Turned a map from the Flatiron Building in a single-level dungeon with 30 rooms (so I could add a d30 table or two to go with it—to come in a future post).
Friday, July 18, 2025
Friday, May 30, 2025
New Magic Items: Rings I
Earthwhisperer
This heavy, rough-hewn ring is carved from a single chunk of dark deep-earth schist, with veins of lighter quartz running through a mass of grave iron basalt. When held to the ear, a very faint, almost rhythmic thrumming can be heard from within.
Pedigree
Forged by the reclusive geomancers of Stonerise, this ring was intended to give voice to the earth itself. It was said to have been lost when the mountain heart of their stronghold finally collapsed, burying their secrets. Legends whisper it now rests within the deepest, most stable bedrock of Deepstone, speaking only to those who can truly listen. Its last supposed owner was a dwarven delver named Borin Stonehand, who vanished from historical records centuries ago.
Abilities
Stone's Echo (Constant): Wearer is able to detect the source of even the slightest vibrations, tremors, or sounds originating from within solid earth or stone within 360'.
Earthtongue (Constant): Wearer is able to speak Terran and Primordial.
Speak with Earth (1×/day): Allows the wearer to ask one yes/no question of the immediate surrounding earth (within 30'). The answer manifests as a subtle, guttural rumble felt through the ring, indicating "yes" or "no." This ability cannot be used in areas where the earth is disturbed by active magic or recent, violent geological events.
Meld into Stone (1×/week): As a spell action, the wearer can meld into a solid stone surface large enough to contain their body, as per the spell meld into stone.
Shadoweaver
Description
This ring appears to be woven from strands of pure shadow, forming a delicate yet unnerving band that seems to absorb light. When worn, it occasionally seems to flicker and subtly distort the air around it, making the wearer's hand appear slightly out of focus.
Pedigree
Woven from the shadow of a forgotten god by a reclusive coven of shadow fey, this ring was designed to grant ultimate stealth and disguise. It is whispered that the coven used it to infiltrate and manipulate mortal kingdoms, their presence never detected. It is now thought to be hidden within the deepest, most lightless part of the Gloomwood, guarded by illusions and misdirection.
Abilities
Shadow Veil (Constant): Wearer is able to Hide in Shadows as a 14th level thief.
Shadowspeak (Constant): Wearer is able to speak Umbral (the language of Shadow).
Whisper of Deception (1×/day): Allows the wearer to magically influence a creature they can see within range that can hear and understand them, as the spell suggestion. The victim is permitted a save vs. spells to avoid the suggestion.
Flicker (1×/day): As a bonus action, the wearer can teleport into any unoccupied space they can see within 15', provided that both the starting and ending locations are in dim light or darkness. If attempting to teleport into occupied darkness, the attempt fails, but the use for the day remains. The wearer can only make one such attempt in any single round.
Ironheart
This ring is a thick, seamless band of dark, pitted iron, unadorned by any gemstones or filagree. It is unnaturally heavy, feels cold to the touch, and subtle, rhythmic clicks can sometimes be heard emanating from it, like distant gears turning.
Pedigree
Forged in the Titan's Breath Foundry by the enigmatic Golem Lord Xy'lar, this ring (1 of 10 similar rings infused with raw elemental earth and arcane binding magic) was a key component in animating his most powerful constructs. Though Xy'lar's was defeated during the legendary siege of "Sentinel's Fall," and reportedly dozens of attempts have been made to destroy the ring, it is alleged that the ring has reformed over and over again.
Abilities
Iron Skin (Constant): The wearer's Armor Class improves by –3, but only if they are not wearing any item that improves AC (i.e., they may not be wearing armor, using a shield, or wearing any other magical items that improve Armor Class). They may, however, benefit from additional spell-based protections.
Repair Minor Constructs (3×/day): As a melee action, the wearer can touch any damaged golem with 10 or fewer Hit Dice and restore 1d6 hit points to it.
Will of Iron (1×/day): As a spell action, the wearer can attempt to exert control over golem with 10 or fewer Hit Dice within 30'. The golem must make a successful save vs. spells or be charmed by the wearer for 1 minute. Control will be lost if the golem moves beyond the 30' range of the ability.
Side Effects
Saturday, January 7, 2023
Now Available! Old School Adventures™ Accessory RS1: Fang, Faith, and Legerdemain
detailed and expanded Ability Score information
character background generation
dual-axis alignment information, including alignments for all standard B/X monsters
detailed language information
new cleric options for petitions, manufacture of holy water, and turning based on the Hit Dice of the undead creature
new options for demi-humans establishing their own clans, including the acquisition and use of clan artifacts
new combat options for fighters
new magic-user options for cantrips, point-based spellcasting, manufacture of spell scrolls, and familiars
new thief options for finding, disarming, and setting traps
a system for creating custom character classes
expanded weapon and armor information
expanded weapon and armor information
full rules for hiring and using henchmen, hirelings, mercenaries, and specialists
comprehensive alchemy rules, including descriptions for 64 different potions, and potion miscibility information
information about animal training
new rules for lore checks, reactions, object saving throws, unarmed combat, invisibility, morale, sanity & madness, the effects of alcohol & drugs, and poison use
expanded information to assist with monster encounters, and rules for monsters as tribal spellcasters
information about adventuring on the various Planes of Existence
details about creation and campaign use of artifacts
And much more!
Tuesday, August 31, 2021
Flash Lingo: A Thieves Cant Dictionary (Free Agnostic Fantasy Gaming Supplement)
Monday, August 9, 2021
Free B/X House Rule Download: Astrological Adjustments
CLICK HERE TO DOWNLOAD THIS PDF.
Saturday, November 28, 2020
BX House Rule: Scroll Production
Creating scrolls requires 500 gp and 1 week per spell level (e.g., creating a scroll for a 2nd level spell takes 1000 gp and 2 weeks). After the time and expense, the spellcaster rolls 2d6 on the the table below to determine success. Optional Rules
Roll Modifiers: DM May allow roll to be adjusted by the spellcaster's Dexterity modifier, and/or Intelligence modifier (for arcane spell casters) or Wisdom modifier (for divine spellcasters).
High-quality Materials: For twice the normal cost, the spellcaster rolls as if one level higher than normal.
Rushed Production: For each week taken off of the production time, the spellcaster rolls as if one level lower than normal. A minimum of one week is required.
Multiple Spells on a Single Scroll: A caster may attempt to scribe multiple spells on a single scroll. This halves the normal cost of producing the scrolls separately. However, a success roll must be made for each spell being scribed, and any failure for any spell on the entire scroll ruins all other spells on the scroll (even if successfully scribed on their own).
Monday, May 20, 2019
Dragon Horde "Zine", Vol. 2, Issue 1 — "Wherein Evil Lies"
Now available in print for $6 through Lulu.com >>
And as PWYW PDF from DriveThruRPG >>
- 3 new classes: Deathslayer, Witch Doctor, Half-orc (Assassin)
- 9 new spells: fatigue, death rage, mummy's touch, ossify, revenance, wailing fear, necrotic portal, greater ossify, aura of fear
- 6 new magic items: equinox orb, fiendish mantle, hammer of salvation, plague mace, purity ring, stole of radiance
- 7 new basic psionic abilities: infuse terror, psychic vampire, destiny dissonance, aura of fear, psionic daze, crisis of breath, shadow twin
- 6 new monsters: atori, cackler, crypt riddler, korper, hill haunt, spawn of Chuamisi
- optional rules for killing vampires
- new petty god & minion: Anguia Umbra (petty god of iophilia, toxicophilia, assassins) and his chimera minion/familiar Azamus
- an adventure for 5-7 characters of 3rd-5th level: The Black Chapel
- new d30 tables: quirks caused by becoming unhinged, methods of sacrifice, evil hooks & seeds for encounters and adventures
Sunday, December 2, 2018
d30 PDF Download: d30 Rat Generator
Click here (or on the image below) to download
a free PDF of d30 Rat Generator PDF from MediaFire.
Sunday, June 24, 2018
New Oe/1e/BX Monster: Forsaker
Thursday, June 21, 2018
New Psionic Oe/1e/BX Monster: Ghaozeg
If you've never read it/heard of it, check out this blog post from Black Gate.
| Originating from the Beyond, a ghaozeg is gigantic, black and shadowy thing—a hulking monstrosity that walks upright like a man, but like a toad too, winged and tentacled. Borne of the eternal chaos of the Beyond, ghaozeg are primordially tied to the Elemental Plane of Sand. When these things are encountered in the Material Plane, it most often in lost desert cities, guardians of soul gems and jarred demons. A chill hangs in the air about this atrocity. Even unseen, its mere presence is detected up to 60' away as a drop in temperature of approximately 5°. In shadow, this creature is near invisible, surprising on a 1-4 (on 1d6) when emerging from or encountered in shadow or low light conditions (even if the drop in temperature has been discerned). Ghaozeg are immune to damage from both heat and cold. The loathsome visage of a ghaozeg causes stark black madness. Creatures looking upon such a thing must save vs. death or fall into a coma-like state for a number of days equal to the difference between the target number and the result of the saving throw (e.g., a result of 9 when a 12 or better is needed results in 3 days of the coma-like state). This state cannot be removed or negated by any means. After the victim awakes, an additional save is made vs. paralysis: on a successful save, the victim is conscious but stunned for a number of hours equal to the number of days spent in the coma-like state, then returns to normal; on a failed save, the victim awakes but indefinitely remains in the conscious-but-stunned state. At any time after the victim emerges from the coma-like state, the woken catatonia may be negated with a remove curse spell or the psionic discipline psychic surgery. A ghaozeg has soul-shakingly foul breath. All caught in its 30' diameter cloud must save vs. breath or have their sleep filled with nightmares for 1d6 days’ worth of restless sleep. After such nights, spells cannot be memorized and PSPs cannot be restored through meditation. Remove fear will cause the nightmares to cease (restoring restful sleep), but remove curse will not. It may use this breath weapon once every 3 rounds in lieu of its bite attack. The touch of each ghaozeg tentacle drains 1d6 hp (on a successful “to hit” roll), and its bite does 1d4 damage. Surviving the unearthly horror of a ghaozeg bolsters one’s resilience to the horrors of the world and the chaos beyond it. For 24 hours after encountering such a thing, survivors make their saving throws vs. fear as if 1 level/HD higher. | Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 1-2 ARMOR CLASS: 3 MOVE: 12"/24" HIT DICE: 6 % IN LAIR: 65% TREASURE TYPE: Q×3 NO. OF ATTACKS: 5 DAMAGE/ATTACK: 1-6/1-6/1-6/1-6/1-4 SPECIAL ATTACKS: See below SPECIAL DEFENSES: Immune to heat and cold MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic evil SIZE: L (10' long) PSIONIC ABILITY: 100 Attack/Defense Modes: C,D/F,G,H BX STATS ARMOR CLASS: 3 HIT DICE: 6** MOVE: 120'(40')/240'(80') ATTACKS: 4 tentacles/ 1 bite or breath DAMAGE: 1d6+special (×4)/ 1-4 or special NO. APPEARING: 1 (1-2) SAVE AS: Fighter:6 MORALE: 11 TREASURE TYPE: L×3 ALIGNMENT: Chaotic PSIONIC ABILITIES PSIONIC LEVEL: 5 (25 PSPs) Attack modes: ego whip, id insinuation Defense modes: mind blank, mental barrier, thought shield |
Wednesday, June 13, 2018
d30 PDF Download: d30 Minotaur Variations
This table is one that prepared for the d30 Adventure I ran at this year's NTRPGCon, only the players didn't make it to this level of the tower before time ran out. I prepped 15 tower levels (each was essentially 1 encounter area--some as a single large room, others with several rooms to go through). The minotaur was on Level 7, and they had just made it past Level 5.
Here's the deal, I just can't go an NTRPGCon without an adventure that includes a labyrinth and a minotaur. This year, there were two labyrinths... the d30 players didn't make it far enough to reach theirs, and the intro level animal class party chose a different route in their game. The animal class players heard "labyrinth" and assumed "minotaur"; there was a labyrinth, but there was no minotaur there. Instead, they fought a wave of undead. But I digress...
Here's the minotaur d30 table I created for the d30 adventure at the con. Enjoy!
Click here (or on the image below) to download
a free PDF of d30 Minotaur Variations PDF from MediaFire.
Friday, July 7, 2017
d30 Feature of the Week: d30 Mummy Variations
Click here (or on the image below) to download
a free PDF of d30 Mummy Variations PDF from MediaFire.
Thursday, July 6, 2017
Some Collected New Magic Items
Spectral Tonic
This potion is usable by anyone.
Upon imbibing this potion, the drinker's visage changes to appear as if they'd become a spectre. This is an illusion that cannot be disbelieved by others. The imbiber does not become incorporeal, and retains their normal abilities.
Anyone taking a sip of this potion when finding it to determine its nature has a 50% chance of mistaking it for spectral brew.
Spectral Brew
This potion is usable by anyone.
Upon imbibing this potion, the drinker becomes incorporeal and appears as if they were a spectre. In this form, a +1 or better weapon is required to hit the character, the character can move through non-magical objects and fly at the same movement rate as a spectre, and the character is able to surprise on a 1 to 4 (on 1d6); otherwise, the character retains their normal abilities.
Ghostly Accord
This item may only be used by those characters permitted the same items as magic-users.
This piece of parchment appears as a contract between two unspecified parties. When read aloud, and as the two parties to the contract the caster uses his or her name and the name of a nearby undead spirit (e.g., a specific ghost, spectre, or poltergeist; within a 120' range of the caster), a truce is forged between the caster and the undead spirit. As long as the caster or the caster's associates do not harm the spirit, the spirit is bound to not harm them. The spirit is not, however, prohibited from being a nuisance or making it more difficult for the caster and the caster's associates to achieve a goal.
Club of Cruelty
This magical weapon is not allowed to characters that are forbidden the use of bladed weapons.
This club, carved from dark ebony wood, features a surface so highly polished, it almost appears as if lacquered. It strikes normally as a +1 weapon, doing 1d4+1 on a successful hit. However, on a natural "to hit" roll of "20," metal spikes magically protrude from the club, doing an additional 1d4 damage before retracting back into the club.
Hydra's Arrow
This item is usable by any character permitted to use a bow as s weapon.
The shaft of this delicately crafted arrow appears to be composed of several smaller intertwined strands of young (green) wood. When fired, the arrow "splits" into multiple (1d4+1) +1 arrows directed at a (single) target creature. A separate "to hit" roll is required for each arrow, but each successful strike lands for 1d6+1 damage. If fired into melee, arrows that miss have a chance of striking creatures engaged with the original target. Recovery of the resulting +1 arrows (after combat) is at the DM's discretion. Once the arrows have split, they cannot be recombined.
Climber's Armor
This item may be worn by any character normally permitted to wear leather armor. However, it provides additional boons to those with thieving abilities.
This stone-gray suit of leather armor features a rope-like motif at its edges. For characters with the ability to Climb Sheer Surfaces (like thieves), it provides a 2 level bonus to such attempts; for all others, it provides the ability to Climb Sheer Surfaces as a 2nd level thief. Additionally, it provides those with the ability to hide in shadows a natural chameleon-like camouflage while climbing, enabling them to be "hidden" while climbing (made as a standard Hide in Shadows check).
Shadow Shield
This item may be used by any character permitted to use a shield.
This rectangular shield of dark iron is incredibly light and easily handled, despite it's rather bulky appearance. Its face features a vertically-elongated diamond overlaid through its middle with two interlocking rings (the triangle represents shadow and the circles represent light and dark—shadow being the place where light and dark meet).
The bearer of this shield becomes naturally cloaked in shadow, benefiting from a –2 Armor Class bonus in all indoor and underground situations. (The benefit does not apply in full daylight or outdoors).
Additionally, the bearer of the shield may shadow walk at will, stepping into a shadow and traveling through the Shadow Plane to another shadow within a 60' range.
Finally, if standing still and concentrating, the bearer of the shield may create a 30' radius of magical shadow, with all “to hit” rolls in the affected area suffering a –3 penalty.
Prismatic Necklace
This item is usable only by magic-users and those with access to illusionary magic (e.g., gnomes with illusory magic).
This 10" silver chain features seven glass beads, each approximately ¼" in diameter and differently colored (from left-to-right in the following order: red, orange, yellow, green, blue, indigo, violet).
Each bead may be used up to five times per day. If used individually, they may be "simultaneously used multiple times" (e.g., the 1d6 damage caused by the red bead may be stacked with another use of the red bed for a total of 2d6 damage). Beads of different colors may be used in combination, but in such cases the effects of a single bead color may not be stacked (e.g., if using the red and green beads in combination, only a single use of each of those beads is permitted at the same time). The range of any effect is 60', and the effects of each bead are outlined below:
Red: The target takes 1d6 fire damage on a failed save vs. spells, or half as much damage on a successful one.
Orange: The target takes 1d6 acid damage on a failed save vs. spells, or half as much damage on a successful one.
Yellow: The target takes 1d6 lightning damage on a failed save vs. spells, or half as much damage on a successful one.
Green: The target takes 1d6 poison damage on a failed save vs. spells, or half as much damage on a successful one.
Blue: The target takes 1d6 cold damage on a failed save vs. spells, or half as much damage on a successful one.
Indigo: On a failed save vs. spells, the target is confused (as the spell) for 1d6 rounds. A successful save negates the effect.
Violet: On a failed save vs. spells, the target is stunned for 1d6 rounds. A successful save negates the effect.
If all 7 colors are used at the same time, the target is automatically blinded for 1d4 rounds.
Medicine Spoon
This item is usable only by clerical spellcasters of lawful or neutral alignment (non-evil), but any class or creature may benefit from its curing properties.
When this decorative gold spoon is filled with purified water and prayed over by a clerical spellcaster for 1 uninterrupted turn, the water becomes a dose of a potion that will cure disease (as the spell). This ability of the spoon is usable 3×/day.
Holy water will not be transformed, nor will water that has not been purified.
Wand of Spell Stealing
This item may only be used by characters able to use those items as magic-users.
This item is carved from ebony, with a core of red dragon bone.
It works similarly to a ring of spell storing (storing a limited total number of spell levels), but gains spells by stealing them from an arcane caster within a 120' range. As a spellcasting action, the wielder need simply point the wand at a target and speak the trigger word, and the wand will absorb a randomly-selected spell of the highest level storable in the wand, remove it from the target's memorized spells for the day, and store it in the wand. If a spell of that level is not available, the wand will randomly steal a spell from the next level down. If no spell is available small enough to fit in the wand, the attempt fails automatically. The target is permitted a saving throw vs. spells to avoid having a spell stolen.
To determine what spells have been stored in the wand requires 1 round of concentration while holding the wand. A spellcaster of any level may use any spell stored in the wand, regardless of the stored spell's level.
Casters are permitted to steal spells from themselves or others who are willing (no saving throw required) in order to store spells for future use.
Ringwood Rings
Ringwood rings are normally usable only by clerics or druids. Some rings may be usable by other classes at the DM’s discretion.
These signet style rings are carved from the center core of a young tree, and the flat surface of each ring’s face features the innermost concentric circles of the tree’s trunk. The properties of each ring depend on the type of wood from which the ring is carved, as outlined below:
Alder: +1 to Charisma; +1 on saves vs. fear and psionic domination
Apple: +2 on reaction rolls
Ash: +1 to Intelligence; +1 to Wisdom; read languages 3×/day; cure disease 1×/week
Basswood: +1 Charisma; charm person 3×/week
Beech: commune 1×/week; heals 1d3 hp per day
Birch: dispel evil 1×/day; slows aging by 25%
Cedar: dispel evil 1×/week; protection from evil (personal) 1×/day; protection from evil 10' radius 1×/week
Cherry: intuition (–1 AC and +1 “to hit” bonuses); doubles the range of all detection spells; speak with animal 1×/day
Elder: protection from evil (personal; always in effect); banishment 1×/day; +1 on all saves vs. magic; heals 1d4 hp per day
Elm: half the normal rest time required after moving/traveling; all opponents save vs. magical effects with a –1 penalty
Hawthorn: +1 to all psionic saving throws; +1 to saves vs. fear; banishment 1×/day
Hazel: locate object 1×/day; polymorph self 1×/day; polymorph other 3×/week
Honey Locust: immunity to non-magical diseases; cure disease 1×/day; +2 reaction bonus when dealing with opposite sex
Ivy: +1 to Strength; –3 AC vs. elementals
Lilac: phantasmal force 1×/day; automatically disbelieve illusions
Maple: heals 1d6+1 hp per day; telepathy (at will) to 120' range
Oak: heals 1d6+1 hp per day; surprised only on a 1 (on 1d6); find secret doors on a 1-3 (on 1d6)
Poplar: +1 to all save vs. magic; opponents save vs. magical effects with a –1 penalty; as ring of spell storing (stores up to 10 spell levels)
Walnut: teleportation 1×/day; commune 1×/week
WIllow: cure disease 1×/day; resurrects as 2 levels higher
Mystic's Mala
This item is usable only by psionic characters.
A mystic's mala is a string of 108 wooden prayer beads tipped with a tassel. The item is designed for chanting or mentally repeating a mantra 108 times. By spending 3 turns (30 minutes) meditating and repeating a mantra 108 times, the character recovers 1 PSP per psionic level, up to the character's maximum. This meditational time is outside of the character's normal meditation (after a full night's rest to restore PSPs). The beads are usable only once per day; once any character has used them for the day, they cannot be used again by anyone until the following day.
Morphstriker
This item is usable by any character class, as long as it is in a form allowed to that character class. For example, a cleric may hold it while it is in the form of the dagger, but may not use it. The cleric may then wish for it to transform into a mace, and use it once it does.
This +1 weapon appears as a finely crafted, but relatively unadorned specimen of any basic/standard handheld melee weapon type. The wielder simply need hold the item and wish for a different weapon, and it will instantaneously transform into that form. It may become as small as a dagger or as large as a pole arm, and may take the form of a slashing, piercing, or bludgeoning weapon.
Fiendish Mantle
Alignment and class restrictions for use of this item are at the discretion of the DM.
This hooded overgarment is sewn from deep red velvet and often crackles with static electricity (a byproduct of the magic coursing within it).
The mantle provides the same resistances and immunities normally possessed by an abyssal demon: half damage from cold, fire, electricity, and gas; no damage from magical energy (e.g. magic missile), poison, or silver; and a +1 or greater weapon is required to hit the wearer.
When the wearer pulls the hood over their head, they polymorph to assume a fiendish appearance (of their choosing at the time the hood is drawn) of approximately the same size and form (e.g., a bipedal humanoid approximately 5'10" tall would appear as a bipedal fiend approximately 5'10" tall). If the wearer chooses to take on a particularly horrifying appearance, all living creatures in a 10' radius must save vs. spells or flee in fear for 2 turns. The wearer may change back to their normal form by pulling the hood down. The wearer cannot change appearance while the hood is up, and must pull the hood down then back up to take on a different fiendish appearance. The fiendish appearance does not grant any special abilities or change attributes or abilities possessed by the wearer (e.g., the fiendish appearance may have wings, but no ability to fly is granted). True seeing (or similar) will reveal the true nature of the wearer.
Fiery Chakram
This item may not be used by those prohibited from using bladed weapons.
This ranged weapon (25'/50'/75') is a flat O-shaped ring of metal with a sharpened outer edge. It measures approximately 10" in diameter with a 7" diameter hole through the middle, and a flame motif inscribed along its surface. On a successful "to hit" roll, it does 1d6 damage, plus the target must save vs. spell or take an additional 1d6 fire damage. The weapon returns to the thrower at the end of the phase.
Periapt of Ethereal Sight
Any character of any class or alignment may use this item.
This platinum amulet features a downward-pointing triangle set in a circle and strung from a thin platinum cord. It provides the wearer sight into the Ethereal Plane from any coexisting plane (e.g., the Material or Astral Planes) to a distance of 60'. If worn by a psionic creature, the range extends to 120'. If the psionic creature has attained access to the clairsentient ckakra, the range extends to 180'. This item does not provide any sort of access to the Ethereal Plane, or any ability to attack into it, or affect it or anything in it.
Stole of Radiance
This item is usable only by lawful clerics.
This band of pure white silk cloth measures 9' long and 4" wide, and its straight ends are capped with a tasseled fringes of gold silk. The long edges of the stole are embroidered with gold silk thread, and each end face prominently features an embroidered 8-spoked wheel symbol (for righteousness). The stole provides the following abilities:
The wearer benefits from a +1 bonus on all attacks and saving throws, and a -1 bonus to Armor Class.
The wearer gains a 1 level bonus on all attempts to turn undead. (Does not provide the ability to. turn undead, only an improvement for those who already possess it. Also, does not provide bonus on attempts to rebuke or command undead.)
The stole prevents 1 HD of level drain per day and provides and an additional +1 bonus (beyond that noted above) on saving throws to prevent level drain (where such a saving throw is permitted).
At will, the stole shines equal to the light of a torch. Turning the light off and on is a spellcasting action by the wearer, but does not limit or prohibit any movement, attacks, or similar physical actions normally allowed for the round.
Kadabra Cloak
This item may only be used by characters able to use those magic-items normally reserved for magic-users.
This simple piece of purple velvet cloth may be worn as a standard cloak. However, when placed over an inanimate object which it completely covers, the cloak's trigger word spoken, and the cloak pulled away, the object underneath the cloak will seemingly have disappeared. In truth, it is transported to a pocket universe. The object can be recalled by placing the cloak over an empty area, speaking the trigger word again, and pulling the cloak away to reveal the object returned from the pocket universe. Only one object may be "pocketed away" at a time. Otherwise, the cloak may be used as often as desired.
Resurrection Ankh
Any character of any class or alignment may use this item.
This item appears as a simple silver ankh about 3" tall, strung from a thin silver chain. This item normally provides the same benefits as a ring of protection +1. However, if a character dies while wearing this item, it has a chance of resurrecting that character. The base chance is 100% minus 5% per level/HD to a minimum of 1%. If successful, the character is resurrected (as a resurrection spell) a number of rounds later equal to their level/HD. Unclassed characters and those with fewer than 1 HD are considered 1st level/1 HD for the sake of the amulet's chances of success and number of rounds until resurrection. Once the ankh has successfully resurrected a character (regardless of HD/level), that benefit is considered expended and it becomes a simple ankh of protection +1.
Friday, June 30, 2017
d30 Feature of the Week: d30 Ghoul/Ghast Generator
Click here (or on the image below) to download
a free PDF of d30 Ghoul/Ghast Generator PDF from MediaFire.
Friday, June 23, 2017
d30 Feature of the Week: d30 Burial Urns
If we'd had more time (e.g., multiple sessions of dungeon crawling vs. a 5-hour convention game time block), and the party didn't have an aberrational eye beast closing in on them from the hallway outside the mausoleum, they would have had more time to go through the 1d30 urns in the room. Instead, they smashed them in waves, releasing and summoning multiple creatures at the same time.
Click here (or on the image below) to download
a free PDF of d30 Burial Urns PDF from MediaFire.
Monday, June 19, 2017
New B/X Extra-planar Creature: Jikibria
JIKIBRIA (pron. ji-kib-BREE-uh)
Thursday, June 15, 2017
New B/X Extra-planar Creature: Holsohr
Please note, it also uses one of my new psionic Treasure Type designations.
HOLSOHR (pron. HOLE-sore)
Friday, March 31, 2017
Free B/X Adventure Supplement: Riding Dogs
So the group started a new campaign, and I chose to play a gnome thief (because I've never played a gnome before, and the GM wasn't explicitly forbidden as it has by some GMs in the past). Instead of considering a horse or mule, I decided I wanted a riding dog. And though they seem to be a thing, I couldn't find any older edition rules for them. So I wrote my own, based on B/X stats and SRD material, woven in with thoughts from some old Dragon magazine articles. The campaign is AD&D, but except for the movement rates, it's pretty adaptable from B/X to AD&D (and to OD&D or S&W, I'd imagine).
Here it is for your use and enjoyment.
CLICK HERE TO DOWNLOAD THIS PDF.
And if you need some gnomes for your B/X game, don't forget to download CX1 Extra Gnomes from RPGNow.
Monday, March 6, 2017
New B/X Character Classes: 3 Barbarians
This PDF has the following three classes: a "berskerker" barbarian, a "wildling" barbarian (with survival skills, tracking abilities and the like), and a "horde" barbarian (adapted from the 1e Oriental Adventures barbarian).
Click here to download the PDF. >>
Tuesday, February 14, 2017
New B/X Character Class: Factotum
Please note: this is a preview/beta version only. It is not considered Open Gaming Content until the official release of Old School Adventures™ Accessory CX1: Character Class Codex. AND BEFORE YOU ASK!!!! It will be late 2017 or early 2018 AT THE EARLIEST!!!! This is not priority right now. I am simply releasing some "stockpiled" material because it feels like the OSR blogosphere needed it.
Click here to download the PDF. >>