cleric takes 6d6 reader gains +1 to his or her Intelligence Ability Score
damage merely from touching the device. permanently. Once read, the pages turn blank, and the
book’s enchantment is lost. A PC may not benefit from
Talisman of the Dead: This talisman is an evil magic the manual a second time.
item that allows the wielder to cast Animate Dead 1/
day. The device will not function for good-aligned PCs. Tome of Knowledge: This book can be found in three
different types: good, neutral, and evil. When a magic-
user or illusionist of the corresponding alignment
reads the tome for one week, s/he gains enough
experience points to advance to the mid-point of the
next level. Upon use, the writing fades and book loses
its enchantment. If a wizard of a different alignment
reads a Tome of Knowledge, s/he suffers 5d4 points of
damage and must save versus Spell or be permanently
Confused (Remove Curse negates the effect).

245
Tome of Leadership and Influence: This large book Well of Many Worlds: This eldritch device looks like a
details strategies for inspiration and persuasion. The black handkerchief and can be mistaken for a Portable
tome functions as per a Tome of Clear Thought but Hole. All items placed into the well are immediately
increases Charisma by +1 permanently. thrown into a random plane of existence.

Tome of Puissant Martiality: When a fighter (or The well can be folded, picked up, or rolled like a
subtype) studies the book uninterrupted for one week, Portable Hole. If left open, objects and creature from
s/he gains enough experience points to advance to the other planes may emerge (5%).
mid-point of the next level of experience. Upon use, the
writing fades and the book loses its enchantment. If a Winged Helmet of Halgritte: This helmet allows the
wizard reads a Tome of Puissant Martiality, s/he suffers user to Levitate once per day (as per the spell at fifth
5d4 points of damage and must save versus Spell or be level of magic use). The wearer also receives a +1
permanently Confused (Remove Curse negates). bonus to his or her armor class.

Tome of Stealth: This book functions identically as Wings of Flying: Wings of Flying may appear as pieces
a Tome of Puissant Martiality for the thief class. The of cloth, a cloak with wing-like decorations, or a cape
assassin subclass is excluded. All other classes that read of feathers.
the book are subject to the same penalty as outlined in
the aforementioned entry. Upon speaking the command word (normally hidden
inside the garment), it turns into wings (bird or bat) that
Tome of Understanding: This massive tome, also called enable flight. The activity is physically taxing and may
a Tome of Divine Comprehension, contains deep insight only be used for two turns followed by rest for six turns.
into the nature of spirituality. The book functions are
per the Tome of Clear Thought but the reader increases Zaflazna’s Steel Skullcap: This steel skullcap increases
his or her wisdom score by one point permanently. the hit points of the wearer by three when equipped. It
can be worn by magic-users and illusionists only.
Uzeron’s Unguent: This ointment heals 2d8 hit points
of damage and cures both disease and poison. A jar
holds 1d4+1 doses. Magical Swords,
Vitharia’s Cold Conical Cap: The wearer of this cap
Weapons, and Armor
receives a +4 on all saving throws against cold-based Magical weapons and armor are useable by class and
attacks and spells. race restriction, similar to their mundane counterparts.
Weapons possess a “+” bonus which improves their
Vomael-Pa’s Adamantine Coif of Protection: This ability to hit on a d20 attack roll, or an armor “+”
adamantine coif provides +2 to armor class. Useable bonus lowers (and thereby improves) the armor class
by monks, magic-users, and illusionists. required to hit. Therefore, a Dagger +1 provides a +1
to hit and damage rolls. A suit of Leather Armor +1
Wasp Darts: These small yellow ringed darts multiply improves the armor class of the wearer (from AC: 8 to
in the air when thrown. An attack roll must be rolled for AC: 7).
each dart. All attacks must be directed against a single
target. Each dart scores 1d3 points of damage plus its Some magical weapons and armor are cursed, just like
magical bonus. They are found in boxes of 1d3+1: magic items. They possess a negative value penalty
(such as a Dagger -1 or Leather Armor -1). These would
Type Number of Darts decrease the attack roll to hit or worsen the wearer’s
armor class, respectively. These items may only be
+1 1d8
discarded by a Remove Curse spell. Moreover, due to
+2 1d6 the curse, a negative weapon or a suit of armor will
+3 1d4 always be the bearer/wearer’s preferred choice.

246
247
Sword +1, Wish Blade: This sword acts as a Sword
Magic Swords +1, and contains 1d3 Wishes as per the spell. Once
drained of wishes, it performs as a Sword +1.
The entries below indicate the +/- of each sword to
attack and damage rolls. In some instances, swords Sword +1, Wounding: The keen edge of this razor-
become stronger when attacking select monster types sharp mithril blade opens wounds that cannot be
and possess unique magical abilities. Self-explanatory healed by spells, regeneration, or any magical means.
swords referenced in the Treasure Tables with no other Only a Wish or natural healing, will close wounds from
magical powers, are not detailed below. this blade. Moreover, for 10 consecutive rounds after a
successful attack with a Sword of Wounding, the target
Maze Controllers are encouraged to select a sword takes an additional 1 point of damage. Binding wounds
type used by existing player characters. To determine may (50%) negate the extra damage.
sword type randomly, use percentage dice on the table
below: Sword +2, Berserker: This cursed sword, when used in
battle, impassions the wielder into a berserk rage. The
1d100 Magic Sword Type wielder always attacks the nearest being and fights until
unconscious, dead, or no living creature remains within
01-20 Longsword 60 feet. While enraged, the wielder has a -2 armor
21-60 Broadsword class penalty.
61-70 Shortsword
Sword +2, Giant Slayer: This is a +3 blade against
71-80 Scimitar giants, including the cyclops, ettin, ogre, ogre mage, or
81-90 Bastard Sword titan. Against true giants (Cloud, Fire, Frost, Hill, Stone,
or Storm) the sword scores double damage.
91-00 Two-Handed Sword
Sword +2, Nine Lives Stealer: This sword drains life
Sword +1, Dancing: The wielder must fight with this
from an opponent. On an unmodified, natural 20
sword in-hand for four rounds. Each round adds +1 to
attack roll the target must successfully save (Spell) or
its magical bonus. At the beginning of the fifth round,
die. If successful, the sword’s life-stealing ability fails
the sword leaps from the wielder’s hand and attacks
and no drain is expended. The weapon can drain nine
independently for four rounds with the bonus decreasing
lives before it reverts to a simple +2 magic blade.
from +4 to +1 each round. The sword is considered
in the “hand” of the attacking character with respect
Sword +2, Sun Blade: This blade is a +2 weapon
to hit and damage rolls (and any relevant bonuses of
that enhances to +4 weapon against evil-aligned
the player character). The sword takes up a standard
creatures. Against undead, the sword deals double
5x5 foot space relative to attacking adjacent foes. At
rolled damage for 10 rounds. The wielder of the sword
the end of the four rounds of independent combat, the
may twirl the weapon above his or her head and create
sword falls to the ground.
a bright glowing light equal to daylight (useable once
per day). The light initially extends in a 10-foot radius
Sword +1, Flame Tongue: This red-bladed sword
and expands 10 feet per round that the weapon is
grows in power subject to the opponent type. The
twirled, to a maximum radius of 30 feet.
sword has a base +1 bonus, but strengthens to +2
versus regenerating monsters, +3 versus cold-using,
Sword +3, Frost Brand: The blue blade of this sword
inflammable, or avian monsters, and, finally, +4 versus
is freezing to the touch. The sword serves as a +6
undead. When the sword-wielder speaks the command
weapon against creatures that live in hot environments
word (typically carved on the blade), the sword ignites
or employ a fire-based attack form. The blade sheds
in flame. The flame sheds the equivalent of torchlight
the equivalent of torch-light when below zero degrees
and ignites flammable materials.
Fahrenheit. The light cannot be concealed or dimmed.
The sword offers its wielder the same protection as
Sword +1, Life Drinker: This sword drains one level
a Ring of Fire Resistance. This weapon extinguishes
of experience (or hit die) on a successful hit and when
mundane fires in a 10 foot radius.
the command word is spoken. This sword possesses
1d4+4 charges. Each use costs one charge. Once
Sword +3, Sharpness: This mithril sword is so keen
completely drained of charges, it loses its abilities and
and sharp, it can sever a body part. On an unmodified
performs as a Sword +1.
attack roll of 20, the blade severs (1d10): Hand (1-
5), Arm at the elbow (6-7), Arm (8-9), Head (10). On
Sword +1, Luck Blade: The wielder of this sword
command, the sword provides torchlight equivalency.
receives +1 on all saving throws.
248
Sword +3, Skewering: This +3 magic weapon may Weapon Weapon Type
impale, or skewer, a humanoid opponent to death:
Axe Hand Axe (60%) or Battle Axe (40%)
Opponent Modified Score to Skewer* Bow Shortbow (30%) or Longbow (70%)
Medium-sized 20–23 Club Club (75%) or Great Club (25%)
Large-sized 22 Crossbow Light (75%) or Heavy (25%)
Stone or Metal 23 Flail Flail (75%) or Great Flail (25%)
War Hammer (60%),
*This roll includes the sword’s bonus only. Hammer Spiked War Hammer (20%),
or Great Hammer (20%)
Sword +4, Defender: The wielder may, from round to Mace Mace (75%) or Great Mace (25%)
round, distribute the weapon’s +4 bonus to attack/
damage or armor class. The bearer may, for example, Halberd (40%),
Polearm
apply +1 to hit/damage and +3 to armor class at the Military Fork (40%) or Awl Pike (20%)
beginning of one round or +3 to hit/damage and +1
to armor class the next, as desired. Note the Battle Axe, Great Club, Great Flail, Great
Hammer, Great Mace, and all polearms, bows, and
Sword +5, Dragonslayer: The hilt of this mighty Sword crossbows, are two-handed weapons. All polearms
+2 depicts a jeweled dragon. Against a dragon, the score 1d10 damage.
sword is fully +5, scores triple damage, and provides
+3 on Breath saving throws. Roll randomly to determine Arrow or Bolt +3, Slaying Arrow: This arrow or bolt
the sword’s dragon type (d10): Black (1-2), Blue (3-4), +3 (50%/50%) slays a particular monster type. If the
Green (5-6), Red (7-8), White (9-10). arrow strikes the designated opponent, it dies instantly
(no save). The arrow functions as a simple +3 missile
Sword +5, Holy Avenger: In the hands of a paladin, against any other monster.
this +2 holy sword becomes fully +5. If wielded by a
paladin, the blade grants magic resistance of 50% and These missiles are typically engraved or decorated with
may Dispel Magic (cast as magic-user of the same level) runes or symbols that imply the specific type of monster.
in a five-foot radius at-will. When used against chaotic Use the list below to randomly generate the monster
evil opponents, the sword provides an additional +10 type. The Maze Controller may edit the list as required:
to damage rolls.
1d20 Arrow of Slaying
Sword, Intelligent: See Intelligent Swords.
1 Demons 11 Spiders
2 Devils 12 Goblinoids
Magic Weapons 3 Chimeras 13 Vampires
Magic weapons function as per magic swords in terms 4 Dragons* 14 Mummies
of their attack and damage bonuses. Some are stronger 5 Giants* 15 Titans
against select monster types and possess unique magical 6 Elementals* 16 Avians
abilities. Self-explanatory weapons referenced in the
Treasure Tables, with no other magical powers, are not 7 Fighters 17 Wolves
presented below. Maze Controllers are encouraged to 8 Magic-Users 18 Dinosaurs*
select weapon types used by existing player characters, 9 Reptiles 19 Oozes*
or use the following table to randomly determine type:
10 Golems* 20 Anything Arrow*

*Determine exact type. The Anything Arrow slays any


opponent. The target must be specifically designated
immediately prior to the ranged attack roll.

Axe +2, Thrower: This Hand Axe +2 can be thrown 30


feet and returns to the hand of the wielder.

Crossbow of Accuracy: All ranges are considered short


for this +3 crossbow.
249
Crossbow of Speed: This crossbow +1 cocks itself and
allows double the normal rate of fire (light crossbow
twice per round and heavy crossbow once per round
instead of every other). When the wielder has surprise,
s/he may fire twice (at the beginning and end of the
surprise round).

Sling Stone +3, Slaying: This bolt functions as per an


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

250
Shield -1 or -2, Missile Magnet: This shield is double
Magic Armor the normal weight of its mundane counterpart. The
bearer will be the sole target of all ranged attacks fired
Magical armor is created from the finest quality materials at the party. The shield cannot be discarded short of a
and is lighter in weight than mundane armor (+100 Remove Curse.
coins encumbrance). The Magic Armor Table and the
descriptions below are primarily for early and mid-level Shield +1: Shields vary in type and style and may
play. The Maze Controller is advised to modify the table include round, heater, wankel, oval, kite, scutum, etc.,
for higher level adventuring by replacing +1/+2 with specific to the campaign.
+3/+4 enchantments. See the Equipment Section
for details and armor details. Use the table below to Shield +2, +4 versus Missiles: This shield functions as
determine the type of armor discovered: +2 and provides +4 against all ranged attacks.

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

251
Intelligent Swords 1d100
01-20
Sword Alignment
Lawful Good
Some magic swords (and weapons) are imbued with 21-40 Neutral Good
sentience. These swords are extremely rare. The Maze
Controller should limit their use, and have a clear vision 41-60 Chaotic Good
for the personality of the sword, when introduced into 61-64 Lawful Evil
a campaign. Some swords may be hostile toward their 65-68 Neutral Evil
wielder due to alignment differences and are always
deeply jealous of newly discovered magical swords 69-72 Chaotic Evil
and weapons. To generate an intelligent sword, follow 73-82 Lawful Neutral
the process (Intelligence, Alignment, Ego, and Will)
outlined below. 83-91 Neutral
92-00 Chaotic Neutral
Sword Intelligence
Sword Ego and Will
The sword’s Intelligence Ability Score determines its
powers. Roll the chart on page 253 (1d6). Swords Intelligent swords possess an Ego and Will rating. A
without the capacity of speech communicate through sword’s Ego is determined by rolling 1d12. The Will of
vibration to the hand of their wielder. The sword will a sword is a combination of its Intelligence and Ego. For
alter its non-verbal communication to deepen its each magical +1 bonus and spell-like power, a sword
ability to communicate. For example, the sword will receives an additional bonus to its Will. A sword’s spell-
make vibrations short or long, weak or intense, to like powers are detailed on the next page.
communicate disgust or enthusiasm. The sword may
vibrate once for yes, two for no, or three for maybe or “I Subject to the swords personality and special purpose,
don’t know” subject to the needs of the Maze Controller. it may choose to dominate its wielder. Under certain
A sword with partial speech produces an audible voice situations, this may require an Influence Check. The
with the same volume as a player character. A sword Maze Controller conducts an Influence Check under
with partial speech might issue a simple yes, no, or the following circumstances: when a player character
grunt or groan of acknowledgment or displeasure. touches the sword for the first time, the sword’s
Verbal speech results in fluent language use. Some purpose enters into play, a player character of a
intelligent swords possess the ability to Detect Magic as alternate alignment touches it, another magical sword
per the spell. Swords have unique personalities. is discovered, or its wielder has taken 50% damage.

Sword Alignment To conduct an Influence Check, the Will of the sword


(Intelligence, Ego, and bonuses) and the Will of
All intelligent swords possess an alignment and can the player character (Strength and Intelligence) are
read the wielder’s alignment by touch instantly. Sentient combined and compared. The highest Will wins. The
swords are adamant on the issue. They will outright PC subtracts 1d4 from his total Will if below 50% total
refuse a wielder of a diametrically opposed alignment. hit points. The sword is granted a Will Bonus of 1d4+1
For instance, a chaotic good sword will instantly reject a if its alignment varies diametrically from the wielder.
lawful evil player character. Under these circumstances
only, a sword will repeatedly emit a shock for 1d6 If the player character fails, the Maze Controller
points of damage to reject the wielder. determines the amount of time the sword remains in
control. More than likely, the sword will require the PC
Alignment, for non-verbal swords, can only be to undertake a quest specific to its purpose, return it to
determined through role-play or the spell Know a specific location, dispose of an existing weapon (they
Alignment. Swords with verbal speech will make their are jealous), compel the wielder to surrender, or force
happiness (or displeasure) for their wielder explicit the wielder into battle to dispose of him/her.
and continuous. Roll on the accompanying table to
determine a sword’s alignment:

252
1d6 INT Detection Ability Spell-Like Ability Languages Communication Ability
1 7 1 0 1 Non-Verbal Vibration
2 8 1 0 1 Non-Verbal Vibration
3 9 1 0 1 Non-Verbal Vibration
4 10 1 0 1 Partial Speech
5 11 2 1 2 Speech
6 12 3 2 3 Speech & Detect Magic

Swords of Special Purpose Spell-Like Power

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

253
In Marching Order, and in the confines of a standard
Combat 10 foot passage, the first two PCs may attack. If those
in the front rank are short demi-humans (dwarves,
The Combat Round consists of four steps: gnomes, or halflings), and the second rank are
medium-sized (cyclopsmen, humans, elves, half-elves,
1. Declaration of Spells half-orcs) and possess missile weapons, they can attack
2. Roll Initiative overtop shorter party members. If those in the second
3. Action: Initiative Winner rank possess spears or polearms, they can attack with
4. Action: Initiative Loser reach from the second rank regardless of the size of
the front rank. Height and weapon choice are central
At the end of the round, the sequence is repeated until considerations in the establishment of Marching Order.
one side defeats the other or flees (see Morale).
The Maze Controller will modify the Order of Action
Surprise subject to combat circumstances. For example, if the
party is attacked from the right flank, those on the right
If an encounter takes place unexpectedly (for example, side of the Marching Order would attack first. If attacked
an ambush or incidental encounter), the Maze from the rear, the back rank would be considered the
Controller may require a Surprise Check. The MC front, and so on. These modifications are common in
will call for the monsters, the players, or both (in a tight dungeon spaces (and ambushes) but might not be
simultaneous example of surprise) to roll 1d6. A roll of applicable in large rooms or wilderness contexts.
1-2 indicates surprise. The side that was not surprised
receives a full round of action (defined below) prior to If spells were declared, they come into effect during the
rolling initiative. In some instances, both groups may caster’s position in the Marching Order and/or Order
be surprised or unsurprised. In this example, initiative of Action. If a spell-caster is hit while in the midst of
proceeds as normal with the Declaration of Spells. casting, the spell is disrupted and fails (as if cast).

The Combat Round in Detail During a PCs (or monster’s) turn in the combat round,
he or she possesses an action. As a general guide,
1. Declaration of Spells an action consists of any two things. A PC could, for
example, move and attack, attack and move, cast and
The Declaration of Spells initiates a Combat Round. All move, move and cast, or double move (run). An attack
spell-casters (or monsters) that wish to cast a spell must could be either melee or ranged. Pulling something
indicate their intent. Player Characters must explicitly from a backpack is considered a full action. Dropping
identify the spell and any relevant details. or drawing a weapon is considered a free action. The
Maze Controller is the final arbiter of all actions.
2. Roll Initiative
Ranged or missile weapons cannot be used if
After the Declaration of Spells, each side rolls 1d6 for immediately adjacent to an enemy. Missile range must
group initiative. Players should take turns rolling for the be a minimum of 5 feet away (also see Point Blank
party and the Maze Controller rolls for the monsters. Range, under Weapons). Partial cover from missile
The highest roll wins initiative and acts first. The loser of attacks confers a +2 to +4 bonus subject to the
initiative acts last. A tie results in a dice-off and initiative discretion of the Maze Controller.
is rerolled until the winner is determined.
If a combatant engaged in direct melee shifts,
3. Action: Initiative Winner disengages, or turns their back in combat to flee, all
adjacent opponents receive a free attack. This will give
The winner of initiative acts first. The PC or monster that PCs (or monsters) pause prior to charging into combat.
acts first is subject to 1) Marching Order, and 2) Order
of Action. The winner’s action(s) is considered the top- 4. Action: Initiative Loser
half of the Combat Round.
After the initiative winner, the initiative loser acts in the
Under normal circumstances, Player Characters are bottom half of the round as per the instructions outlined
organized into two tactical columns called a Marching above. At the conclusion of their action(s), the first round
Order. The Marching Order is numbered from front to of combat is over. The second round of combat begins
back (see the graphic on page 256). The Marching with declaring spells, rolling of initiative, the winner’s
Order normally (but not always) determines the Order action, and the loser’s action. This sequence continues
of Action (who acts first and in what sequence). until one side is defeated or flees (see Morale).

254
Player Character Attack Critical Hits and Misses
To attack, a player must make two declarations. First, A natural 20 attack roll, called a Critical Hit, is always
the player must identify the specific target of the attack. a hit and scores double rolled damage plus Strength,
Second, the player must identify the weapon used in the Dexterity, or other modifiers. A natural roll of 1, called a
attack. For example, “I attack the wounded orc with my Critical Miss, is always a miss. Consult the chart below
broadsword.” The base number required to hit Armor to determine the result of a Critical Miss:
Class 0 is 20. As a PC increases in level, their combat
skill and proficiency increases as reflected in their Attack
Bonus. A player simply rolls 1d20, adds their Attack 1d8 Critical Miss Result Table
Bonus, and either their Strength (or Dexterity) Modifier 1 Dexterity Check or miss next attack.
to their roll, and compares the result to the numbers
2 You attack, slip, and fall prone.
on the bottom of the Character Sheet. If the result is
equal to or greater than the Armor Class required to 3 Weapon slips and lands behind enemy.
hit, the attack is successful and weapon damage dice 4 Headgear slips, blind until adjusted.
are rolled. If lower, the attack is a miss.
5 Cower in fear of enemy for 1 round.
Player Example: Pardue the Holy Man, a Level 4 6 Enemy receives free attack.
Cleric, attacks a Zombie with his mace. The Zombie 7 Hit Closest Ally: Dexterity Check to half the damage.
has an Armor Class of 8. In order to strike AC: 8,
Pardue must roll an 12 on 1d20. A Level 4 Cleric has 8 Hit Yourself: Dexterity Check to half the damage.
a Attack Bonus of +1 and Pardue has Strength 13 (+1
to hit and damage). Pardue rolls a 5 on 1d20, plus his
Attack Bonus and Strength Modifier for a combined +2 Bind Wounds
to hit. A 7 is a miss against AC: 8.
Immediately after a battle, PCs may Bind Wounds.
Binding Wounds heals 1d3 hit points of damage and
Monster Attack revives unconscious PCs to 1 hit point but requires
10 minutes of game-time (the Maze Controller must
Just like a player, the MC must identify the target and make a Random Monster Check). If Binding Wounds is
the weapon/attack type (as applicable), prior to the disrupted, no hit points are gained.
1d20 attack roll. Monsters attack as Fighters and use
hit-dice-as-level to determine Combat Attack Bonus.
Damage and Death
Monster Example: The aforementioned Zombie (HD:
2) attacks Pardue the Holy Man with its claw. Pardue When an opponent (PC or Monster) is successfully
has AC: 4 (Chainmail and Shield with no Dexterity AC attacked, they take hit point damage specific to the
bonus). The Zombie, with HD: 2 attacks as Level 2 damage dice of the weapon, spell, or attack form. The
Fighter with no Attack Bonus and therefore requires a 16 damage is subtracted until the opponent reaches zero
to hit Pardue. The Zombie rolls a 17. The monster rolls hit points and is slain.
1d8 for damage dice and scores 3 points of damage.
Alternatively, the Maze Controller can use a Target20
Combat Roll. The monster rolls 1d20 and adds its HD Death and Dying
and the AC of the target. The monster scores a hit if the
result is 20 or higher. When PCs and monsters reach zero hit points they die.
The following optional rule may be used subject to the
discretion of the Maze Controller:
Morale
Hit Points Death and Dying Result
Intelligent monsters and monstrous humanoids value
their lives. The Maze Controller should check morale Unconscious for 1d6 Rds then revives to
0
when a leader is slain or half their number are killed. 1HP. Monsters may Coup-de-Grace.
To check morale, the Maze Controller rolls 2d6 and Save vs. Death or Die. Save results in
compares the result to the monster’s morale score. If -1 to -9 unconsciousness for 1d6 rounds and
the number is less than the morale score, the monsters revival to 1 hit point. Failure is Death.
stand and fight. If the number meets or exceeds their
-10
morale score, they flee. If a PC is slain, their henchmen Dead, No Save.
or Below
immediately check morale (see Charisma) or flee.
255
Charge: A successful charge-attack (min 20 feet away)
Abbreviated Combat and scores double rolled damage (fighters & subtypes only).
Miniature-Lite Rules Flee/Disengage: Disengaging from an opponent(s) in
melee combat draws an immediate free attack(s).
The following are abbreviations and miniature-lite rules
for combat. DragonslayerTM assumes movement on a
Prone Bonus: An opponent lying prone is +4 to hit.
one-inch-equals-5-feet-grid. This scale is common to
role-playing game miniature terrain and the movement
Coup-de-Grace: Attacking an unconscious opponent
rates established in the Armor and Monster sections. For
results in an automatic hit. The target must Save vs.
example, a Human Magic-User can move 40 feet per
Death plus the damage inflicted or die.
round (or 8 five-foot squares) or can flee (double move)
at twice that rate. The below miniature-lite rules apply
High Ground: An attack made on ground higher than
to both player characters and monsters. Movement
an opponent is +1 to hit and +1 to damage.
squares, whether on a straight line or a diagonal, are
counted equally. The Maze Controller is the final arbiter
of all miniature rules. Missile Combat
Marching Order Missile Attacks and Marching Order: Ranged weapons
may be used by medium-sized PCs from the second
rank overtop dwarves, gnomes, halflings.

Missile Attacks: All ranged attacks require a clear line


of sight to the target.

Melee Combat
Flanking Bonus: A bonus of +2 to hit is provided to each
flanker if an opponent is attacked from diametrically
opposed sides at the same time. Missile Attack Minimum Range: Missile attacks must
be a minimum of 5 feet way (1 square) from a target.

Missile Attacks and Point Blank Range (PBR): Point


Blank Range is defined as any missile attack from 5 or
10 feet away and results in +1 to hit and damage.

Reach: Spears and halberds possess 5 foot reach and


may also reach from the second rank. Halberds cannot
be used against an adjacent target.

Missile Attacks and Friendly Fire: A player character


may fire into (or through) melee combat. A natural
low attack roll (1-4 on d20) results in friendly fire and
causes weapon damage to the party member.

Push Past: Player characters can move through spaces


occupied by other player characters or allies as long as
they are not adjacent to an enemy.

256
Arcus stays put and considers whether to cast a spell in
Combat Example the forthcoming round.

The following provides an example of combat: Drannis turns around with his sword drawn to ensure
the party is not attacked from behind.
A party of six adventurers are creeping down a 10x10
foot dungeon corridor. The party includes: This concludes the surprise round.

1. Brother Binford (Level 1 Human Cleric) The Maze Controller then calls for the declaration of
2. “Killer” Kelg Barrelgut (Level 2 Dwarven Fighter) spells. Arcus declares he is casting Magic Missile from
3. Freelick of Glossimir (Level 1 Elven Fighter) his prepared spell list.
4. Garum “One-Eye” (Level 1 Dwarven Cleric)
5. Arcus the Arcane (Level 1 Human Magic-User) The Maze Controller then calls for initiative.
6. Drannis the Dragon (Level 1 Human Fighter)
The party rolls a 5 on 1d6 for their group initiative and
The group formed two tactical columns with Binford the Maze Controller rolls a 3 for the bullywugs. The
and Kelg in front, Freelick and Garum in the middle, party attacks first in the combat round.
and Arcus and Drannis in the rear.
Binford attacks with his mace, rolls a 7, and misses.
They see a four-way intersection ahead and agree to
turn right (East). As they round the corner, they bump Kelg attacks the next bullywug in line with a 17 and hits
into a group of six bullywugs. for 4 points of damage plus his Strength Bonus of +1
for a total of 5 points of damage. The bullywug only
The Maze Controller begins by determining surprise. had 4 hit points and dies.
He rolls a 1 for the bullywugs. The party rolls a 5. The
result means the bullywugs are surprised. The MC Kelg, because he slayed a target, can use his special
determines that the party receives one free surprise Cleave ability on an adjacent opponent. The Maze
round prior to rolling initiative. Controller determines that Kelg may Cleave an adjacent
bullywug. He rolls a natural 20 (for double rolled 1d6
The party moves to attack. Given the narrowness of damage). This results in 10 points plus his +1 Strength
the corridor, the Maze Controller declares only two can Bonus for a total of 11 points of damage. The bullywug
attack side-by-side with melee weapons. dies. Huzzah for Kelg!

Brother Binford, with his mace drawn, closes and Freelick of Glossimir decides to throw his spear from
attacks. The bullywugs have Armor Class 6. Binford behind Binford. Thankfully, he rolls high with a 16 and
needs a 14, he rolls a 16 and hits! Binford rolls 1d6 for wounds a bullywug for 1 point of damage.
6 points of damage. Binford only has Strength 8 so the
penalty adjusts the damage down to 5. The bullywug Garum “One-Eye” draws his sling, but decides to pass
only had 3 hit points and dies. on his turn. He does not want to hit Kelg again.

“Killer” Kelg Barrelgut wades forward beside Bindford Arcus’ voice Magisum Sagita! echoes down the hallway
and attacks the next bullywug with his hand axe. He as his Magic Missile darts forth from his hand and slams
rolls a 12. Kelg has Strength 14 for a modified roll of into the chest of a bullywug for 3 points of damage.
13. He misses by one.
Drannis continues his watch down the other corridors
Freelick of Glossimir is armed with a spear. He moves with his sword drawn.
behind Binford and uses the spear’s reach to attack.
He rolls a 20! A Critical Hit results in double rolled This concludes the top end of the first combat round.
damage. He has no Strength Modifier. A spear inflicts
1d6 damage. Freelick rolls 1d6 twice for a combined 8 The bullywugs, as the losers of initiative, may now act.
points of damage, and slays the bullywug. Given the bullywugs lost 4 of their 6 warriors in the
surprise round and the first half of the combat round,
Garum “One Eye” decides to throw his war hammer and are now largely combat ineffective, the Maze
over Kelg’s head. He is throwing into melee and if he Controller decides to check their Morale. He rolls a
rolls a natural 1-4 on a 1d20 he will hit his comrade 11 on 2d6. The bullywugs have a Morale Score of
in the back. He rolls a 2 and Kelg gets whacked in the 7. Therefore, the bullywugs decide to flee by double-
back of the helmet for 3 points of damage. moving away from the party. The combat is over.

257
Saving Throws: Cleric, Druid, and Monk
Level Breath Death Stone Wand Spell
1-3 16 10 13 14 15
4-6 15 9 12 13 14
7-9 13 7 10 11 12
10-12 12 6 9 10 11
13-15 11 5 8 9 10
16-18 10 4 7 8 9
19+ 8 2 5 6 7

Saving Throws: Fighter, Barbarian, Paladin, Ranger


Level Breath Death Stone Wand Spell
0 17 16 17 18 19
1-2 16 14 15 16 17
3-4 15 13 14 15 16
5-6 13 11 12 13 14
7-8 12 10 11 12 13
9-10 9 8 9 10 11
11-12 8 7 8 9 10
13-14 5 5 6 7 8
15-16 4 4 5 6 7
17+ 4 3 4 5 6

Saving Throws: Magic-User and Illusionist


Level Breath Death Stone Wand Spell
1-5 15 14 13 11 12
6-10 13 13 11 9 10

Saving Throws 11-15


16-20
11
9
11
10
9
7
7
5
8
6
A saving throw is a 1d20 die roll to avoid the full 20+ 7 8 5 3 4
effect of a spell, magic item, or special attack. Both
PCs and monsters make saving throws over the course
of a game. If the die roll is equal to, or greater than, Saving Throws: Thief and Assassin
the number listed, the roll is successful. If the roll is Level Breath Death Stone Wand Spell
less than the number listed, the roll failed. A successful 1-4 16 13 12 14 15
saving throw may negate damage entirely, or half the
damage, subject to circumstances. In some instances, 5-8 15 12 11 12 13
multiple saving throws may be required. 9-12 14 11 10 10 11
A Breath Save refers to any breath weapon-type attack, 13-16 12 10 9 8 9
such as dragon breath. Death references any effect that 17-20+ 11 9 8 6 7
may result in death and includes saves against poison.
A Stone Save refers to any petrification or paralyzation
effect. Wand incorporates all spell effects cast from
spell-like devices such as rods, staves, or wands. A
Spell Save refers to spells cast directly from clerics,
druids, monks, magic-users, or illusionists.
258
259
There are other instances in the adventure that may
Dungeon Exploration (either due to the dungeon atmosphere or player
choice) necessitate an additional random monster or
Light and Sight random encounter check. For example, random checks
should be made any time players declare they are
There are no torches or lit areas other than those searching for something, making too much noise, or if
specifically identified in the text of a dungeon. Referees they engage in prolonged battle. In these instances, it
must record time, movement, and light. Remember that is imperative to roll checks. The MC must balance the
torches cast light in a 30-foot radius and last for four potential upside of searching for treasure, or spending
turns (40 minutes). They are susceptible to water and time doing tasks, with the possibility of an encounter.
gusts of wind. Lanterns cast light in roughly the same
distance (40 feet) but require an oil flask every two Atmosphere and Silence
hours (12 turns) and are less susceptible to wind.
Unless noted in the text, dungeon levels and
Player characters may spend extended time in darkness subterranean lairs are still and dark. Ambient noises
and will burn through torches and lantern oil. Maze will change with the dungeon type (cave, cavern, or
Controllers must ensure they account for their dungeon complex). Noisy PCs will alert their presence
resources. If a PC is holding a light source, they will to monsters and draw attention. The stillness of the
likely have their weapon or shield sheathed and this will dungeon environment puts additional pressure on
slow their participation in combat. Also, photo-sensitive players and encourages a measured and judicious
subterranean monsters may target light-wielding approach to dungeon exploration. For example, how
characters first. much time do players want to spend searching for
treasure? Do they want to stop and pry gems out of the
Time wall? Do they want to search for a secret door? Break
down a stuck door or a bricked-up wall? The above
The Maze Controller must track time in the dungeon. examples of play take time and will cause disturbances
Tracking time provides structure to the gaming unless PCs are cautious.
experience. Be sure to use the Time Wheel provided in
the appendix of this book. The Maze Controller tracks Resource Allocation
time in three ways:
Players should consider resource allocation. Referees
First, time happens 1:1 while dungeon crawling. The should encourage players to supply with essential
Maze Controller announces each 10 minute threshold dungeoneering equipment and create supply caches
(or 1 Turn) has passed. Marking time in turns is important near an entrance, subject to the size of the dungeon,
for Random Monster rolls as well as resources like within their first few expeditions.
torches and lanterns.

Second, anytime player characters “do something”


Random Dungeon Restock
the Maze Controller advances time by 10 minutes. Referees should track all dungeon rooms explored. Each
For example, a list includes (but is not limited to), rest time the PCs leave a cave or dungeon environment,
(required every 5 Turns), if the PCs search for secret Referees should consult the Random Dungeon Restock
doors, search for a trap, disarm a trap, study a puzzle, Table. Restocking the dungeon between forays provides
listen at a door, contemplate their direction, etc. The a sense of verisimilitude, gives the game a unique
Maze Controller determines any action that advances evolving character, and ensures that the PCs never get
the timeline and always communicates the information complacent. The monsters are not waiting to be killed.
to players. The dungeon is their home. For restocking, Referees
should consult the monster and treasure tables provided
Random Monsters in the Random Dungeon Generator.

Random wandering monsters are critical to classic fantasy


1d6 Dungeon Restock Table
role-playing games. Under normal circumstances, the
Referee should roll for random monsters every other turn 1 Monster
(1 turn equals 10 minutes) with a 1 on a d6 indicating 2 Monster and Treasure
an encounter. See the Dragonslayer Time Wheel in the
Appendix to help track the scheduled rolls for random 3-6 Empty*
monsters.
*1 on d6 chance of Hidden Treasure (see below).
260
Hidden Treasure Bricked Walls and Stone Doors
Level SP GP Gems Jewelry Number of Sledgehammers Time Required
1 3d10 1d20 1d2 (5%) 1d2 (5%) 1 Player Character 3 Turns
2 5d10 3d20 1d2 (10%) 1d2 (7%) 2 Player Characters 2 Turns
3 7d10 5d20 1d3 (15%) 1d3 (10%) 3 Player Characters 1 Turn
4-5 1d100 3d100 1d4 (20%) 1d4 (15%)
Regardless of how long it requires, bashing down
6-7 3d100 5d100 1d6 (20%) 1d6 (20%) a bricked wall or stone door will create noise and
8+ 7d100 7d100 1d8 (25%) 1d8 (25%) necessitate at least one random monster roll.

Doors Traps
Dungeon doors are primarily made of wood. Some are Most dungeons have traps. The trap type can vary
wood reinforced with iron. widely and Maze Controllers are encouraged to use
their creativity to devise new variations.
In some situations, wooden doors may be swollen stuck
with moisture and age. Stuck doors are subject to the All traps must have a Mechanism of Activation. A
discretion of the Maze Controller and the needs of the Mechanism of Activation is the method by which a trap
dungeon and campaign. In the case of a stuck door, is sprung. This could include, but is not limited to, a
players must force the door open or break it down. A roll tripwire, rope, door, depressed floorstone, etc. A clear
of 1–2 on a d6 indicates a player character has broken Mechanism of Action ensures PCs have the ability to
the door down. This roll is adjusted by the Strength locate and disarm a trap.
Modifier of the character (example: 15 Strength (+1)
would open the door on a 1-3 on d6). Be sure to check Traps are also discussed in the Random Generator on
for random monsters. page 273. The random table below provides examples:

In the context of a crypt or catacomb, some doors may 1d20 Trap Type
be made of stone or bronze in order to seal something
(or someone) away for eternity. For stone doors use the 1 Pit Trap (Concealed)
mechanic for wooden doors except the PC will need a 2 Pit Trap (Spiked)
roll of 1 (on d6) to open the door. The roll is adjusted by
3 Pit Trap (Monster)
strength like the above. If the door cannot be opened,
treat the stone door as a bricked wall and consult the 4 Melee Trap (Swinging Hammer)
table provided. 5 Melee Trap (Scything Blade)
6 Melee Trap (Deadfall)
Bricked Walls 7 Ranged Trap (Crossbow)
The bricked wall or archway presents an interesting 8 Ranged Trap (Darts)
obstacle for player characters. Brick walls block entry to 9 Ranged Trap (Arrow)
places of import and require at least one sledgehammer
and iron spikes to penetrate. 10 Mechanical Trap (Portcullis)
11 Mechanical Trap (Cage)
Player characters will need to purchase these from the 12 Mechanical Trap (Tilting Floorstone)
blacksmith (Sledgehammer, 5gp). A tack hammer is
simply too small and a melee-style warhammer will be 13 Gas Trap (Poison)
damaged beyond repair if used to break down a wall. 14 Gas Trap (Paralysis)
15 Gas Trap (Choking)
Bricked-up walls provide a quandary for players. Do
they risk bashing the wall down and making noise? Will 16 Curse Trap (Blindness)
anything come out of the wall and attack them from 17 Curse Trap (Mummy Rot)
behind if they pass it by?
18 Curse Trap (Insanity)
Use the following as a guide to determine how long it 19 Magic Trap (Sepia Snake Sigil)
takes to break down a wall and create an entrance of 20 Magic Trap (Glyph of Warding)
sufficient size:
261
Swimming
Unless subject to a unique backstory, all player
characters know how to swim. PCs move at half their
normal rate while swimming. If players are clad in armor
or encumbered with gear, they may risk drowning. All
Pit Traps: Pit Depth (1d6): (1-2) 10 feet, (3-4) 20 feet, those in heavy armor have a 75% chance of drowning,
(5-6) 30 feet. Pits cause 1d6 points of damage per medium armor (45%), and those in light armor have
10 feet of depth. There is a 1 on d6 chance a pit is a 10% chance. Maze Controllers may wish to provide
open, otherwise pits are concealed. For Monster pits, a Constitution Check to hold their breath prior to a
roll 1d6: (1-2) Yellow Mold, (3-4) Zombie 1d3, (5) Rot drowning roll. A PC can hold their breath for 2 rounds
Grubs 1d3, or (6) Giant Leech 1d3. Referees should (minutes) plus Constitution Modifier.
adjust pit monsters to average party level.

Melee Traps: Melee traps require an attack roll. Climbing


Melee traps attack as a fighter of the same level as the
targeted player character. PCs may half the damage Player characters in no armor or light armor may
with a successful Dexterity Check. Adjust damage by climb 20 feet with a successful Dexterity Check. All
1d6 for every two average party levels after level 1. A those in medium armor have a penalty of -1 and all
Deadfall Stone trap requires a Random Monster Roll. those in heavy armor have a -2 penalty. Climbing with
special equipment (rope and grappling hook) removes
Ranged Traps: As per Melee Trap. Note that 25% of all the penalty. Note that only thieves can scale sheer or
ranged attacks are poisoned (death, paralysis, sleep, extremely steep surfaces without climbing equipment.
or cause additional damage, etc.). PCs may half the
damage with a successful saving throw (Death). Rest
Mechanical Traps: A portcullis requires 60 total strength For every 50 minutes (or 5 turns) spent in armor and
to lift and the noise prompts a Random Monster Roll. carrying equipment, player characters must short-rest
A suspended cage falls from a high ceiling (Dexterity for 10 minutes. A random encounter ruins a rest period.
Check to avoid entrapment). The cage requires 60 total A short-rest may take place in armor.
Strength to lift and the noise prompts a Random
Monster Roll. A Floorstone tilts on a central axis right or Failing to short-rest requires a Constitution Check.
left to reveal a shallow depression with spikes for 1d6 A PC that fails a check temporarily reduces their
damage. movement speed by 1/4 until s/he rests. This reduction
is cumulative with successive missed checks until
Gas Traps: Poison gas inflicts 1d3 hit points of damage movement is reduced to zero. The result is a state of
per round/PC Level. A Save versus Death each round fatigue. A full day of rest is required to remove the
halves the damage. Paralytic gas lasts for 1 turn. effects of fatigue.
Choking gas functions as per Dust of Sneezing and
Choking. All gas traps require a Random Monster Roll. Each day, player characters must also long-rest. A
long-rest is defined as an uninterrupted, unarmored
Curse Traps: Curse traps are carefully hidden magical rest of 6-8 hours. Failing to long-rest results in a state
glyphs or runes etched or carved on surfaces like floors, of exhaustion. Exhaustion results in the reduction of
walls, ceilings, or doors. PCs receive a passive 1 on d6 movement speed by 1/4 and a inability to memorize
chance to spot a cursed glyph and a 1-3 on d6 chance spells until a long-rest is completed. The penalties
if actively searching. A Detect Magic will always reveal are cumulative on successive days until movement is
a cursed glyph or rune. Curse trap effects require a reduced to zero. Similar to the above, a full day of rest
Remove Curse to dispel. is required to remove these conditions.

Magic Traps: Magic traps are detected like curse traps.


For a Glyph of Warding. Roll 1d6: (1-2) Fire, (3-4) Maze Controllers should strongly discourage
Cold, or (5-6) Electrical Blast. Each blast causes 12 PCs from sleeping or camping in any dungeon
points of damage and a successful Save versus Spell environment. Monsters prowl more often at night
halves the damage (cast at 6th level of magic use). and therefore random monster rolls are more likely
The Maze Controller may substitute alternative spells (1-3 on d6). The increased likelihood of a random
commensurate with party level. The detonation of a encounter makes long-rest near impossible.
glyph requires a Random Monster Roll.
262
MC: It’s definitely loose.
Examples of Play
Player 3: Ok. I wiggle it out.
The following examples provide a reference point
for common tasks, and how to adjudicate them, in MC: You wiggle the stone 3 or 4 inches from the wall.
DragonslayerTM and other classic fantasy role-playing It’s attached to a metal rod.
games. This is not intended as an extensive list, but
rather provides a series of examples and models for Player 3: Hmmm. A rod? Can I turn it?
extrapolation across related gameplay situations.
MC: Yes. Which direction?
Secret Doors Player 3: Clockwise.
A group of six player characters are creeping through a
dungeon crypt. The following scene ensues: MC: Is that what you want to do?

Player 1: I open the door and shine my torchlight Player 3: Yes, I’ll turn it clockwise.
inside.
MC: You turn the stone clockwise one full turn. You hear
MC: You see an empty 10x10 foot room. the noise of stone grinding on stone, and metal gears
turning. You see the outline of a door appear. The stone
Player 2: Let’s go in. wall opens into a very dusty and cobwebbed hallway.

MC: You are now standing inside the room.


Secret Door Debrief: This example is a basic
Player 1: I’d like to check for secret doors along the interaction between the Maze Controller and a
northern wall. I’ll use the back of my handaxe and tap party of players in terms of finding and opening a
gently to see if there are hollow spots. secret door. No dice rolls were required to facilitate
play. The important item is that the Maze Controller
MC: OK. That will take 10 minutes of game-time. had a defined Mechanism of Activation. Both the
secret door and the mechanism were teased apart
Group: Let’s do it. and logically role-played at the table.

MC: The Maze Controller rolls a 5 on d6 for a Random Also note, this inexperienced group of players left
Monster. No monster appears. themselves vulnerable at several points. First, they
failed to look up when entering the room. Second,
MC: You tap along the wall. Your axe taps solid several they failed to look up or down the hallway while in
times, then taps hollow, and then solid again. the room. They failed to close the door while in the
room. They failed to post guards while the other
Player 1: I think I found a secret door, everyone! OK, is players searched for secret doors. They also took
there some sort of lever or latch? no precautions in case the secret door was trapped
or the floor was trapped just inside the hallway.
MC: No.

Player 3: I’m going to search the wall to the right and Traps
left of the hollow spots.
The same group of players continues down the dusty
MC: That will take 10 minutes. hallway beyond the secret door. At the end of the
hallway is a chest covered in cobwebs.
Player 3: OK.
Player 1: OK thief. You’re up.
MC: The Maze Controller rolls another Random
Monster Roll. The result is a 6 and no monsters appear. Player 4: I’d like to use the 10 foot pole and prod the
chest.
MC: You notice a loose flagstone on the wall.
MC: You prod the chest. It’s heavy. Dust and cobwebs
Player 3: OK. Does it feel like I can pull it out of the are thrown up into the air.
wall?
263
Player 4: I’d like to get the torch and bring it closer. I Player 1: I’m here for the gold pieces!
want to inspect the chest lid in fine detail. Does it have
a lock? MC: Very well. The Maze Controller makes a Random
Monster Roll. The result is a 3 and no monsters appear.
MC: This will take 10 minutes of game-time. Do you
want to proceed? The player agrees. MC: You search their disgusting, decayed bodies. One
zombie had a pouch tied to its waist.
MC: You bring the torch closer. Yes, it has a lock. The
lid is embossed with a devil face. The chest is wood and Player 1: I open the pouch.
heavily reinforced with iron.
MC: Inside you find 12 Gold Pieces and a small, clear,
Player 4: I want to look closer at the face, but I do not stoppered vial.
want to touch the chest at all.
Player 1: Has anyone ever encountered something like
MC: You look very closely at the devil face in good this before?
torchlight. Something seems unusual. It has an open
mouth. Player 2: I’ve seen these tinctures created at my temple
to heal the sick and the infirm. It could be magical.
Player 4: I want to look at the mouth but, again, I do Should I cast Detect Magic?
not want to touch the chest.
Player 1: Yes, let’s do it.
MC: You can see a small hollow tube at the back, inside
the mouth. Player 2: I cast Detect Magic on the vial.

Player 4: Hmm. This chest seems trapped. It could be MC: Do you have Detect Magic memorized today?
gas. I can try and pick the lock, or we can wait until we
find a key. Player 2: Yes, I do.

MC: OK. Recite your incantation, Cleric.


Trap Debrief: At this stage, Player 4 faces a difficult
high-risk-or-high-reward choice. Through precise Player 2: St. Ygg, Utor Magisum!
and detailed questioning of the Maze Controller,
the player determined the presence of a trap. If MC: You call on the power of St. Ygg the Righteous and
disarming fails, the player character would be he answers your call. The vial begins to glow with a soft
subject to poison gas (in this case a Save versus white radiance.
Death or die).
Party: WooHoo!
Here again, they failed to ascertain if the secret
door might close while in the hallway. They failed Player 2: I’d like to break the seal and take a tiny sip
to brace the door. The party also failed to establish from the vial.
a defensive perimeter during the entire action.
MC: OK. You break the seal and take a sip. You notice
that the wound the zombie inflicted on your arm heals
slightly. You regain 1 hit point.
Magic Items
The same band of murder hobos stalwart adventurers
leaves the secret hallway and travels down a different Magic Item Debrief: In this example, the player used
corridor. They defeat a group of zombies: reasonable knowledge from his priestly training to
guess at the possible effect from the vial. Casting
Player 1: We defeated the evil dead! Huzzah! Detect Magic for just one item is not an effective
use of a spell, but inexperienced players should
MC: Huzzah, indeed. use their resources to best negotiate new situations
until they become savvy to resource allocation and
Player 1: I want to search their bodies for loot. management in-game. Veteran players will wait
until they possess more than one potential magic
MC: OK, that will take 10 minutes of game-time. item to make best use of the spell.

264
Retainers
Retainers are a type of non-player character (NPC) hired
by player characters during an adventure. Retainers are
found in taverns, local businesses, word-of-mouth, or
by town-crier.

A player character’s Charisma Ability Score determines


the number of retainers s/he can hire and their morale.
NPC Spell-Casting
Retainers are not mindless slaves. A retainer will not
knowingly endanger his or her life. If a PC repeatedly Player characters may require NPC spell-casting
asks a retainer to risk their life, the Maze Controller at a temple or mage tower over the course of their
must roll a Morale Check. Failure means the retainer campaign. The Maze Controller determines which
refuses or flees. Treating retainers poorly will result in a spells may, or may not, be available in a given locale
poor reputation and make it harder to hire retainers in subject to NPC caster level. The cost of spells is also
the future. subject to the discretion of the Maze Controller. Use the
following table as a guide for approximate costs:
There are four categories of retainers: Torch-Bearers
and Porters, Men-at-Arms, Henchmen, and Specialists. Spell Level Cost
Torch-Bearers and Porters are unskilled laborers. Men- Level 1 300gp
at-Arms are Level 0 Fighters, Henchmen are classed, Level 2 600gp
and Specialists are non-combatants (such as an Level 3 900gp
alchemist or sage).
Level 4 2,000gp
Type Rate of Pay Treasure? XP? Level 5 3,000gp
TB/Porter 5sp/Day* No No Level 6 5,000gp
Man-at-Arms 1gp/Day* No 1/2 Level 7 10,000gp
Henchman N/A Full Full Level 8 15,000gp
Level 9 20,000gp
*Three day’s payment must be made in advance.

Men-at-arms begin play at -1500 experience points.


Upon reaching zero experience points they advance to
a classed henchman and roll ability scores.

Subject to the discretion of the Maze Controller,


purchasing new weapons or armor for a man-at-arms
or a henchman will increase their morale by +1.

Maze Controllers should be aware of the economy of


retainers in an adventuring locale. If too many retainers
die in the employ of a specific adventuring party, and
the supply thins, the cost will increase per retainer. Also,
some retainers, through word of mouth, may demand
danger pay in addition to their normal rate.

Specialists include alchemists, animal trainers,


blacksmiths, weaponsmiths, armorers, engineers,
sages, spies, etc. The expertise of specialists is costly
and varies from 400gp to 1,800gp (plus costs) for
consultation and project delivery.

265
Adventure Design 1d6
1-2
Random Dungeon Stocking Table
Empty
This section provides two different approaches to 3-4 Monster
dungeon design. The first, presented here, is a traditional
approach. It requires an experienced Maze Controller 5 Trap
comfortable with randomness and the overall design 6 Unique
process. The second, on pages 268-277, is a dungeon
generator for the less experienced. A generator is Empty: An empty room can literally be completely empty,
a custom dungeon creation tool that incorporates or almost empty, or suggest its use by the dungeon’s
randomness within a bounded and systematic process. denizens. Consider the layout of the dungeon. How do
the current occupants of the dungeon use this room? If
Both examples are intended to create small dungeons so, for what purpose? If the dungeon has a particular
(10-12 rooms) but could be easily expanded as backstory or history, how did the previous inhabitants
desired. The Maze Controller never shows his/her map use the room? Use your imagination.
to players.
Monster: For each monster result roll 1d20 on the
The Hamlet Random Dungeon Wandering Monster Table: Level
1-3. You must read the monster entry and consult the
Adventurers need a base of operations. The Maze “No. Enc:” (or number encountered) to determine the
Controller should create a small town, hamlet, or number of monsters that appear in each location. Roll
village within a half-day’s march from the dungeon’s the appropriate dice to determine total monsters.
location. The hamlet is a place where the party can, if
needed, retreat, rearm, and resupply, before heading The Maze Controller must do three more things:
off to their first total party kill fun adventure.
A. Determine Hit Points: In the monster listing look
For this purpose, the hamlet includes an inn, a up the number of Hit Dice. This number indicates the
blacksmith, a small temple to a lawful god/dess, and number of 1d8 Hit Points a monster possesses. Roll the
anything else the Maze Controller deems appropriate. appropriate number of d8s equal to the Hit Dice of
Write a few sentences about these locations on the back the monster(s). Do this for each individual monster and
of your outline or scrap paper. Embellish the details record your results. Use the following abbreviated stat
and be creative. Be prepared to bring this location to block to summarize the monster:
life for the players.
Goblin AL: CE, AC: 6, HD: 1-1, HP: 3, #AT: 1, DMG:
Shortsword (1d6).
Dungeon Design
B. Determine Treasure: You need to consult the Treasure
There are normally three basic ways to construct your Type to determine if the monsters possess or guard any
own dungeon scenarios: Random, Semi-Random, treasure. Once you have the Treasure Type from the
and Themed. If you are new to the dungeon design monster entry, consult the Treasure Table. Follow the
process, use the random procedure laid out below. instructions on the Treasure Table by Treasure Type and
Later, when you are more familiar with the game, you roll from left to right across the table and record your
can customize your dungeons with a semi-random or results for each individual or lair as required.
themed approach.
3. Determine Why: Finally, you must determine what
The Maze Controller begins with a piece of graph the monsters are doing there. If the monsters are
paper or a blank one-page dungeon sheet. Draw the humanoids (goblins, kobolds, orcs, morlocks, etc)
map of the dungeon. As a starter, aim for 10-12 total they may have posted a guard at the door. Perhaps
rooms. Each square on the graph paper represents the guard fell asleep? Perhaps they set a trap? Do they
a 10x10x10 foot square. Construct the map to offer have a fire, or can they see in the dark?
meaningful choices, rather than a circular dungeon or
a series of straight lines. If monstrous humanoids are attacked, and several of
their number are killed, you need to determine if they
After the completion of the map, the Maze Controller will flee or parley (trade info or treasure) for their lives
must number each of the rooms beginning with the (you may have to do the same!). To see if monsters
entranceway into the dungeon and then stock each flee at some point in a battle you need to check their
room using the table below: morale.

266
Remember that different types of monsters react Reading fantasy fiction, or watching fantasy movies,
differently. If the monsters are mindless undead can be a bridge to the creation of unique rooms.
(skeletons, zombies) they do not check morale and will Remember Balin’s tomb in Moria or Shelob’s lair
fight to the end. If the monster is a stirge, giant killer from J.R.R. Tolkien’s Lord of the Rings? These rooms
bee, or a green slime, they might attack from above. should be memorable, interesting, and challenging.
Make your players play the game in three dimensions. Unique rooms do not exclude the presence of treasure
If the party makes too much noise the monsters may or monsters, rather they are just not the central focus.
hear and ambush them. Other examples might include mysterious altars,
statue(s), levers, a puzzle, a strange obelisk, etc.
Trap: For traps, review the options listed earlier (p.261).
Roll randomly or choose the trap option that best suits Each area must be outlined and explained. Use your
the location. The Maze Controller must outline how the creativity with these locations, while allowing the PCs a
trap is set and the exact Mechanism for Activation. If reasonable chance of success (while perhaps hinting at
PCs actively search for traps they will be more likely to the solution).
find it, and, if the PCs find a trap they must discern how
to disarm it. Reward ingenious and creative players that Once the dungeon is stocked, the Maze Controller
puzzle out ways to find and disarm traps. Feel free to needs to stand back from the detail and consider the
create new and interesting traps. Traps need not be location in its entirety. Every dungeon needs a brief
lethal. For example, a loud trap is enough to provoke a backstory that “makes sense” vis a vis the random
roll for random monsters. Be creative. results. Consider questions like: Who first built and
abandoned this location? What was its original
Unique: If a roll indicates a unique room or encounter, purpose? Why is it filled with ferocious monsters? Are
the Maze Controller needs to create an interesting the intelligent monsters antagonistic to each other? Are
result. Unique rooms should “stand out” from other the dungeon denizens aware of certain deadly traps
areas. There may be a special statue or statues in a and other lethal locations?
room, a riddle that opens a secret area, a magical
pool with random effects for those who drink from it, Also, players will ask questions you may not have
the laboratory of an evil wizard filled with experiments considered: 1) What does this dungeon look like?
gone awry, a throne room, the possibilities are endless. Smell like? Feel like? 2) Is there anything on the walls?
Unique rooms are signature pieces of the Maze 3) What do the players see when they look up? Is the
Controller’s style and creativity. ceiling vaulted? How high is it? 4) Are there signs of
recent activity? If so, what are they?

Dungeon Map Features and Symbols

267
Dungeon Generator Table 1: Dungeon Entrance Geomorphs
(Rotate as Desired)
The generator provided below is intended both as a
basic model of dungeon design and also for Maze
Controllers new to the process.

Maze Controllers follow each step methodically and


1 2
systematically. In some instances, the main tables
include subtables that must be consulted. The Maze
Controller records each step on the Dungeon Generator
Worksheet.

At several points, the generator requires the agency


of the Maze Controller to interpret and thematically
connect the results, particularly at the end. Be sure
to have a pencil, a piece of scrap paper, a copy of
the worksheet, and a full set of polyhedral dice when
you begin. Remember, each square on graph paper
represents a 10x10x10 foot space. 3 4
Step 1: Generate Dungeon Geomorphs

Step 1 includes three stages:

A: Roll 1d12 to determine the total number rooms in


the dungeon. Make a numbered list on scrap paper.

B: The entrance is the first room in the dungeon. Roll


1d8 once on Table 1: Dungeon Entrance Geomorph to
determine the shape of the entrance room and record
your result on your numbered list.

C: Next determine the shape of the rest of your dungeon


rooms. For each additional room after the entrance, roll
5 6
1d8 on Table 2: Dungeon Room Geomorphs. Record
the results in order after the entrance room.

Once the Maze Controller determines the total number


of rooms and their shape, s/he then draws each
room on the worksheet graph paper. Rotate the room
geomorphs as desired.

After all the rooms are mapped and numbered on the


graph paper, the Maze Controller must draw hallways
to join the rooms together. For the purpose of the
generator, use 10 foot wide hallways. Maze Controllers
should include as many intersections as possible to 7 8
provide meaningful choices for players.

At the end of the generator, the Maze Controller


may insert a secret door or two (and adjoining
passages) where practicable and appropriate to
the results and themes of the generator. The Maze
Controller may also include interesting features to
the map as desired (see Dungeon Map Features
and Symbols on the preceding page).

268
Step 2: Determine Dungeon Condition
Table 2: Dungeon Room Geomorphs
(Rotate as Desired) Not all dungeons are dry. Roll this table to determine
condition and check the appropriate worksheet box:

1 2 1d6 Table 2: Dungeon Condition


1-4 Dry
5 Flooded Ankle-Deep
6 Flooded Knee-Deep

Step 3: Dungeon Door Type

Roll the door type for each room and record your result
on the worksheet.

1d6 Table 3: Dungeon Door Type


3 4 1-4 Wood
5 Bronze
6 Stone

Step 3A: Dungeon Door Status

Note the status of each door on the worksheet beside


door type.

1d6 Table 3A: Dungeon Door Status


1-3 Closed
5 6 4 Locked
5 Ajar
6 Sealed*

*Sealed with wax if stone (or rope knot with seal if


bronze). See the rules on doors earlier in this rulebook.

7 8

269
Step 4: Determine Room Contents Step 6: Determine Monsters (if applicable)

Roll 1d12 for each room of the dungeon and record For each Dungeon Room Contents that included a
your result on scrap paper or check the boxes on the monster, the Maze Controller rolls Table 6: Monsters.
worksheet. If you roll an 11, proceed to Step 5, if not, The monsters on the facing page are grouped roughly
proceed to Step 6: according to player character level and monster hit
dice. A beginner Maze Controller should select Levels
1-3.
1d12 Table 4: Dungeon Room Contents
1 Empty More experienced referees may choose the appropriate
column for his/her campaign by level or randomly
2 Empty with Treasure
determine the monsters present. For the latter case,
3 Empty with Trap roll 1d6: (1–2) Levels 1–3, (3–4) Levels 4–6, or (5–6)
Levels 7–10. The Maze Controller can modify the list
4 Empty with Trap
to accommodate low-level or high-level adventuring,
5 Empty with Treasure and Trap as required.
6 Empty with Treasure and Trap
7 Monster with Treasure and Trap
8 Monster
9 Monster with Treasure
10 Monster with Treasure
11 Unique Feature: Roll on Step 5
12 Maze Controller’s Choice

Step 5: Dungeon Room Unique Features

If you rolled an 11 on Step 4, Roll Table: 5 Dungeon


Room Unique Features (below) and record your result
on the worksheet.

Table 5: Dungeon Room Unique Features


1d12 Unique Features Unique Feature Details
1 Statue 1d6: (1-2) Broken, (3-4) Evil God/dess, (5-6) Ancient Hero.*
2 Sarcophagus 1d6: (1-2) Skeletal Remains, (3-4) Skeleton, (5-6) Zombie.**
3 Altar 1d6: (1-2) Recent Sacrifice, (3-4) Death God, (5-6) Unknown Deity.
4 Burial Alcoves (2d20) 1 on d8 chance of a (1d3): (1) Random Gem, (2) Jewelry, (3) or Coin.
5 Fresco or Bas Relief 1d6: (1-2) Ancient Battle, (3-4) Ritual Sacrifice, (5-6) Ancient Lore.
6 Tapestry 1d6: (1-2) Rotted, (3-5) Valuable (25gp), (6) Historical 1d4x100gp.
7 Throne (Aligned) 1d6: (1-2) LG (1–2), (3-4) N, (5-6) CE. Sit in throne, make next save.
8 Dark Pool(s) (1d2) 1d3: (1) Harms 1d4+1HPs, (2) Heals 1d4+1HPs, (3) Poison (Save or Die).
9 Clay Pots 1d6: (1-2) Skulls, (3-4) Rotted Grain, (5-6) Coin.
10 Pillars with Gemstones 1d2+2 Gems worth 1d4x100gp (1 Turn/Gem to Pry).
11 Secret Door Secret door connects to nearby room. Draw doors and hallways on map.
12 Partially Collapsed 1–2 on d6 chance per turn of further collapse (2d6 damage).
*Roll 1d6 for Hero Weapon: Sword (1–2), Mace (3–4), Bow (5–6). There is a 10% chance weapon is magical (+1).
**Substitute the monsters noted here as necessary for campaign theme/Average PC level.
270
Table 6: Monsters
1d20 Levels 1-3 Levels 4-6 Levels 7-9
1 Ghoul (1d2) Blink Dog (1d6) Amber Golem (1d2)
2 Giant Ant (1d4) Brigand (HD3) Basilisk (1)
3 Giant Centipede (1d4) Carrion Scavenger (1) Black Pudding (1)
4 Giant Crab Spider (1d4) Gargoyle (1d4) Bone Golem (1d2)
5 Giant Fire Beetle (1d4) Ghast (1d4) Elemental (1d2)
6 Giant Fly (1d4) Ghoul (1d3) Ghost (1)
7 Giant Poisonous Frog (1d3) Giant Ants (1d6+4) Ghost (1)
8 Giant Rat (1d10) Giant Black Widow Spider (2) Giant Stag Beetle (1d4)
9 Giant Scorpion (1) Giant Boring Beetle (1d4) Groaning Spirit (1)
10 Goblin (1d8) Giant Carnivorous Beetle (1d2) Guardian Naga (1)
11 Gray Ooze (1) Giant Draco Lizard (1d2) Hydra (HD8)
12 Green Slime (1) Giant Poisonous Toad (1d3) Iron Golem (1)
13 Rot Grubs (1d6) Mimic (HD5) Manticore (1d2)
14 Shadow (1d4) Mummy (1d4) Ochre Jelly (1d2)
15 Skeleton (1d8) Owlbear (1d3) Ogre (1d6)
16 Stirge (1d6) Rust Monster (1d3) Shambling Mound (1d3)
17 Wood Golem (1d2) Statue: Iron or Stone (1d6) Stone Golem (1)
18 Yellow Mold (1) Wight (1d2) Troll (1d6)
19 Zombie (1d4) Wraith (1d2) Vampire (1)
20 Roll on Levels 4–6 Roll on Levels 7–10 Eye of Tyranny (1d2)

Step 7: Determine Treasure: If treasures are present, roll 1d20 on Table 7A to


determine type.
For each Dungeon Room Contents that included
treasure, the Maze Controller begins by rolling Table
1d20 Table 7A: Treasure Type
7A: Treasure Type.
1-3 Amphora
The treasures presented here are intended to add 4-6 Goblet
variety. In this dungeon generator they are used in place
of treasure types listed in the monster entries. There are 7-10 Jewelry
three steps to this process: 11-13 Coin*
A. Determine the Treasure Type. 14-16 Gem
17-18 Ancient Scroll or Manuscript
B. Determine the Treasure Value in gold pieces (gp).
19-20 Random Magic Item (see Magic Section)
C. Determine if any treasures are of Exceptional Value.
*If coin, roll 1d20: Copper (1–5), Electrum (6–10), Silver
If exceptional, add the amount indicated on the (11–14), Gold (15–18), or Platinum Pieces (19–20). When
appropriate subtable below and include the treasure determining the value, use the coin type rolled instead of
description, if applicable, on the worksheet. gp value on Table 7B. Half all Platinum Piece results.
271
After determining treasure type, determine treasure 1d10 Jewelry Description (Exceptional Value)
value by rolling 1d12 or under the appropriate column
to correspond to dungeon level: 1 Ivory (+100gp)
2 Jade (+200gp)
Table 7B: Treasure Value
3 Coral (+300gp)
1d12 Levels 1-3 Levels 4-6 Levels 7-9
4 Silver (+400gp)
1 50gp 550gp 1,050gp
5 Electrum (+450gp)
2-3 100gp 600gp 1,400gp
6 Gold (+500gp)
4-6 200gp 700gp 1,800gp
7 Platinum (+600gp)
7-9 300gp 800gp 2,200gp
8 Silver with Gems (+800gp)
10-11 400gp 900gp 2,600gp
9 Gold with Gems (+1,000gp)
12 500gp 1,000gp 3,000gp
10 Platinum with Gems (+1,200gp)
For each treasure roll 1d8. A roll of 1 indicates a
treasure of exceptional value. Consult the appropriate 1d20 Coin Type (Exceptional Value)
exceptional value sub-table below to determine the
final treasure value.
1-5 Copper (+1,000cp)
6-10 Silver (+800sp)
1d6 Amphora Type (Exceptional Value) 11-14 Electrum (+600ep)
1-2 Decorative (+300gp) 15-18 Gold (+400gp)
3-4 Ornate (+400gp) 19-20 Platinum (+50pp)
5-6 Commemorative (+500gp)
1d12 Gem Type (Exceptional Value)
1d8 Goblet Type (Exceptional Value) 1 Azurite (+50gp)
1-3 Wrought Silver (+300gp) 2 Lapis Lazuli (+75gp)
4-6 Wrought Gold (+400gp) 3 Tiger Eye (+100gp)
7 Wrought Silver with Gems (+800gp) 4 Bloodstone (+100gp)
8 Wrought Gold with Gems (+1,000gp) 5 Moonstone (+200gp)
6 Sardonyx (+300gp)
1d10 Jewelry Type*
7 Amethyst (+300gp)
1 Bracelet 8 Aquamarine (+400gp)
2 Broach 9 Pearl (+500gp)
3 Circlet 10 Black Sapphire (+500gp)
4 Earring 11 Emerald (+800gp)
5 Necklace 12 Diamond (+1,000gp)
6 Ring
7 Bracers
8 Cloak Clasp
9 Belt Buckle
10 Scabbard (inlaid with)

*After Jewelry Type, roll Jewelry Description. If


Exceptional, add the result to total value.

272
1d10 Scrolls (Exceptional Value) 1d4 Missile Trap
1 Ancient Star Charts (+50gp) Poison Darts
1
(1d6 damage. Save (Death) or die).
2 Personal Papers (+100gp)
2 Crossbow Bolt (1d6 points of damage).
3 Holy Writs (+150gp)
Poison Arrow
4 Sheet Music (+200gp) 3
(1d6 damage. Save (Death) or additional 1d4).
5 Bestiary (+300gp) Poison Needles
4
(1d3 damage. Save (Death) or die).
6 Love Letter from Ancient Hero (+350gp)
7 Map with Secret Entrance (+400gp) *Melee and Ranged attack(s) roll made at same HD
as the player character(s).
8 Potion Formula (+500gp)
1d4 Gas Trap
9 Cleric Scroll: 1d4 Level 1 Spells -
Poison Gas (1d3 damage/round. Lasts for
10 MU Scroll: 1d4 Level 1 Spells - 1
1d6 rounds. Save (Death) for half)
Paralytic Gas (Save versus Stone. Lasts for
Step 8: Determine Traps 2
1 turn. Roll for random monsters)
For each Dungeon Room Contents that included a Sleeping Gas (Save versus Death. Lasts for
3
trap, the Maze Controller rolls Table 8: Trap Type and 1 turn. Roll for random monsters)
then consults the appropriate subtable. Laughing Gas (Save versus Death. Lasts for
4
1 turn. Roll for random monsters)
1d6 Table 8: Trap Type
1 Pit 1d4 Magical Trap
2 Melee 1 Explosive Runes (See Magic-User spell)
3 Missile Glyph of Warding (See Cleric spell,
2
Fire: 16 points of damage. Save for half)
4 Gas
Polymorph (PC polymorphed into
5 Magical 3
1: Goat, 2: Frog, 3: Snake, or 4: Donkey)
6 Curse 4 Wall of Stone covers crypt entrance/exit

1d8 Pit Trap 1d4 Curse Trap


1-4 10 Feet Deep (1d6 points of damage) Blindness
1
10 Feet Deep with Spikes (PC is blinded until a Remove Curse is cast)
5-6
(1d6 damage + 1d6 for spikes) Feeblemind (PC is feebleminded
2
until Dispel Magic and Remove Curse are cast)
20 Feet Deep with Spikes and Locks Shut
7 Insanity
(2d6 damage + 1d6 for spikes) 3
(PC turns insane until a Remove Curse is cast)
20 Feet Deep with Spikes and Yellow Mold Mummy Rot (PC infected with Mummy Rot
8 4
(2d6 damage +1d6 for spikes) until Remove Curse is cast)

1d4 Melee Trap* Masterful Mazes


1 Pendulum Blade (1d6 damage)) Once the generator is complete, the Maze Controller
2 Floor Spears (1d6 damage) must stand back from the results and consider them
thematically. In order to create a masterful maze, ask
3 Swinging Ball (1d6 points of damage) questions like: What do the results have in common?
4 Scything Blade (1d6 points of damage) What themes do they suggest? Do the themes indicate
how the dungeon was used in the past? Is it an ancient
temple? A brigand hideout? An abandoned mine? The
*Dexterity Check for half. Increase by 1d6/party level only limit is your imagination.
273
Dragonslayer Dungeon Generator Worksheet

Dungeon Name:
Condition: Dry Flooded (Ankle Deep) Flooded (Knee Deep)

Room 1 Door:
Unique:
Monster:
Treasure:
Trap:
Room 2 Door:
Unique:
Monster:
Treasure:
Trap:
Room 3 Door:
Unique:
Monster:
Treasure:
Trap:
Room 4 Door:
Unique:
Monster:
Treasure:
Trap:
274
Room 5 Door:
Unique:
Monster:
Treasure:
Trap:
Room 6 Door:
Unique:
Monster:
Treasure:
Trap:

Room 7 Door:
Unique:
Monster:
Treasure:
Trap:
Room 8 Door:
Unique:
Monster:
Treasure:
Trap:
Room 9 Door:
Unique:
Monster:
Treasure:
Trap:
Room 10 Door:
Unique:
Monster:
Treasure:
Trap:
Room 11 Door:
Unique:
Monster:
Treasure:
Trap:
Room 12 Door:
Unique:
Monster:
Treasure:
Trap:
Notes:

275
Dragonslayer Dungeon Generator Worksheet

Dungeon Name: The Black Maze (Levels 1-3)


Condition: x Dry Flooded (Ankle Deep) Flooded (Knee Deep)

Room 1 x Door: Wood (Closed)


Unique:
x Monster: Shadows (3). The bodies of two priests dead at base of stairs. Three skeletons in the NE corner.
x Treasure: They both have Cleric Fast Packs. One has a Cleric Scroll: Cure Light Wounds and Light
Trap:
Room 2 x Door: Wood (Closed)
Unique:
Monster:
x Treasure: In a rubble pile in the center of the room is a Gold Bracelet (200gp)
Trap:
Room 3 x Door: Stone (Sealed with Wax)
Unique:
Monster:
x Treasure: A stone sarcophagus in the center holds a skeleton with a Large Exceptional Lapis Lazuli (400gp)
Trap:
Room 4 x Door: Wood (Locked)
x Unique: A statue of Nergal, the God of the Dead stands in the center of this room.
Monster:
Treasure: 1d20 silver pieces are scattered at the statue base along with melted black candles and bones.
Trap:
276
Room 5 x Door: (Wood (Ajar). This room appears empty. Under a loose floorstone is a key (Room 4).
Unique:
Monster:
Treasure:
Trap:
Room 6 x Door: (Wood (Sealed)
Unique:
x Monster: Wood Golem (2). The golems, shaped like the Nergal Statue, activate if Room 8 is breached.
Treasure:
Trap:

Room 7 x Door: Wood (Ajar)


Unique:
x Monster: Gray Ooze (1). The creature oozed its way into the room from a crack. It hangs on the ceiling.
Treasure: A scattering of 1d20gp and metal dust rests on the floor in the center of the room.
Trap:
Room 8 x Door: Bronze (Rope Knot and Seal)
x Unique: Throne Aligned to St. Ygg. The Nergal cult sealed this room away for all eternity.
Monster:
Treasure: The first LG player character to sit in the throne is Blessed for one day.
Trap: Breaching the door will activate the golems in Room 6 to investigate.
Room 9 x Door: Wood (Locked)
Unique:
Monster:
Treasure: Hidden under a floorstone (5 feet deep) is a Bag with 1d4 Random Gemstones.
x Trap: A Pendulum Blade (1d6 dmg, Dex Check for half damage) hangs above the door. Tripwire Activated.

Room 10 Door:
Unique:
Monster: N/A
Treasure:
Trap:
Room 11 Door:
Unique:
Monster: N/A
Treasure:
Trap:
Room 12 Door:
Unique:
Monster: N/A
Treasure:
Trap:
Notes: The Black Maze provides an example of a starter dungeon. The random results, alongside a little
creativity, suggested the basic theme. In this example, the player characters are called to investigate
the disappearance of Brother Maynard and Brother Bailian (found dead in Room 1) near an old
abandoned temple to Nergal the Death God. Let the adventure begin!
277
Dungeon Wandering Monster Table I
Levels 1-5
Dungeon Wandering Monster Table (Level/Hit Dice)
1d20 Level 1 Level 2 Level 3 Level 4-5
1 Brigand Crocodile Animate Statue (Crystal) Animate Statue (Iron)
2 Bullywug Giant Ant Ankheg Animate Statue (Stone)
3 Gas Spore Giant Crab Brigand (HD: 3) Blink Dog
4 Giant Bat Giant Crab Spider Bugbear Doppelganger
5 Giant Bee Giant Fly Carrion Scavenger Gargoyle
6 Giant Centipede Giant Frog (HD: 2) Gelatinous Cube Gelatinous Cube
7 Giant Fire Beetle Giant Scorpion Ghoul Ghast
8 Giant Leech (HD: 1) Giant Spitting Beetle Giant Black Widow Spider Giant Boring Beetle
9 Giant Poisonous Frog Giant Tick (HD: 2) Giant Carnivorous Beetle Giant Draco Lizard
10 Giant Rat Giant Toad Giant Gecko Lizard Giant Earthworm
11 Goblin Gnoll Giant Poisonous Toad Giant Rattlesnake
12 Hobgoblin Golem (Wood) Giant Wasp Giant Tarantula Spider
13 Kobold Insect Swarm (HD: 2) Gray Ooze Hell Hound (HD: 4)
14 Lizardman Piercer (HD: 2) Insect Swarm (HD: 3) Mimic (HD: 5)
15 Morlock Pit Viper Orc (Black) Mummy
16 Normal Bats Shadow Shrieker Ochre Jelly
17 Orc Troglodyte Violet Fungi Ogre
18 Rot Grub Wolf Warthog Owlbear
19 Skeleton Yellow Mold Wererat Rust Monster
20 Stirge Zombie Wight Wraith

278
Dungeon Wandering Monster Table II
Levels 6-12
Dungeon Wandering Monster Table (Level/Hit Dice)
1d20 Level 6-7 Level 8-9 Level 10-12
1 Babau Demon Air Elemental Amber Golem
2 Basilisk Balor Demon Black Pudding
3 Cave Bear Bone Devil Cloud Giant
4 Drow (HD: 7) Bone Golem Efreeti
5 Duergar (HD: 5) Earth Elemental Eye of Tyranny
6 Giant Stag Beetle Fire Elemental Fire Giant
7 Giant Tuatara Lizard Flesh Golem Frost Giant
8 Groaning Spirit Gorgon Ghost
9 Manticore Hezrou Demon Giant Rhinoceros Beetle
10 Marilith Demon Hill Giant Giant Snapping Turtle
11 Medusa Hydra (HD: 8) Glabrezu Demon
12 Minotaur Invisible Stalker Guardian Naga
13 Nightmare Mudhorn Ice Devil
14 Otyugh (HD: 6) Night Hag Lich (HD: 11)
15 Phantom Stalker Sabre-Toothed Tiger Lurker Above
16 Phase Panther Sasquatch Nalfeshnee Demon
17 Spectre Shambling Mound (HD: 8) Roper (HD: 10)
18 Troll Stone Giant Sphinx
19 Water Naga Vrock Demon Trapper Keeper
20 Winter Wolf Water Elemental White Dragon

279
Wilderness Survival Wilderness Hex Map Blank
DragonslayerTM, like most classic fantasy role-playing
games, may include outdoor travel from town to a
dungeon location. The game does not require outdoor
hex crawling but the following provides a set of basic
instructions for creating a random hex map and hex-
crawling procedure. The Maze Controller keeps his/
her map secret from the players. Players must create
their own map based on the description and compass
directions provided by the Maze Controller.

Wilderness Hex Maps


In order to create a fantasy hex map, the Maze
Controller will require hex map paper, a pencil, and
polyhedral dice.

Hex maps vary in size and scale. Most regional hex


maps will be 5 miles in width (note that the Maze
Controller can also create small local hex maps for
swamps or forests of any size. A scale of 300 feet for
small local maps works well).

To create a hex map the Maze Controller must create


a list of hex types. The following provides an example:

1d6 Hex Type


1 Grassland
2 Hill (1/2 Movement Rate)
3 Mountain (1/4 Movement Rate)
4 Forest (1/2 Movement Rate)
5 Swamp (1/4 Movement Rate)
6 Maze Controller’s Choice

The Maze Controller then numbers each hex and rolls


1d6 to determine the terrain across the entire map.

The Maze Controller choses where to locate the village


or town the player characters will use as their base of
operations and the location of the dungeon. The MC
also determines the location of any lakes, rivers, or
roads to suit the random geography of the map.

Player Characters can march about 18 miles in an 8-10


hour per day. Using a 5 mile hex map scale, 18 miles
equates to 3.5 hexes. Maze Controllers should keep
this in mind when they position dungeon locations. For
beginner play, locate the first dungeon one hex away
from the base of operations. This will allow players to
travel to the location in about three hours, explore a
dungeon, and return to town before dark.

280
Similar to the entries for dungeon design, the Maze
Wilderness Hex Map Example Controller can craft random tables for monsters and
unique hexes subject to the level of the player characters
and the themes of the campaign. The tables provides
below provide a starter for beginners:

1d8 Random Wilderness Monster


1 Skeleton (1d6)
2 Zombie (1d4)
3 Giant Fly (1d6)
4 Giant Ant (1d6)
5 Orc (1d8)
6 Giant Bee (1d8)
7 Giant Spitting Beetle (1d4)
8 Brigands (2d4)

1d8 Random Wilderness Unique*


1 Mysterious Obelisk
2 Recent Camp Site
3 Slain Mastodon
Using the process outlined on the preceding page,
each hex was rolled individually starting with Hex 0000 4 White Stone Ruins of Ancient Civilization
and ending with 0404. Each hex was then labelled (use 5 Recent Grave with 1d4 Random Gems
either a word or a symbol for the terrain type). Each hex
represents 5 miles. 6 Rain Storm (Slows Movement by 1/2)
7 Hail Storm (Cover or 1d4HP damage)
The Maze Controller placed the village of Darmore
in Hex 0203 and the Goblin Caves in Hex 0402. 8 Manticore (Roars, Seen in Distance)
The distance between the village and the caves is
approximately 10 miles (or 3-4 hours of marching on *The Maze Controller can detail the Random Unique
foot). This will allow a relatively weak party of Level 1 Results as desired. They can either be singular
player characters to travel, explore, and return, in the occurrences or themed as part of a larger adventure.
span of a day.

Again, like dungeon maps, the Maze Controller never


Lost in the Wilderness
shows his/her map to the players. The players must If players do not have a road or trail, and cannot follow
draw their own maps based on the Maze Controller’s the sun, or encounter thick fog, they may get lost. In this
descriptions. example, the Maze Controller must keep his or her own
map with the PCs actual location, while communicating
where the PCs think they are on their map.
Random Hex Encounters
If player characters lose their way due to fog or other
The Maze Controller then rolls 1d6 to populate each of
conditions, roll 1d8 and choose a random compass
the random hexes in advance of play:
direction (N, NE, E, SE, S, SW, W, NW). The PCs may
believe they are heading North, when (after rolling 1d8)
1d6 Random Hex Encounters the Maze Controller determines they are moving East.
This continues with each hex until the weather changes
1-3 Empty
or the player character can determine their bearing
4-5 Random Wilderness Monster by the sun. This style of play encourages resource
allocation and gives the game verisimilitude and an
6 Random Wilderness Unique
evolving character.
281
Wilderness Wandering Monster Table I
Level 1-5
Wilderness Wandering Monster Table (Level/Hit Dice)
1d20 Level 1 Level 2 Level 3 Level 4-5
1 Baboon Chimpanzee Ankheg Blink Dog
2 Brigand (HD: 1) Crocodile Axe Beak Centaur
3 Brownie Dryad Brigand (HD: 3) Dire Wolf
4 Bullywug Giant Crab Bugbear Doppelganger
5 Giant Ant Giant Exploding Ant Doppelganger Ghast
6 Giant Bee Giant Fly Ghoul Giant Boring Beetle
7 Giant Ferret Giant Frog (HD: 2) Giant Badger Giant Draco Lizard
8 Giant Leech (HD: 1) Giant Leech (HD: 2) Giant Black Widow Spider Giant Eagle
9 Giant Poisonous Frog Giant Scorpion Giant Carnivorous Beetle Giant Earthworm
10 Giant Spitting Beetle Giant Toad Giant Hawk Giant Rattlesnake
11 Goblin Gnoll Giant Owl Giant Tarantula Spider
12 Insect Swarm (HD: 2) Hobgoblin Giant Poisonous Toad Giant Weasel
13 Jackal Hyena Giant Wasp Giant Wolverine
14 Kobold Neanderthal Harpy Gorilla
15 Leprechaun Nymph Hippogriff Hell Hound (HD: 4)
16 Lizardman Pit Viper Mountain Lion Ochre Jelly
17 Orc Pixie Orc (Black) Ogre
18 Skeleton Pterodactyl Warthog Owlbear
19 Wolf Sprite Wight Rust Monster
20 Zombie Wolf Wild Boar Wraith

282
Wilderness Wandering Monster Table II
Levels 6-12
Wilderness Wandering Monster Table (Level/Hit Dice)
1d20 Level 6-7 Level 8-9 Level 10-12
1 Basilisk Air Elemental Black Pudding
2 Bear (Cave) Bulette Cloud Giant
3 Cockatrice Chimera Cloud Giant
4 Giant Boar Earth Elemental Cyclops
5 Giant Boring Beetle Fire Elemental Efreeti
6 Giant Horned Lizard Giant Stag Beetle Ettin
7 Giant Python Gorgon Eye of Tyranny
8 Giant Stag Beetle Griffon Fire Giant
9 Giant Tuatara Lizard Hill Giant Frost Giant
10 Grizzly Bear Hydra (HD: 8) Giant Rhinoceros Beetle
11 Groaning Spirit Invisible Stalker Giant Snapping Turtle
12 Manticore Mudhorn Green Dragon
13 Medusa Night Hag Lich (HD: 12)
14 Nightmare Sabre-Toothed Tiger Sphinx
15 Ogre Mage Sasquatch Stegosaurus
16 Phantom Stalker Shambling Mound (HD: 8) Succubus
17 Phase Panther Stone Giant Titan
18 Spectre Treant Tyrannosaurus Rex
19 Troll Water Elemental Triceratops
20 Winter Wolf Wyvern White Dragon

283
Experience Points Monster Experience Points
The Maze Controller awards experience points at the To determine a new or custom monster’s experience
end of the each game session. Each player character point value, begin with the Hit Dice and Base XP
that survives receives an equal share of experience and number on the table below. Then add Bonus experience
gold pieces recovered. This is done in two steps. points per additional special ability. For example, if a
monster has four special abilities, sum the Bonus XP
First, the Maze Controller tallies the experience point Per Ability number four times and add to the Base XP
value for all slain monsters during the session and number to determine the total experience point value of
divides the sum by the number of surviving player the monster. A special ability might include, but is not
characters (and retainers, if applicable). limited to, special or multiple attacks, special defenses,
spell-casting ability, etc.
Second, the players record and tally the gold piece
value (this may require coinage conversion) for all Monster Experience Points (XP)
looted treasure during the session and divides the
sum by the total number of surviving player characters Hit Dice Base XP Bonus XP Per Ability
and retainers (this number is also the total amount of Under 1 6 1
treasure in Gold Pieces each PC/retainer receives). 1 11 3
The monster experience point value per character is 1+ 16 6
then added to the treasure experience per character 2 21 9
to determine the total experience point value for the 2+ 36 12
session. PCs then add their experience point bonus, if
applicable. 3 51 15
3+ 66 35
Porters and torch-bearers do not receive experience 4 81 55
points. Zero-level men-at-arms receive a half share of
experience and classed henchmen receive a full share 4+ 141 75
of experience and treasure. 5 201 150
5+ 261 200
Funeral Pyres 6 321 250
If the body of a slain hireling, man-at-arms, henchman, 6+ 381 300
or fellow player character is recovered, it may be 7 441 350
burned on a funeral pyre. PCs may offer up to 50gp
per hireling/man-at-arms or 100gp/level of the fallen 7+ 501 400
henchman or PC in coins or treasure, and earn an 8 561 500
equivalent amount of experience points (plus bonus). 8+ 621 600
9-10+ 1001 700
11-12+ 1201 800
13-16+ 1501 900
17-20+ 2,251 1,000
21+ 3,001 2,000

*For monsters of HD: 22+ add an additional 300


experience points to both Base XP and Bonus XP.

284
DragonslayerTM

Appendices

285
Also, if you still insist on attacking a superior opponent
Dragonslayer FAQ be sure to soften the target with ranged attacks and
spells before engaging in direct combat. Alternatively,
Should I write an in-depth backstory for my character? use protective spells to buff your armor class and
defenses, etc. Be sure to use flaming oil and/or hire a
Heck no! There isn’t much point in writing a paragraph war dog. War dogs are very useful at first level (although
backstory when most first level characters can be killed not against undead).
with the swing of a sword.
Also, use terrain to your advantage. Fight on higher
Instead, write a single sentence. Give your character a ground or use terrain to set an ambush. Sometimes you
key physical characteristic and perhaps a catchphrase. can take all these precautions and fate (the dice) won’t
That’s more than enough for the Maze Controller, and be with you. Those are the breaks.
the other players, to anchor your character in their
minds. How else can we advantage ourselves?

Remember: your character’s story doesn’t precede play, At first level use Sleep, Charm, flaming oil, retainers,
rather, it emerges from play. Player characters are more and war dogs. A magic-user with Sleep can potentially
than initial preconceptions and ability scores. end an engagement. They can also Charm a man-at-
arms, monster, or other lackey with greater hit dice as
What’s up with racial level limits? a personal protector (or for intel). Flaming oil does
damage over two rounds (although it also causes
Everything in classic fantasy role-playing games is a choking black smoke). Retainers are terrific meatshields
double-edged sword. There are positives and negatives. and war dogs bite for a hardy 2d4 points of damage.
With the example of racial level limits, the racial abilities
that humans do not possess are balanced by the limits How do I spend my gold?
placed on demi-humans.
At low levels, hire men-at-arms and henchmen. When
My PC has low ability scores and really sucks, what you accumulate enough gold, buy yourself platemail.
should I do? Then, buy your retainers platemail too and spears or
halberds to make a kick-ass phalanx. This will enhance
In short: embrace the suck. High ability scores are your combat effectiveness and improve their morale.
helpful, but not especially so. DragonslayerTM is about
what you the player bring to the character - not what the What’s the secret to Marching Order?
character does for you. Buy the best armor available,
avoid direct combat, be sneaky, and do whatever you The secret to marching order is to put the dwarves,
can to stay alive. gnomes, and halflings in front with ranged weapons
and have taller PCs behind them with missile weapons.
What class should I play? This will allow you to soften opponents prior to engaging
in direct melee combat.
If you aren’t sure what class to play, then play a fighter.
Fighters with good armor and a sword, alongside their Alternatively, give the second rank spears or halberds
Cleave ability, are essential, simple, and fun to play. so they can attack with reach. In short, increase the
number of attacks you can make in a standard 10 foot
My players keep getting Total Party Killed (TPKed). wide hallway.
How can the party be more effective in combat?
My cleric needs 3,000 experience points to get to the
In short: run away. Manfred von Richthofen, called the next level. Seems...glacial. Will it ever happen?
Red Baron, was a famous WWI flying ace. When asked
how he accumulated so many victories, he replied that Probably not. Your special snowflake cleric will probably
he flew away from hopeless battles. die a terrifying death as a delicious snack in the maw
of a ravenous monster long before then. Your job is
Remember, classic fantasy role-playing games to have fun and help the party survive. If you manage
emerged, in part, from miniature war gaming. If you to make it to Level 4, and let’s face it the odds aren’t
are outclassed in an engagement, leave the field. good, you WIN! You should be feted by your friends
Only desperate men engage in a frontal assault. And and lauded by your family. Have your girlfriend or
never attack an entrenched position without triple the boyfriend treat you to dinner. You also have to bring
numbers of the opponent. snacks to the next game session for everyone.

286
Monsters give barely any experience points. How We are still having trouble, what do we do?
are we supposed to level up?
A savvy Maze Controller will try to use the dungeon
If you want to succeed, gold, gold, and more gold. environment against you. In response, are you trying
Lie, cheat, spy, connive, and/or sneak your way past to use the dungeon environment against him or her?
monsters and steal their loot. Loot everything. Gut their The Maze Controller serves as all your senses in the
bellies open. Skin monster hides. Loot the bodies of game world. Are you using all those senses regularly?
monstrous humanoids. Pull out their gold teeth. What does the place look like? Smell like? Feel like?
Are their signs of recent activity? What’s on the floor
Consider other possibilities: Does a local wizard need and ceiling?
zombie skin as a rare spell component? Can we sell
those hobgoblin weapons? Buy a mule and carrying The answers do no rest on your Character Sheet,
everything back to town. they rest in the dialogue between you and the Maze
Controller. DragonslayerTM, like all classic fantasy role-
Awww, but I like girding loins and wading into melee playing games, rewards the ingenious and thoughtful
combat! player. Be a creative thinker and problem-solver. Some
situations can be addressed without the sword.
If you choose to engage in direct melee combat with
monsters, remember this: it’s the Maze Controller’s Magic-Users and Illusionists are pretty weak. Why
job to kill you. Don’t give him or her that chance. If bother?
you want to survive, keep combat dice out of the
Maze Controller’s hands. If you don’t want to run into Yes, arcane spell-casters are weak. They have low hit
wandering monsters that carry no treasure, then leave points and cannot use armor (well technically they can,
the dungeon after 10 minutes. they just can’t cast spells while using armor). It is the
responsibility of the entire adventuring party to protect
The power curve for Attack Bonus is very low. How their weakest members - at all times.
am I supposed to hit anything?
Arcane spell-casters possess very powerful magic
Yes, the power curve is lower than other classic fantasy as they increase in level. This advantages the whole
role-playing games on purpose. If you want combat party. Even at low levels, magic-users and illusionists
advantages, you have to work for them. For example, can Charm and claim personal bodyguards. They can
flanking provides a +2 bonus to attack. Point blank potentially end battles and buff fellow party members.
missile bonus provides +1 to hit and to damage. Higher
ground provides a +1 to hit and damage modifier. How do I generate retainers?
Attacking a prone opponent results in +4 to hit.
You can use Meatshields: The Classic Fantasy Hireling
Also, are you using the skills of your character classes and Henchman Generator at barrowmaze.com or use
to their best advantage? Are you peppering opponents the following general parameters: Porters and torch-
with ranged attacks so when your fighter wades into the bearers have 2-3 hit points and are non-combatants.
fray s/he can take advantage of the cleave ability? Men-at-Arms have 3-6 hit points and function as Level
0 Fighters. Henchmen are classed NPCs, normally Level
We had a great plan! We set an ambush on high 1, and receive all the abilities of their race and class.
ground and used flaming oil, but it backfired. Now
what? How does mapping work?

Boxer Mike Tyson once said, “Everybody has a plan The Maze Controller never maps for the players. The
until they get punched in the face.” What he meant players draw their own maps through the descriptions
was: no plan survives contact with the enemy. Things provided by the referee. The Maze Controller must be
will go wrong. Retainers and PCs will die. Did you think articulate and use compass directions at all times. If
of a backup plan? Did you have a Plan C if everything the player map deviates from the MCs map, so be it.
went wrong? Did you have an escape route? Leave no Choose the party mapper wisely.
stone unturned if you are planning an engagement with
the enemy. My fellow adventurer, Lothar of the Hill People, is
going to die of exposure in 4 turns. What do I do?
Do we have to use miniatures?
Does he have loot? Then wait 5 turns.
In short, no. However, DragonslayerTM is designed so no
adjustments are required if your group uses miniatures. Seriously, don’t do that. Help out your friend!

287
•You cannot wear armor and cast spells. But you can
Magic-User 101 wear armor after you cast all your spells. Alternatively,
because you do not wear armor you can use stealth
Magic-users and illusionists are weak at low levels and exceptional movement range (40 feet if medium-
but are essential adventuring companions. The below sized, or 80 feet if running) to your advantage.
represents guidance on how to play arcane spell-
casters in the DragonslayerTM Role-Playing Game. Spell Resourcefulness:

•Carry food (this can distract low intelligence monsters). •Study your spells closely. Think of alternative uses for
•Carry backup weapons for fighters. spells that others may not have considered. For example,
•Load crossbows to increase rate of fire. if you face a wizard with a Globe of Invulnerability and
you are not high enough level to cast through it, bait
•Direct the hirelings, charmed monster, or war dog. him/her under an archway or tree branch and strike it
•Use ranged weapons. with a spell to crush your opponent.
•Coup-de-Grace unconscious opponents.
•Always be equipped with holy water, caltrops, oil. •Do not equate combat damage with spell usefulness.
•Attack prone opponents (+4 to hit).
•Map the dungeon. •Charm Person is very useful. A wizard with Charm
Person and Sleep is a straight-up OG badass. The
As a magic-user you are one of the educated members subtle use of Charm Person while in town, talking to an
of the party. Ask the Maze Controller to let you roll an unsuspecting fighter type, could make you a bodyguard
Intelligence Check to glean information, history, or lore (or serve as your proxy in combat) or help you gather
to help the party. intelligence more effectively than a thief. The use of
Charm Person in the dungeon could tell you a lot about
General: factions, guards, traps, treasure and lay-out while also
providing you with a personal protector.
•Do not cast your spell in the first encounter. Wait until
you are truly needed to turn the tide of battle. •Spider Climb and attack from above (oil, flame, or
holy water). The spell can also help circumnavigating
•You must always exercise combat discipline and traps.
remain at the periphery of melee. Melee combat is not
your forte, unless it is mop-up duty (and then maybe). •Message: Distract or freak out enemy sentries.

•If combat occurs, use cover to avoid being a missile •Magic Missile: An automatic hit.
target and improve your armor class.
•Detect Magic: This spell is not just for treasure. It can
•Being a magic-user is more about role-playing than also find magical traps.
combat. Try to come up with ideas (like potential traps,
potential hidden treasure locations, potential ambush •Erase: Good for clandestine use (destroying a
sites, alternate ways of dealing with monsters other message without being obvious, etc.)
than frontal assaults, etc.), be the smart/cautious player
when everyone else is rushing forward to die victory. •Mending: You can cut a peep hole and make it
disappear when finished. Pry open a padlock or break
•Never try and outdo other classes at what they do. a chain to free a prisoner then fix the link.
Your magic user will never be able to fill in effectively
due to your class limitations. Instead, find a niche that •Summon Familiar: Always summon a familiar to help
your magic user can fill and then play to that niche. you - and treat your familiar like gold. A familiar opens
up possibilities for spying and other benefits.
•Charm Person gains the wizard a “loyal” bodyguard.
•Unseen Servant: Drop something or slam a door
•You have scores of cool spells nobody else can cast. behind your foes to distract them (or cut off pursuit), or
But do not rely on spells alone. Set traps (caltrops, retrieve a key from the jailer’s belt, etc.
burning oil, trip wires). Lure dim monsters into the
dungeon’s own traps (get a bunch to chase you across •Ventriloquism: Great for luring into ambushes.
a rope bridge then cut it, etc.). Save Sleep for when you
get into real trouble and need to escape. •Mirror Image: If you have access to this spell, always
cast it prior to combat.

288
Plans within Plans: Have a plan. It probably won’t
Sage Advice work. So, have a backup plan...and have a backup
plan to the backup plan.
Three Dimensions: Always look on the floor and ceiling.
Make it So: If you didn’t say it, you didn’t do it. If you
Check-Six: Look behind you, regularly. said it, you did it.

Aim Small, Miss Small: Ask specific and detailed Mapping: Be meticulous in your mapping. Ask detailed
questions, if you want specific and detailed answers. and direct questions about rooms and hallways using
compass directions. Outstanding maps can reveal
Metagaming: You cannot bring player knowledge of potential secret room locations.
rules into your player character’s knowledge base. For
example, if your fighter hasn’t fought a skeleton before, Burned: If it isn’t written on your character sheet, you
s/he won’t know the monster takes half damage from didn’t bring it with you. The Maze Controller can ask to
slashing or piercing weapons. see your character sheet at any time.

Never Split the Party: Unless it’s reconnaissance, your Cheap Touchdowns: Don’t give the Maze Controller
party is stronger together than apart. cheap touchdowns. Never take needless chances in the
last 20 minutes of a game session. Just get out alive.
Don’t Hold the Torch: Some monsters prefer the dark,
and may target light-wielding player characters first. Dignity? Bah: Dignity and an empty sack are worth an
empty sack (and zero experience points).
In the Rear with the Gear: Smart players contribute
without putting themselves in harm’s way. Space Invaders: Classic fantasy role-playing is a lot
like playing Space Invaders from the 1980s. When
Meatshields: Use retainers. Buy them new equipment you begin, you know you are going to die. The only
to improve their morale. Keep them alive and see them question is: Will your death be worthy of legend?
advance in level and skill.
All Adventurers are Cremated Equal: On a long
Rollin Bones: Maze Controllers and players must always enough timeline, the survival rate for every PC drops to
make combat, damage, and saving throw rolls in the zero. Accept it now.
open. The MC rolls wandering monsters, thief skills,
monster hit points, etc., secretly. Noise and Light: Always maintain noise and light
discipline. If you don’t, you make yourself a target.
Rollin Bones II: Your dice roll doesn’t count, if the Maze
Controller didn’t call for the roll. Thank you Father, May I have Another? Make an
effort to befriend the cleric in your party. Tithe to his or
Lords of Light!: Evil monsters such as undead, demons, her deity. Always be nice to the healer.
and devils, will be drawn to lawful good paladins,
clerics, and monks, and target them first. Bring Out Your Dead! Retrieve the bodies of your fallen
comrades and funeral pyre them for experience points.
What is Best in Life?: Loot. Remember the OSR adage:
He who loots and runs away, lives to loot another day. Don’t be a Hero: You accrue experience points 1:1
in gold pieces but only about 1:10 for monsters. So,
Rules Lawyers: If a player says “this isn’t in the rules” game for the gold (not the glory).
to the Maze Controller, the MCs response is “correct.”
Ten-Foot Pokes: Poke, prod, move, inspect, then inspect
Dumb and Dumber Chance: Regardless of how remote again. Interact with your environment.
the possibility, the Maze Controller should always
provide a chance for player success. All Clear!: Nothing is ever as it appears in fantasy role-
playing. Give everything a second or third look.
Broadswords and Spears: Broadswords provide more
base damage than short or longswords. Sometimes Story and Play: Story never precedes game-play. The
that single point can be the difference between ending story of the game emerges from play at the table.
or extending a battle. The spear is the ultimate utility
weapon. The spear is a melee, missile, and reach DragonslayerTM: Above all, have fun and make great
weapon, all in one. memories with your friends and family.

289
Step 2: Random Carousing Results Failure
Carousing Rules
Save failure indicates the need to roll on the list below.
The purpose of carousing is to provide a set of optional The exact results are interpreted by the Maze Controller,
rules whereby player characters can earn experience by specific to your character. Note that the list below does
spending gold. not cover every possibility. The Maze Controller will
determine the result if the goal of your carousing fails
Although “carousing” is defined as boisterous, drunken to fit the parameters below:
merry-making you can “carouse” for anything (within
reason) in-game. Yes, you can go on a crazy bender 1. Pooping in the Village Well: You embarrass yourself
filled with ale and debauchery, but you can also in public. Gain no experience points. Roll Charisma
research a spell, have special tools built, rebuild a Check or gain reputation in this town as a lousy, no-
tavern, visit NPCs, research local history, or try to find a good drunk.
guide through the swamps, etc.
2. Dust-Up: You get involved in a tavern brawl. Roll a
How Does Carousing Work? Strength Check or start adventure down 1d3 hit points.

Carousing takes place between game sessions. That 3. I Hazn’t Been zDrinkin’ Ozzifer: PC has a Minor
gives the Maze Controller time to adjudicate, add misunderstanding with local authorities. Roll Charisma
color, and determine an interesting success or failure. Check. Success indicates a fine of 2d6x25gp. Failure
Carousing should never be an afterthought at the end or (inability to pay fine) indicates 1d6 days in jail.
of a session.
4. Chew Your Arm Off: You awake beside a strange
Step 1: Subject of Carousel woman/man. Roll a Wisdom Check to avoid nuptials.
Otherwise (1-3) scorned lover, (4-6) angered parents.
In your group chat or forum post a topic like “Carousing
for Kelg” and indicate what you want to do. Keep using 5. Damn those Dice!: Roll the dice as if you caroused
the same thread for the same character. again to see how much you lose gambling (no additional
experience points for the second carousing roll).
Roll the dice below (1d4 and 1d20) either at the table
or using a secure dice roller as directed by your Maze 6. Frank the Tank! Frank the Tank!: Gain local
Controller: reputation as the life of a party. If a Charisma Check
is failed, all future carousing in this town costs double
Roll 1: 1d4x100 (for gp/xp). This is the amount of due to barflies and hangers-on.
gold spent and the amount of experience you receive
(1d4x100 is used for Levels 1-3). The player character 7. Streaking through the Quad: You go on a bender
does not need 400gp on hand (but this increases risk). and streak through an upper class district insulting a
local person of rank. A successful Charisma Check
Roll 2: 1d20 (Save versus Death). There is risk in indicates the individual is amenable to some sort of
carousing. Make your save, your carouse is successful, apology and reparations.
and you receive your experience points. Fail your save
and you must roll 1d20 on Step 2. 8. That Stuff’s Everywhere: You couldn’t really see the
rash in the candlelight. Roll a Constitution Check to
Example: If you roll a 3 on a 1d4, you spend 300gp avoid disease.
and gain 300xp. Rolling a gold/xp amount greater
than the carouser’s gold on hand results in the poor 9. New Tat: (1-3) The tattoo is actually pretty bad-ass
wretch owing money to various unsavory characters, (4) it is really lame, (5) it could have been bad-ass but
and they will want 30% interest (or blood). something is buggered or misspelled, (6) or it says
something insulting to a local group.

10. Backstreet Beat-Down: You were caught alone in


So why carouse for something you can just pay a dark alleyway, beaten up, and robbed. You lose all
for? Because it’s fun. Carousing is a chance to add your personal effects and reduced to half hit points.
depth to your character and the setting, and most
importantly, you can earn experience points if you 11. Problem Gambler: You lose all your gold, gems,
are very close to leveling your character. and jewelry at the table. Roll a Wisdom Check for each
magic item in your possession or lose it.

290
12. The Hangover: Due to an epic bender the night
before your first day of adventuring. The PC is at -2
to-hit and saves for the day. Casters must roll an Ability
Check with each spell to avoid spell miscast or mishap.

13. Hell Hath No Fury: The target of your lewd


advances turns out to be a witch. Save versus Stone or
be Polymorphed into a 1) Toad, 2) Goat, or 3) Jackass.

14. One of Us! One of Us!: You are not sure how it
happened, but you have been initiated into a secret
cult. Did you really make-out with an emu or was that
just the drugs? Roll Intelligence Check to remember the
signs and passes.

15. Investment (In)opportunity: You invest all your


remaining gold in some smooth-tongued merchant’s
scheme: (1-4) The scheme is bogus, (5) Bogus and
the Law Man thinks you are in on it, (6) Actually turns
1d100% profit in 3d4 weeks.

16. Streaking through the…Temple?: You wake up


naked on the steps of a local temple: (1-3) The clerics
are pissed off to no end and refuse future services, (4-
5) They smile awkwardly and thank you for your visit,
(6) They demand a donation for the affront.

17. Major Issue with Local Authorities: Imprisoned


until fines and bribes totaling 1d6x1,000gp are paid in
full. All weapons, armor, and magic items confiscated.

18. In the Mood for Love: Despite your best efforts, you
fall head over heels for your latest dalliance. There is a
75% chance your beloved is already married and the
spouse wants blood.

19. Damn the Lords of Light!: While in a drunken


stupor you cursed the gods. They heard you! You must
perform penance and are under the effects of a Quest
spell subject to the Maze Controller’s discretion.

20. The Roof! The Roof! The Roof is on Fire!: You


“accidentally” start a conflagration. Roll d6 twice.
(1-2) Burn down your favorite tavern, (3-4) A den of
ill-repute is reduced to ash, (5-6) A portion of town
goes up in smoke. Second Roll: (1-2) Nobody knows it
was you, (3-4) Your fellow carousers know you did it,
(5) Someone else knows, (possibly a blackmailer), (6)
Everybody knows.

291
Dragonslayer Time Wheel
Marking time can be difficult for new Maze Controllers. The outer numbers of the wheel represent a Turn (or
The DragonslayerTM Time Wheel is designed to help 10 minutes of game time). The Torch represents the
monitor and manage random checks, rest, and torch burning time of a torch (four turns or 40 minutes).
resource management, while dungeon crawling. Prior The Goblin Head signifies a required random monster
to using the time wheel, Maze Controllers should roll. Random monster checks are rolled every other
review the section on Time. Remember time passes turn (beginning at the start of the second turn). The
1:1 during the game, but stopping to search, inspect, Tent represents a rest of one turn. After 5 turns (or 50
or deliberate, etc., constitutes one turn of game-time. minutes) all player characters in armor must rest for 10
Combat may also advance time one turn, subject to the minutes (turns 6 and 12). Maze Controllers can place
discretion of the Maze Controller. dice on the sheet, or create a pin-wheel clock.

292
Random Coffin or Sarcophagus Contents (1d100)
1. Potion of Healing 51. Gem: Large Red Garnet (125gp)
2. Small Clay Pots (Broken) 52. Scroll: 1d3 Level 2 Magic-user Spells
3. Beetle Insect Swarm! 53. Gold Scarab Amulet (100gp)
4. Skeletal remains and a Gold Ring (200gp) 54. Ghast
5. Silver Necklace (75gp) 55. Potion of Extra-Healing
6. Grateful Paladin in stasis 56. Small Gold Jars (1d4, 50gp each)
7. Scroll: 1d4 Level 1 Cleric Spells 57. Wand of Magic Detection (15 Charges)
8. Magic-user in Stasis (Doppelganger) 58. Pair of Small Gold Couchant Lions (100gp each)
9. Gold Bracelets (200gp) 59. Head of a Gold Scepter (150gp)
10. Gem: Small Amber (50gp) 60. Platinum Ankh (400gp)
11. Runestone of Growth 61. Ant Insect Swarm!
12. Empty 62. Runestone of Impact (2)
13. Potion of Climbing 63. Ring of Swimming
14. Gray Ooze 64. Elven Longbow +1
15. Scroll: 1d2 Level 2 Magic-User Spells 65. Empty
16. Yellow Mold 66. Scroll: 1d2 Level 2 Cleric Spells
17. Runestone of Heroism 67. Platinum Belt Buckle (300gp)
18. Wand of Oil (10 Charges) 68. Sling +2 Seeker
19. Silver Figurine (85gp) 69. Scarab: Garnet and Gold (375gp)
20. Gem: Small Jade (40gp) 70. Gem: Small Chrysoberyl (40gp)
21. Zombie 71. Mummy
22. Potion of Levitation 72. Silver Bracelet (50gp)
23. Silver Earrings (30gp) 73. Two Electrum Urns (30gp each)
24. Glass Canopic Jars (1d4, 20gp each) 74. Scroll: 1d3 Level 2 Magic-User Spells
25. Adventurers’ Stash (3 Ye Olde Fast Packs) 75. Spear Back-Biter
26. Empty 76. Dust and Cobwebs
27. Ring of Weakness 77. Vendel Helm +1
28. Treasure Map (500gp) 78. Gem: Small Smoky Quartz (30gp)
29. Staked Vampire 79. Empty
30. Gold Signet Ring (100gp) 80. Treasure Map (250gp)
31. Gem: Large White Pearl (200gp) 81. Broken Black Urn
32. Thief in Stasis (Wererat) 82. Dagger +1
33. Scroll: 1d3 Level 1 Illusionist Spells 83. Silver Pots (1d4, 25gp each)
34. Silver Canopic Jars (1d4, 75gp each) 84. Sling Stones +1 (10)
35. Potion of Gaseous Form 85. Potion of Extra-Healing
36. Decorative Electrum Amulet (50gp) 86. Skeleton with Ringmail +1
37. Dust of Appearance (3 Uses) 87. Thin Silver Circlet (75gp)
38. Boots of Elvenkind on a Ghoul 88. Zombie covered in Yellow Mold
39. Stone Statue 89. Bottle of Ancient Scotch (200gp)
40. Preserved Lizardman with Gold Crown (500gp) 90. Gem: Small Blue Jasper (35gp)
41. Garnet and Gold Broadsword Scabbard (250gp) 91. Mummified dog
42. Emerald Headdress (100gp) 92. Necklace of Human Teeth
43. Potion of Delusion 93. Scroll: 1d4 Level 2 Illusionist Spells
44. Seax Knife +1 94. Empty
45. Ointment of Healing (3 Uses) 95. 1d6+2 Human Skulls
46. Empty 96. Potion of Heroism
47. Scroll: 1d3 Level 1 Druid Spells 97. Platinum Ring (75gp)
48. Empty Electrum Jars (1d4, 30gp each) 98. Dragon Scale Necklace (+1 to AC)
49. Ancient Vial of Perfume (145gp) 99. Hand Axe +2 Thrower
50. Periapt of Foul Rotting 100. Globus Cruciger of Antioch

Excluding select monsters identified above, a coffin or sarcophagus may contain (1d100): An inanimate skeleton (60%),
inanimate mummy (20%), strangely preserved corpse (10%), or disintegrated remains (10%).

293
Random Dungeon Dressing (1d100)
1. Cobwebs stretch from floor to ceiling 51. Door slams in distance. Then silence.
2. Pile of discarded bones rests against a wall 52. Wet footprints for 40 feet
3. Faintly glowing mushrooms illuminate an alcove 53. Air turns cold for 1d4 turns
4. A rusted suit of armor on the floor 54. Air turns warm for 1d4 turns
5. An old, crumbling tapestry 55. Vent billows smoke every other turn
6. A pool of stagnant water 56. Pile of half-eaten giant rats
7. A broken and rusted portcullis blocks hallway 57. Clawed footprints for 30 feet
8. Strange runes on wall pulsate with energy 58. Wall partially collapsed
9. Dust covers the remains of ancient battle 59. The slow creak of a door opening slowly
10. A thin layer of frost covers the floor 60. Pig-faced bascinet with decomposing head
11. Tattered red curtains flutter in the draft 61. Necklace of human teeth
12. Ornate pedestal with a dust-covered book 62. Seax Knife +1
13. Series of shallow grooves cut in the floor 63. Scroll: 1d3 Level 1 Magic-User Spells
14. Broken mirror leans against a wall 64. Scroll: 1d3 Level 1 Illusionist Spells
15. Chained shackles hang from the wall 65. Scroll: 1d3 Level 1 Cleric Spells
16. Long-abandoned campfire pit 66. Scroll: 1d3 Level 1 Druid Spells
17. Broken statue lies in pieces 67. Backpack: Ye old Fighter Fast Pack
18. Worn tapestry depicts a map of region 68. Piles of rotting books form a throne
19. Broken chest 69. Broken, moldy crates
20. Two screams, then silence 70. Broken amphora
21. Faint sound of dripping water 71. Water from ceiling: Hazardous terrain 40 feet
22. Row of ancient sconces holds unlit torches 72. Animal skulls arranged on shelf
23. Heavy stone sarcophagus 73. Rusty cage squeaks from above
24. Dust-covered journal open on floor 74. Pile of coins glimmers in torchlight (25gp)
25. Mismatched pieces of armor and weapons 75. Pillars shaped like women warriors for 30 feet
26. Strange pattern of teeth on the floor 76. Desiccated corpse clings to Arrow +1
27. Broken ladder 77. Three fur beds infested with lice
28. Crumbling pillars line the corridor 78. Faded banner of knightly hero
29. Pile of discarded, moth-eaten cloaks 79. “We cannot get out” in chalk on wall
30. Broken trapdoor leads to room below 80. Backpack with Potion of Healing
31. Ancient cracked and faded fresco 81. 50 Foot rope cut in two
32. Shattered pottery strewn across the floor 82. A growl, then silence
33. Brazier with barely smoldering embers 83. A blood curdling scream, then silence
34. Three unreadable scrolls sits in a dusty alcove 84. Open, bottomless pit
35. Discarded set of thieves' tools 85. Shield +1 with Rampant Lion
36. Toppled bookshelf, contents on the floor 86. Broken halberd
37. Six small, carved niches line the walls. 87. Crystal with otherworldly glow
38. Chewed body of elf wizard on floor 88. Cob-webbed covered chest
39. Hourglass is frozen in time on a pedestal 89. Cob-webbed covered sarcophagus
40. Set of rusted manacles hangs on the wall 90. Ranger recently cocooned by giant spider
41. Mosaic of a hero covers an entire wall 91. Collapse reveals secret room
42. Faint whispers echo and stop every other round 92. Walls turn cold for 1d4 turns
43. A shattered crystal ball on a small table 93. Walls turn hot for 1d4 turns
44. Blood-soaked stone altar 94. Yellow Mold grows on ceiling
45. Pile of iron rations neatly stacked in corner 95. Statue of ancient deity
46. Tattered cloaks with red eye painted on back 96. Wood carving of a dragon
47. A row of empty weapon racks 97. Half-skull drinking goblet
48. Three splintered shields with white hand symbol 98. Broken battle horn
49. Overturned table with scattered playing cards 99. Maze Controller’s Choice.
50. Pile of fake gemstones sparkle in torchlight 100. Maze Controller’s Choice.

294
Random Scroll and Book Titles (1d100)
1. Arcane Grimoire of Eldenminster 51. Secrets of the Twin Moons
2. Potions and Elixirs of Love 52. The Deification of St. Ygg
3. The Chronicles of Distant Realms, Volume II 53. Chronicles of the Blue Flame
4. Spellbinding: A History 54. Tome of Arcane Language
5. Rinnebod’s Magic of the Cosmos 55. Navigating the Realms: A Cartographic Treatise
6. Codex of Elemental Summonings 56. The Ethereal Compendium
7. Tales of an Astral Traveler 57. The Enigma of the Crystal Maze
8. Wands: A Comprehensive Guide 58. Holy Chants and Harmonics: Prayers of Power
9. The Book of the Unseen 59. Herbs and Healing for Druids
10. Diary of a the Merrydale Sisters 60. The Codex of Crosses
11. The Alchemist's Handbook 61. Protection Circles by Bellasarius
12. Ethereal Beings and Otherworldly Entities 62. History of the Black Barrows
13. Chronicle of HighFell Towers 63. The Lost Caves of Amhotep
14. Sorcery and Stars: Celestial Conjuring 64. The Oracle's Whisper
15. Lost Potion Recipes of the Ages 65. Cryptic Riddles of the Red Sphinx
16. The Mysteries of Standing Stones 66. Better Homes and Gardens
17. Tome of Dark Shadows 67. Cursed Artifacts: Unveiled!
18. The Art of Dreamwalking 68. The Alchemy of Potions
19. Spells of the Dhimwood Forest 69. The Bestiary of Gheal
20. The Codex of Arcane 70. The Fateful Eight
21. The Battle of Three: A Historical Account 71. The Sentient Spellbook
22. Compendium of Familiars and Companions 72. Journeys Beyond the Motte
23. Illusions: Beyond the Veil 73. The Cultural Historian: Maps and Meanings
24. The Broadsword: A Martial Dissertation 74. Runes and Glyphs: Language of Magic
25. Charms: Unraveling Enchantments 75. Druidic Herbalism: Plants of Power
26. The Phantom Piper of Corrieyarrick Pass 76. The Tome of Everlasting Frost
27. Goblins of the Kertle Forest 77. Mastering Astral Projection
28. Bestius Legendarium: Creatures of Magic 78. The Echoes of Skull-Tor Henge
29. Herne’s Legends and Lore 79. The Whispering Oak: Nature's Secrets
30. History of the Darklands of Ur 80. The History of the Ford-of-the-Isenduin
31. The Story of the Boiling Pools 81. Guards and Wards
32. The Strange Truth of Archaia 82. Songs of the Sirens: Enchantment Melodies
33. Paradoxes of Time and Space 83. The Hall of Bones
34. Witch Hunts: Harmless Fun or Vengeful Purge? 84. Mysteries of the Grey Peaks
35. The Book of Armaments 85. The Enigma of the Spear
36. The Secrets of Arcane Astronomy 86. Elemental Fusion: Fire and Water
37. Herbology of the Red Thicket Forest 87. The Black Tome of Forgotten Spells
38. Whispers in the Vale of Bones 88. The People of the Selduin
39. The Ancient Kingdom of Dwarrow: A History 89. The Oracle's Prism
40. Arcane Architecture: Wonders of Enchantment 90. Chronicles of the Elemental Wars
41. Auras and Energy: The Hidden Realm 91. The Devotee’s Journal
42. The Life and Times of Pinto the Pyromancer 92. Beyond the Wizard's Curtain
43. Chants, Charms, and Incantations 93. The Maze Masters
44. Navigating the Nine Hells 94. Ulrik of Krugganmoar: An Autobiography
45. Legends of Bloodstone Pass 95. The Dark Crystal Spell Codex
46. Of Monks and Monasteries 96. Portals: Gateways to Other Realms
47. The Mysterious Tower of the Darkwood Forest 97. Dwarven Engineering Manual
48. The Wizard's Art of Necromancy 98. Mysteries of the Black Tower
49. The Tome of Ecclesiastical Wisdom 99. Enchanted Economics: Bartering with Magic
50. The Big Book of Medieval Smiles 100. The Chronicles of the Nine

295
Dragonslayer
TM

Official Death Certificate


Harken!
Verily, be it known that

___________________________________________________________________________

died of grievous wounds sustained by

__________________________________________________________________________

in the dungeon known as

__________________________________________________________________________

On the _____ day of ________________ in the year ___________

Certified by Maze Controller


__________________________________________________________________________

296
Dragonslayer: Shall Ye Enter?

297
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is licensed under the Creative Commons Attribution exclusive venue for any dispute related to this license
4.0 International License available at: https:// shall be the Province of Ontario. You irrevocably
creativecommons.org/licenses/by/4.0/legalcode. consent to the exercise of personal jurisdiction over
you by the Province of Ontario. Unless stated otherwise
Disclaimer herein, copyright rights and moral rights, such as the
right of integrity, are not licensed under this license, nor
This game is not associated or affiliated with the are publicity, privacy, and/or other similar personality
motion picture film Dragonslayer or Paramount Pictures rights. Patent and trademark rights are not licensed
Corporation. under this license. OSP reserves all rights not expressly
granted herein. If any provision of this license is deemed
DragonslayerTM Third-Party License Version 1.0 unenforceable, it shall be automatically reformed to
the minimum extent necessary to make it enforceable
1. Terms. If you adhere to these terms, you may publish or, if not reformable, severed from this license without
third-party role-playing game material and state affecting the enforceability of the remaining provisions.
compatibility with the DragonslayerTM Role-Playing Nothing in this license is a limitation upon, or waiver
Game for free, or for sale, and keep 100% of the of, any privileges and immunities that apply to OSP,
profits. including from the legal processes of any jurisdiction
or authority.
1b. Conditions: Old School Publishing (OSP) retains
the right to retract permission to use this license from You must include the following in your publication:
specific individuals and/or publishers. In such a case, “[Product Name] is an independent product published
OSP may require the publisher to cease the sale of any under the DragonslayerTM Role-Playing Game Third-
product produced under any version, or future version, Party License and is not affiliated with Old School
of this license, and may require the destruction of Publishing. DragonslayerTM RPG © 2024.”
existing or unsold product. The agreement is not sub-
licensable. END OF LICENSE

2. Content. You may reference the game’s races, classes, Licenses for larger third-party publishers are available
spells, monsters, magic-items, and mechanics. You may on request.
not reprint verbatim passages of text (regardless of the
length) from the DragonslayerTM Role-Playing Game,
with the exception of monster stat blocks and spell stat
blocks. You may not use the game’s art.

3. Logos and Branding. You may use your choice


of the “Dragonslayer Compatible” logos available
at drivethrurpg.com to indicate compatibility with
your product. You may not use the “Dragonslayer
Compatible” logos under any other circumstances.
You may not imply that your publication is an official
DragonslayerTM Role-Playing Game product or that you
or your publication is affiliated, associated, approved,
sponsored, or endorsed by Old School Publishing,
Greg Gillespie, or the DragonslayerTM Role-Playing
Game.

4. Legal. Old School Publishing takes no responsibility


for any legal claims against your product and will not
be liable to you on any legal theory (including, without
limitation, negligence) or otherwise for any losses, costs,
expenses, or damages arising out of this license or use

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