Scads of Magic

Imagination!

I’ve long been a fan of Seventh Sanctum, and tonight I decided to play around with the magic item generator. You get names for items that don’t always make sense, but often have in them something you can use … with a little imagination!

So, here’s a scad of magic items in thumbnail sketch form, plus a couple with names I loved that even I wasn’t sure how to flesh out with actual gamable abilities.

+1 Banded Mail of Heat Resistance: Stay comfortable in hot weather (summons cold air from elemental air plane), -1 damage per dice of fire damage

Amazon’s Pill: As heroism spell, females only

Barrel of Monkeys: Can summon 3d4 monkeys, once per week

Beggar’s Sandals: Feel no hunger or thirst if one eats/drinks once per week

Celestial Cube: When subjected to magic light, produces a prismatic/rainbow spell of the same or lower level

Coat of Sludge Repulsion: Cannot be engulfed by oozes

Coat of Slyness: Better pick pocketing, hides stolen goods

Earrings of Dancer’s Grace: +1 to AC, +1 to saves involving movement, gain ability to dance (fascinate as bard) once per day

Elemental Gauntlet: Gauntlet can on command turn into one of the following – an elemental earth gauntlet that smashes stone and +1 save vs. acid; a white hot gauntlet of metal that deals +1d6 fire damage and +1 save vs. fire; a gauntlet of ice that deals +1d6 cold damage and +1 save vs. cold; a sphere of swirling air that grants +2 AC vs. missile attacks and +1 save vs. electricity

Elixir of Blood Control: One can cause their own wounds or others to stop bleeding with a glance

Ethereal Brew: When poured out, it causes a whirlwind on the ethereal plane

Evil Drum: Bonus to hit for goblinoids

Flute of Ooze Alteration: Forces oozes to save vs. dancing; bards can cause them to move as they wish within sound

Fork of Time: When banged against metal, it forces all time displaced creatures within 100 ft. to shift into the present; against adamantine or mithral, it shifts the adventurers ahead 1 hour (do not move in space)

Hand Axe of Wind Shield: Can be swung around to create a wall of wind, when thrown, accompanied by a gust of wind

Hauberk of Revealing: Light reflected from this mail dispels illusions and reveals hidden and secret things

Haunted Tower Shield: Once per day can become a portal into the negative zone, releasing a single incorporeal spirit (HD no higher than users) to attack a foe

Helm of Ritual Fish Seduction: Hmmm … next!

Infernal Sitar: Playing causes people’s shoes to heat up (as heat metal)

Jar of Thought Absorption: One can hold a thought in the jar by putting against the ear and thinking; the thought cannot be accessed by mind reading – mage’s can do this with spells; can put thought back into head in same way – others can try, but may take Int damage

Massive Helm: A large, spherical helm – silly looking, but +3 to AC

Mechanism of Amazon Slaying: I have no idea, but what a great weird name

Pendant of Magma: Allows one to walk across magma and lava with no damage or sinking

Rainstick of Calming: Berserkers and barbarians cannot go nuts in its presence

Ring of Knocking: As knock spell, 3/day

Ruby Draft of Abjuration: Drink liquid to gain abjuration spell – water (1st), wine (2nd), other potion (3rd, and gain abilities of that potion); usable 1/day, spell remains in memory for 1 hour

Salve of Gold: Like fool’s gold spell, enough for ten tiny items

Sapphire Net: Becomes a large web of blue energy that can entrap air elementals and gaseous creatures

Sphere of Ursus: Metal sphere with a copper, silver and gold bear; copper bear summons a black bear, silver brown and gold polar; 1 bear per week, from a ray that fires from the sphere up to 30 feet away; destroying the orb summons a cave bear

Staff of Slime Absorption: Can absorb up to 6 HD of oozes or slimes (1 HD = 5 square feet); when broken or released, they all appear adjacent to staff; can also be ejected as a 30’ cone of acid (damage dice equal to HD absorbed)

Titan’s Wand: Can cast one third level magic-user spell per day, but requires two magic-users to swoosh it

Traveler’s Stick: +5 ft. per round to walking speed, walk twice as long without being fatigued

White Javelin: When it strikes undead, it absorbs their negative energy, up to 6 HD, turning the javelin black – the black javelin then absorbs levels/HD of living creatures until it negates the negative energy, so don’t touch it without a mithral gauntlet

Okay – one more, inspired by watching MST3K’s take on Cave Dwellers

Helm of the Black Swan: Once per day, a roll of “1” can be turned into a “20”, or a roll of “20” can be turned into a “1” within sight of the wearer.

 

Word Up

From “Popeye the Sailor Meets Ali Baba’s Forty Thieves” via Wikipedia

Here are a few ideas on incorporating magical (or at least powerful) words into the treasure tables in your game.

All of these words are potential replacements for the venerable treasure map (which itself is a great piece of treasure). If you’re playing a game without treasure maps on the treasure list, you might need to reexamine your life choices. Or, you could just add it to the list of magic scrolls.

Fechtbuchs
“Fechtbuch” is a German word for a book that teaches warriors how to fight with word and illustrations. The fechtbuch concept can be used for all classes, of course, and it occurred to me last night that the value of one of these books could be to grant a character an XP bonus, maybe +5% or +10% at the most, while they are earning XP to gain their new level. When the new level is gained, the book is of no more use to them – they’ve learned everything they’re going to learn from it.

The cursed version would do the opposite – a book written by a fool that makes true learning harder than it should be. Imagine trying to deal with a real hippopotamus after reading some nonsense in an old medieval bestiary.

Passwords
A password gained in one room might help one get past a trap or monster in another room, or even another dungeon. “Swordfish” is a classic from the Marx Brothers movie Horse Feathers, and who can forget “open sesame” (or “open sez me” if you’re a Popeye fan).

Passwords can be mundane – as in a word spoken to guards to permit passage past them – or they can be magical, as in a word spoken to disarm a magic trap or lock. Perhaps every lock and trap has a mystic password given to it by its creator during the act of creation, and high level thieves have a knowledge of such passwords. While they use their picks and tools, they also whisper these words to the lock, hoping to find the one that opens it.

The “cursed” version of this would be the word that causes bad things to happen, a’ la the infamous “bree-yark” in The Keep on the Borderlands.

Secret Words
Secret words are not all that different from passwords, I suppose, but with them the power of the word is definitely magical. Secret words work on living creatures, including non-sentient creatures. The words are tied to a particular type of creature and they have a single effect. The word can be used one or two or three times before it loses its power.

The effects of a secret word should be non-offensive, and could include making the creature friendly, stopping a charging or pursuing creature in its tracks, or undoing a special attack or defense of the monster (such as “turning off” a medusa’s petrifying gaze) for a short period of time.

The mystical word “Nee” comes immediately to mind.

True Names
True names are not terribly different from secret words, though they are potentially more powerful. The idea is that every creature from beyond the mortal realm, demons, devils, demodands, angels, elementals, etc., has a secret true name that permits the speaker control over them. The true name should probably be treated as a spell – thus once spoken, it is forgotten. Otherwise, you’re giving an adventurer a pet monster to sic on his enemies, and that’s a bit more than any adventurer should get. The word, when spoken to its owner, could act as a command, suggestion or geas spell – whatever makes the GM comfortable.

Rincewind by Paul Kidby, found at Wikipedia

The true name can be used in a summoning spell to bring that specific creature to you (rather than pot luck) and put it under control. If you know the true name but don’t know the owner, a GM could give a flat 1% chance that the creature you’re speaking to is the owner of the true name you have learned. After all, fantasy stories and fairy tales are full of such odd coincidences. Speaking the true name to the wrong creature, however, might be disastrous – the creature will know what you were trying to do and may resent it.

A good example of a true name is Rumpelstiltskin.

Words of Power
Words of power take things up yet another level. These words are, in effect, the power word spells (and maybe a few others, such as control weather) in a form that anyone can use. Again, you are allowed one use to a customer, and perhaps that use comes with ramifications, as the keepers of cosmic order do not care to have things disordered by irresponsible adventurers.

Conceptually, I’m thinking of these being like the powerful spell that lodged itself in the head of Terry Pratchett’s magic-user Rincewind. Have the word of power displace a spell that a character can normally prepare (even clerics) or a skill or maneuver a non-spellcaster can normally use. A thief, for example, learns the power word kill spell, but while it’s in her head she cannot move silently, hide in shadows or pick pockets, making her a very effective murderer, but a lousy thief.

The Greek word “logos”, from Wikipedia

Scientific Items for Blood and Treasure

It’s been too long since my last post, but I’ve been pretty busy editing Blood & Treasure Second Edition. While the second edition is mostly about fixing errors and streamlining rules, I also decided to add a little extra to the game to make it more than just a revision. What I came up with was a few scientific items to spice up dungeon treasures. The items are, of course, optional for those TKs who do appreciate science fantasy.

Here’s a little sneak peek at the items.

Scientific Items

Some TK’s may wish to mingle some science (or science-fantasy, really) into their game. Perhaps their campaign is set long after a great war that left the world in a primitive state, and thus powerful scientific artifacts are hidden in ruins. On the other hand, it could be a “sword & planet” or planetary romance campaign, not unlike the world of Barsoom in Edgar Rice Burrough’s John Carter of Mars series of books, which mingles objects of super science alongside swords and armor.
Whatever the reason, the following tables can be used to roll random scientific treasures to include in your dungeon ruins.

d%         Science Value01-12     Power crystals (1d6)
13-18     Bionics
19-21     Blaster
22-23     Brain implant
24-29     Chronometer
30-34     Cubitron
35-37     Electro-whip
38-41     Exoskeleton
42-44     Flying discs
45-47     Force belt
48-50     Holo-projector
51-58     Infrared goggles
60-61     Jet belt
62-63     Laser sword
64-68     Mutagen capsule
69          Preservation collar
70-75     Ray gun
76-78     Shock gloves
79-83     Sonic pick
84-89     Spacesuit
90-92     Throwing disc
93-97     Tri-scanner
98-00     Vibro-dagger

The items will require a flow chart to figure out.
Here are a couple descriptions:

Bionics: Bionics are scientific items that can be attached to living bodies, improving them in various ways. The table below determines what bionic part was found:

d6 Bionic
1. Arm—left
2. Arm—right
3. Eye
4. Leg—left
5. Leg—right
6. Pincer

A bionic part can either be held up to a freshly severed stump, in which case it attaches itself (and stops the bleeding), or it can be opened and then sealed over the body part. In this latter case, the bionic item soon destroys the part it was fastened over (a painful process) and ruins it for future use.

Bionic items are not powered by power crystals. Rather, they integrate themselves into one’s own body, and power themselves biologically. Each bionic implant a character has “drains” one point of constitution while it is still implanted. When removed, the drained point of constitution is restored (though the body part is not).

Arm: Increase strength by +1; if both arms are bionic, unarmed damage is 1d4

Eye: Darkvision to 60’, find secret doors on roll of 1 to 4 on 1d6

Leg: Increase speed by +10 feet per round; leap 15 feet forward and 5 feet backward or straight up

Pincer: Gain melee attack for 1d6+1 damage; opponents suffer -2 penalty to save vs. grapple attacks

Skullcap: Increase intelligence by +2

Blaster: A blaster is a large device that fits over one’s hand. It is powered by one’s life force rather than a power crystal. Each time it is used, the user must pass a saving throw or suffer 1 point of constitution drain. This drain cannot be healed until the device is removed, which requires a character to roll d% under her combined intelligence and wisdom scores.

While attached to a character, the blaster can send out a laser blast (120’ line, ignores half of armor’s armor bonus, deals 3d6 fire damage) or a sonic blast (60’ cone, 2d6 sonic damage, save vs. deafness for 1 hour, crystal and glass items must save or be shattered).

When a character’s constitution falls below 5, he becomes Chaotic. If constitution is reduced to 0, the user becomes a mindless zombie and the blaster falls from their hand.

Flying Discs: These 2-ft. diameter metal discs can be adhered to the feet and provide the ability to levitate up to 60 feet off the ground, or fly at a speed of 60 feet per round. They consume 1 charge from their power crystals per 10 minutes of use.

Laser Sword: These swords appear to be no more than a pommel until activated. They drain 1 charge from their power crystal per minute of use. Laser swords give off light as a torch and ignore half of non-magic armor’s armor bonus. Laser swords deal 1d10 damage.

Power Crystal: These small, luminous crystals provide power for scientific items. Each crystal holds 10 charges when it is found (unless it is found in an object that was being used, in which case it has 1d10 charges).

Sonic Pick: This 8” long metal wand can be used to find secret doors, open locks and find and remove traps. The user must roll 1d20 under their intelligence score to successfully use the device. Each use uses 1 charge.

And if Brutorz Bill is reading this – yeah, the mutagen capsules come with a little random mutation table.

Six Dandy Daggers

Nothing fancy today, just six magic daggers you might find useful in your game.

Image found HERE

Koroth’s Crippling Blade
This +1 dagger, when it strikes on a critical hit, buries itself in the victim’s body, assuming the victim is not killed by the blow. The dagger continues to deal 1 point of damage each round, and the victim is considered to be crippled (per the condition). The dagger can only be removed by its owner, after a remove curse or dispel magic is cast, or by making a Bend Bars/Lift Gates task check. If the dagger is pulled out, it deals a final 1d4 points of damage on the way out.

Image found HERE

The Blade of Avarice
This +1 dagger, when balanced on left pointer finger (requires a Balance task check), will point towards the largest mass of gold (be it coins, ore, etc.) within 500 feet.

Image found HERE


Knife of the Mason
This +2 dagger deals double damage against stone, be it ordinary stone or animated stone, such as a stone golem or caryatid column. Against flesh, wood or metal, it deals half damage.

Image found HERE

The Hungry Blade of Inzo-Khan
This +2 dagger can absorb one spell of up to 6th level cast in the presence of the dagger. When it does, the pommel glows first a tepid pink (as bright as a candle), then 10 minutes later a rosy red (as bright as a torch), then an hour after that a brilliant yellow (as bright as a lantern). The spell energy must be discharged from the blade to make the glow stop. The energy can either be channeled into a free spells (already prepared or known) of 1st to 3rd level if the dagger’s wielder is an arcane spell caster, or by making a hit with the dagger that beats an opponent’s AC by an amount equal to the level of the spell absorbed.  After 12 hours of glowing yellow, the dagger finally leaps from the wielder’s hands and dances, attacking the wielder with an attack bonus equal to 5 + the level of the absorbed spell for 10 rounds.

Image found HERE


The Resurrection Blade
When this +1 dagger is used to make a backstab attack against a humanoid, and that humanoid dies, it is immediately animated as a zombie under the control of the holder of the dagger. The dagger can only control one zombie at a time, and the animation lasts for 24 hours.

Image found HERE

The Crusader’s Blade
This +2 dagger practically leaps from one’s hands in the presence of Chaotic (Evil) creatures, it is so eager to attack them. The holder, if he or she does not wish to attack, must pass a Will saving throw each round to avoid giving into the dagger’s wishes. If the dagger does kill a Chaotic (Evil) creature, the creature is immediately resurrected with a Lawful (Good) alignment. Neutrals just stay dead. Lawful (Good) creatures killed by the dagger are not reborn, but the dagger’s owner’s alignment immediately changes to Chaotic (CE) and the dagger teleports elsewhere. The owner can only be changed back to their original alignment if they are slain by the Crusader’s Blade.

Two Cinematic Hex Crawls

Over the last few days, I managed to watch some D&D-ish movies before work – just dumb luck, they just happened to be on.

The first involved a few PC’s and their henchmen taking a dangerous cruise on a quest to break an evil magic-user’s polymorph other spell on a prince, who ended up a baboon. The quest eventually takes them to the arctic and a hidden, pleasant land within the arctic. On the way, they fight monsters, counter spells and eventually break the spell. Alas – no treasure, but they’ll probably be rewarded by the prince.

The second involved five people, four men and a woman, dragged from modern times into ancient Greece. The men are made galley slaves, while an evil king tries to romance the woman. The men eventually lead a slave revolt, wash up on shore, do a little hex crawling, and are made slaves again. Luckily, one of the guys ends up with an 18/00 strength (or maybe higher), and in this capacity serve a different king, and wind up fighting Hercules himself to get back to their own time period.

The first film was Sinbad and the Eye of the Tiger, the second The Three Stooges Meet Hercules. Scoff if you will, but the second flick is probably close to most D&D campaigns than the first. Oh, we all dream of Lord of the Rings-caliber gaming, but bumbling insanity is often what we get.

Both films were lots of fun – I’d actually never managed to watch the Sinbad flick, despite being a fan of Harryhausen – so here are a few bits and pieces inspired by these movies:

Giant Walrus

From HERE

Size/Type: Huge Animal
Hit Dice: 11
Armor Class: 16
Attack: 1 bite (2d6)
Movement:15 (Swim 60)
Saves: F5 R8 W13
Alignment: Neutral (N)Intelligence: Animal
No. Appearing: 1
XP: 550 (CL 11)

Giant walruses are much like their smaller counterparts, though they are more aggressive.

Minoton

From HERE

Size/Type: Large Construct
Hit Dice: 6
Armor Class: 18
Attack: 1 gore (1d10) or by weapon (2d6)
Movement: 30
Saves: F11 R12 W12
Resistance: Fire, electricity
Alignment: Neutral (N)
Intelligence: Non-
No. Appearing: 1
XP: 600 (CL 7)

Minotons are bronze automatons made by magic-users for brute labor and basic fighting. Most are armed with spears. They are tireless and immune to all mind effects, and only obey the commands of their creator.

Troglodyte

From HERE

Size/Type: Large Giant
Hit Dice: 4
Armor Class: 14
Attack: 1 gore (1d6) and 1 slam (1d4) or by weapon (2d6)
Movement: 30
Saves: F10 R14 W15
Alignment: Neutral (N)Intelligence: Low to Average
No. Appearing: 1d4
XP: 200 (CL 4)

Troglodytes are large, primitive ancestors of human beings. They speak the language of simple primates, and though fearsome are not particularly aggressive. Female humanoids get a +2 reaction bonus with male troglodytes.

Eye of the Tiger

From HERE

Level: Magic-User 3
Range: Personal
Duration: 10 minutes

When this spell is cast, a magic-user’s eyes become cat-like (giving them darkvision to a range of 60′). Any feline they look upon within 60′ must pass a Will saving throw or the magic-user turns into a vapor and inhabits the cat’s body. The magic-user retains her own intellect, and gains the fighting ability of the cat. The magic-user can leave the cat’s body at any time, but if they are still inside the cat when it is killed, they die along with it.

Two-Headed Cyclops

From HERE

Size/Type: Huge Giant
Hit Dice: 16
Armor Class: 16
Attack: 2 weapons (3d6) or boulder (100’/3d6)
Movement: 40
Saves: F3 R7 W8; +2 save vs. mind effects
Alignment: Chaotic (CE)Intelligence: Low
No. Appearing: 1
XP: 800 (CL 16)

The two-headed cyclops stands about 50′ tall. It is terribly bright, but it really doesn’t need to be to get along.

Sleeping Pills

These magic items are akin to potions. They are made in lots of 4, and each pill packs the punch of a potion of sleep. Saves against them are saves against magic, not poison.

Dragon by Dragon – March 1980 (35)

This week (or month, depending on how you look at it), The Dragon greets us with a very 1980’s bit of Cold War schtick – a couple commies about to get whooped by either a bunch of heavily armed and magical snowmen, or some U.S. Marines in disguise. Either way, not a good day for the Russkis. Luckily, we’ll never have to worry about Russia actively trying to conquer its neighbors … never mind.

Let’s dive in!

#1. From Avant-Garde to Mainstream

From the Dragon Rumbles column:

“Judging from the 43rd Hobby Industry of America trade show, held Jan. 27-30 in Anaheim, Calif., our once lonely pastime has arrived with a vengeance. According to what the buyers and store owners were saying, adventure gaming (for want of another term) is booming, with the heavy emphasis on fantasy. Sales of Advanced D&D DMG bear this out; it is the best-selling game/gamebook of all time.”

I wonder if that still holds. From what I understand, sales back in the old days were much higher than they are now.

#2. Oops

I did a thing a while back about type-o spells. In an article on errata in the AD&D books, Allen Hammack introduces a few screwed up magic items:

RING OF THREE WITCHES— Rather self-explanatory. It looks like any other magic ring and will radiate a dweomer if detected for. If summoned or commanded to function or if a wish is made upon it, the three witches (each a 20th level chaotic evil Magic-User) will issue forth and wreak havoc.

CUBE OF FARCE —Upon pressing this cube, a field of force will spring up just as in the Cube of Force, but on the interior of the cubic field the operator of the Cube is subjected to 6 different “comedies” at the same time, and must save vs. spell or he will be insane for 1-10 rounds. The “comedies” are “Gilligan’s Island”, “Hee Haw”, “Hello, Larry” , “I Love Lucy”, “Good Times”, and “The White House Press Conference.”

CARPET OF FRYING— When this magic carpet is sat upon and commanded to do anything, it will paralyze the person(s) on the carpet (save applicable), causing the person(s) to stretch out along its length. It will then begin to radiate a temperature of 375° F. and continue until the victim is well-done. Needless to say, the smell of frying human (or halfling or elf or dwarf or gnome or half-orc) will attract any monsters in the area who are fond of such delicacies.

WAND OF LIGHTENING —This wand, whether directed at an opponent or oneself, will cause the operator to gradually become weightless. Once the wand is activated it cannot be stopped until the process is complete (5 rounds). Treat as gaseous form to see if the victim is blown by air currents, although the victim will obviously not be able to pass through cracks or holes. See what messing up one little letter in a spell can do?

#3. Black Holes!

In an article on Traveller variants by James Hopkins, we get a neat little table on random black holes:

AD BREAK

Finally a new one from Ral Parth – The Clerics

The one on the left look a little dramatic, huh? The one on the right is calling his shot before he knocks a goblin head over the fence. You can buy them here.

#4. Experience Points

Len Lakofka does an alternative way to hand out XP. Here’s the quick rundown:

1. A character amasses at least one half of the experience points he or she needs to gain a promotion (level) (an option allows this percentage to be as low as 30% for a 20th level figure).

2. He or she seeks a person (preferably) two or more levels higher but of the same race and alignment, to train him or her in the skills needed to fully gain the new level.

3. The cost of this training varies from as little as 10 s.p. for 1 x. p. to as much as 2 g.p. for 1 x.p.

4. The training time is computed in days or fractions of days, and during that period the figures are bound in what amounts to a sworn oath in the name of their Gods to be honorable, faithful
and loyal to one another.

Why are experience points given to a character? The methods are:

1. For killing opponents (“monsters”), as per AD&D.

2. For defeating, subduing, enspelling opponents (“monsters”), a one-half award. (Note: killing an enspelled monster still only gains the half award unless the killing is done immediately and not after questioning or having the figure perform some act )

3. For learning the use of magic items (per the awards in the Dungeon Masters Guide for magic items) by experiment and experience, NEVER from the use of a spell or through magic in a
device.

4. From protracted use of an item (weapons and armor, etc. )

5. For certain one-time uses of an item in an “adventure situation.”

6. For acts directly related to a character’s profession.

I’ve admitted in the past that I was a terrible AD&D player, because I never really read the books. I was a Moldvay/Cook punk who grabbed classes, spells, monsters and magic items from AD&D, but I never really used the rules. So the bit about XP for learning to use magic items is interesting – I always figured you just got fat XP for finding a magic item. Maybe you did in AD&D, or maybe I missed the actual rule. I have no idea. Guess I’ll break out the DMG and find out later today.

#5. Same Crap, Different Decade

“Unfortunately, not all particular wargame enthusiasts are able to “minimize losses and maximize gains.” Frequently, wargames allow individual players to display some extreme prodigality, giving bystanders the impression that wargamers are nothing but impassive warmongers who are bent upon destruction, with all its violent emotions, whatever the cost may be. These “war-moralizers” feel that a new race of fascists and communists will be born, with the instinctive impressions that war and its wastefulness is the way of life. Moreover, other groups of “war-moralizers” say that wargaming is an act of practicing the willful murder of mankind condemned by God. And all of this moralizing comes from just playing a game!”

Sound familiar. These days, the emotionally immature are playing the “disagreement = violence” argument, but it all boils down to the same damn thing – tyranny. One person or group gets to direct the lives of all others – what they may say, may do, how they do it, etc.

I want to make sure folks know that Theron Kuntz, in this article, is lamenting and arguing against the bullshit moralizers of the period.

If you love freedom – yours as well as the freedom of others to piss you off – Fight On!

#6. Touched (Really Hard) by an Angel

William Fawcett has a nice article on angels (which of course first has to assure the religious that this is make-believe, so get that pissy look off your face). The article gives you a look at the history of angels (or of lesser divine beings, if you prefer), the hierarchy of Heaven, and then stats for the different angels.

You get seraphim, cherubim, thrones, dominations, virtues, powers, principalities, archangels and angels of the ninth order. All the classics. Makes me want to write an overpowered angel PC class using those as the level titles … maybe next week.

Here’s a sample, using Blood and Treasure stats.

Angel of the Ninth Order

Size/Type: Large Outsider
Hit Dice: 8
Armor Class: 21 [+1]
Attack: 1 strike (4d6)
Movement: 30 (Fly 60)
Saves: F8 R8 W8
Immunities:
Resistance: Magic 50%
Alignment: Lawful (LG)
Intelligence: High
No. Appearing: 1 or 1d4
XP: 2,000

Spells: At will–cure light wounds, purify food & drink, hold person, tongues, plane shift (others), speak with dead, blade barrier, cure disease; 1/day–control weather.

#7. Giants in the Earth

I always enjoy Lawrence Schick and Tom Moldvay’s GitE articles. This issue features:

Cecelia Holland‘s MUIRTAGH THE BOWMAN (16th level bard, 7th level fighter, 5th level thief) – with a great piece by Erol Otus. And, it turns out she was born right here in Southern Nevada, in Henderson, back when it was a factory town producing magnesium for the war effort.

H. Rider Haggard‘s UMSLOPOGAAS (15th level fighter)

Henry Kuttner‘s EDWARD BOND (9th level fighter)

Henry Kuttner’s GANELON (25th level fighter) – with some very early Jeff Dee artwork

They also detail the Sword of Llyr from Kuttner. The sword doubles Ganelon’s psionic strength and ability, and gives him some extra psionic disciplines: Invisibility, ESP, Body Equilibrium, Expansion, Mass Domination and Teleportation.

#8. Quickfloor

You’ve heard of quicksand (especially if you’re my age), but Stephen Zagieboylo invented magical “quickfloor” for dungeons. People sink in 1d4+3 rounds (or 1d4+2 if in chainmail, 1d4+1 in platemail). The first person in the marching order has a 40% chance of noticing it, halflings have a 60% chance. Characters have a chance to cross safely based on their dexterity – For 3-5 a 10% chance, for 6-9 a 25% chance, for 10-13 a 50% chance, for 14-16 a 80% chance and for 17-18 a 90% chance. If you tie a rope between two wooden posts that flank the quickfloor, you create a magic bridge that allows people to cross safely, but kills anyone already in the quickfloor (I guess by solidifying it).

QUICK ASIDE

Q: Who was the top ranked AD&D player in the U.S.A. in 1980?

A. Bob Blake

Now you know.

#9. Citadel Miniatures

Great ad from Citadel, with their characteristically great mini illustrations.

 

Now, what can we do with this ad?

Idea 1 – Make a game. Pick a miniature, or do a die drop and see what you land on – that’s your character. Use Risus or something to get some stats, equipment, etc and then invade the Tomb of Horrors.

Idea 2 – The spacefarer miniatures look like a rough draft for Rogue Trader and Warhammer 40,000. Reimagine what the game would have looked like with these illustrations as your guide. Imperial Marines with puffy sleeves instead of bulky armor.

AD BREAK

Yeah, the last bit was an ad as well, but check these out …

We have an OSR for tabletop games … is there also an OSR for old-style computer rpgs? Honestly don’t know – but I bet they’d make great apps for smart phones.

Coming soon to these reviews …

No wormy in this issue, so I’ll leave you with this image from the “Oasis” short story by Cynthia Frazer

So, I need to write an Angel PC class, and a Beastrider class this week.

Dragon by Dragon – December 1979 (32)

Depending where you are when you read this, good morning, good afternoon, good evening or good night. It’s Sunday, which means it’s time to crack open the vault and review another issue of The Dragon. Technically not the last of the 1970’s (that would be December 1980), but for most folks, the end of the decade.

Let’s take a look at the Top 10 Cool Things in The Dragon #32

Side note – cover by Phil Foglio, which means his contributions to the magazine’s comics section shouldn’t be too far away. Always a highlight for me back in the day.

Yes, because of Dixie. I’m a red-blooded American male, and I make no apologies for it.

ONE | GOOD ADVICE

When question about super high level characters (as in, “no freaking way they got there fairly), ED gives the following sage advice …

“Cheating, yes, but who? If you refuse to play with these sorry individuals, they are only cheating
themselves of the feeling of accomplishment that comes from having honestly earned a level advancement. To each his own . . .”

Good advice then, and good now. Learn to enjoy losing spectacularly at games, and you will find them twice as enjoyable as you used to.

TWO | POISON

Charles Sagui has an article on “Poisons from AA to XX” that I enjoyed. I always like articles written from a position of authority concerning make-believe stuff, and this one has several firm rules for poisons that you might not have known:

1) Poison is restricted to Neutral and Evil characters when used against human or humanoid types … against dungeon monsters, anyone can use poison.

2) Alchemists alone distill and manufacture poisons – magic-users, thieves and assassins who are caught making poisons are told immediately to “cease and desist” – imagine, slapping a cease and desist order from the Alchemist’s Guild on a PC! Apparently, if the order is ignore, the PC “will receive a visitor who will see to it that he stops permanently.” – Sounds like a fun encounter to run.

3) Alchemists learn to make poison at one strength per level of experience up to the 5th, beginning with level 0, strength “AA”. At 6th, the alchemist can make strength “S” sleep poison. After 6th, he learns to make one strength per two levels, through strength “J” at 16th level. Type “X” can be made by 20th level alchemists, type “XX” by 25th level alchemists. Alchemists through 4th level make only ingested poisons. From 5th to 8th level, they make ingested plus water-soluble poisons. From 9th to 16th they learn to make contact and gaseous poisons.

4) Assassins are the main customers, and they dictate to the alchemists who can buy poison. Locksmiths are granted permission by the assassins to put poison needles and gases in locks and chests so the rich can keep their possessions safe. – This suggests that the thieves and assassins are not on the best of terms.

5) Any character is permitted to buy strength “S” sleep poison. Thieves, by paying the assassins 500 gp per level, are permitted to buy strengths “AA”, “A” and “B” poison. They may buy up to 60 vials of “AA” per year, up to 30 vials of “A” and up to 15 vials of “B”. Magic-users can pay 1,000 gp per level to get the right to coat darts and daggers with “AA” and “A” poison. The same buying restrictions for thieves apply.

6) A small vial of poison is enough to coat 6 arrowheads, 8 darts, 12 needles or 1 dagger or spear point. Two vials will coat a short sword. Three will coat a long or broadsword, four a bastard sword and five a two-handed sword. Each coating lasts for 2 successful hits, and up to 5 coats can be applied to a blade at a time. One vial is equal to one dose when swallowed.

7) Evil humanoids should never use more than “AA” poison. If they are employed by a powerful evil NPC, they may use up to “D”.

8) Poisons found in dungeons are:

0-50% – ingested
51-80% – water-soluble
81-90% – contact
91-100% – poison gas

9) Damage from poison is taken at a rate of the minimum hit point damage for the poison per melee round (which would have been a minute, back in the old days) until max damage rolled is met. So, a poison that deals 1-10 damage would do 1 point of damage per round. If you rolled “6” damage, it would deal 1 point of damage per round for 6 rounds. A poison that did 5-100 damage would deal 5 points of damage per round.

10) When you save vs. sleep poison, you act as though slowed for 3 rounds.

11) When using poison-coated weapons, each time you draw the weapon or return it to its scabbard, you have to save by rolling your Dex or less (on 1d20, I assume), minus 1 for water-soluble and -3 for contact, or you suffer max poison damage. You also have to make a Dex save every other round for water soluble and every round for contact poison that the weapon is used in combat to avoid poisoning yourself. This applies until the weapon is washed, even if the weapon does not have enough poison left to poison opponents in combat.

12) Silver weapons will not hold poison, not will magic weapons. Normal weapons that are poison-coated gives them a dark discoloration, so everyone will know the weapon is poisoned.

Lots of rules, but actually pretty useful ones. The article then goes on to detail the different poison strengths – I won’t reproduce those here.

THREE | WEAPONS OF ASIA

This is a companion article to the armor article from last issue, also by Michael Kluever. Here’s a bit on the Chu-ko-nu, or repeating crossbow.

“An interesting variation was the repeating crossbow (Chu-ko-nu). It propelled two bolts simultaneously from its wooden magazine, which held a total of 24 featherless quarrels, each approximately 8.25 inches long. The bolts were contained in a box sliding on top of the stock and moved into firing position by a lever pivoted to both. The throwing of the lever forward and back drew the bowstring, placed the bolt in position and fired the weapon. Chinese annals relate that 100 crossbowmen could project 2,000 quarrels in fifteen seconds. The repeater crossbow was used as late as the Chinese Japanese War of 1894-95.”

Apparently I need to include it in Grit & Vigor.

FOUR | SINISTER SEAWEED

You got some interesting articles back in the day. This one, by George Laking, is about aquatic megaflora, and its danger to adventurers. The info in the article was designed by the Mid-Columbia Wargaming Society of Richland, Washington. With a little searching, I found a picture of Mr. Laking and some society members from a 1978 newspaper. The internet!

So, you’re first thought it – screw seaweed, bring me dragons!

You fool!

Apparently, megaflora stands capture oxygen in vast bubble domes within their branches. Within this bubble dome, there is a bunch of dry limbs and twigs from this megaflora. The interior of the dome resembles a quiet, dry forest surrounded by thick trunks. Bubble dome heights range from 4 to 40 feet, depending on the size of the stand.

Where’s the danger. Well, the stands can capture ships for 1-12 hours, making them vulnerable to aquatic monster attacks.

The bigger danger is bubble dome “blows”! The domes are temporary structures. In some cases, the gas cannot escape and pressure builds up until it explodes, throwing dry branches and limbs 2d10 x 10 feet into the air in a huge fountain of water and foam! Ships will fall into the void left, and then be slammed by the walls of water rushing back in, possibly destroying the ship. A blown stand looks like a peaceful lagoon with walls of megaflora around it, quickly growing in to fill the clearing. This will be the lair of aquatic monsters, guarding the treasure left by ships destroyed in past blows.

A third danger is that pure oxygen is poisonous to people. Divide the height of the dome by 10 and take this as a percentage chance per hour that a character absorbs too much oxygen into her bloodstream. A character who reaches this threshold, upon leaving the dome, must make a save vs. poison or immediately die.

Also – pure oxygen is extremely flammable. Let’s say you light a torch inside the dome …

“(1) The initial explosion of gas would create a 6-20 die fireball of incandescent oxygen, depending on the size and depth of the bubble dome (depth of dome divided by ten equals hit dice). The size of the fireball would be half as large as the initial dome after the explosion of the gas. Saving throws would be applicable.

(2) Following the initial explosion, the fireball would immediately rise to the surface with a subsequent catastrophic inrush of ocean water onto the previously dry dome interior. Each character would have to undergo a check for system shock as the walls of water met with implosive fury. A character saving vs. system shock would only take 3-10 (d6) of damage. Failing to save means immediate death!

(3) Finally—should the character survive—an immediate check vs. oxygen poisoning would be necessary to determine if he/she had exceeded the critical threshold at that point. If so, that character would have to make an additional save vs. poison per oxygen poisoning (above).”

Frankly, a weird bubble dome dungeon would be awesome, and a great challenge. A ship gets stuck and attacked by aquatic ogres. Adventurers follow them down to retrieve something important, find a massive bubble dome with a dead, maze-like forest within it. They have to work fast to avoid being killed by too much oxygen, and there is a chance that it explodes and the ship is drawn down into sea and crushed.

FIVE | THE BEST LAID PLANS

From Gygax’s “Sorcerer’s Scroll”:

“In a previous column I mentioned that I would set up an adventure where the players would end up in the city streets of the 20th century. Well, I knocked together some rules, put the scenario together, stocked the place with “treasures” of a technological sort, and sprinkled some monsters (thugs, gangs, police, etc.) around.

Much to my chagrin, Ernie the Barbarian was leading the expedition. When his party emerged from the subway—and despite the general blackout in the city due to the power failure caused by their entry into this alternate world—he stopped, looked, listened and then headed back for the “safety” of the “real world!” Some people really know how to spoil a DM’s fun …”

Damn players.

SIX | SAGE ADVICE

From Jean Wells in “Sage Advice”:

“The subject is dwarven women and whether or not they have beards. Last spring when we were working on the final editing of the Dungeon Masters Guide, I tried to get Gary Gygax to change the section on dwarves so that dwarven women would not have beards. Needless to say, I was not very successful.

What I didn’t realize was that for some strange reason (completely unknown to me), I had started something. I did not understand the full impact of what I had done until I went to GenCon this year. Many people stopped me in the hall to either agree with me wholeheartedly, or disagree with me and then tell me that I was crazy. Everyone knows that dwarven women have beards, they said. It did not stop there. Oh, no! We have even been getting mail on this issue. It is not too bad, but I don’t like being accused of making an issue out of the subject.

One thing that everyone who has taken sides in this issue fails to remember is that Gary Gygax wrote the Dungeon Masters Guide and it is his book. He can say whatever he wants to. You can agree with him or side with me, but either way, the person who has final say in his or her campaign is the DM. So, for all the people who have written in to agree with me or to agree with Gary, and for those who haven’t yet but were planning to, please save your breath. Gnome women don’t have beards (this is true and I am glad). Dwarven women may indeed have beards, Gary, but not in my world.”

Yeah, there have always been gamers who A) didn’t get that it was make-believe, and there was therefore no right or wrong, and B) didn’t get that their own opinion isn’t law.

Also this question:

“Question: We are having an argument over an issue that has us divided. My friends say that with a ring of telekinesis they can make an arrow spin at the speed of light and then release it, having it do between 100 and 600 points of damage to their target. I say this is impossible! What do you think?”

God – I remember these fools.

Finally:

“Question: I am having a romance with a god, but he won’t have anything to do with me until I divorce my present husband. How do I go about divorcing my husband?”

Ye Gods!

BONUS AD!

For sale – crappy t-shirts.

Actually, I would wear one of these with a ridiculous amount of pride. I’m super tempted to lift the graphic and make one online for myself.

Looks like the Barbarian Shop was in a private residence:

SEVEN | INSECTOIDS

Len Lakofka presents in this issue his insectoids, which are just the humanoid races with insect characteristics grafted on. For example: Scorpiorcs. For Blood & Treasure, they would look like:

Scorpiorc, Medium Monstrous Humanoid: HD 2; AC 16; ATK 2 pincers (1d6) and weapon; MV 40; SV F15 R12 W13; XP 300 (CL 4); Special-Surprised on d8 (due to eye stalks), move silently (70%), back stab x2.

Scorpiorcs never use flaming swords or carry any sort of flame. They also never use armor, but may carry a shield. They speak Scorkish and broken Orcish. They can advance as fighters from a beginning “level” of 2 to a top rank of 4.

I also have to mention the “skags”, which are a blend of scorpion, kobold, ant and goblin. This is actually a sort of “monster class” – dig it:

BONUS AD

Great title. Found HERE at Boardgame Geek. Stephen Fabian did the art, so it has be worth a few bucks based on that alone.

EIGHT | TRAVELER POLITICS

I’ve never played Traveler, so I can’t comment on the utility of this article about diplomats in the Traveler Universe. I can, however, draw attention to this table, which may prove useful to people:

I’m sure somebody can adapt this to their game, when trying to figure out an NPC’s s power base in some fantasy or sci-fi city.

NINE | DRUIDS

William Fawcett has a long article on “The Druid in Fact and Fantasy”. A tough subject, because so little is known, or at this point, can be known. I’m not going to dwell on the historical bits in the article, but I did like this:

“DECLARATION OF PEACE
A new Druidic ability

Although the Druid, due to his involvement with life, is unable to turn undead, his role of the peacemaker gives him a similar ability with most humanoids. Before or during any armed combat if he has not struck any blow, a Druid has the ability to make a Declaration of Peace. This declaration has a 10% plus 5% per level (15% 1st level, 20% 2nd, etc.) chance of causing all armed combat to cease for two rounds per level of the Druid. This does not affect magical combat in any way, nor will it stop a humanoid who is in combat with any non-humanoid opponent. Once the combat is stopped, any non-combat activities may take place such as cures, running away (and chasing), blesses, magic of any form, or even trying to talk out the dispute.

After peace has been successfully Declared, combat will resume when the effect wears off (roll initiatives), or at any time earlier if anyone who is under the restraint of the Declaration is physically harmed in any way. This could be caused by an outside party or even by magic, which is not restrained by the Declaration. A fireball going off tends to destroy even a temporary mood of reconciliation. Once a Druid strikes a blow or causes direct harm in any way to a member of a party of humanoids, he permanently loses his ability to include any member of that party in a Declaration of Peace. The Declaration of Peace affects all those within the sound of the Druid’s voice, a 50’ radius which may be modified by circumstances.”

He also has quite a few magic cauldrons and some thoughts on herbs. Good read overall.

TEN | MIRTH

Well, it’s funny to DM’s

ELEVEN | THE FELL PASS

An adventure in this issue – “The Fell Pass” by Karl Merris!

Check out the map:

That hatching seems reminiscent! A also hereby challenge Dyson Logos to include more giant, disembodied hands on his very excellent maps.

The adventure takes place in geothermally heated caverns, and includes cave bears, ogres, a spidersilk snare, gray ooze, manticores, griffons, shadows, trolls, pit vipers, Vlog the Ogre …

… and Xorddanx the Beholder:

I love the heck out of that art, which is by Merris himself!

I did some searching, and I’m pretty sure I’ve found him online. He appears to be a Brony now, and might have no interest left in D&D, but if I can commission a piece of fantasy art from him, I’ll let you know …

FINAL SHOT

Magic Keys

From the Graphics Fairy

A few idea for magic keys you can drop into your campaign. All of them work in essentially the same way – a small, simple key of an interesting material that can open doors that are not there in different materials. To work, the holder of the key must close their eyes, hold their breath, stick the key out slowly, and then turn it slowly. The door then opens. The keys have a 1 in 6 chance of working, so they’re not a sure thing.

Where do these doors lead? The key opens a door onto one of the following (D10):

1-3) An ornate room with furnishings and decorations dependent on the material in which the door was situated, and attended by like creatures. Thus, a black key opening a room into shadows will open into a room of black marble with gauzy black curtains and thicker, black velvet curtains and dark wood furniture with cushions in shades of grey attended by shadows. The room is safe, and can be stayed in for 1 hour before it fades back into the plan of which it is composed and sends the occupants back from whence they came.

4-7) A long tunnel that leads to a second door which opens back into the material world. This second door will appear in the same material as the first, so a door opened through fire can only lead to a second door situated in fire.

8) A long stair leading deep down into the plane (or a demi-plane) appropriate to the key that opened the door, thus opening a door in stone will lead to the elemental earth plane.

9) The door leads to the key-holder’s childhood home, wherever it was (even if it is now a ruin, or just an open field).

10) A tunnel that leads back to the same door, but 1d6 hours later or 1d6 hours earlier. If it leads back in time, all that the characters had done in the world over that time has been undone, though the effects they suffered through remain evident on their minds, bodies and souls.

The material of the key governs what they key will work on, as follows:

Gold –> Natural stone

Amber –> Trees, hedge rows, brambles, thickets

Meteoric Iron –> Shadows and the night air

Copper –> Fire

Smoky glass –> Smoke

Silver –> Water, fog and mist

Green wood –> Spring Breezes

Bone –> Mausoleums and tombstones

Tin –> Laughter and thunderous applause (must “fill the air”)

Porcelain –> Weeping and wailing (as above)

Folded paper –> Riotous anger and yelling (as above)

Tarnished brass and tied with a fairy lock –> Hillsides

Dessicated and twisted wood –> Sand dunes

What’s It Worth?

I’ll give you 10 gp, and not a copper more

Despite the wondrous quality of my RPG writing, it hasn’t made me a million dollars yet (just shy by about a million), so I have to have a real job. In my case, I research the commercial real estate market in Las Vegas, and write reports every quarter about how the market is doing. In the process, I often get asked questions about how much something is worth, or hear people complaining that a building sold for less than it was worth. I respond by explaining that nothing is worth more than what somebody else is willing to pay for it at any given moment. That got me thinking about a different way to value treasure.

Currently, when I’m writing a hex crawl, I’ll include treasure hordes with notations like “large ruby worth 5,000 gp”. What if, instead, I merely wrote “large ruby” and let the value be determined by the customer?

The basic idea: Come up with a matrix. The columns represent different classes of customers, the rows different categories of treasure. The data would be a random amount of money that the customer would be willing to pay for the treasure. The GM would roll this to determine the starting bid, and then roll a second dice to determine how high the customer will go. Adventurer and customer (GM) could then work out a final price for the item by haggling.

Classes of Customer

Peasants: These are your average working stiffs – laborers in towns and cities, people who carry things and serve others. They didn’t make much money in the real world – some would figure it at the equivalent of 1 or 2 copper pieces a day – but in the fantasy world, the standard is 1 silver piece per day. Either way, they have expenses, so they can’t afford to spend much on luxuries like treasure. There is a 90% chance they’ll offer goods and/or services instead of coins.

Artisans & Traders: These skilled laborers make a bit more, maybe five times as much as the peasants. This gives them a bit more money for luxuries. Still, if adventurers are going to these guys to sell their treasure, they’re probably a bit hard up. There is a 75% chance they’ll offer goods and/or services instead of coins.

Merchants: The merchants have plenty of money, though their assets probably aren’t liquid (meaning they have lots of stuff – goods, wagons, camels, ships – but not lots of money). Still, they aren’t hurting, and they can drop a few coins on the good things in life. There is a 50% chance they’ll offer goods and/or services instead of coins.

Merchant Princes: These are the big-time merchants, the fellows with royal and noble connections that allow them to own fleets and caravans and manors, etc. They’re going to be a bit more liquid than the common merchants. There is a 35% chance they’ll offer goods and/or services instead of coins.

Aristocracy: The lower end of the titled fellows – the knights and baronets and such. Like the merchants, their wealth is mostly tied up in things – land, animals, armor, weapons – so they’re like uber-barterers. They have a few coins stashed away, but they’re probably more apt to trade things like armor, horses or favors. There is a 65% chance they’ll offer goods and/or services instead of coins.

Nobility: The nobility includes barons, counts, and the like. Lots of land, but, as with the merchant princes, more liquid than the aristocracy. There is a 25% chance they’ll offer goods and/or services instead of coins.

Lesser Royalty: A step up from the nobility – the dukes and bishops. There is a 20% chance they’ll offer goods and/or services instead of coins.

Greater Royalty: Kings, queens, princes and princesses, and archbishops as well. There is a 12% chance they’ll offer goods and/or services instead of coins.

Imperials: Not Chryslers, but actual imperials – emperors, empresses, kings-of-kings, popes, etc. There is a 6% chance they’ll offer goods and/or services instead of coins.

Categories of Treasure
These are the same categories you will find in Blood & Treasure, and adapting them to your favorite game shouldn’t be too taxing on the grey matter.

Fancy Stones – agates, hematite – the stuff you find in shopping malls and tourist traps

Gems – better than stones, not as good as jewels

Jewels – rubies, emeralds, sapphires, diamonds

Common Arts & Trade Goods – armor, weapons, things made out of non-precious metals, common animal skins, rugs, many tapestries, common sorts of books. Assume the price is per ounce where applicable.

Fine Arts & Exotic Goods – lacquered wood, rare spices, items made from precious metals, bejeweled items, the skins of exotic animals, rare books, especially fine paintings and tapestries. Assume the price is per ounce where applicable.

Minor Magic Items – potions, scrolls, magical oddities

Major Magic Items – that stuff you really want to put on your character’s equipment list

The Table

The table above is a simple matrix. Find the category of treasure and the category of customer, and you get their opening bid. Roll a d6 to find out how high they’ll actually go:

1-3: No more than 25% higher, and they might have some conditions
4-5: No more than 50% higher
6: No more than 100% higher

Also, remember that there is a percentage chance that the customer offers to pay with goods and/or services rather than actual money. The value of services rendered is up to you, but most games give some sort of guidance. Favors are tricky – they may not be honored at a later date – but they could come in handy.

Obviously, some interpretation is involved here for the GM in terms of treasure category and customer category, and feel free to apply other factors. In a country where gold or silver is common, objects made from gold and silver might be considered common arts rather than fine arts. Likewise, spices, furs and pelts might be common one place and exotic in another.

The impetus for this table was a painting I posted a few weeks ago when I asked the question “Are Treasure Hordes Too Small?”. The idea here is that you can now provide a fairly large horde without having to predetermine what everything is worth. This system also gives adventurers a reason to make contact with nobles and such, which in turn can lead to further adventures.

Are Treasure Hordes Too Small?

I was looking through some Victorian paintings at the Victorian British Painting blog (not just a clever name), and came across this one by Benjamin Walter Spiers.

One heck of a horde, but fantasy gaming standards. No coins, of course, but in terms of other items … well, here’s my thumbnail inventory:

Books (130)
Bottles/decanters/jugs (33)
Paintings/pictures (21)
Bowls/dishes (18)
Blankets/rugs/tapestries (9)
Vases/urns (9)
Helms (3)
Mirrors (3)
Swords (3)
Boxes (2)
Censers (2)
Daggers (2)
Statues (2)
Violins (2)
Base (1)
Candlestick (1)
Clock (1)
Compass (1)
Globe (1)
Halberd (1)
Hourglass (1)
Inkpot (1)
Lute (1)
Map (1)
Musket (1)
Necklace (1)
Pan pipes (1)
Pipe (1)
Powder horn (1)
Stained glass (1)

255 items by my count, and that’s just items visible to me. I’m sure I missed a few, and of course there would be items obscured from view.

I can well imagine a scene like this in a wizard’s cramped study or in the castle of a lord, and certainly an ancient wyrm should have as many items collected. But how to do this in a game without it just being a huge headache? I admit that I don’t know.

Still, it’s a really wonderful painting.

And speaking of dragon hordes …

Always one of my favorites. By Denis Beauvais, of course.