[New Magic Item] Hound of Ink and Paper

Hound of Ink and Paper



‘What else can you find with your strange dog?’ Welter asked as the two enjoyed a libation at the Growling Griffon tavern.
Dhiv made a swatting motion to silence the henchman, yet it appeared that it was too late. There were rumors circulating that a magical artifact that took the shape of a hound was in the area.
A pair of wizardly looking types sat down uninvited at the table.
‘Strange dog, you say?’ one asked Welter.
‘Perhaps made of paper at first, then becomes a dog?’ the other asked the henchman.
Dhiv glared over his mug of ale at Welter.


A small paper dog about the size of an ordinary rat. Greedy and/or desperate spellcasters and adventurers are always eager to get a hold of one of these.

Benefit: When placed on the ground and commanded, this small paper dog enlarges and unfolds into a hunting hound with the following stats: AC 7, HD 2, MV 180′, Morale 12.

As a hound, this device can track with 90% accuracy:

  • written documents,
  • maps,
  • books (especially spellbook),
  • letters,
  • magical scrolls.

The hound remains active for one hour. When dismissed, it folds itself into paper once more.


Usable by: Anyone.

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[New Spell] Borrow Fire from a Dead Star

Borrow Fire from a Dead Star



Dhiv and Welter’s eyes got huge as the cavern crawler reared back one last time and dropped to the ground, mouth agape, dead. Adventurer and henchman looked at each other in dismay, the wizard that had cast the spell just shrugged.
‘I wasn’t sure that it was going to work, I thought that they were tougher than that,’ the caster, Houskov the Untamed remarked.
They were all relieved until they started seeing more and more giants looming in the distance, giants that somehow seemed oddly proportioned and more sinister than usual.




Borrow Fire from a Dead Star (Magic-user)

Level: 5

Range: 240′

Duration: Instant


The caster summons a large, swirling black-violet stellar flame.

Choose one:

  • 12d6 damage in a 20′ radius.
  • Destroy a magical barrier.
  • Instantly slay one creature of 6 HD or fewer (save vs Death negates).

After casting, roll 1d6:

d6Consequence
1-3No effect
4Caster ages 1d6 years
5Permanent white streak appears in hair
6Something notices the caster from beyond the stars


The referee should decide what that last result means—and reveal it only when it becomes a problem.

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[New Magic Item] Goblet of the Uninvited

Goblet of the Uninvited



Skorbi explained the purpose of the goblet in getting at least two of them into the carefully watched tavern to eavesdrop on a rival adventuring group.
‘But how do we get it in there?’ Wrilk asked.
‘This is where your dwarf charm and charisma come into play,’ the wizard replied.
Bakra-do and Wrilk both looked at the magic-user in disbelief.


This somewhat gaudy glass goblet stands out as looking overly pretentious and a bit cheap. It is also the best way to get invited to some of the best parties and clandestine meetings.

Benefit: This enchanted goblet fills with a haunting delicious wine when strangers enter the same room that it resides in. Anyone who drinks wine from this goblet becomes convinced that the strangers were invited—and others begin to believe it too, there is a 12% chance to resist this effect, and 25% if the ‘strangers’ are, in fact, known enemies. The deception persists even after absurd or dangerous, yet not violent, actions are made.


Usable by: Anyone.

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[New Encounter] Candle Rats

Castle Rats

Dhiv and Welter could see little lights ahead in the darkness of the dungeon corridors. First a trio, then a half dozen, then more, the light was getting brighter and the adventurers more uncomfortable.
‘Where did that wizard go?’ Dhiv asked, more to himself in his frustration than to anyone else.
‘We would definitely see him if he was down that corridor,’ Welter replied as a creeping fear began to grow within the two adventurers as the light grew more and more intense, a few of the giant rats with candles on their heads seeming to scout forward.
Dhiv turned on his heels and urged Welter to do the same.
‘We’ll catch up with the old conjurer at some time,’ he said, prodding the henchman.

Animated by the residue of necromantic spells, these large vermin have equally large candles ever-burning on their heads. They can be quite a sight in numbers and are known to cause adventurers to run the other way from time to time. A clever individual or group, however, can use these lesser undead to their advantage.

In the game: These inquisitive giant rats are mostly harmless and do not really attack others, although they are quite careless with the candles on their heads and can cause burns (1d4 damage each) and flammable objects to catch on fire. Normally encountered in small swarms of 1d8, larger group, perhaps collected by another, can number up to 100 (or more) and their light can be seen from a long distance and this many of the vermin causes Fear in creatures with less thn 4 Hit Dice. While immune to Charm, Sleep and other mind affecting magic, any spells that summon animals or gather undead (even Animate Undead/Skeletons will work, despite them already being animated, the spell will move them as the caster desires and make larger groups if possible). They still have a tendency to gnaw on things which is purely a habit from life. If they need to be slain, it takes a magical or silver weapon and each candle rat has 1d4+1 hp and can bite for 1d4 hit points with a 6(13) AC although they try to avoid combat and happily squeak along, illuminating an area.

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[New Spell] Days in the Dreamlands

Days in the Dreamlands



Welter returned, looking exasperated.
‘Yes?’ asked Dhiv.
‘Goblins and hobgoblins, maybe a few ogres, dozens of them, they will find us here, it is just a matter of time,’ replied the henchman.
‘There may be a solution,’ said the wizard Druvlo.
‘Oh?’ Dhiv inquired.
‘Rest first,’ the magic-user murmured just before casting the Sleep spell on the other two.
Adventurer and henchman both nodded off to sleep before they could protest. Then Druvlo cast anther spell, and the trio were gone moments before the goblinoids appeared.




Days in the Dreamlands (Magic-user)

Level 4

Range: 30′.

Duration: One day per level of caster or until dispelled.


When this arcane spell is cast it transports all sleeping occupants to a shared dream-city far off in the land of dreams. The caster may also join these slumberers, yet will be the most lucid dreamer of the group and can awaken at any time. Time passes normally, although any wounds suffered there are psychosomatic (1 hp damage only), and knowledge learned is real and will be remembered. If slain in the dream-city three times under the effects of this spell, the sleeper never awakens again.

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[New Magic Item] Ivory Beetle of Naka-Thul

Ivory Beetle of Naka-Thul



Bakra-do and Wrilk both scowled at Skorbi.
‘It was handy when the hobgoblins attacked,’ the wizard said as he nodded at the animated corpse of the ogre that was shambling along with them.
‘That may be true,’ replied Bakra-do. ‘Yet its constant blathering about its demise, that gets old, and could have been why the hobgoblins attacked us.’
The undead ogre suddenly glared at Bakra-do with a stare so menacing if the mercenary couldn’t help but shudder.


A fist sized ivory scarab with tiny red ruby eyes. It sometimes seems to be moving just out of the corner of one’s eye. Of course it isn’t. Or is it?

Benefit: If placed upon a corpse, it animates the dead as a silent servant for one night. This unliving servant cannot fight beyond blocking or being in the way, yet it obeys simple commands and remembers fragments of its former life, which it sometimes babbles about in a morose voice. Each use has a cumulative 5% chance that the corpse rises with its own will intact and determined to wander off on its own.

Usable by: Anyone.

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[New Magic Item] Chalice of the Dread Feast

Chalice of the Dread Feast



Dhiv looked at Welter and then at the wine spilled on the dungeon floor. The wine that was now getting darker and beginning to move on its own.
‘I did hand you that chalice to heal you r wounds after that vicious gnoll attacked,’ Dhiv said.
‘And I drank it, thank you,’ the hireling replied, wondering if that creature was really a gnoll..
‘And then you dropped it, and now the spilled wine is getting a life of its own, apparently.’
‘What do we do?’ Welter asked.
‘You grab the chalice and we leave quickly,’ replied Dhiv.
As the hireling picked up the chalice the now black wine almost seemed to lash out at the hireling’s hand. Dhiv noticed this and was suddenly concerned about finding the nearest egress from the dungeon.


An ancient silver chalice with a crack in it, as cold as ice to the touch, yet liquids inside do not freeze.

Benefit: Wine poured into the chalice becomes a curative elixir that restores 2d6 hp, however, the drinker then appears faintly corpse-like for one day each time they imbibe and they also register as undead to magical detection. If used more than three times in a week, the drinker no longer casts a reflection until a Remove Curse is applied. If the chalice is spilled when more than half full (it holds about a half gallon) a voracious black pudding will be formed from the spilled liquid, doubling in size each turn (ten minutes) for a half an hour.


Usable by: Anyone.

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[New Magic Item] Cloak of Gnollishness

Cloak of Gnollishness



Arakam rolled his eyes as Thoz slinked into the room of the dungeon. The thief was crouching and looking around like a madman with wild eyes.
‘Is that permanent?’ Krogi asked as he pointed to the thief with his thumb.
‘I hope not, yet it is useful for now,’ Nulli replied.
‘If it is, we leave him with the gnolls,’ Arakam said.
‘Hey, I can hear you,’ retorted the thief, who looked disheveled and feral, except for his tidy cloak.


Nobody knows who created such a thing, or why, except maybe for infiltration purposes of certain humanoids. Apparently the wearer is easily carried away by the cloak’s magic.

Benefit: While wearing the cloak, one becomes lean, laughing, and beast-like, and while not resembling a gnoll so much as looking like a maniacal version of themselves, actual gnolls cannot tell the difference and welcome the subject, as do those who associate with these creatures, which is often not many. While wearing the cloak a person can Move silently as a thief of equal level, they gain +2 on surprise rolls, and, with a magically boosted jaw, can bite through ropes and thin sticks and have a bite attack for 1d4+1 damage. The caster cloak-wearer must Save vs. Spells whenever wounded, failure causes hideous laughter for 1 round. While the cloak is worn dogs and horses react with terror, attacking the one wearing this cloak or fleeing the area.


Usable by: Anyone.

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[New Magic Item] Wand of Saffron Mist

Wand of Saffron Mist



Arakam frowned as he saw the necromancer smile an evil smile.
‘What now?’
The necromancer flicked his wand once and a quartet of skeletons emerged from the ground. Nuli began a prayer to turn them. Krogi and Thoz prepared for a fight in case any escaped the prayer of the priestess.
The necromancer flicked his wand again and the party was engulfed in a strange reddish-golden mist that seemed to paw at them eerily. Krogi moved forward, seemingly in slow motion, as did Thoz. Two ghouls appeared behind the necromancer, snarling and glaring at the adventurers as Arakam thought up a clever spell to use.


A must-have for any self respecting necromancer. While it sounds innocuous, many an adventurer has regretted looting a barrow or tomb because of this enchanted wand.

Benefit: In addition to summoning 1d4+2 skeletons per day, this wand will also emit a reddish-golden mist, up to 60′ away that fills a 20′ radius and lasts for six rounds (one minute). Living creatures inside this strange cloud:

  • Move at half speed
  • Suffer -2 to attack rolls
  • Take 1 damage each round

Open flame within the mist burns emerald green while undead are healed 1d4 hit points/round by the mist instead. A strong wind disperses it instantly.


Usable by: Spellcasters and thieves level 5+.

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[New Magic Item] Brass Idol of Knalgu

Brass Idol of Knalgu



Angrily Dhiv sought out Welter, his hireling. Then he heard the whispers which led him to a small odd looking brass idol.
‘Welter, is that you?’ he asked.
‘Yes master, I could use a bit of help,’ the idol whispered back in reply.
‘I did hire you to help me,’ Dhiv reminded his hireling.
‘That wizard was very impressive and when he dove into this brass idol himself I thought it would be harmless enough, now I am apparently trapped here until he comes back later,’ Welter whined.
Dhiv sat down and rolled his eyes.
‘I could tie you to a stick and use you as a mace!’


This rotund idol of a forgotten civilization can be held in one hand. Used wisely it can turn many a confrontation into a win.

Benefit: After one turn (ten minutes) the bearer of this idol can transfer their essence into the small (5lb) brass object, their body sent adrift into the Ethereal plane. While in the brass vessel the subject can see in all spectrums up to 45′ and can be heard in whispers and murmuring. Once per day the owner of the idol, if inside, can attempt to trade places with one sentient individual that fails a Save vs Spells. The duration inside the idol is permanent unless evicted by spell (slipping away to the Ethereal plane will reunite body and consciousness) or the idol is broken (30 hit points of damage dealt within two hours, otherwise it repairs itself). If used to strike others deals 1d4+1 magical damage.


Usable by: Anyone.

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