Showing posts with label dungeons and dragons. Show all posts
Showing posts with label dungeons and dragons. Show all posts

Friday, July 18, 2025

Flatiron Building Map as Dungeon Level

 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, May 30, 2025

New Magic Items: Rings I

Earthwhisperer


Description

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


Description

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

Prolonged wearing of this ring causes the wearer's flesh to undergo ferrous induration. Over time, their skin hardens and stiffens into iron, making movement difficult, eventually risking total siderification (an iron-based type of petrification). For each month of considerable wear (average of 8 hours a day or more), the wearer must make a save vs. paralysis. On each failed save, the wearer's Dexterity will decrease by 1 point, their Armor Class will improve by –1 point (this bonus is in addition to any adjustments to AC from a change in Dexterity), their their speed will decrease by 15'(5') to a minimum of 15'(5'), andd their initiative adjustment will decrease by –1 (if using individual initiative). After even a single failed save, they will be forced to always strike last during the combat round. Furthermore, if their Dexterity is reduced to 0 or less, they will become permanent siderified. This condition may be reversed by the 7th level MU spell iron to flesh. This spell will not negate the curse of the ring itself, nor will it negate any side effects the wearer might incur by continuing to wear the ring. 

Saturday, January 7, 2023

Now Available! Old School Adventures™ Accessory RS1: Fang, Faith, and Legerdemain

 

Bring additional dimensions to your classic fantasy gaming! This 64-page book presents players and DMs alike with information to expand the playability and possibilities in their campaigns. It's a cornucopia of information on all aspects of the game including characters, spellcasting, adventures, encounters, monsters and dungeon mastering. This is truly an indispensable resource for the the classic edition Dungeon Master (BX, OSE, LL).

WHAT'S INSIDE...
  • 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!


Paperback has cream interior pages.

Tuesday, August 31, 2021

Flash Lingo: A Thieves Cant Dictionary (Free Agnostic Fantasy Gaming Supplement)

"Flash Lingo: A Thieves Cant Dictionary" is the most comprehensive Thieves Cant glossary ever assembled. With over 2,200 entries, this volume has been compiled from historical resources and edited to specifically support fantasy role-playing games. More importantly, it is designed to bring the lexicon of Thieves Cant to life in your campaign world, as an aid for both players and DMs alike. It’s also just a damn enjoyable read!


Monday, August 9, 2021

Free B/X House Rule Download: Astrological Adjustments

One of the things I really appreciate about Welbo as an editor is that he always questions the usefulness of anything that I look at including into a book, especially rules-driven things (like the upcoming Fang, Faith, and Legerdemain rules supplement). Such is today's PDF download—a house rule for Astrological Adjustments for your classic tabletop roleplaying. 

It's not secret that many of us are enamored with Bruce Galloway's The Highest Level of All Fantasy Wargaming. What sold me on buying it from my local B. Dalton's in 1982 was that it included astrological adjustments for ability scores. "What a concept!" I thought to myself. 

Though I've never used in my D&D gaming, I always intended to. Which is why I was looking at including it in Fang, Faith, and Legerdemain. But, thanks to Welbo, I realized it was just fluff—a page in the book I could use for something truthfully more useful. (Still working on what that is, but it's looking like it's going to be Character Background stuff.) 

Anyway, so it doesn't go to waste, here it is for your downloading pleasure!
CLICK HERE TO DOWNLOAD THIS PDF.


Saturday, November 28, 2020

BX House Rule: Scroll Production

Sparked by a discussion in the B/X group on Facebook, and partly as an extension of my recent poast House Rule: Thieves’ Ability: Find/Disarm Traps and as an idea I had a while back about creating a detailed scroll production supplement (that went into detail about writing substrates, special quills, etc.), I decided to do simplified scroll production table. Generally, I don't like the idea of a "flat" chance of failure (15% according to Marsh/Cook Expert), regardless of the caster or spell level. This chart takes that into account. The higher in level the caster, the lower level the spell, the higher the chance of success (well... the lower the chance of failure), and vice versa.



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"

So here's the final interior preview of the book, and it should be available at the NTRPGCon in a few weeks. It's now 12 pages longer than original expected. Fully written as a BX/BECMI thing.

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, June 24, 2018

New Oe/1e/BX Monster: Forsaker

As was mentioned on my Google+ post of this image, it was inspired by beholder doodle from Dyson Logos. It's a a forsaker (the opposite of a beholder?). Instead of one gaping maw and a bunch of eyes, it has one eye and a bunch of gaping maws with different bite effects. So here is the full set of stats/description as promised.






The forsaker (mouth slave, flail of many mouths) is the stuff of nightmares—an aberration likely originating from the kind chaos that can only be birthed from the Beyond. These freakish things are found mainly underground but encountered occasionally in desolate wilderness locations.

The “body” of this savage is a central unblinking eye, set on all sides by a septet of gaping maws filled with dagger-like teeth. They are often referred to as “mouth slaves” for they are servants to their own insatiable appetites, always on a quest to eat, to consume, to devour—never fulfilled. Ironically, it moves regretfully slowly about as it wills through the power of levitation. Nonetheless, those who encounter such a beast have their work cut out for them.

Any seeing creature that gazes upon its unblinking eye must save vs. spells or flee in fear for 2 turns, and those with 3 Hit Dice or fewer fail automatically.

Each round, the first four of its mouths may strike to its front side and the last three may strike to its rear side. Those strikes to the rear suffer a –2 “to hit” penalty due to limited scope of vision. Sneak attacks to the creatures rear (e.g., theives’ backstabbing) are unaffected. Each successful attack not only does 2d4 damage from the bite, the victim of such a bite must save vs. poision or suffer a venomous effect that coordinates with each mouth as outlined below:
  1. confusion (as spell): 2d4 rounds
  2. charm (as philter of love, with the forsaker as its love interest): 3d6 turns
  3. paralysis: 1d4 turns
  4. acid: +1d6 damage
  5. slow: movement halved, –1 “to hit,” and +1 AC for 2d4 rounds
  6. disease: temporary loss of 1 point of Strength and 1 point of Constitution until cured, then recovered at a rate of 1 point of each per full day’s rest
  7. blindness: 4d4 turns

Rarely does a forsaker establish a true lair, opting instead to take up residence only temporarily in the den of a previous victim, resting as needed before continuing on its quest to consume. However, it has been known for some forsakers with a slightly higher intelligence to stay in locations that potential prey is known to frequent (e.g., watering holes in the wilderness, places where treasure hunters regularly seek reward, etc.). The latter conditions are represented by the Percent in Lair and Treasure Types indications noted in parentheses above.

Forsakers speak deep speech (barely), and have their own language which is incomprehensible when spoken (even with the use of an ability like comprehend languages). Telepathic communication with a forsaker is possible, but mentally draining on the creature trying to communicate with it. Those communicating telepathically with a forsaker must save vs. paralysis each round or temporarily lose 1 point of Intelligence (recovered at a rate of 1 point per full day’s rest).
Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: //3"
HIT DICE: 7
% IN LAIR: 0 (30%)
TREASURE TYPE: Nil (F)
NO. OF ATTACKS: 7
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (15' across)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 0
HIT DICE: 7
MOVE: //30'(10')
ATTACKS: 7 bites/1 ray
DAMAGE: See below
NO. APPEARING: 1
SAVE AS: Fighter:7
MORALE: 10
TREASURE TYPE: Nil (F)
ALIGNMENT: Chaotic

Thursday, June 21, 2018

New Psionic Oe/1e/BX Monster: Ghaozeg

This is an adaptation of the guardian creature from Robert E. Howard's story The Fire of Asshurbanipal. The creature is unnamed in the story (and is referenced only as the "guardian"), so I created something to that lived alongside some of the other things in the campaign world I've been developing over the last few years (to support the BX Psionics stuff I've been running off and on).

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

Now that life is settling back in from being uber-crazy for the last 6 months or so, I'm going to try to start making some regular posts to this blog.

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

Last week, the d30 Ghoul/Ghast Generator was the winner of the "Which Undead d30 Chart Do You Want to See" vote by a slim (single, tie-breaking vote) margin, with 2nd place as a tie between mummies and spectres... so mummies it is!

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

Those who are circled in with me on G+ know that, for a few weeks I have been posting a new magic item every day to my "New Magic Items" collection. At some point (several months to a year from now) I plan to collect them and publish them. However, every once in a while I will collect the recent creations and post them here (at the blog). So to get you caught up, here they are in reverse chronological order (most recent first).



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

I've been on a roll for new d30 charts since the recent NTRPGCon. Specifically, I've been doing a lot of undead related things, many of which are already in the can and ready to be posted over the coming weeks. Per a vote from G+ last night, today's post is the Ghoul/Ghast Generator (to be followed over the next two weeks by Mummy and Spectre variations).

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

This is revised and updated version of a d30 table I created for my Sunday morning d30 game ("The Tomb of Trianta") at the recently-concluded NTRPGCon.

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

This is another of the creatures from my Fifty Fiends project.

JIKIBRIA (pron. ji-kib-BREE-uh)



ATTACKS/SPECIAL ABILITIES

Diseased Touch. Although a successful touch attack of a jikibria does no hp damage, there is a possibility it will cause as many as 6 diseases in a victim. The victim gets a saving throw vs. each effect, and contracts all those with failing rolls.
1. leprosy: lose 1d3 hp per day (from bleeding) and unable to heal naturally until cured

2. lycanthropy: as wererat

3. mummy rot: as a mummy

4. plague: loss of 1d3 points of Constitution and unable to get restful sleep (cannot recover lost hp or memorize spells) until cured

5. rabies: loss of 1 point of Intelligence per day until cured

6. tuberculosis: –2 on all attack rolls, +2 AC penalty, and exhaustion (cannot recover lost hp or memorize spells) until cured

Once a creature has been touched by a jikibria (whether it failed any of its saving throws or not), the creature is immune to the touch of all jikibriae for the remainder of the encounter. A single disease cannot be contracted multiple times (e.g., in future encounters with jikibriae before previously contracted diseases are healed). A single cure disease spell will remove all of the diseases. Once cured, lost ability points are regained at a rate of 1 point per day of full rest.

Cause Disease. In lieu of making its touch attacks, a jikibria may use the spell cause disease as a 6th level cleric. This ability is usable as many times per day as the jikibria wishes. Any creature that is currently afflicted by a jikibria’s tuberculosis is immune to this ability.

Disease Immunity. Jikibriae are immune to all disease, both of a standard and magical nature.

Disease Deflection.
In addition to being immune to disease, a jikibria deflects all instances when a disease might otherwise come in contact with it, shirking off the disease magically on a chosen target within a 120' range. This is done as a free action at the moment the jikibria and the disease (or disease effect) come into contact with one another. Targets of the deflection are permitted a save vs. breath to avoid the jikibria’s deflection. If the target fails, it is still permitted any saving throws normally allowed to avoid the original disease or disease effect.

Summon. Two times per day, a jikibria may summon 1-2 other jikibriae with a 30% chance of success.

DESCRIPTION/ECOLOGY

Appearance. A jikibria would measure nearly 7' tall, if it were able to stand upright. Instead, the gangly jikibria hobbles at a nearly unbelievable speed. The skin of the hairless jikibria is sickly gray mottled with putrid yellow, and the entire creature is surrounded by a sort of membrane sack that is a nearly-transluscent green. This sack is vestigial and self-healing, and while it provides some protection for the jikibria, it affects neither the jikibria’s Armor Class, nor attacks made against it.

Ecology. Jikibriae hail from the 149th layer of the Abyss—a feverish, diseased place where the air is thick and humid. This layer is known by two names—“Innapih” by those who know its ruling demon prince by the name “Asag,” and as “Ganzer” by those who know the ruling demon prince by the name “Nergal.”

Languages. Jikibriae speak abyssal, celestial, and common.

HOME: Innapih/Ganzer
(the 149th layer of the Abyss)
SERVES: Asag/Nergal (Demon Prince of Sickness)


ARMOR CLASS: 2
ARMOR CLASS: 4
HIT DICE: 6**
MOVE: 240'(80')
ATTACKS: 1 touch
DAMAGE: Disease
NO. APPEARING: 1-3 (1-6)
SAVE AS: Fighter:6
MORALE: 7
TREASURE TYPE: B
ALIGNMENT: Chaotic (CE)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: Half
IRON: Normal
MAG. ENERGY: Normal
POISON: None
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 6 (30 PSPs)
Attack modes: all
Defense modes: all
Psychometabolic: all




Thursday, June 15, 2017

New B/X Extra-planar Creature: Holsohr

This is one of the creatures from my Fifty Fiends project.
Please note, it also uses one of my new psionic Treasure Type designations.

HOLSOHR (pron. HOLE-sore)



ATTACKS/SPECIAL ABILITIES

Silent Scream. Although the holsohr are voiceless, they are able to emit a silent “roar” of sonic distortion in a 60' long radius and a 180° arc. All creatures caught within in the area take take 4d6 damage; a successful save vs. breath halves this damage. This ability is usable 3×/day.

Phobia Aura. In addition to possessing the telepathic devotion phobia ampli cation, holsohr are always surrounded by a 30' radius effect equal to that ability. All creatures caught within the area must make a psionic saving throw or suffer the effects for a duration of 2 turns.

Phobia Reflection. This ability is similar to the illusionist spell alter self, except that all creatures that view the holsohr will see it as the living embodiment of their greatest fear. A psionic saving throw results in the creature being able to see the holsohr as it truly is. This ability is usable 3×/day and has a duration of 1 hour (6 turns).

Cause Nightmares. At will, a holsohr may touch a sleeping victim and cause it to have nightmares. On a failed psionic saving throw, the sleeping victim will be wracked with nightmares and restless sleep. When the victim wakes, it will have gained none of the ben ts from such a period of sleep (e.g., natural healing can- not take place, spells cannot be memorized, etc.). If the victim is woken, the nightmares will be disrupted and the victim may then return to restful sleep. The holsohr must be in the same plane as the actual body of the victim for this ability to work (e.g., the holsohr may not reach into the Prime Material from the Dream Plane to use this ability).

DESCRIPTION/ECOLOGY

Appearance. These dreadful creatures are a horror to behold. A holsohr’s body is generally humanoid in form, but its extremities feature bird-like hands and feet, its arms and torso are covered with feathers, and it wings are composed of long feathers. The head of a holsohr appears as a human skull with sunken eyes and a ghastly, fang-filled, vertically- set mouth that extends down its elongated neck.

Ecology. Holsohr are native to Melas Oneiros (the Black Dream realm of the Dream Lands)—the place where the most terrifying and dreadful of nightmares are born. In fact, it is believed that the holsohr themselves were born into existence from nightmare.

Holsohr prowl through Dream in search of the unattended bodies of dream travelers, through which the holsohr may escape from Dream into the plane occupied by the sleeper, in order to bring chaos, confusion and mayhem to the waking world.

The holsohr are the sworn enemies of both baku and zowls.

Languages. Holsohr are voiceless, communicating via a form of sign language (unique to the holshor). They do, however, understand common, auran, celestial, nocturne, primordial, and supernal.

HOME: Melas Oneiros
(the Black Dream Realm of the Dream Lands)
SERVES: Phobetor (Demon Prince of Nightmares)


ARMOR CLASS: 2
HIT DICE: 7+7*
MOVE: 60'(20')/180'(60')
ATTACKS: 2 claws/1 bite
DAMAGE: 1-6/1-6/1-8
NO. APPEARING: 1-3
SAVE AS: Fighter:7
MORALE: 11
TREASURE TYPE: W
ALIGNMENT: Chaotic (CN)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: None
IRON: None
MAG. ENERGY: Normal
POISON: Normal
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 7 (35 PSPs)
Attack modes: ego whip, id insinuation
Defense modes: mind blank, thought shield*
Telepathic: D) thought concealment*, phobia amplification*
Psychoportative: D) dream travel*

* Costs no PSPs to use.





Friday, March 31, 2017

Free B/X Adventure Supplement: Riding Dogs

In our regular gaming group, I recently finished up running a year-plus-long campaign that started with Vault of the Faceless Giants and culminated with The Jah'nu Prophecy (the latter of which is intended to be my Friday night game at this year's NTRPGCon.

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

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.

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

Can't decide what class to be? Be all of them! (Sort of.)

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. >>