Psychic Phenomena

In my previous post of encounters on the Wyvern Coast, I referenced a psychic class, which I now present here. What follows is open game content.

The Psychic Sub-Class
The psychic is a sub-class of magic-user that learns to focus his innate mental powers to create astrounding psychic phenomena. Psychics must go though a training regimen not dissimilar to monks. But where monks train their bodies, psychics train their minds.

  • Prime Attribute: Intelligence & Wisdom, 13+ (+5% experience)
  • Hit Dice: 1d4 (Gains 1 hp/level after 10th level.)
  • Armor/Shield Permitted: Leather, padded.
  • Weapons Permitted: Club, dagger, dart, hand axe, light hammer, short bow, sickle, sling, spear, staff.

The most basic ability a psychic has is his “sixth sense”, which warns him of danger. Because of their sixth sense, psychics are only surprised on a roll of 1 on 1d8. Psychics receive a +1 bonus on saving throws made to avoid traps, and can spot secret or hidden doors as well as an elf.

Psychics train their minds to be a veritable fortress of intellect. This gives them a +1 bonus on saving throws against mental magics (ESP, charm person, etc) and the powers of other psychics. At 6th level, their intellect fortress becomes a tower of iron will and their saving throw bonus improves to +3.

At levels 1, 3, 5, 7, 9, and 11 the psychic opens the door to a new psychic power from the following list. To use a power, the psychic must succeed at a saving throw, and his victim (if there is one) must fail a saving throw. The subject of a psychic power must be within the psychic’s field of vision. If, during the day, a psychic fails a saving throw to activate a power, that power closes to him for the remainder of the day and until he spends one hour in meditation the next day.

Psychic Powers
Astral Projection: The psychic can enter a trance and project his astral spirit from his physical body. This astral spirit is incorporeal and unable to interact with the physical world. Astral spirits can only communicate using the power of telepathy. An astral spirit can travel freely over the physical world, and can enter the ethereal and astral planes at will. The astral spirit can interact with objects and creatures on the ethereal and astral planes, and can communicate normally therein. If a psychic’s astral spirit is killed, his physical body dies as well.

Channeling: By opening his mind to the cosmos, the psychic can commune with higher planes (as the magic-user spell contact other plane). Channelling is a difficult power to control, and imposes a -5 penalty on the psychic’s activation saving throw. A failure to activate this power results in the psychic’s personality (or alignment) changing (as determined by the Referee) for 1d6 days.

Clairaudience/Clairvoyance: A psychic with these abilities can see or hear the going’s on in a different place. If the psychic has never been in this place, or does not know somebody present, his saving throw to activate this ability is made at a -5 penalty. Separate saving throws must be made to use clairaudience (remote hearing) and clairvoyance (remote seeing).

Cloud Minds: With this ability, a psychic can cloud people’s minds, making himself invisible to them. Just as with the magic-user spell invisibility, an attack by the psychic spoils the effect. If used on multiple subjects, the psychic suffers a -1 penalty to his saving throw to activate the power for each subject beyond the first.

Dowsing: Using a simple dowsing rod, the psychic can find the nearest source of fresh water. He can also use this power to discover the location of precious metals and gems (as a wand of metal detection), but suffers a -3 penalty to his activation saving throw.

Ego Whip: This is the psychic’s ability to stun another sentient creature by causing terrible pain and trauma in their mind. A stunned creature remains stunned for a number of rounds equal to the psychic’s level. An ego whip can only be used on a single creature.

Empathic Projection: This is the ability to project powerful emotions (anger, joy, sorrow, fear) in the mind of a subject. It is up to the Referee to determine the effects these emotions might have on a situation. A psychic who fails his saving throw to activate this power must make an additional saving throw or be struck with the emotions himself.

ESP: With this ability, the psychic can read a subject’s mind, as with the magic-user spell of the same name.

Id Insinuation: By insinuating his own thoughts and memories in an opponent’s mind, the psychic causes either confusion (as the magic-user spell) or insanity (as the magic-user spell). Attempting to cause insanity imposes a -10 penalty on the psychic’s activation saving throw. A failure to activate this power properly forces the psychic to make a saving throw himself or suffer the effects of the power himself.

Illusion: The psychic can use this ability to plant powerful illusions inside a person’s mind. In general, these illusions will correspond to the basic spells of an illusionist, with a penalty equal to the illusion’s level assessed to the psychic’s activation saving throw.

Mesmerism: This is the ability to put others into a trance, thus gaining the ability to question them truthfully or implant suggestions in their mind. Implanting a suggestion works as the magic-user spell of the same, and imposes a -5 penalty on the psychic’s saving throw to activate the power.

Mind Thrust: With a sharp thrust of his mental powers into the mind of one sentient opponent, the psychic inflicts 1d6 points of damage plus one point of damage for every point difference between his own and his opponent’s intelligence scores. If an opponent’s intelligence score is unknown, assume that it is a 10.

Psionic Blast: A psionic blast works like an ego whip, but instead stuns creatures in 30-ft cone emanating from the psychic’s forehead. A psychic suffers a -5 penalty to activate a psionic blast.

Psychic Surgery: Psychic surgery can be used to double a creature’s natural healing or to grant a subject a +1 bonus to save against diseases. It can also be used to heal or inflict 1d6 points of damage. This requires the psychic to physically touch the subject, and the psychic’s saving throw to activate the power is made at a -5 penalty. At 5th level, the psychic can heal or inflict 2d6 points of damage. At 10th level, the psychic can heal or inflict 3d6 points of damage.

Psychometry: This is the psychic’s ability to read the psychic vibrations given off by an object or place, allowing him to learn elements of its history such as who last held the device, how it is used, or traumatic events that took place there. In effect, it works like the magic-user spell legend lore. The Referee might impose penalties on the psychic’s saving throw to activate this power depending on the age and provenance of the object or place being read.

Pyrokinesis: This is the ability to cause objects to burst into flames. The ability can only be used on flammable objects, and inflicts 1d4 points of damage per psychic level. Activating the power requires a full round of concentration on the part of the psychic. Failure to this activate this power requires the psychic to make an additional saving throw to avoid being damaged himself.

Telekinesis: This is the ability to move small objects with one’s mind. For precise telekinetic control of a small object, a -5 penalty is imposed on the psychic’s saving throw to activate this power. Otherwise, impose a penalty of -2 per 10 pounds of the object being moved.

Telepathy: With this ability, the psychic can project his thoughts into the minds of other sentient creatures. Penalties may be applied to this ability based on the distance of the psychic’s target or when he tries to communicate with several people at once.

Teleportation: This power allows a psychic to teleport (as the magic-user spell) objects. The psychic can teleport creatures, but suffers a -5 penalty to his saving throw to activate the power. Teleporting multiple objects or creatures imposes a -1 penalty to his activation saving throw per creature or object beyond the first.

Transvection: A psychic can use transvection to cause himself to levitate (as the magic-user spell). It can also be used to fly (as the magic-user spell), but such use imposes a -5 penalty to the psychic’s activation saving throw.

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Level Experience Hit Dice Attack Save Title
1 0 1 +0 17 Learner
2 2,200 2 +1 16 Mentalist
3 5,000 3 +1 15 Sensitive
4 10,000 4 +1 14 Channeler
5 20,000 5 +1 13 Esper
6 40,000 6 +2 12 Savant
7 75,000 7 +2 11 Yogi
8 150,000 8 +2 10 Guru
9 300,000 9 +2 9 Mind Lord
10 450,000 10 +3 8 Mind Lord
11 750,000 +1 hp +3 7 Mind Lord
12 950,000 +2 hp +3 6 Mind Lord

S&W Format
Hit Dice: 1d6 per level, +1 hit point per level after level 9
Armor/Shield Permitted: Leather.
Weapons Permitted: Club, dagger, dart, hand axe, short bow, sling, spear, staff.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 15 Learner
2 1,800 2 +0 14 Mentalist
3 3,600 3 +0 13 Sensitive
4 7,200 4 +1 12 Channeler
5 14,400 5 +1 11 Esper
6 30,000 6 +2 10 Savant
7 60,000 7 +2 9 Yogi
8 120,000 8 +3 8 Guru
9 240,000 9 +3 7 Mind Lord
10 390,000 +1 hp +4 6 Mind Lord
11 540,000 +2 hp +5 5 Mind Lord
12 690,000 +3 hp +5 4 Mind Lord

Barbarians and Bards

This post continues the look at the hybrid character classes I used in my last campaign, featuring the barbarian and bard. What follows is open game content.

The Barbarian Sub-Class
The barbarian is a sub-class of fighting-man. Where fighting-men rely on training and skill to win the day, the barbarian uses ferocity and instinct. Most barbarians are members of uncivilized tribes of humans, demi-humans or humanoids. “Civilized” barbarians can represent men and women with hair-trigger tempers and a zest for violence.

  • Prime Attributes: Strength & Constitution, 13+ (+5% experience)
  • Hit Dice: 1d12/level (Gains 5 hp/level after 10th.)
  • Armor/Shield Permitted: Leather, padded, ring and shields.
  • Weapons Permitted: Any.

Attacks from the flank receive no bonus to hit a barbarian. Bonuses for attacks against a barbarian’s back are halved.

Barbarians mistrust the doings of magic-users and illusionists. When presented with displays of such magic they must succeed at a saving throw or be stunned with fear for 1 round.

At third level, the barbarian can go berserk in combat, gaining a +2 bonus to hit and damage, but suffering a -2 penalty to her armor class. The barbarian’s berserk fury lasts for a number of rounds equal to 1 + the barbarian’s level. While in her rage, the barbarian focuses on her foes until they are dead. If her rage continues after her foes are gone, she will attack her nearest ally unless she makes a successful saving throw. This ability can be used whenever the barbarian engages in combat.

At fifth level, a barbarian can continue to fight after losing all of her hit points if she is in a berserk fury. When the berserk fury ends, the barbarian succumbs to death.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 17 Tribesman
2 2,100 2 +1 16 Savage
3 4,700 3 +2 15 Plunderer
4 9,400 4 +3 14 Raider
5 20,000 5 +4 13 Reaver
6 40,000 6 +5 12 Shield-Biter
7 80,000 7 +6 11 Berserker
8 160,000 8 +7 10 Conqueror
9 320,000 9 +8 9 Barbarian Prince
10 600,000 10 +9 8 Barbarian Prince
11 800,000 +5 hp
+10 7 Barbarian Prince
12 1,000,000 +10 hp
+11 6 Barbarian Prince

S&W Format

Hit Dice: 1d6+3 per level, +3 hit points per level after level 9
Armor Permitted: Leather, ring and shields

Level Experience Hit Dice Attack Save Title
1 0 1 +0 15 Tribesman
2 2,500 2 +0 14 Savage
3 5,000 3 +1 13 Plunderer
4 10,000 4 +2 12 Raider
5 20,000 5 +2 11 Reaver
6 40,000 6 +3 10 Shield-Biter
7 80,000 7 +4 9 Berserker
8 160,000 8 +5 8 Conqueror
9 320,000 9 +6 7 Barbarian Prince
10 440,000 +3 hp
+7 6 Barbarian Prince
11 560,000 +6 hp
+7 5 Barbarian Prince
12 680,000 +9 hp
+8 4 Barbarian Prince

The Bard Sub-Class

The bard is a sub-class of fighting-man, a warrior-poet whose music works magic. Bards are usually charismatic rogues, stealing hearts as readily as they cross steel. They are walking repositories of legends and stories. Their music is capable of stiffening the resolve of comrades, lulling guards into a daze, or charming lads and lasses.

  • Prime Attributes: Intelligence & Charisma, 13+ (+5% experience)
  • Hit Dice: 1d10/level (Gains 4 hp/level after 10th.)
  • Armor/Shield Permitted: Leather, padded, ring, shield.
  • Weapons Permitted: Bows, club, dagger, dart, hand axe, mace, war hammer, javelin, long sword, short sword, sling, spear, and staff.

Bards can decipher and interpret legends and secret writings by making an saving throw modified by their intelligence bonus/penalty. This includes unfamiliar languages, codes and incomplete messages. Bards can also use this ability to decipher and then cast spells from arcane scrolls, though the intelligence saving throw to do so is made at a penalty equal to the level of the spell being cast.

By playing music, singing or reciting heroic verse, bards can inspire listeners to surpass their normal level of performance, granting allies a +1 bonus to all saving throws for a number of rounds equal to the bard’s level. A bard can do this a number of times per day equal to their level. The bonus imparted increases with the bard’s level, to +2 at sixth level and +3 at twelfth level.

With a successful saving throw, a bard acquires or remembers some information pertaining to local notables, a legendary item, a noteworthy place or any other relevant bit of information. Acquiring the information may involve speaking to the locals or doing research in a library. It can also lead to a partial or complete understanding of a local or secret language, including the thieves’ cant, the secret language of druids or the trail signs of rangers. This ability cannot reveal the exact powers of a magic item, but may give a hint to its history, general function or activation. The Referee may make the saving throw harder based on the obscurity of the knowledge.

At fourth level, a bard gains the ability to place a single creature into a trance with a performance. The bard can use this ability three times per day, and can maintain the effect for a number of rounds equal to the character’s level.

When attempting to fascinate, the target makes a saving throw to resist. If the saving throw fails, the creature sits quietly and listens to the bard for the duration of the effect. While fascinated, the creature is considered prone and suffers a -4 penalty to saving throws and armor class. If the creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. Any obvious threat to the fascinated creature, such as the casting of a spell, drawing a sword, or aiming of a weapon, automatically breaks the effect.

At fifth level, the bard may attempt to charm (as the spell charm person) a fascinated creature. At eighth level, the bard may attempt to implant a suggestion (as the spell) in a fascinated creature. At twelfth level, a bard may attempt to instill antipathy/sympathy (as the spell) on a fascinated creature. In each case, the creature receives an additional saving throw to resist the additional effect.

The number of creatures the bard can fascinate at once is equal to two less than the level of the bard. Thus, a fourth level bard can fascinate two creatures, a sixth level bard can fascinate 4 creatures and a twelfth level bard can fascinate 10 creatures.

At ninth level, a bard can inspire heroism in one other creature. For every two levels the bard attains beyond ninth level, the bard can inspire heroism in one additional creature. To inspire heroism, the bard must use song, poetry or some sort of oration. A creature inspired gains a +2 bonus to attacks and saving throws and +2 hit points per level for one minute.

Level Experience Hit Dice Attack Save Title
1 0 1 +0 18 Dilettante
2 1,500 2 +1 17 Raconteur
3 3,250 3 +2 16 Jongleur
4 7,500 4 +3 15 Versifer
5 15,000 5 +4 14 Goliard
6 30,000 6 +5 13 Poet
7 60,000 7 +6 12 Minstral
8 120,000 8 +7 11 Troubadour
9 240,000 9 +8 10 Meistersinger
10 450,000 10 +9 9 Meistersinger
11 625,000 +4 hp
+10 8 Meistersinger
12 800,000 +8 hp
+11 7 Meistersinger

S&W Format

Hit Dice: 1d6+2 per level, +3 hit points per level after level 9

Level Experience Hit Dice Attack Save Title
1 0 1 +0 16 Dilettante
2 1,700 2 +0 15 Raconteur
3 3,400 3 +1 14 Jongleur
4 6,800 4 +2 13 Versifer
5 13,600 5 +2 12 Goliard
6 25,000 6 +3 11 Poet
7 50,000 7 +4 10 Minstral
8 100,000 8 +5 9 Troubadour
9 200,000 9 +6 8 Meistersinger
10 320,000 +3 hp
+7 7 Meistersinger
11 440,000 +6 hp
+7 6 Meistersinger
12 560,000 +9 hp
+8 5 Meistersinger

The Fighting-Men of Nod

What follows is the fighting-man class I used for my last campaign. Nothing ground-breaking here, but I do include some original level titles that I’m pretty happy with. The following content is declared open game content.

THE FIGHTING-MAN
You are a warrior, trained in battle and in the use of armor and weapons. Whatever type of fighting-man you choose to play, you will probably end up on the front lines of your adventuring party, going toe-to-toe with dragons, goblins, and evil cultists, hacking your way through them and taking the brunt of their attacks. The fighting-man character is best equipped of all the character classes to dish out damage and absorb it, too. Clerics heal, and magic-users cast spells, but the down-and-dirty hack and slash work is up to you. You’re going to serve as the party’s sword and shield, protecting the weaker party members and taking down the enemies before you. Perhaps one day they will tell legends of your battle prowess, and followers will flock to your castle stronghold where you revel in your fame, riches, and newly earned nobility. Fail, of course, and you’ll die, just another forgotten warrior in a dangerous world.

  • Prime Requisite: Strength, 13+ (+5% experience)
  • Hit Dice: 1d10/level (Gains 4 hp/level after 10th.)
  • Armor/Shield Permitted: Any.
  • Weapons Permitted: Any.

Against creatures with one hit dice, a fighting-man makes one attack per level each round.

Fighting-men may choose one weapon with which to specialize. Once a specialized weapon is chosen, it cannot be changed. For fighters between 1st and 6th level, this specialization imparts a +1 bonus to hit and a +1 bonus to damage using that weapon. At 7th level the bonuses increase to +2 to hit and +2 to damage.

At 10th level, a fighting-man can make two attacks per combat round against creatures with 2 or more Hit Dice.

Level Experience Hit Dice Attack Save Title
1 0 1 +1 18 Yeoman
2 2,000 2 +2 17 Warrior
3 4,000 3 +3 16 Champion
4 8,500 4 +4 15 Duelist
5 17,000 5 +5 14 Swashbuckler
6 34,000 6 +6 13 Grognard
7 68,000 7 +7 12 Freelance
8 136,000 8 +8 11 Hero
9 272,000 9 +9 10 Warlord
10 500,000 10 +10 9 Warlord
11 750,000 +4 hp
+11 8 Warlord
12 1,000,000 +8 hp
+12 7 Warlord

Note on Saving Throws: I should explain that in my hybrid game saving throws were modified by ability score bonuses/penalties. Thus, I would tell a player to make a “strength saving throw”, requiring them to modify their roll with their character’s strength bonus or penalty.

S&W Format
Hit Dice: 1d6+2 per level, +3 hit points per level after level 9

Level Experience Hit Dice Attack Save Title
1 0 1 +0 16 Yeoman
2 2,000 2 +0 15 Warrior
3 4,000 3 +1 14 Champion
4 8,000 4 +2 13 Duelist
5 16,000 5 +2 12 Swashbuckler
6 30,000 6 +3 11 Grognard
7 60,000 7 +4 10 Freelance
8 120,000 8 +5 9 Hero
9 240,000 9 +6 8 Warlord
10 360,000 +3 hp
+7 7 Warlord
11 480,000 +6 hp
+7 6 Warlord
12 600,000 +9 hp
+8 5 Warlord

Beastmen, Centaurs and Mechanical Men

Denis Beauvais Bridge of Sorrows

These are the three “new races” I worked up for my Land of Nod campaign. The centaur owes its creation to Denis Beauvais‘ excellent painting Bridge of Sorrows (he could do the covers for my fantasy rules any day). Looking at that centaur knight, how can you not want to play one? The beastman was a replacement for the half-orc, and was intended as a simple way to introduce all sorts of bestial humanoids into the game as playable races. The mechanical man is a nod to pulp sci-fi and stories of Hephaestus’ automatons in Greek myth, as well as the venerable tin woodsman of Oz fame. The following content is declared open game content.

BEASTMAN
Beastman is not a race per se’, but rather a category of bestial humanoids. This category can include such humanoids as gnolls, orcs and hobgoblins or crossbreeds between such humanoids and humans. The most common “beastmen” in Nod are the half-orcs.

Half-orc characters are usually crossbred from human stock, and can almost pass for human. As they are often the product of rape, half-orcs frequently have a rough childhood. Their orc blood puts them at a disadvantage with most people, as orcs are known for their violent and criminal tendencies.

Half-orcs average from six to seven feet in height, and they are usually built like gorillas. Their skin often has a pink, grey or green cast to it. Half-orcs often have one of the following facial features: turned up nose, pointed ears, thick eyebrows, a heavy forehead, vestigal tusks and/or pointed teeth. Half-orc hair is coarse and unruly, and usually black, dark brown or dark red. Half-orc eyes are almost always brown, brownish green or greyish green.

Half-orcs usually speak the common tongue of men and often (60%) the language of orcs. It is not uncommon for them to learn the language of dwarves, goblins, ogres and giants. Players of half-orcs may wish to affect a deep, gutteral, grunting accent to their speech when communicating as their character.

  • Beastmen enjoy a +1 bonus to strength and constitution at character creation, but suffer a -2 penalty to charisma. These modifications cannot take an ability score above 18 or below 3.
  • Beastmen can see up to 60 feet in the dark. Their sense of smell is as refined as a wolf’s.
  • A beastman’s thick skin or fur coat improves its Armor Class by 1.
  • Beastmen enjoy a +2 bonus to save vs. disease.

CENTAUR
A centaur has the head, arms and torso of a human or elf and the lower body of a pony or ass. Centaurs dwell in meadows and glades surrounded by thick woodlands. They are known for their lack of temper and their fondness for women, war and song.

Centaurs are usually eight to nine feet tall from hoof to head. Even though their equine bodies are smaller than normal horses, they are still quite heavy and find it difficult to scale sheer surfaces without help from others. A centaur’s equine body may have any pattern common to normal horses, and the hair on their heads often follows suit. Centaurs usually have nut brown skin.

Centaurs speak their own language and often (50%) the language of elves. They occaisionally speak the common tongue of men. Many centaurs learn the languages of gnomes, goblins, halflings, kobolds and orcs. Because of their size, centaurs have booming voices. Players of centaurs may want to use a Greek accent when speaking as their characters.

  • Centaurs enjoy a +1 bonus to strength and constitution at character creation, but suffer a -2 penalty to wisdom. These modifications cannot take an ability score above 18 or below 3.
  • Centaurs can carry 150% more than most characters. In addition, their movement is adjusted by +6.
  • Because they are quadripeds, a centaur’s AC vs. grapple and overbearing attacks is increased by +2.
  • In combat, centaurs can choose to attack with their weapon or make two hoof attacks that deal 1d6 damage.
  • A centaurs body shape makes them unsuitable for playing monks. Centaur rangers, thieves and assassins do not gain those class’s ability to climb walls. Centaurs favor the barbarian and bard classes and have a +5% bonus to earned XP in those classes.
  • Centaur armor costs twice as much as normal humanoid armor.

MECHANICAL MAN
Mechanical men are intelligent, artificial lifeforms created by ancient peoples (elves, fish men, ophidians), wizards and Vulcanus, god of the forge. They are as sentient as any living creature, and can “procreate” by building children and endowing them with a portion of their own souls.

Mechanical men are humanoid creatures composed of tin, wood, bronze, porcelain, ivory, steel or other such materials. The actual form of a mechanical man is highly variable. Mechanical fighting-men often have suits of armor attached to their bodies, while thieves may streamline their bodies to make fitting into small places easier.

Mechanical men usually speak the common tongue of men and the language of their creators.

  • Mechanical men are immune to poison and disease. They do not need to eat or breath, although they can benefit from imbibing a magical potion. Spells that heal damage to living bodies are only half as effective on mechanical men.
  • Mechanical men have 50% resistance to lightning damage.
  • A mechanical man has a natural Armor Class of 7 [12]. His unarmed strikes do 1d3 damage.

Boons and Character Customization

As I mentioned in previous entries, my most recent game began using the 3rd edition rules for D-n-D. Gradually, we switched over to Castles & Crusades, as I wanted a more simple system of rules that would allow me to spend less time calculating Difficulty Classes and more time coming up with interesting things for the players to discover. I watched with interest when Basic Fantasy Role-Playing, Labyrinth Lord and OSRIC appeared on the scene, and then really fell in love with Swords & Wizardry. The rules my group used took bits and pieces from all of these games (spell research rules from Basic Fantasy Role-Playing, saving throws from Swords & Wizardry with a nod to the prime attribute concept in Castles & Crusades, the classes from Castles & Crusades, many of the spells in OSRIC, etc). In the end, the players were using a house-ruled version of Castles & Crusades, and I was using a house-ruled version of Swords & Wizardry.

There was one thing in 3rd edition D-n-D that I did like, at least in theory, and that was feats. I thought that feats could be a very clever way for players to construct the archetype they wanted to play without the need for creating dozens of new classes. Unfortunately, feats ultimately became a revenue source for WOTC; there were too many feats, too many sub-rules concerning those feats, and too many feat chains. I think that the feat chains were especially troublesome. After all, if a player goes to the trouble of making his character the greatest acrobat he can possibly be, the Referee kinda feels guilty if he doesn’t design adventures that allow the player to show off his acrobatic skills.

Just the same, I eventually decided that I liked giving the players some tools to tweak their characters. To this end, I adapted some of the d20 feats into what I called boons. The following content is declared open game content.

BOONS
As characters advance in level, they pick up specialized skills and abilities called boons. Boons are small bonuses that help to make characters unique. Players may choose a boon for their character at 3rd, 6th, 9th and 12th level. Unless otherwise noted, a boon cannot be chosen more than once. The boons a character may possess are as follows:

AGILE: You have a 2 in 6 chance to avoid falling into pits and a 2 in 6 chance to escape from simple bonds (i.e. ropes).

ATTRIBUTE BONUS: You may increase one of your attributes (i.e. Strength, Intelligence, etc) by +1. You can choose this boon and apply it to the same attribute more than once. You cannot increase an attribute beyond 18.

CLEAVE: When you drop an opponent to 0 or fewer hit points in melee combat, you may make a second attack with the same weapon at the end of the combat round against another creature within range of your weapon.

CLIMB WALLS: You can climb walls on a roll of 1 to 2 on 1d6.

DELAY POISON: You can delay (but not neutralize) poison on a roll of 1 to 2 on 1d6.

DODGE: You improve your Armor Class by 1. You lose this bonus when surprised or otherwise unable to move.

EMPOWER SPELL: You can cast one spell per day with all of its variables increased by 150%.

ENLARGE SPELL: You can double the range of one spell per day.

EXPERTISE: You can accept a -2 penalty to your attack rolls and gain a +2 bonus to your Armor Class.

EXTEND SPELL: You can cast one spell per day with a double duration.

FAST MOVEMENT: You improve your unencumbered movement rate by 3.

GREAT FORTITUDE: You gain a +1 bonus to saving throws against poison and disease.

HEAR NOISE: You can hear noises on a roll of 1 to 2 on 1d6 (or 1 to 3 on 1d6 if a nonhuman).

IMPROVED BANISHMENT: You gain a +1 bonus on rolls made to banish the undead.

IMPROVED DISARM: You gain a +1 bonus to make disarm attacks.

IMPROVED GRAPPLE: You gain a +1 bonus to make grapple attacks.

IMPROVED OVERBEARING: You gain a +1 bonus to make overbearing attacks.

IMPROVED PUMMELING: Your pummeling attacks deal 1d3 damage instead of 1d2 damage.

IMPROVED SUNDER: You gain a +1 bonus to make sundering attacks.

IRON WILL: You gain a +1 bonus to saving throws vs. magic.

LEADERSHIP: The morale of your henchmen improved by 2.

LEGENDS AND LORE: You can recall ancient legends and obscure lore on the roll of 1 on 1d6.

LIGHTNING REFLEXES: You gain a +1 bonus to saving throws against breath weapons and death rays.

MAGICAL APTITUDE: You learn to cast one first level magic-user or illusionist spell per day. Magic-users and illusionists may not choose this boon. You may choose this boon more than once, applying it to a different spell each time. To use these spells, you must keep a spellbook and memorize your spell or spells each day. Your referee may restrict which spells you can learn with this boon, and the armor class restrictions faced by magic-users and illusionists apply.

MOUNTED COMBAT: You can make attacks atop a mount without the usual penalty. When fighting atop a warhorse, you can direct the mount’s attacks and still make your own.

MOVE SILENTLY: You can move without making a sound on a roll of 1 to 2 on 1d6.

NEW SPELL: If you are a magic-user or illusionist, you can add an additional spell (of a level you can cast) to your spellbook.

PICK LOCK: You can pick locks on a roll of 1 to 2 on 1d6. You must have burglary tools to use this ability.

PICK POCKETS: You can pick pockets on a roll of 1 to 2 on 1d6.

POINT BLANK SHOT: You gain a +1 bonus to hit with missile weapons when your target is no more than 30 feet away.

POWER ATTACK: You can accept a -2 penalty to your melee attack rolls and gain a +1 bonus to melee damage.

SILENT SPELL: You can cast one spell per day without needing to vocalize it.

SKILL FOCUS: You gain a +1 bonus to saving throws when using a chosen skill associated with your class (such as thievery or woodcraft).

STILL SPELL: You can cast one spell per day without needing to move your hands.

SURVIVAL: You can hunt well enough to feed 6 people on a roll of 1 to 2 on 1d6.

TWO-WEAPON DEFENSE: When wielding two weapons you can forgo making an additional attack and instead improve your Armor Class by 1 as though you were using a shield.

TWO-WEAPON FIGHTING: Your penalties to attack with two weapons are reduced to -1 (primary) and -2 (off-hand). Normal penalties are -2 (primary) and -4 (off-hand).

TOUGHNESS: You gain 3 hit points.

WEAPON FINESSE: When wielding a dagger, hand axe, light hammer, light mace, short sword, sickle or whip you can use your dexterity bonus in place of your strength bonus when making attack rolls.

WEAPON FOCUS: You gain a +1 bonus to hit with a weapon usable by your class. Fighting-men cannot mix this boon with their weapon specialization ability.

WEAPON PROFICIENCY: You learn to use a weapon normally not usable by members of your class.

WIDEN SPELL: Once per day, you can double the coverage of a spell you cast.

Legendary Creatures of Africa

A few months back I discovered a list of mythic creatures on Wikipedia and decided to have a go at concocting game stats for most of them, one culture or geographic area at a time. While most of the creatures on the Wikipedia list can be represented by existing monsters, a few were unique enough that I thought they deserved a write-up. The following monsters come from Africa, a fascinating continent often ignored in fantasy role-playing games. I based a few regions of my campaign on Africa, so expect more content in that vein in the near future. The following content is declared open game content.

ADZE [West Africa]
In its natural form, the adze looks like a large firefly with a vaguely humanoid face. It has green eyes and a fanged mouth. Adzes feed on coconut water, palm oil and blood, especially the blood of children. They are capable of casting change shape (usually into that of an old woman) once per day and suggestion three times per day. In combat, an adze will attempt to bite its opponent. If successful, the opponent must succeed at a saving throw or the adze will latch onto the victim and begin draining it of blood, inflicting 1d4 points of damage each round until the hold is broken. Bite victims must also succeed at a saving throw or contract malaria.

Adze: HD 5; AC 4 [15]; Atk Bite (1d6); Move 9 (Fly 15); Save 12; CL/XP 7/600; Special: Disease, drain blood, spells.

ABATWA [South Africa]
Abatwa, or ant men, are humanoids that measure only 6 inches tall. Although not malicious, abatwa are very sensitive about their size and do not hesitate to attack those who reference it. All abatwa hunters are skilled at tracking and survival. Abatwa use giant ants as mounts and carry tiny, poison-tipped spears and short bows with poisoned arrows. The poison inflicts 1d6 points of damage, or half that with a successful saving throw.

Abatwa hunters travel in small groups. Abatwa tribes number from 20-200 warriors with noncombatants equal to 150% of the warriors. All tribes are commanded by a 3 hit dice chief. For every twenty tribesmen beyond the chief, there will be a sub-chief with 2 hit dice.

Abatwa: HD 1 hp; AC 3 [16]; Atk Weapon (1 + poison); Move 3; Save 18; CL/XP A/5; Special: Poison.

ASIMAN [West Africa]
The asiman is an incorporeal spirit that mostly preys on children. They feed by possessing the body of a humanoid or animal (per the magic jar spell). A creature possessed by an asiman has shifty eyes and is obsessed with food. Once inside a creature, the asiman feeds by draining the wisdom of any creature within 30 feet that meets its gaze. The potential victim of the gaze must succeed at a saving throw each round or lose 1d3 points of wisdom. Asiman can be detected by the light they emit from the armpits and anus of a possessed victim and by the fact that all vegetation within 30 feet of them will suffer from the reverse of a plant growth spell.

Asiman: HD 3; AC 9 [10]; Atk Special; Move 12; Save 14; CL/XP 6/400; Special: Incorporeal, possession, psychic vampire, only harmed by magic weapons.

BENNU [Egypt]
Bennu is a large heron with gray, purple and blue feathers that sprang from the heart of Serapis, the god of fertility. Bennu is immortal. It dwells in a temple attended by priests who wear heron-masks, blue mummy dresses and long, transparent coats. The bennu-priests are known for their knowledge of time-keeping and their temple has many time-keeping devices. Bennu can see in darkness, including magical darkness, and can use the following spells: Control water, daylight, detect magic, dispel evil (1/day), heal (3/day), plant growth, resurrection (1/month), time stop (1/day).

Bennu: HD 12 (96 hp); AC 1 [18]; Atk Beak (3d6); Move 12 (Fly 24); Save 3; CL/XP 16/3200; Special: Immortal, immune to fire, spells, only harmed by +3 or greater weapons.

CHIPEKWE [Central Africa]
The chipekwe is a massive creature that dwells in the shallow water of swamps. It is a herbivore. A chipekwe is as large as a rhinoceros. It has four stout legs that end in massive claws and a single horn on its snout and short fur banded brown and black. Chipekwe are extremely territorial and aggressive.

Chipekwe: HD 8; AC 3 [16]; Atk Gore (2d6), 2 claws (1d6); Move 12 (Swim 12); Save 8; CL/XP 8/800; Special: None.

ELOKO [Central Africa]
Eloko are hideous dwarves that dwell in the deepest forests. They are vicious in the extreme and eat only human beings. Eloko live in hollow trees and dress in leaves. They are small, with grass growing on their bodies in place of hair. They have piercing eyes, large snouts, mouths that can open impossibly wide, long claws and gentle, child-like voices. The sight of an eloko causes fear (as the spell). The sound of their magic bell acts as a suggestion spell so powerful that the victim can even be driven to harm themselves. If an eloko hits a victim with both claw attacks in the same round, the victim must succeed at a saving throw or be swallowed whole. A swallowed victim will find themselves in a fetal position and completely incapable of moving. They suffer 1d4 points of damage each round until freed. An eloko that has swallowed a humanoid has its movement reduced to 3 and its armor class reduced to 7 [12].

Eloko: HD 3; AC 4 [15]; Atk 2 claws (1d6); Move 12; Save 14; CL/XP 5/240; Special: Cause fear, magic bell, swallow whole.

IMPUNDULU [South Africa]
The impundulu, or lightning bird, is a black and white bird as large as a human. Electricity courses across its feathers, delivering a shock for 1d6 points of damage to any creature it touches. Impundulus can discharge this electricity as a 4 dice lightning bolt, but lose their shocking touch for 3 rounds thereafter. Impundulus are capable of changing their shapes to that of beautiful young men, and often use this form to seduce maidens. Impundulu feed on blood, using their long beaks to pierce the skin.

Impundulu: HD 2; AC 6 [13]; Atk Beak (1d6); Move 9 (Fly 18); Save 16; CL/XP 4/120; Special: Change shape, shocking grasp, immune to lightning.

KISHI [Central Africa]
A kishi resembles an attractive man or woman with long, flowing hair. On the back of their heads, hidden by their hair, is a bestial face like that of a hyena. Kishi are hill dwellers who favor the flesh of humans and elfs. Kishi are eloquent and seductive, tricking their prey into accompanying them to their lairs. Once home, the kishi turns its head completely around and devours its hapless victim with its bestial face. Victims of a kishi’s bite must succeed at a saving throw to pry them off; those who fail suffer automatic bite damage each round until the kishi id dead. Kishi speak the language of humans and elfs.

Kishi: HD 2+2; AC 5 [14]; Atk Bite (2d6); Move 15; Save 16; CL/XP 2/30; Special: Grapple, two-faced.

SERPOLEOPARD [Egypt]
The serpoleopard is a creature with the body of a leopard, a 4-foot long serpentine neck and the head of a lioness. Serpoleopards attack by leaping out at a victim and delivering two claw attacks and a bite. If both claw attacks hit, the serpoleopard can make two additional claw attacks with a +2 bonus to hit. The victim of such an attack must also succeed at a saving throw or be constricted by the serpoleopard’s neck. Constriction inflicts 1d4 points of damage per round. A constricting serpoleopard cannot make bite attacks.

Serpoleopard: HD 4; AC 6 [13]; Atk Bite (1d6), 2 claws (1d6); Move 15; Save 13; CL/XP 4/120; Special: Constrict, rake with claws.

SWALLOWER [Egypt]
The swallower is not the most popular girl at her high school, but rather a beast with the torso and forelegs of a leopard, the hindquarters of a hippopotamus and the head of a crocodile. Swallowers prey on chaotic and evil creatures. Their bite inflicts 1-8 points of damage and drains one hit dice if the victim fails a charisma saving throw. The swallowers are ruled by Ammut the Devourer, a swallower with 15 hit dice and 120 hit points.

Swallower: HD 8; AC 3 [16]; Atk Bite (1d8), 2 claws (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Immune to fire, life drain, only harmed by magic weapons.

Ammut the Devourer: HD 15 (120 hp); AC 0 [19]; Atk Bite (1d8), 2 claws (1d6); Move 12; Save 3; CL/XP 19/4100; Special: Immune to fire, life drain, only harmed by +2 or better weapons.

TIKOLOSHE [South Africa]
The tikoloshe is a bizarre creature that resembles a small, hairy humanoid with a bear-like head (pierced by a single hole), gouged out eyes and a bony head-ridge. Tikoloshes can become invisible by swallowing pebbles. Those foolish enough to fight a tikoloshe age 1d6 years during each round of combat. The tikoloshe is a nocturnal predator who likes to sneak into homes and assault people while they sleep.

Tikloshe: HD 5; AC 3 [16]; Atk Head butt (2d6); Move 9; Save 12; CL/XP 8/800; Special: Invisibility, rapid aging, only harmed by magic weapons.

Dotting T’s and Crossing I’s

Before I go further, I figured I should drop in the Open Game License to make things official. All of the content on this blog is declared to be product identity unless specifically designated as open game content.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

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Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Basic Fantasy Role-Playing Game Copyright (C) 2006-2007 Chris Gonnerman.

Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden

Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Games; Authors Robert Doyel and Stephen Chenault

Castles & Crusades: Players Handbook, 2nd Printing, Copyright 2006, Troll Lord Games; Authors Davis Chenault and Mac Golden

Land of Nod, Copyright 2010, John M. Stater; Author John M. Stater

Monster Compendium: 0e, Copyright 2008, Matthew J. Finch

Monster Encyclopaedia Volume I copyright 2004, Mongoose Publishing Ltd.

Monster Encyclopaedia Volume II Dark Bestiary copyright 2005, Mongoose Publishing Ltd.

OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew J. Finch, based on the System Reference Document, inspired by the works of E. Gary Gygax, Dave Arneson, and many others.

Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch




Apparition from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Underworld Oracle.


Aurumvorax from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Baric from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.


Barrow Wight from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.


Basidirond from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Belabra from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ed Greenwood.
 

Bhuta from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.

Brain Rat from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.

Caryatid Column from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.


Charonadaemon from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
 


Coffer Corpse from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Eaton.

Crypt Thing from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
 

Death Watch Beetle from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, and Clark Peterson, based on original material by Gary Gygax.

Demiurge from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.
 


Demon: The “Faceless Lord” from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Ear Seeker from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Eblis from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Ethereal Rat from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.

Eye of the Deep from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Fire Drake from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Dave Waring.

Flail Snail from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.

Froghemoth from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Giant Clam from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Greater Medusa from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc,; Authot Scott Greene, based on original material by Wizards of the Coast.
Groaning Spirit from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.
 


Lionwere from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.

Mercury Ooze from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.

Mihstu from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Mist Dragon from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
 
Monadic Deva from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Movanic Deva from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Mudman from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Ogrillon from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by R. K. R. Chilman.

Phycomid from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Piercer from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.

Poltergeist from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.

Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Shadow Rat from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Clark Peterson and Scott Greene.

Slithering Tracker from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Spinal Leech from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.

Stegacentipede from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Stymphalian Bird from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.

Throat Leech from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone.

Vulchling from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.


Wolf-in-Sheep’s-Clothing from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.



Yellow Musk Creeper from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.

Yellow Musk Zombie from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.

The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 Purple Duck Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser.

Open game content from Monster Encyclopaedia Volume 1 copyright 2004, Mongoose Publishing Ltd.

Open game content from Monster Encyclopaedia Volume II Dark Bestiary copyright 2005, Mongoose Publishing Ltd.

Open game content from Epic Player’s Guide – Renegade Cleric’s Spellbook is copyright 2006, Mongoose Publishing Ltd.

Open game content from Epic Player’s Guide – Renegade Wizard’s Spellbook is copyright 2005, Mongoose Publishing Ltd.

Spells & Magic Copyright 2002, Bastion Press, Inc.

Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, Bill Webb and Monte Cook.

Tome of Horrors III. Copyright 2005 Necromancer Games, Inc. Author Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnson, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb, and Bill Webb.

END OF LICENSE