Classic RPG Enhancements Guide
Classic RPG Enhancements Guide
Written by M. A. Packer
INTRODUCTION
I was first introduced to tabletop role-playing back in high school when I was trapped in the
doldrums of anime and video games, ignorantly unaware of the limitless scope and adventures that are
found within just a couple of books. Though I entered the hobby through more modern editions, I eventually
discovered older editions, and immediately fell in love with the grit and simplicity of systems whose rules
and settings are more reminiscent of classic literature and ancient history. I can only hope that this
document will contribute positively to the experiences had by those few stalwarts who stay the course in
their classic adventures.
What is contained in this book are premade items that I developed to help me in my own campaigns.
For example, I found many times where the rule books mention randomly generated NPC adventuring
parties. It was tedious and mind-numbing to flip through the books for stats, so I started generating premade
stats for various NPCs. These do not have racial stats included as those are easy enough to add or fudge
on the fly, or simply do not need to be considered at all. I also created stats for things that simply did not
exist in the books, or whose stats were scattered about. Ships, siege engines, and structures are found
here, though I took liberties on many of their stats.
This book also contains homemade monsters, magical items, non-magical treasures that can be
harvested in the wild, and a d100 adventure generator. It is my hope that this will all prove very useful to
referees who run OSRIC or Advanced Dungeons & Dragons 1st edition games. These are fantastic systems
that deserve all the attention and love they can receive, as they have served as the foundation for modern
gaming, and are still incredibly fun to play and run!
MY HOUSE RULES
These are rules which I have created to smooth over some of the rough edges of the AD&D/OSRIC
system. They are recommended especially for newer players who may find some of the older rules a bit
cumbersome or confusing:
HP at Character Creation and Beyond: when making a fresh, level 1 character, give them the maximum
possible amount of HP for their first level. For example, a fighter would have 10 + their constitution modifier.
For rangers, which start with 2d8, they begin with 16 HP + their constitution modifier. For each level after
1, rather than roll HP, simply give the characters the higher average of their HD + their constitution modifier,
until they no longer gain HD rolls (at level 9 for most). So, d4= 3, d6= 4, d8= 5, d10=6, and d12= 7.
Simplified Combat Initiative: use the following procedure for determining the order of actions in combat
Apart from what is detailed here, combat actions are as outlined in the core rulebooks:
Roll Surprise: each side rolls 1d6 for surprise: the side that rolls 1 or 2 is surprised for one round. If both
are surprised, both miss their first round and have a possible chance to parlay! (roll reactions). If neither
side is surprised, proceed to Roll Initiative.
Roll Initiative: each side rolls 1d6; the side with the highest roll goes first. Proceed to Round Actions.
Round Actions: for whoever’s side goes first, each participant declares their action and fulfills them in the
following order:
Move: character moves up to their maximum possible speed. If a character charges, they may
make a charge attack (+2 to attack roll, Armor Class worsens by 2 for the rest of that round). A
character may also move up to half their possible speed and make a single attack.
Ranged Attacks: characters using ranged or thrown weapons may act.
Spells: characters using magical devices or casting spells may act.
Melee Attacks: characters able to do so make their melee attacks. If a character has multiple
melee attacks, they may use all of them here.
Other Actions: characters using skills, manipulating objects, or doing anything non-combat related
may act here.
Next Round: repeat Round Actions for the next side. Once all parties have acted, start over by rolling
initiative again.
Racial/Class Restrictions: any race may use any class. Dual-classing is no longer allowed (as this is
simply not a good rule). Humans may multiclass like other races, and humans also gain +1 to any two
ability scores, or +2 to an individual ability score, so long as they do not go above their racial maximum.
Characters may multiclass in the following ways:
Fighter/Magic-user
Fighter/Thief
Fighter/Cleric
Fighter/Magic-user/Thief
Fighter/Magic-user/Cleric
Magic-user/Cleric/Thief
Fighter/Cleric/Thief
Magic-user/Thief
Magic-user/Cleric
Cleric/Thief
These combinations follow the same rules of dividing HD by the number of classes being taken. Spells
only function at the level of the character’s current level in that class, not overall. For example, a
fighter/magic-user whose levels are 5/5 would cast magic-user spells as a 5th level character, not as a 10th.
Lastly, characters may use the best weapons and armor available from their two classes. For example,
fighter/magic-users or fighter/clerics can use fighter weapons, and fighter/magic-users can wear armor
while casting spells. Fighter/thieves may wear heavier armor when sneaking, but suffer -10% to their
physical thief skills for chainmail, and -20% for plated armor, including banded mail. Lastly, “Fighter” in the
multiclass combinations may be a Ranger or Paladin (or Barbarian), “Cleric” may be a Druid (or Monk),
“Magic-user” may be an Illusionist, and “Thief” may be an Assassin (or Bard).
Leveling Beyond Level Limits: characters are not limited in the number of levels they may earn for
classes, regardless of class or race, (because, again, having racial level limits is kind of a silly rule). When
playing a druid, use the cleric’s HD, including their dice cap at 9 th level where they only gain +2 HP each
level after 9th. Druids also use the Fighter’s XP track for earning new levels, but they use the cleric’s spell
progression for number of spells per day, attack matrix, and saving throws. Similarly, assassins may level
past 14th, but they use the thief’s HD track for earned HP, attack matrix, and saving throws based on level.
They also use the thief’s skill track, but are two levels behind a normal thief, owing to their other special
class abilities. Lastly, assassins also use the fighter’s XP track for earning new levels. For monks, these
use the Fighter’s XP track for gaining levels, and follow the Magic-user’s HD track for gaining HP, except
that they have 2d4 HP at first level.
Thief Skills for All: every non-thief class may use thief skills as a 1st level thief, but only the thief and
assassin may improve these skills as they level!
SECONDARY SKILLS
Secondary skills represent a set of skills, either learned during childhood or immediately before
adventuring, which the characters carry with them into their adventuring career. The use of these skills,
provided there is justifiable time and resources available, are considered to always succeed automatically.
Should the referee want, every new character may start with a skill, which they either roll for or pick. Another
option for these skills is for players to pay a tutor to teach them. Doing so will require a payment of 5,000
gold pieces and a month’s worth of study. A character may only know a number of secondary skills equal
to their number of languages known.
Die Roll Result
01-02 Armorer (01-60 humanoid, 61-00 animal barding)
03-04 Boyer/Fletcher
05-10 Farmer/Gardener
11-14 Fisher (netting)
15-20 Forester/Tracker
21-23 Gambler/Hustler
24-27 Hunter/Fisher (hook and line)
28-32 Husbandman (animal husbandry)
33-34 Jeweler/Lapidary
35-37 Leatherworker/Tanner
38-39 Limner/Painter
40-42 Mason/Carpenter (01-50 stone, 51-00 wood)
43-44 Miner/Prospector
45-46 Navigator (fresh or salt water)
47-49 Sailor (fresh or salt water)
50-51 Shipwright (boats or ships)
52-54 Tailor/Weaver
55-57 Teamster/Freighter
58-60 Trader/Negotiator
61-64 Trapper/Furrier
65-67 Woodworker/Cabinetmaker
68-85 NO SKILL OF MEASURABLE WORTH
86-00 ROLL TWICE, IGNORING THIS RESULT HEREAFTER
Examples on How to Use Secondary Skills: when using a skill, simply roll against the most relevant
ability score linked to the skill in that situation. This is done by rolling 1d20: if the die result is equal to or
less than the ability score, the attempt was successful. If you are doing something especially difficult,
reduce the ability score by half for the purpose of the roll. For example: Hanna wishes to roll her Sailor skill
to steer her ship into a port. She would roll 1d20 against her dexterity score of 13. The dice lands on 10,
which succeeds. Now let us say she uses her Sailor skill to identify a ship she spots on the horizon. She
would roll against her intelligence score instead. Lastly, Hanna is using her Sailor skill to pilot the ship
through extremely narrow glaciers. She would treat her dexterity score of 13 as though it were only 6! Note
that you can apply different ability scores to the roll as the situation calls for it.
You could also use craft skills, such as Woodworker, Mason, Carpenter, or even Miner and Limner
to spot secret doors or hidden traps, provided the traps and secret doors are hidden in the material of your
craft! For example, a Limner could find a hidden door in a painted wall, and a Miner could spot potential
traps and hazards while in a mine.
ADDITIONAL CLASSES
These are classes that do not appear in the OSRIC manual, but which have appeared in most other
editions of D&D. Liberties have been taken to attempt streamlining these classes to make them more
playable in this version of the game. Note that level limits for races are included for those following core
OSRIC rules. For starting gold, Barbarians have the same starting gold as fighters, bards have the same
as thieves, and monks have the same as clerics.
BARBARIAN
Savage warriors who adhere to ancient lifestyles, and who eschew magical and technological
things, viewing them as taboo. They are extremely resilient and capable survivors in the wilds, even when
only armed with mundane gear.
Races Allowed: humans may become barbarians to an infinite level, half-orcs to a maximum of 12th level,
and dwarves to a maximum of 10th level.
Alignment: any chaotic or neutral.
Ability Prerequisites: strength and constitution must be at least 15, dexterity must be at least 14, and
intelligence cannot exceed 16.
Weapons Permitted: any. They gain proficiencies as a fighter.
Armor Permitted: any armor or shield.
Attack Matrix: barbarians use the fighter’s attack matrix, but do not specialize in weapons as fighters do.
Saving Throw Matrix: barbarians use the fighter’s saving throw matrix.
Magical Items: barbarians may only use magical items under special circumstances, as detailed below.
Berserker Frenzy: barbarians can fly into a berserk frenzy a number of times per day equal to 1 + their HP
modifier from constitution. While flying into a berserk frenzy, barbarians gain +2 to their attack rolls and
deal extra damage equal to half their class level. They also gain +1 to saves against spells and supernatural
powers that affect the mind, but suffer a penalty of 2 to their AC. Berserker frenzy lasts for a number of
rounds equal to half their constitution score, and they become exhausted at the end of their berserker
frenzy, causing them to move at half their movement rate and suffer -2 to attack and damage rolls until they
rest for at least an hour.
Primal Agility: a barbarian’s AC is improved by 2 steps for each point their dexterity exceeds 14, but only
if their armor is light. Heavier armor, such as scale or chainmail, reduces the bonus by 1 step for each point
over 14 dexterity, and no bonus if they are wearing heavy armor, such as plate or banded.
Primal Speed: barbarians have a base movement rate of 150’, and armor reduces it by 10’ less than
normal.
Primal Blow: beginning at 4th level, barbarians may harm creatures who are immune to attacks from non-
magical weapons. At 4th level, they may hit creatures that require +1 or better weapons to hit, without using
a magical weapon. This improves by +1 every 4 levels, so at level 8, for example, a barbarian may strike
a creature that requires +2 or better weapons to hit.
Survival Skills: barbarians gain access to some thief skills: climb walls, hide, and move silently. These
improve at the same rate as a thief of the same level. They also negate an enemy’s +2 bonus to hit them
when being attacked from behind, and can surprise on a roll of 1-3/d6.
Great Leap: barbarians may leap up to 10’ forward, 5’ backward, and 5’ upward.
Sense Magic: barbarians can sense the presence of magic and magical effects with an accuracy of 3%
per level. This also allows them to gain +1 to their saves against magical spells, beginning at level 6. This
improves by +1 every 6 levels, so +2 to saves against spells at level 12, and +3 to saves against spells at
level 18, to a maximum of +4 at level 24.
Mistrust: barbarians mistrust anything magical or technological in nature, but this does not mean they will
attempt to destroy such things or people who wield them. They will simply view them with skepticism and
wariness. This will improve over the course of play, as indicated on their level chart above.
BARD
Wandering storytellers, lore masters, and entertainers; bards serve as vast sources of information
in the world, and are well loved by courtier and commoner alike. Bards undergo rigorous training, under
the tutelage of druids and other mighty spellcasters, and are well studied in the languages of the realms.
Races Allowed: bards may be humans or half elves with no level limit, elves to a maximum of 12 th level,
and gnomes, dwarves, and halflings to a maximum of 9th level.
Alignment: any lawful or neutral.
Ability Prerequisites: intelligence and charisma must be at least 15, dexterity must be at least 16, and
wisdom at least 12.
Weapons Permitted: any single-handed weapon, and they gain proficiencies as the thief class.
Armor Permitted: only leather and shields, but shields may not be held when playing their instrument.
Attack Matrix: bards use the fighter’s attack matrix, but do not gain weapon specialization or multiple
attacks.
Saving Throw Matrix: bards use the cleric’s saving throw matrix.
Magical Items: bards may use any magical item permitted by fighters, druids, and illusionists.
Charm Person: a bard makes this roll when playing music. If successful, it functions as the Charm Person
spell, and may be attempted once per encounter. If it fails to work on a particular creature, that creature is
immune to future attempts by the bard.
Bardic Song: any time a bard foregoes taking any other action in combat besides playing an instrument,
any ally who hears his music will gain a morale bonus of +2 to attack, damage, and saving throw rolls, and
ally NPCs will gain +50 to morale rolls.
Worldly & Magical Lore: this skill determines if a bard can identify a magical item or recall important
information about something in the world. This does not, however, give the bard free access to especially
secret things, such as the politics of other planes of reality, or secret languages, etc. Likewise, the bard
cannot use this skill to see if he or she knows what a sovereign, an evil lord, or other organization is plotting
in secret; it only reveals readily available information, such as regional news.
Read Language: this determines if the bard can recover information from a text, be it written on an old
scroll, or chiseled into a stone wall. Even if the bard succeeds in being able to read a text, the text must be
written in a language that the bard knows, and the bard is only able to deduce information from a portion of
the text, based on his or her current skill level. For example: if the bard succeeds in reading a text with a
skill level of 25%, he or she only gains information from 25% of the text, and may need assistance from a
greater bard, or a sage, to finish reading it in its entirety.
MONK
A monk is essentially a priest whose magical potential has been turned inward, granting them
superhuman feats of strength in place of magical spells. Monks typically hail from distant lands, such as
Oriental settings, but a monk may simply be a priest who has devoted him or herself to the path of a pugilist
while taking oaths of poverty.
Races Allowed: humans and half elves have unlimited leveling potential as monks, elves may attain as
high as 13th level, half-orcs may reach 12th level, and other races may ascend as high as 10th level.
Alignment: any lawful.
Ability Prerequisites: strength, dexterity, and wisdom must all be at least 15.
Weapons Permitted: any single-handed weapon, but monks gain proficiencies as a wizard.
Armor Permitted: none.
Attack Matrix: monks have the cleric’s attack matrix.
Saving Throw Matrix: monks have the cleric’s saving throw matrix.
Magical Items: monks may use any magical weapon he or she is proficient with, and may use protection
scrolls. They may also use protective items, such as rings of protection, but not magical armor.
Thief Skills: monks have access to thief skills as though they were a thief of ½ their current level.
Ki: monks gain 1 point of Ki every 3 levels, starting at 3rd. Ki points are spent to grant a monk +1 to hit
and damage for 10 rounds, grant +1 to saving throws for 10 rounds, or gain +10’ movement rate for 10
rounds.
Snatch Normal Missiles: a monk has a 2% chance of catching non-magical missiles hurled at them. This
increases each level, so an 8th level monk has a 16% chance of catching any non-magical arrow hurled at
him or her.
Fall Distance: as outlined on the table above, monks can fall certain distances without taking damage.
When figuring damage, you only calculate it based on the distance they fall at the end of their safe falling
distance.
The table below is designed to provide GMs with random traps to throw at their players while they
explore dungeons or other secured areas. Typically, these traps are either in front of a door, leading toward
a door, or in any other high-traffic area in a dungeon where one must walk. When it says “lost,” it means
the character will have to find a way back to the party. Dexterity may be rolled to avoid some of these,
rolling a d20 and wanting to be at or below your dexterity score.
The following are the basic statistics for water vessels, which may be acquired by the PCs and
used for ship to ship or ship to monster battles. The weapons listed above may be placed on these vessels
in accordance to the allowances provided below.
SHIPS
The following list provides the above-mentioned stats for basic ships available in typical medieval
campaigns. Referees may create rules for the cost of repairing and upgrading vessels, as well as rules for
creating new vehicles, such as flying ships, steam-powered vehicles, and such. Generally, if a ship can fly,
increase its base cost by x4, and if it can transcend the bounds of the sky and go into outer space, increase
the cost by x10.
SHIP COMBAT
Use the following to determine a ship’s movement capabilities in combat. These stats assume that
a ship is on a map that uses hexes instead of squares for grid movement.
Maneuverability Classes
A: -1 initiative, can make 3 hex changes for turning
B: -2 initiative, can make 3 hex changes for turning
C: -2 initiative, can make 2 hex changes for turning
D: -3 initiative, can make 2 hex changes for turning
E: -3 initiative, can make 1 hex change for turning
F: -4 initiative, can make 1 hex change for turning
G: -5 initiative, can make 1/2 hex change for turning
SIEGE ENGINES
When attacking with a siege weapon, roll the attack and add the operator’s dexterity missile attack
adjustment for both ramming and ranged attacks. The engine’s “To-Hit” score is equal to a fighter’s to-hit
matrix of equivalent level. Short range has no penalty, medium range has -2 and long -5. When attacking
a stationary target, like a wall, the attacker gains +4 to hit for all subsequent attack rolls made against the
same target.
The cost for 30 shots of ammunition is equal to one tenth the siege weapon’s base price, except
for battering rams. Any man-sized creature or smaller stricken by a siege weapon must make a save vs.
petrification or else die instantly. If the save is made, damage is rolled as normal. For weapons with two
sets of damage, the first set is for attacks made against small and medium creatures, the second is for
larger creatures and structures.
SIEGE WEAPONS Range SML To-Hit Damage ROF Crew Cost (gold)
Battering Ram* 1/-/- 8 2d6/2d6 ½ 4 120g
Fire Bellows** 2/4/6 7 1d6/1d6 1 2 500g
Ballista, Light 11/22/33 6 2d6/3d6 1/8 1 200g
Ballista, Medium 11/22/33 5 3d6/3d8 1/12 2 300g
Ballista Heavy 12/24/36 4 3d10/3d12 1/16 4 400g
Bombard -/10/20 5 2d10/2d12 1/15 3 1,000g
Bombard, Great -/20/40 5 3d10/3d12 1/18 5 3,000g
Cannon, Light 15/30/45 6 1d12x2 1/15 3 1,000g
Cannon, Medium 20/40/60 6 1d12x4 1/18 4 1,000g
Cannon, Heavy 25/50/75 7 1d12x6 1/30 6 3,000g
Catapult, Light -/10/20 6 2d8/3d8 1/8 1 250g
Catapult, Medium -/20/30 5 3d10/4d10 1/12 3 350g
Catapult, Heavy -/20/40 5 3d12/4d12 1/16 5 500g
Trebuchet -/40/70 3 4d10/6d10 1/16 6 750g
*If used against a water vessel, any stricken vessel must make a save against crushing blows or else begin
sinking, taking on 2d4 points of non-structural damage each round. When this damage exceeds its current
Hull Points it has sunken and anyone stuck inside who cannot breathe underwater will die from drowning.
**Fire Bellows deal damage on a hit, and any ship stricken by the fire must make a save vs. normal fire or
else suffer 2d4 fire damage each round.
These optional rules are for campaigns past the 9th level in which the party may build their own
baronies, be they fiefs granted them by a monarch, or unsettled wilderness areas. To construct a building,
the party will require the services of builders, laborers, engineers, and architects. These folks must be paid
for their services, in addition to the cost of the building, be it gold or raw resources. The number of weeks
needed to build a structure is equal to their Structure Points, subtracted by 1 for every 5 laborers hired to
construct it. Use the following structure stats for each type of building the party may use:
STRUCTURES
PREMADE NPCS
The stat blocks in this book are for use with Advanced Dungeons & Dragons 1 st Edition or the
OSRIC system. Included are various levels of each core class, various kinds of common monstrous
humanoids, common infantry and new classes not included in the original OSRIC retro clone.
ASSASSINS
Assassination: has a 60% chance of outright killing a surprised enemy, -5% for every 2 HD of the
creature.
Assassin’s Backstab: +4 to attack from behind, deals double weapon damage.
Disguise: people observing the assassin have a 2% chance per day of seeing through the disguise; 4% if
posing as another race or as a specific person.
Poison: skilled at using poisons with weaponry for added effect.
Thief Abilities: CW 80%, FT 25%, HN 10%, HiS 20%, MQ 20%, OL 30%, PP 35%, RL 1%
Assassination: has a 75% chance of outright killing a surprised enemy, -5% for every 2 HD of the
creature.
Assassin’s Backstab: +4 to attack from behind, deals triple weapon damage.
Disguise: people observing the assassin have a 2% chance per day of seeing through the disguise; 4% if
posing as another race or as a specific person.
Poison: skilled at using poisons with weaponry for added effect.
Thief Abilities: CW 84%, FT 33%, HN 16%, HiS 30%, MQ 30%, OL 38%, PP 43%, RL 10%
Assassination: has a 100% chance of outright killing a surprised enemy, -5% for every 2 HD of the
creature.
Assassin’s Backstab: +4 to attack from behind, deals quadruple weapon damage.
Disguise: people observing the assassin have a 2% chance per day of seeing through the disguise; 4% if
posing as another race or as a specific person.
Poison: skilled at using poisons with weaponry for added effect.
Thief Abilities: CW 92%, FT 53%, HN 31%, HiS 55%, MQ 55%, OL 58%, PP 63%, RL 35%
CLERICS
Turn Undead: able to turn and destroy undead based on the cleric turning table.
Turn Undead: able to turn and destroy undead based on the cleric turning table.
Turn Undead: able to turn and destroy undead based on the cleric turning table.
Turn Undead: able to turn and destroy undead based on the cleric turning table.
Turn Undead: able to turn and destroy undead based on the cleric turning table.
DRUIDS
Druid’s Knowledge: able to identify plant and animal types or whether water is safe to drink.
Druid’s Knowledge: able to identify plant and animal types or whether water is safe to drink.
Immunity to Fey Charm: immune to charms and other mental enchantments cast by dryads, pixies,
brownies and other, similar creatures.
Shapeshift: change into an animal form up to three times per day, no smaller than half the druid’s size
and no greater than double. Recovers 1d6x10 HP when changing.
Druid’s Knowledge: able to identify plant and animal types or whether water is safe to drink.
Immunity to Fey Charm: immune to charms and other mental enchantments cast by dryads, pixies,
brownies and other, similar creatures.
Shapeshift: change into an animal form up to three times per day, no smaller than half the druid’s size
and no greater than double. Recovers 1d6x10 HP when changing.
Spell Per Spells
Level Day Memorized
lv. 1 6 detect magic, entangle x2, pass without trace, shillelagh x2
lv. 2 6 barkskin, charm person or mammal x2, fire trap, heat metal, produce flame
lv. 3 6 call lightning x2, snare x2, summon insects x2
lv. 4 6 animal summoning x2, hallucinatory forest, plant door, produce fire x2
lv. 5 5 animal summoning II x2, control winds, insect plague, wall of fire
lv. 6 4 animal summoning III, conjure fire elemental, cure critical wounds, weather summoning
lv. 7 3 chariot of fire, confusion, fire storm
FIGHTERS
Weapon Specialization: selected weapon gains +1 to hit and +2 damage, along with an extra attack
every 2 rounds.
Fighting the Unskilled: when fighting creatures of less than a full hit die, gain one extra attack for every
fighter level, past 1st.
Weapon Specialization: selected weapon gains +1 to hit and +2 damage, along with an extra attack
every 2 rounds.
Fighting the Unskilled: when fighting creatures of less than a full hit die, gain one extra attack for every
fighter level, past 1st.
Weapon Specialization: selected weapon gains +1 to hit and +2 damage, along with an extra attack
every 2 rounds.
Fighting the Unskilled: when fighting creatures of less than a full hit die, gain one extra attack for every
fighter level, past 1st.
Bonus Attacks: gains an extra attack every 2 rounds (2 attacks per round with weapon specialization).
Weapon Specialization: selected weapon gains +1 to hit and +2 damage, along with an extra attack
every 2 rounds.
Fighting the Unskilled: when fighting creatures of less than a full hit die, gain one extra attack for every
fighter level, past 1st.
Bonus Attacks: gains an extra attack every 2 rounds (2 attacks per round with weapon specialization).
Weapon Specialization: selected weapon gains +1 to hit and +2 damage, along with an extra attack
every 2 rounds.
Fighting the Unskilled: when fighting creatures of less than a full hit die, gain one extra attack for every
fighter level, past 1st.
ILLUSIONISTS
MAGIC-USERS
PALADINS
Cure Disease: may use the spell of the same name once per week, and is immune to disease.
Detect Evil: may detect evil out to 60’ at will, provided he or she is concentrating.
Protection from Evil: radiates an aura akin to the clerical spell of the same name out to 10’.
Lay on Hands: once per day, may heal 10hp instantly to one creature or to self.
Turn Undead: able to turn undead as a 3rd level cleric.
Summon Warhorse: once every 10 years, may summon a warhorse with improved HP, movement, and
intellect.
Cure Disease: may use the spell of the same name twice per week, and is immune to disease.
Detect Evil: may detect evil out to 60’ at will, provided he or she is concentrating.
Protection from Evil: radiates an aura akin to the clerical spell of the same name out to 10’.
Lay on Hands: once per day, may heal 20hp instantly to one creature or to self.
Turn Undead: able to turn undead as a 3rd level cleric.
Summon Warhorse: once every 10 years, may summon a warhorse with improved HP, movement, and
intellect.
Cure Disease: may use the spell of the same name thrice per week, and is immune to disease.
Detect Evil: may detect evil out to 60’ at will, provided he or she is concentrating.
Protection from Evil: radiates an aura akin to the clerical spell of the same name out to 10’.
Lay on Hands: once per day, may heal 30hp instantly to one creature or to self.
Turn Undead: able to turn undead as a 3rd level cleric.
Summon Warhorse: once every 10 years, may summon a warhorse with improved HP, movement, and
intellect.
RANGERS
Alert Against Surprise: rangers are only surprised on a roll of 1/d6, and surprise on a roll of 1-3/d6.
Damage vs. Humanoids: deal +4 damage to evil aligned humanoids and giants.
Tracking: have a base 90% chance to track enemies in the wilderness, and a base 65% chance to track
enemies in urban or dungeon environments.
Alert Against Surprise: rangers are only surprised on a roll of 1/d6, and surprise on a roll of 1-3/d6.
Damage vs. Humanoids: deal +9 damage to evil aligned humanoids and giants.
Tracking: have a base 90% chance to track enemies in the wilderness, and a base 65% chance to track
enemies in urban or dungeon environments.
Alert Against Surprise: rangers are only surprised on a roll of 1/d6, and surprise on a roll of 1-3/d6.
Damage vs. Humanoids: deal +4 damage to evil aligned humanoids and giants.
Tracking: have a base 90% chance to track enemies in the wilderness, and a base 65% chance to track
enemies in urban or dungeon environments.
THIEVES
THIEF 1st Level
Frequency: common
# Encountered: 2d6
Size: medium
Move: 90 ft
Armour Class: 7 (studded leather armor)
Hit Dice: 1 (1d6)
THAC0: 20
Attacks: short sword
Damage: 1d6
Saves: RSW 14, BW 16, PPD 13, PP 12, S 15
Special Attacks: sneak attack
Special Defenses: none
Magic Resistance: none
Lair Probability: 5%
Abilities: ST 11, DX 14, CN 12, IN 10, WS 9, CH 10
Alignment: chaotic, usually evil
Level/XP: 2/20+1/hp
New Monsters
Bearlobber
Frequency: Unique
# Encountered: 1
Size: Large
Move: 160ft
Armour Class: 4
Hit Dice: 14
Attacks: 1
Damage: 2d8 (club)
Special Attacks: Bear Lob
Special Defenses: n/a
Magic Resistance: n/a
Lair Probability: 30%
Intelligence: Low
Alignment: Chaotic Evil
Level/XP: 16/4,000+18/HP
Treasure: (40%) 1d6x1,000 copper pieces, (30%) 1d6x1,000 silver pieces, (25%)
1d6x1,000 gold pieces, (20%) 1d4x1,000 electrum pieces, (15%) 1d8 gems,
(10%) 3 magic items.
Crazed giant that runs about with an immense, enchanted rucksack filled with magically conjured black
bears. Bearlobber may throw 1d2 black bears every 1d4 rounds out to a distance of 50’. No harm comes
to the bears when they are thrown out, and they are able to attack on the next combat round. Any bear
that is successfully thrown directly at a target automatically deals damage equal to one of its claw attacks.
When killed, Bearlobber falls over and his rucksack bursts open, releasing 2d6 black bears into the field.
Dandyhounds
Frequency: Rare
# Encountered: 2d4
Size: Medium
Move: 120ft
Armour Class: 5
Hit Dice: 3
Attacks: 1
Damage: 1d4 (bite)
Special Attacks: Love Bite
Special Defenses: n/a
Magic Resistance: n/a
Lair Probability: 20%
Intelligence: Animal
Alignment: Neutral
Level/XP: 4/65+2/HP
Treasure: n/a
Lively, pink, and white striped wolves with sweet-smelling saliva. Whenever a victim is successfully bitten
by a Dandyhound, he or she must roll a save vs. polymorph or else fall madly in love with the nearest PC.
This effect lasts for one day, and may result in an awkward feeling between the affected party members.
Dandyhounds come from the plane of madness, and can return there at will. When on the prime material
plane, Dandyhounds can sense any living thing out to 1 mile, and have an 80% chance of deviating from
whatever course they are on to go after and bite anyone they sense who is sad or lonely.
Bleakhounds
Frequency: Very Rare
# Encountered: 2d4
Size: Large
Move: 140ft
Armour Class: 4
Hit Dice: 5
Attacks: 1
Damage: 1d6 (bite)
Special Attacks: Gloom Breath
Special Defenses: n/a
Magic Resistance: n/a
Lair Probability: 35%
Intelligence: Animal
Alignment: Evil
Level/XP: 6/155+4/HP
Treasure: n/a
Dark, malevolent cousins to the Dandyhounds, which exhale a dark mist that partially blinds creatures. The
mist has a range of 30’ and covers an area of 30’x30’. Creatures hit by the mist roll a save vs. spell or else
suffer a penalty of 1 to AC, and -2 to attack rolls. Bleakhounds come from the plane of madness, and can
return there at will. When on the prime material plane, Bleakhounds can sense any living thing out to 1
mile, and have a 80% chance of deviating from whatever course they are on to go after and bite anyone
they sense who is happy or delighted in any way.
Nuke Bear
Frequency: Unique
# Encountered: 1
Size: Large
Move: 160ft
Armour Class: 0
Hit Dice: 12 (d12)
Attacks: 3
Damage: 1d8/1d8 (claws) 1d10 (bite)
Special Attacks: Atomic Breath
Special Defenses: n/a
Magic Resistance: 20%
Lair Probability: 80%
Intelligence: Animal
Alignment: Chaotic Neutral
Level/XP: 12/2,100+16/HP
Treasure: 1d10x100 copper, 1d8x100 silver, 1d6x100 electrum, 1d4x100 gold, 1d3x100
platinum, (40%) 1d4 gems, (30%) 1d3 art), (20%) 4 magic items. (in lair)
Beware the Nuke Bear, which is thrice the size of the average bear, and breathes atomic fire! Nuke Bears
have bodies that are constantly exhibiting a kaleidoscopic aura of strange colors and patterns, which are
mesmerizing to creatures of less than 4 HD, causing them to be distracted. This fire deals 4d8 fire damage
in a 100’ line, requiring a save vs. breath for half damage, and charges every 1d4 rounds. Anything
attacking the Nuke Bear in melee also suffers1d6 fire damage from its terrifying atomic haze. Furthermore,
anything damaged by the Nuke Bear’s atomic fire must roll a second save vs. poison or become irradiated,
suffering 1d10 damage each minute. Only a remove curse spell can dissipate the radiation, and any
creature destroyed by the radiation poisoning cannot be brought back to life.
Furious George
Frequency: Unique
# Encountered: 1
Size: Small
Move: 60ft, (120ft climb)
Armour Class: 2
Hit Dice: 6
Attacks: 1
Damage: 1d6+2
Special Attacks: Angry Dance
Special Defenses: n/a
Magic Resistance: 10%
Lair Probability: 30%
Intelligence: Semi-intelligent
Alignment: Chaotic Evil
Level/XP: 6/350+3/HP
Treasure: +2 returning butcher knife (treated as a short sword with a range of 30 feet)
A “highly unique” monkey with a spikey pompadour. Climbs up out of reach and hurls his butcher knife at
people. If Furious George is hit once in combat, he commences his Angry Dance for 1d4 rounds. During
this time, his AC is -5, and if he completes his dance, he launches himself into a blindingly fast succession
of attacks against all targets within 20’. Any targets stricken in this barrage automatically suffer 1d6+2
points of damage.
Prismatic Skeleton
Frequency: Very Rare
# Encountered: 2d4
Size: Medium
Move: 120ft
Armour Class: 0
Hit Dice: 2
Attacks: 1
Damage: 1d6 or by weapon
Special Attacks: see below
Special Defenses: see below
Magic Resistance: n/a
Lair Probability: 50%
Intelligence: Non
Alignment: Chaotic Evil
Level/XP: 2/90+1/hp
Treasure: n/a
Prismatic skeletons are undead constructs made and used by mad or eccentric mages to protect their
tombs from graverobbers. As with normal skeletons, they are immune to disease, poison, sleep, and other
mind-affecting spells. Holy water inflicts 2d4 damage to these, cutting weapons only deal half, and piercing
weapons deal only one to two points of damage. Every bone on a prismatic skeleton is a different color,
and when stricken, depending on which color is hit, one of the following effects occur (roll 1d8 whenever a
physical, non-spell attack hits to determine effect:
(1) Red: releases a plume of fire, dealing 1d4 fire damage to anyone within 10’
(2) Orange: projects a barrier that protects against all mundane ranged attacks for 1 round
(3) Yellow: projects wave of force, dealing 1d4 damage to adjacent creatures and pushing them back 10’
(4) Green: releases poisonous vapors, requiring anyone within 10’ to save vs. poison
(5) Blue: exudes cold mist, dealing 1d4 damage to anyone within 10’ and slowing movement by half
(6) Indigo: creates a zone of diminished magic, granting it 60% spell resistance for one round
(7) Violet: releases negative energy, healing the skeleton for 1d4 points of damage
(8) White: causes skeleton to teleport up to 50’ away, usually behind attackers
Even a final blow to a prismatic skeleton will trigger one of these effects, ensuring optimum annoyance to
their attackers.
Buuuh
Frequency: Unique
# Encountered: 1
Size: Large
Move: 80ft (jump 50’ in any direction)
Armour Class: 2
Hit Dice: 10+20
Attacks: 1
Damage: 1d12+3 (tree trunk)
Special Attacks: overcharge
Special Defenses: see below
Magic Resistance: n/a
Lair Probability: 0%
Intelligence: Low
Alignment: Chaotic Evil
Level/XP: 12/2,900+14/HP
Treasure: n/a
Buuuh is a unique flesh golem with sparking bolts running down his spine, and powerful limbs that grasp a
tree trunk, which has been stripped of all its branches. Because of the length of this weapon, Buuuh can
strike out against any opponent within 30’. Buuuh is immune to all attacks from weapons except those with
+2 or better enchantments. Similarly, Buuuh is immune to all spells, save for fire, which does half normal
damage. When stricken with any kind of electrical attack, Buuuh becomes overcharged, and in 1d4
segments he will release a blast of electrical energy out to 10’, dealing 2d6 electrical damage to anyone
within this range.
Buuuh cannot be destroyed through normal means: if defeated in battle, he will collapse and
become totally inert, but will return to full HP within 1d12 weeks and form a vendetta against the party who
last slew him, tracking them to the ends of the earth. No matter how Buuuh’s remains are handled, he
cannot be destroyed unless a quest is undertaken to find the lab where he was built. This lab contains
journal entries explaining that “only the power of love may subdue the creature.” This means that the only
way to truly defeat Buuuh is to embrace him, which will immediately cause him to burst at the seams and
fall to pieces, never to rise again. Unfortunately, the one who hugs him will also be electrocuted, suffering
2d10 points of damage.
Gad Flies
Frequency: Common
# Encountered: 4d10
Size: Small
Move: 160ft (fly)
Armour Class: 7
Hit Dice: 1 (1d4)
Attacks: 1 (stinger)
Damage: 1d2 + painful venom
Special Attacks: see below
Special Defenses: n/a
Magic Resistance: n/a
Lair Probability: 20%
Intelligence: animal
Alignment: Chaotic Neutral
Level/XP: 1/6+1/hp
Treasure: n/a
Gad flies are buzzing insects the size of a man’s fist, which possess stingers that induce pain. Any
time a creature is stricken by a gad fly’s stinger, they must roll a save vs. poison or else become wracked
with pain, causing spells to have a 20% chance of being miscast, skill rolls suffer a penalty of -20, and all
other actions suffer -4. The effects last for 1d4 hours, and anyone afflicted by the poison cannot sleep until
this time has passed.
Gad flies typically exist in swamps and underground and avoid direct sunlight, preferring to remain
in shade, but coming out on cloudy days. They have also been known to be drawn to heat, such as that
found in forges, making them the bane of many blacksmiths.
Bipederon
Frequency: Very Rare
# Encountered: 1
Size: Large
Move: 120ft
Armour Class: 2
Hit Dice: 10+5
Attacks: 1
Damage: 3d6 (bite)
Special Attacks: trample
Special Defenses: only harmed by +1 or better
Magic Resistance: 10%
Lair Probability: 60%
Intelligence: Very
Alignment: Neutral Evil
Level/XP: 10/3,400+14/hp
Treasure: (in craw) 1d6x10 copper, 1d4x10 silver, 1d3x10 electrum, 1d2x10 gold, 1d2x10
platinum, (25%) 3 magic items.
Bipederons are solitary monstrosities which roam the planes as predatory creatures. Standing on
two, powerful, barbed legs, their body consists of an elongated head with a powerful, scooping lower jaw
and narrow, crocodilian upper jaw. Bipederons are very resilient, gaining +4 to saves against any spell-like
source, in addition to their small spell resistance. They are also immune to all mundane weaponry, requiring
at least +1 magical arms to pierce their scaly, mottled hides. Lastly, when a Bipederon moves through a
square occupied by a creature smaller than itself, that creature must roll a save vs. petrification or else be
pushed into a nearby, empty square and suffer 2d12 trampling damage.
As stated above, Bipederons exist in the planes, but some have found their way into the prime
materium where they roam deserts in search of prey. They will retain the precious items of previous victims,
keeping such items deep in their craws where they are untarnished and undigested, and may be acquired
by cutting into the fleshy folds of skin inside their mouths.
Leviathan
Frequency: Unique
# Encountered: 1
Size: Large
Move: 80ft (swim)
Armour Class: -7
Hit Dice: 400 hp (attacks and saves as a 20+1 HD creature)
Attacks: 2
Damage: 4d10 (bite), 3d6 (tail slap)
Special Attacks: see below
Special Defenses: +2 or better to hit
Magic Resistance: 40%
Lair Probability: 90%
Intelligence: Semi
Alignment: Neutral Evil
Level/XP: 20/70,400+35/hp
Treasure: see below
Greatest of sea beasts, a creature so vast it is said to have swallowed ships whole. The coming of
the Leviathan is marked by strange lights in the ocean, and lightning bolts which flash above its body,
dealing 2d8 damage to anyone standing or flying directly above it, (half if a successful save vs. spell is
made). Though rarely away from its lair, deep beneath the waves, the Leviathan may surface during certain
seasons to feed on the bounty of human and demihuman navies. It prefers to lead with its biting attack,
but anything that attacks from behind will be subjected to its immense, lashing, serpentine tail. Its body,
which is usually caked in sediment from its lair, is wreathed in putrid muck that causes anyone attacking it
underwater to suffer -4 to hit as the muck dissolves around it, forming a continuous cloud of filth. The
dreaded Leviathan is also surrounded by the stench of millions of dead things, meaning anyone attacking
it above water must roll a save vs. poison or else become nauseated, suffering a loss of half to their
movement, -2 to attacks, and a 10% chance of spell failure, all while within 50’. The presence of the
leviathan is so terrifying that any being of less than 5HD will flea in terror, and only weapons of magical
quality may harm it (+2 or better).
The Leviathan lairs out in the widest oceans, all the way down on the floor, but its sense of smell
is great enough that, if it smells the presence of multiple ships, it will surface for a meal. On a natural roll
of 18 to 20, anything medium or smaller that is stricken by the Leviathan’s bite attack is swallowed whole.
Swallowed victims suffer an additional 2d6 damage and will suffer 1d6 damage from the acids at work
within its belly. Escape is possible with slashing weapons the size of a short sword or smaller: an attack
roll against AC 8 must be made, and at least 20 damage dealt to escape the Leviathan’s body. After
escaping, its powerful musculature will seal the wound, keeping it from bleeding to death. Ships swallowed
by the Leviathan will immediately begin to break down as its acids are especially potent against wood and
other fibrous materials.
The Leviathan has no treasure inside or stuck to its smooth, glistening scales, but down in its lair
is a king’s ransom of treasure: at least twenty smashed galleys and merchant ships containing the following:
12,000 copper pieces, 14,000 silver pieces, 20,000 electrum pieces, 14,000 gold pieces, 6,000 platinum
pieces, 150 gems, 90 art objects, and 10 random magical items. With the Leviathan gone, this treasure
will likely be infested by opportunist creatures of every kind, including giant octopuses, giant squid, giant
crustaceans, and rogue merfolk seeking to claim the treasure at any costs, making its acquisition an
adventure in and of itself.
This four-legged, clockwork creature is made from wood and metal, and operates under minimal
sentience. Its head consists of a mechanized bear trap, which will latch on tight on a natural roll of 17 to
20 (provided those attacks are sufficient to successfully hit their opponent). When a small automaton has
latched onto a victim, their movement is slowed by 20 feet and they suffer an ongoing 1d2 damage each
round that it remains attached. They may be removed with a successful “open doors” (or minor strength)
check.
Automatons are immune to fear, sleep, paralysis, disease, poison and all other mind-affecting
spells or spell-like abilities. Fire and cold only deal half normal damage, and electrical attacks heal them
for 1d4 points of damage.
Clockwork humanoids made from wood and metal and endowed with minimal intelligence. Each
arm is mounted with a weapon: their right arm ends in a curved blade, the left with a repeating crossbow
that only needs reloading after every fifth shot. When defeated, these automatons explode, dealing 2d4
damage to everyone in a 10-foot radius.
Automatons are immune to fear, sleep, paralysis, disease, poison and all other mind-affecting
spells or spell-like abilities. Fire and cold only deal half normal damage, and electrical attacks heal them
for 1d4 points of damage.
Giant clockwork behemoths with great, round bodies made from metal and wood, and endowed
with minimal intelligence. When striking with their maul hands, the target must roll a save vs. paralysis or
be thrown 1d6x10 feet and suffer an additional 2d4 damage. Their spear arms may reach targets 20 feet
away, and their backs are equipped with ballistas, which fire a projectile with a range increment of 200’,
and deal 2d8 damage. Because of their size, large automatons may move through squares occupied by
medium or smaller opponents who must roll saves vs. petrification or suffer 2d6 damage and be pushed
away to an adjacent square.
Automatons are immune to fear, sleep, paralysis, disease, poison and all other mind-affecting
spells or spell-like abilities. Fire and cold only deal half normal damage, and electrical attacks heal them
for 1d4 points of damage.
Necrozon/Catoblepas
Frequency: Very Rare
# Encountered: 1d3
Size: Large
Move: 30’
Armour Class: 7
Hit Dice: 6+2
Attacks: 1
Damage: 1d6+stun
Special Attacks: Death gaze
Special Defenses: n/a
Magic Resistance: n/a
Lair Probability: 60%
Intelligence: Semi
Alignment: Neutral
Level/XP: 8/565+8/hp
Treasure: 1d12x1,000 copper (25%), 1d12x1,000 silver (15%), 1d8x1,000 (15%), 1d6x1,000
gold (15%), 1d10 gems (30%), 1d6 jewels (25%), any 2 magic items + 1 potion
(15%)
This creature resembles a water buffalo with a long, giraffe-like neck with a head like a warthog’s.
Its tail is long, swaying, and ends in a knobby club that has a 75% chance to stun any creature stricken by
it for 1d10 rounds. Most deadly of all, its gaze functions like the Death Ray spell and extends out to a range
of 40’. It only has a 25% chance of using this gaze attack when in melee, but any creature surprised by it
will suffer the effects immediately. Necrozons dwell in swamplands and marshes where they wallow in the
mud. They have very poor vision, but excellent hearing, especially when their heads are raised, which they
do about 25% of the time. While their heads are lowered, any creature may pass around them within 30’
without provoking them.
Tarrasque
Frequency: unique
No. Encountered: 1
Size: large
Move: 90’ (120’ when rushing)
Armor Class: -3
Hit Die: 300hp
Attacks: 1 bite, 2 horns, 2 claws,
1 tail
Damage: 2d12 bite, 1d10 horns,
1d12 claws, 2d8 tail
Special Attacks: see below
Special Defense: see below
Magic Resistance: see below
Lair Probability: 30%
Intelligence: animal
Alignment: true neutral
Level/XP: 10/37,500+35/hp
When active, the Tarrasque will feed on all life in its path, and will even devour the earth to get at
its prey. Its bite is especially lethal, instantly decapitating any living thing when it rolls a 19 or 20 on an
attack roll. Due to its sheer size and ferocity, any creatures of 4HD or lower are paralyzed with fear and
cannot move until it is out of their range of vision, no save. Ray spells, such as magic missile or lightning
bolt, reflect off of its dense carapace, and have a 1 in 6 chance to reflect back at their caster. Its body is of
such incredible hardness that it cannot be harmed except by weapons of +2 or better quality. Only the
wisest sages know that the only way to slay the tarrasque is to reduce its body to at least -30 HP, and then
cast a death spell upon it, preventing it from regenerating and, instead, killing it outright. When slain, its
body produces 10d10 diamonds worth an average of 10,000 gold pieces, and 1d4 shields of +3 quality.
Because of the great value of its corpse, the death of the tarrasque will compel many people of power to
contend over its remains.
Note: for more complicated quests, roll multiples of one or more of the three columns!
SALVAGE AND TRADE GOODS
These items may be found just about anywhere in the wilds, and have monetary value if sold or
traded to the right people! Any time the players loot an area for treasure and ask “is there anything else,”
roll on this table or select from the items listed. Prices are per unit found, and each item is found with a
quantity equal to 1d4. The weight of each item varies, and should be determined by the game referee.
MAGICAL ITEMS
The following is a list of magical items, both from video games, movies, and mythology. These are
powerful items and should only be given on rare, special occasions. Items listed with an ‘*’ indicates that
these are items of my own creation. Gold produced by magical items, such as Draupnir, do not provide XP
to the user for gold found.
Magical Weapons
Claihm Solais: +5 great sword with a blade made from light. Also grants +2 to AC and saves, and may
be wielded with a longsword or broadsword proficiency, but must be wielded in two hands.
Excalibur: +4 broadsword which grants +1 AC, a +50% to all allies’ morale scores, and its scabbard
grants regeneration 2 every turn (10 minutes).
Joyeouse: +3 longsword that drops 1d4 gold pieces a day and grants wielder +2 charisma reaction.
Vjaya: +2 falchion or broadsword that strikes out against foes with energy as far as 20’ away.
Gram: +4 broadsword that causes 1d4 points of bleeding damage every round to larger enemies.
Burtrang: +3 scimitar that adds 1d4 flame damage. Targets stricken by the blade must roll a save vs.
spell or take 1d3 fire damage every turn.
Durandal: +5 Paladin’s holy longsword (only +2 for anyone else wielding it). Has all of the qualities of a
holy longsword.
Levatain: +4 broadsword that fights on its own while staying within 2 spaces of its master. Attacks as a
4th level fighter with +4 to hit and damage, and 2 attacks per round.
Balmung: +2 scimitar that deals 1d4 points of electrical damage. Stricken enemies must roll a save vs.
paralysis or else become stunned for 1d4 rounds.
Luminus: +3 holy warhammer that adds 1d4 radiant damage. Enemies stricken by this must save vs.
spell or else become blinded, worsening AC by 2 and their attacks by -4. Radiant damage becomes 1d8
when damaging undead creatures.
Mormagil: +5 elven longsword that is only +1 for any race other than elves.
Mourningblade: +3 poisoned falchion or broadsword that causes its victim who fails a save vs. poison to
suffer 1d3 damage every round.
Tyrfing: +5 dwarven broadsword that is only +1 for any race other than dwarves.
Dawnblade: +3 great sword that adds 1d6 damage against evil aligned and undead creatures.
Werebane: +1 silver short sword that instantly slays lycanthropes who fail a save vs. death when hit.
Mjolnir: +3 returning throwing hammer that cannot be wielded except by creatures with 18 or more in
strength. Giants and ogres stricken by this weapon must save vs. death or die instantly.
Gungnir: +4 spear that ignores all shield bonuses to AC and instantly wounds any creature harmed by it.
Wounded creatures suffer a penalty of 2 to their AC and have half their normal movement.
Roginus: +1 spear that becomes +5 against all undead and demonic creatures.
Hador: +3 mace that automatically slays all crystal or stone enemies who fail a save vs. death when
stricken.
Valmanway: +3 mace that heals rather than harms, but does normal damage to demons and undead.
Morgenstern: +3 morning star that adds 1d4 damage against evil and undead creatures.
Starcast: +2 flail with six heads. Roll 1d6 to determine how many hit; each one deals 1d3+1 damage.
Sir Grimsley: +2 war scythe that automatically slays any living creature it strikes of 4HD or less who fails
a saving throw vs. death.
Executioner’s Wife: +3 battle axe that lowers the morale of any enemy who sees it by 50%.
Conairemor: +3 singing longsword that adds 2d4 sonic damage and once per day: must be stricken
against a solid surface before activating the ability, which additionally causes deafness within 30 feet to
all living creatures, except the wielder, who fail their save vs. spell.
Galatine: +2 broadsword of the Lady of the Lake, which becomes +5 against all water and wind
elementals, and their kin.
Derg: +2 red returning javelin that has ten times the normal throwing range.
Greenbeard: +3 battle axe that revives its wielder to 1 HP if killed, even if decapitated. Doing so
destroys 1 point of the wielder’s constitution. Does not work if the wielder is annihilated.
Poseidon: +3 trident that has a 25% chance to dispel water elementals on a hit.
Gae Assail: spear that grants +5 to hit and +2 to damage. Serves as a +2 weapon for the purpose of
hitting enemies that require +2 or less to hit.
Sun Wu Kong: +5 golden quarterstaff that can extend 30’ and allows Monks to use their number of
unarmed attacks to determine how often they may strike with it each round.
Tathlum: +2 sling that turns normal sling stones and bullets that it fires into +2 projectiles. These
dissolve after striking a target or after being hurled.
Holly Dart: +2 returning dart, which deals double damage against giants and ogres.
Sudorshana: +3 returning chakram or throwing axe that has a 50% chance of deflecting off its original
target and striking a second one that is within 30’. Attacks against the second target are made at the
user’s attack matrix and bonus.
Dagda: +3 club that grants 1 extra attack.
Kaladanda: +4 quarterstaff that requires stricken enemies to save vs. spell or suffer a penalty of 2 to their
AC and attack rolls for 1d4 rounds.
Akshay Tunir: quiver of inexhaustible +1 flaming flight arrows, which deal an extra 1d3 fire damage.
Shorur: +3 mace that may be sent to fly out once per day, and deliver vocal messages. It has a fly
speed of 210’ spaces.
Haphaestus: +3 war hammer that slays stricken constructs that fail a saving throw vs. death.
Uchide no Kozuchi: great club or quarterstaff that banishes stricken planar entities who fail a save vs.
spell.
Thyrsus: +2 staff with a head shaped like a pine cone, which turns stricken enemies into stone who fail a
save vs. petrification.
Grioarvolr: +2 quarterstaff that slays stricken giants and ogres who fail a save vs. death.
Caduceus: +2 mace of Hermes that places its wielder under the effect of a haste spell while gripped in
both hands. May be done once per day.
Ichaival: Odin’s +5 longbow, which allows its wielder to fire at the weapon’s maximum range without
penalty.
Svefnthorn: +3 dart that puts stricken foes to sleep who fail a save vs. spell. Does not affect undead or
constructs. Retrievable.
Failnot: Tristan’s +1 longbow, which grants a +5 bonus to hit. Is +1 for the purpose of hitting creatures
that require +1 or worse to hit.
Cupid: +3 short bow that charms victims who fail a save vs. spell.
*Unimpeded Gloves: special +2 gloves, which when worn by a Monk allow unarmed attacks to harm
creatures normally resistant to non-magical weapons.
*Tempest and Vortex: +2 twin short swords that may be wielded together without penalty.
*Life Taker and Life Breaker: +2 twin daggers, one black, one white, which when used by a rogue allow
for two sneak attacks simultaneously at +6 to hit each.
*Gutbuster: +4 heavy crossbow that may attack multiple enemies that stand in a line down its range.
*Gauntlets of the Throng: gauntlets, which grant the wearer 18/00 Strength and grant 2 extra unarmed
attacks per round.
Magical Armor
Justacorps: +2 bardic chainmail that allows only bards to cast their spells, and grants +10% to perform.
Eversing: +3 banded mail that prevents grappling, constriction, or being knocked down.
Walker’s Armor: +2 plate mail that grants +1 constitution and destroys spikes, such as those in a pit or
any other trap.
Karma Mail: +3 chainmail with a 15% chance to reflect half melee damage back to its source.
Greenmail: +4 green scale mail that restores 2d8 HP once per day to its wearer.
Godswhit: King Arthur’s helm, which improves AC by 2 and grants +2 to saving throws against
petrification and polymorph.
Robe of the Fire Rat: kimono that grants bonus of 2 to AC and 100% fire resistance.
Robe of the Wyrmlord: mage robe that improves AC by 3 and grants 50% resistance to all elements.
The 3-7s: +3 leather armor that allows its wearer to reroll up to three rolls a day.
Serenity: mage’s robe that grants an improvement of 2 to AC and prevents spells from being disrupted
after the caster is stricken.
Fury: +3 banded mail that allows its wearer to berserk once per day, causing a penalty of 1 to AC, but
gaining a 25% to movement and a bonus of +2 to attack and damage rolls with melee weapons.
Berserking lasts 10 rounds and requires at least an hour’s rest afterwards.
Aegis: Zeus’ +4 large shield that has a 25% chance to destroy any mundane weapon that hits it.
Ancile: Mars’ +3 small shield that grants its wielder 20 extra HP.
Svalinn: +2 holy shield that turns undead as a cleric of the 10th level once per day.
Evalach: +4 large shield that grants 50% frost resistance to anyone standing within 10 feet of the wielder.
El Cid: +4 golden dragon shield that terrifies enemies, causing any foe with fewer than 4 HD to roll a save
vs. spell (or morale for NPCs) or else flea in terror.
Babrebayan: extravagant tiger skin garment that grants +1 to attack and damage rolls, and improves AC
by 1.
Hide of the Nemian Lion: hide armor that has the defensiveness of +1 plate armor.
Hide of Leviathan: +2 leather armor that makes its wearer immune to all poisons and toxins.
Mirror Plate: +2 silvery plate mail that has a 50% chance to block eye-gaze attacks and a 15% chance to
reflect them back to their source.
*Bribentine: +2 round shield with the image of a coiled serpentine dragon emblazoned on its front. Will
remove any curse or spell if 100 gold coins are inserted into its mouth.
*Butled Round: +2 small shield that floats near its possessor, granting its AC bonus to all sides and
allowing for the use of two-handed weapons.
*Mojo: +2 studded leather armor that radiates an array of different colors that have a 10% chance to
distract enemies within 40’ who see it. Effects do not work on undead or constructs.
*Radiant Mail: suit of +2 chainmail, which when worn by a cleric or paladin allows them to turn undead as
though two levels higher.
Magical Items
Shoes of Vidar: armored shoes, which allow wearer to kick, dealing damage as a +2 broadsword. If
planted on the chest of a prone enemy, that enemy cannot stand until removed.
Talaria: boots that allow flight at walking speed once per day for one hour at a time.
Seven League Boots: extremely powerful boots, which when worn allow one to travel a full day’s
distance all at once. The course must be planned before using, otherwise there is a 40% chance the user
will become lost or appear in a location that is a day away from their intended destination.
Swan Cloak: magical cloak that sets its wearer’s charisma to 19 when worn.
Brissingamen: Freya’s necklace, which raises morale by +20% for anyone within 50’.
Necklace of Harmonia: allows the old to become youthful again, removing all negative penalties for age.
This does not increase one’s life span, however, and effects only last while worn.
Yasakoni no Magatama: jade medallion that raises its wearer’s wisdom to 19.
Draupnir/Andvaranaut: two different rings, both of which when used will produce 1d4 gold per day.
Dispel: ring that removes curses once per day. Will also remove spell effects five times a day.
Bone of Ullr: wand that stores any 10 spells that the caster knows.
Olivant: horn, which when blown heals 2d8+2 HP to all allies within 30’ and grants +1 to attack and
damage rolls for up to 10 minutes (1 turn). May be used once per day.
Rati: 5’ long auger that can burrow through any solid material except adamantium.
Wotan’s Sphere: crystal ball that shows what is happening anywhere on the surface of the world.
Cannot see through places that are magically warded or otherwise shielded against scrying.
Phoenix Plume: enchanted phoenix feather that restores life to a dead character once a month. Normal
rules for raising dead apply, such as number of times a PC can be raised, etc.
Falcon Cloak: allows wearer to transform into a falcon for four hours, once each day.
Tarnhelm: helm that changes its wearer’s appearance to any humanoid. The helm is still visible during
this transformation, but clothing and gear are disguised.
Mudarra: a magic ring, which when broken in half will cure blindness and other diseases. It may only be
rejoined by expending a 4th level spell.
Jarngreipr: gauntlets that set strength to 18/00 and double range for thrown weapons.
Yata no Kagami: mirror that can fire a beam of light if it has spent a week charging in the sun. The beam
extends out to 100’ and deals automatic 2d10 damage to everything in its path; undead suffer 4d10.
Sibyllina: book that when read will provide tactical advice, which grants +1 to all attack, saves, and AC
for 1d4 rounds. Takes one hour to read.
Raudskinna: book that automatically teaches its reader every spell of necromancy, but when the reading
is completed, the book will burn, dealing 2d4 fire damage to the reader. Must be a magic-user of at least
5th level, or the book will be incomprehensible.
Senji Ryakketsu: book that can predict the future 30 times before it fades away.
Bezoar Stone: when touched to water, turns it into an antidote potion. Unlimited uses.
Cintamani: stone that, when thrown at a wall, will break apart into 1d4 pieces. Each piece of the stone
will then grant a wish before disintegrating.
Adder Stone: protects holder from poison and disease, but will not cure said ailments if merely put into
the hand of someone who has already been afflicted by them.
Stone of Scone: large block of sandstone that can show important visions. The GM rolls 1d4: 1=location
of treasure, 2=location of a lost friend, 3=location of an enemy, 4=important events occurring elsewhere in
the world.
Draconite: once per week this stone will produce a breath weapon attack as though made by an adult
red dragon.
Skatert Samobranka: tablecloth that produces food and drink for up to 10 individuals once per day.
Brazen Head: bronze head-shaped ornament that answers any question once per month.
Ruyi: golden scepter that grants +5 to any roll (+25%) as long as it is held in the hand by itself (cannot
hold it in a hand with a shield in the other hand, for example).
Nanteo’s Cup: wooden mazer bowl, which may be filled with water that serves as a Heal spell once per
Week.
Skidbladnir: greatest of all ships, has double normal HP of a normal longship, +5 AC, and can carry up
to 1,000 people inside its expansive hull which is somehow contained within the parameters of normal
longship.
Lantern of Diogenes: lantern that produces a zone of absolute truth out to 30’. Creatures who are being
dishonest will have a purples haze appear around them.
Throne of Kia Kavus: flying chariot drawn by two giant eagles. The eagles may be summoned once per
day for up to five hours, but if killed they will not be able to return for a month.
Danu Monara: flying wagon that can hold up to four medium creatures and moves at a rate of 120’.
Tangu: flying carpet that moves at a flying speed of 120’, has dimensions of 5x10 feet and carries up to
1,000 pounds.
Gullinbursti: a large, golden, mechanical boar with the same stats as a Gorgon bull, but in place of
petrifying breath, it has the following qualities: unshaken morale and immunity to poisons and mind-
affecting spells. Fire spells heal it, ice spells deal only half damage, and lightning has a 10% chance to
stun it for 1d4 rounds. Lastly, its golden mane glows in the dark, providing light out to 100’.
*Conchstout: trumpet that summons 2d4 HD of water elementals once per day for an hour.
*Languished Mantle: black waste coat with a collar and fringes of raven’s feathers, which may transform,
at will, into great, black wings, allowing the wearer to slow fall or glide forward at their movement rate
while still descending at a rate of 10’ per turn (10 minutes).
*Witless Walker: gem, which when held in the hand, allows a person to walk over the edge of a cliff and
into open air out at a distance equal to their maximum movement rate.
*Wall Clip: ring that allows its wearer to pass through up to two feet of solid wood or stone, but not metal
or magically sealed obstacles.
*Devilbob: a strange, magical plumb bob that, when suspended by a string or chain, will point in the
direction of the most immediate and powerful source of evil.
*Charm of Unsightly Servants: a crude, lump of adamantium that allows its user to summon up to 4HD
of skeletons for one hour, once per day.
*Copious Coffer: tiny coin purse that can hold up to 1,000,000 coins and/or gems while fully negating
their weight.
*Cupboard Clerk: this tiny wall cupboard may be opened twice a day, revealing a tiny room where a tiny
planar clerk sits at a tiny desk. When paid 1,000 gold, he will process certain requests, such as finding
the location of a missing person, lost possession, who and where the best sage is to ask advice on a
certain subject, etc. These requests take 1d10 hours to complete.
*Sash of the Wind: sash that grants monks double movement and a bonus of 1 to AC.
*Pilfer’s Hand: mummified hand, which when given a lock pick can pick any non-magical lock with 100%
accuracy.
*Squiggles: a tiny little imp in a magical jar. Together, they provide the holder 10% magic resistance,
and the imp will provide useful advice from time to time as a sage who specializes in magic or planar
knowledge.
*Mammonlust: an ornate rod, topped by a brazen skull. When a gem is placed into its mouth, it will
answer a question about nearly anything in the universe, including the locations of individuals and items.
The greater the value of the gem it is fed, the more information it will reveal.
*Return Alms: single-use magical item that resembles a glowing coin. When thrown on the ground, this
item is destroyed and creates a small warp gate that transports the user back to a pre-determined
location, which must be inscribed onto the coin.