Notion – One vs. Many

Here’s an idea I had today while walking the dog. It’s about combat with multiple attackers in RPG fights of the B&T variety.

When a character is facing more than one opponent, they can make a choice on how many of their foes they want to “actively engage” each round. For each foe they actively engage beyond the first, they suffer a cumulative -1 penalty to their attack. Any foe they do not actively engage gets a cumulative +1 bonus to attack the character.

For example: A fighter is facing three goblins. If he decides to actively engage one goblin, he gets to attack that goblin with his normal chances. The other two goblins, because they are not actively engaged, attack with a +2 bonus (+2 because there are two goblins not actively engaged).

If the fighter actively engaged two of the goblins, then he suffers a -1 penalty to his attack that round (-1 because there is one “extra” goblin he is engaging). The one goblin who is not engaged gets a +1 bonus to hit the fighter (+1 because there is one goblin not actively engaged).

If the fighter actively engages all three, the goblins get no bonus to attack, but the fighter suffers a -2 penalty to his attack.

If you use a rule wherein the fighter class can attack multiple opponents, you can still use these penalties, but apply them to each of the fighter’s attacks during a round.

Note – I planned to use an image from Cyrano de Bergerac (1950) where he was fighting several men, but couldn’t find it. I stuck with Cyrano anyways, because he’s my hero.


A while back, I was playing around with creating YouTube playlists based on Saturday morning TV shows from different years. The one’s I managed to create – not an easy thing, since most of those classic shows are not remotely public domain – are live on the site. If you search for “SaturdayMorning1968” – or other years – you’ll probably find them.

In the process of making these lists, I came across a Canadian sci-fi show called Starlost. Given the audience for this blog, many of you have probably heard of this show and maybe even seen it. The episodes are on YouTube, and I must say that the one I watched I quite enjoyed. I watched episode 15, thus starting near the end of the series, but it wasn’t hard to figure out what was going on.

The show could be good inspiration for folks who run Metamorphosis Alpha, as it has a similar setting. Episode 15 involved a creature that I thought would work well as a monster for fantasy, post-apocalypse or sci-fi games, but I must issue a SPOILER ALERT here, since the creature and its stats give away the plot of the episode.

Scroll down past the episode link if you don’t care about spoilers, or better yet, watch the episode first and then check out the monster stats …





The episode involved  giant mutant bees that I thought would make a pretty good monster. Their Blood & Treasure stats are below:

Giant Mutant Bee
Type: Monster
Size: Medium
Hit Dice: 4
Armor Class: 14
Attack: Sting (1d4 + Poison III)
Movement: 30′ (Fly 80′)
Save: 15
Intelligence: High
Alignment: Lawful Neutral (with evil tendencies)
No. Appearing: 2d4
XP/CL: 1,200/6

Giant mutant bees are highly intelligent bees that measure up from 3 to 4 feet in length. They are very aggressive, wishing to expand their territory and domination over “lesser” species by any means possible.

A giant mutant queen bee is capable of controlling one humanoid creature at a time, communicating through something akin to radio waves and issuing orders to it in a subtle-enough way that the controlled creature does not recognize that it is being controlled. This domination has a range of 1 mile, but can be extended through the queen’s drones – thus up to 2 miles.

A giant mutant queen bee can control normal bees within 1 mile, sending swarms of them to harass and attack her enemies. She can read the thoughts of humanoid creatures within 3 miles.

Giant mutant bees enjoy a +3 bonus to save vs. poison, while the queens are immune to poison. Cold damage acts as a slow spell on giant mutant bees.

A giant mutant beehive consists of one queen and 2d4 drones.

Thar She Blows

Here’s a little beastie that popped into my head today while I was walking the dog. Strangely enough, there was a cloud-filled sky …

Cloud Whale
Type: Elemental (Air)
Size: Huge
Hit Dice: 36
Armor Class: 16 [+1]
Attack: Bite (6d6 + 1d6 electricity), slam (3d6 + 1d6 electricity)
Move: Fly 100′
Save: 7
Intelligence: Low
Alignment: Neutral (N)
No. Appearing: 1d4
XP/CL: 3,600/37

SA—Resistance to cold and electricity, immune to fire

SP—Gaseous form, gust of wind •••

Cloud whales look just as you might expect, as masses of clouds in the shape of whales. They swim through the sky, only rarely descending near the ground, feeding on incendiary vapors and smoke. These vapors are spouted from the cloud whale every so often as a gout of flame, and coagulate within them as “flambergris”, a waxy, reddish mass about the size of a human fist, that can be used by magic-users in fire-oriented magic. A ball of flambergris is worth 500 gp. A ball can be set ablaze and thrown in the manner of alchemist’s fire.

Faux Fiends

Illustration by
Arthur H Young

A while back I started a project of converting old monsters for B&T, but changing the names and descriptions so I could just make them open content. I’m not done yet, mostly because I’m planning to illustrate the monsters with nothing but public domain stuff to keep the project “cost effective”, or, as I would put it, cheap.

Since I’m always looking for ways to keep this blog alive, I figured posting a few of these monsters would be a good idea. To keep things interesting, I’ll also post a few old classics from the blog and NOD magazine updated to the new B&T.

Type: Monster
Size: Medium
Hit Dice: 6
Armor Class: 16
Attack: Fists (1d4)
Move: 30′
Save: 14
Intelligence: Low
Alignment: Neutral (N)
No. Appearing: 1
XP/CL: 600/7

SD—Immune (electricity)

Ampes are annoying dungeon monsters that hook up with parties (whether they like it or not) and follow them around, getting in the way and making an inordinate amount of noise. They fight to defend themselves, but not the party they are following. They are shaggy humanoids with pointed faces. Ampes are always hungry and thirsty, and they have a terrible lust for treasure, being able to detect precious metals and gems up to 100′ away. If fed or given drink, it becomes wonderfully loyal to its benefactor, but this loyalty ends if the ampe is not given at least 30% of any coins and/or gems its benefactor finds.

Ampes store up great amounts of static electricity in their bodies, and can generate 50 points of electricity damage each day through their touch. It need not inflict all 50 points of damage with a single touch. If it drains all of this power, it immediately falls asleep for one hour, during which time is regenerates up to 25 points of static charge; recharging completely requires another 7 hours of sleep.

Ampes can weave their own hair into nets, which they carry around their waists like belts.

Type: Monster
Size: Medium
Hit Dice: 4
Armor Class: 16
Attack: Bite (1d8) and hook (1d6 + trip) or claw (1d6 + constrict) or ray gun (see below)
Move: 30′
Save: 15
Intelligence: Average
Alignment: Chaotic (CE)
No. Appearing: 1d4
XP/CL: 400/5

These cybernetic outlaws know no fear. They are equipped with metal jaws that can bite through nearly anything (+2 to sunder attacks) and mechanical arms with exchangeable attachments: Ray gun, hook or claw. Cyborgs can store unused weapons on their belts; it takes a full round to exchange one attachment for another.

Dune Devil
Type: Elemental (Earth)
Size: Large
Hit Dice: 6
Armor Class: 17 [+1]
Attack: Shriek (60′/2d6 sonic)
Move: 30′
Save: 14; MR 30%
Intelligence: High
Alignment: Chaotic (NE)
No. Appearing: 1
XP/CL: 1,800/8

Dune devils are gangling monsters who stalk blazing deserts at high sun, feasting on the good and letting the wicked alone. Although they are called “devils”, they are no relation to the actual devils of Hell. Dune devils are brought to the material plane by magical summons. They are peerless trackers (90%). The monster attacks with a shriek. By pressing its lips against a creature, it can kill them instantly (save to negate).


Rainbow Fantasy III – The Champion

I wind up my little Rainbow Fantasy series of tributes to children’s TV fantasy action shows with a class based on probably the two best such shows, He-Man and the Masters of the Universe and She-Ra, Princess of Power.

The Champion

Champions are warriors that draw their power from an oath to defend a Lawful place, institution or divine entity. They often appear as shining knights, and preach a philosophy of mercy, honesty and generosity. Although implacable foes of Chaos, they are not killing machines; a champion would prefer to subdue evil or convert it to goodness if possible, rather than simply slay it.

Requirements & Restrictions

To be a champion, a character must have the following minimum scores: Str 9, Wis 11 and Cha 13.

Champions must be Lawful in alignment. They can use all armors, shields and weapons.

A champion who ceases to be Lawful or whom grossly violates the champion’s code of conduct (see below), loses all special abilities, including the services of their mount (see below). The fallen champion may not progress any further in levels as a champion until she atones by gaining enough experience to gain another level without the use of her special abilities and while acting in perfect accordance with his alignment and code of conduct.

Champion Skills

Champions add their level to the following task checks:

Healing—Champions are knowledgeable about applying bandages, mending broken bones and compounding medicines, unguents and tinctures. They can stop wounds from bleeding, and with a successful check grant a +1 bonus to save vs. ongoing poison and disease.

Riding—Champions are capable of fighting while mounted at no penalty, and can use this task for dangerous (and awesome) stunts.

Champion Abilities

A champion must take a sacred oath to a Lawful cause or entity. Her sword (or other weapon) becomes a symbol of this oath. If a champion comes into the possession of a better weapon, she may transfer her oath to it.

A champion is immune to disease, and can cure disease once per week per 5 levels attained. Her touch can calm emotions (as the spell) three times per day. Comrades adventuring with a champion receive a +2 bonus to save vs. mind-affecting effects.

A 2nd level champion can heal wounds (her own or those of others) by touch. This is called the “laying on of hands”. Each day she can heal a total number of hit points of damage equal to twice her champion level. She may choose to divide her healing among multiple recipients and she does not have to use it all at once.

A 3rd level champion gains the ability to amplify her heroic powers once per day by invoking her sacred oath while holding aloft the weapon on which she took her oath. This exact form of this amplification can be chosen by the champion. To simulate this, the champion receives a number of Power Points equal to her level divided by two (rounding up) per day. One power point can be spent to gain a +1 bonus to attack or save or a +2 bonus to Armor Class or damage or a +10′ increase to speed. These power-ups last for 10 minutes. Three power points can be spent on an augury, strength or haste spell effect with duration as the spell’s in question.

A 4th level champion can undertake a quest guided by a divine vision to find and gain the service of an unusually intelligent, strong, and loyal mount to serve her in her crusade against evil. This champion can choose from one of the following mounts: Celestial warhorse, pegasus, spotted lion, tiger or unicorn (female champions only). Treasure Keepers can add other animals to this list as they wish.

The mount and its location appear in a vision. The location is no more than a week’s ride away, and the challenge involved in claiming it should be difficult but not impossible.

For every three levels the champion gains after 4th level, her mount gains one Hit Dice.
A champion wielding a weapon sword can deflect rays, beams and magic missiles a number of times per round equal to half their level (rounding down). Instead of automatically deflecting a ray, the champion can try to aim the deflection. To do this, the champion must roll 1d20 under her dexterity score; if the save is successful, her target must pass a saving throw or be struck by the ray, beam or magic missile. This ability does not work against lightning bolts or fireballs. A 3rd level champion can also choose to convert the ranged attack into a color spray spell. A 6th level champion can convert the ranged attack into a rainbow pattern. A 9th level champion can convert the ranged attack into a prismatic spray.

Swearing Fealty

A 9th level champion can swear fealty to a Lawful outsider, becoming their agent and champion on the Material Plane. The champion is charged to defend a Lawful realm under the protection of the outsider in question. To aid her on her quest, the champion gains the services of 1d4+2 followers. Roll on the following table to discover what sort of followers the champion attracts:

Roll d%
01-08  Automatons (1d6)
09-12  Crystal men (1d3)
13-20  Dwarves (1d6)
21-28  Elves (1d6)
29-36  Gnomes (1d6)
37-44  Hawk men (1d6)
45-64  Men-at-arms (1d6)
65-70  Nixies (1d4)
71-74  Pixies (1d3)
75-76  Shambling mound (1)
77-78  Bard (level 1d6+1)
79-80  Butterfly (level 1d6+1)*
81-82  Duelist (level 1d6+1)
83-86  Fighter (level 1d4+1)
87-90  Magic-user (level 1d4+1)
91-92  Monk (1d4+1)
93-96  Scout (level 1d6+1)
97-00  Sorcerer (level 1d4+1)

* See THIS POST for the butterfly class


A 12th level champion may conquer an evil stronghold and sanctify it for her own use or simply construct a stronghold of her own. The stronghold must be a symbol of goodness for all the land, not just a mere construction of stone and metal. When a champion occupies a stronghold, she adds 1d4+2 more followers to her retinue, plus 60 Lawful men-at-arms of a type determined by the champion.

Champion Codes

Champions live their lives by a code of virtue, and must also abide the following strictures:

• Must always seek to knock foes unconscious rather than killing them – killing is a last resort.

• May not own more than 10 magic items.

• May not retain more wealth than needed to support herself, her henchmen and to maintain her castle.

• May only employ Lawful henchmen. Champions may adventure with non-Lawful characters, but must make at least a small attempt to reform them, and must, at the end of each adventure, explain how that adventure taught a sound moral lesson.

Besides these rules, champions must abide by a code of conduct that demands honesty, mercy and generosity above all things.

Dragon by Dragon – December 1981 (56)

Ho ho ho – Merry Christmas 1981!

Let’s be honest, Christmas and the 1980’s were made for each other … or at least it sure seemed that way when I was growing up in the 80’s. Christmas had a certain magic in those days that was lost by the 1990’s. I’m sure it had nothing at all to do with me growing up, getting a job, getting married and having a child.

Enough of that – let’s see what the Dragon brought us for Christmas …

First, a bit of opinionating from Kevin Morgan

“There is no need to change the monk character class of ADVANCED DUNGEONS & DRAGONS.”

So there you go. If you were planning on changing the class, you can stop.

For what it’s worth, I agree with Mr. Morgan in some respects – too often a class is considered “broken” or underpowered because it doesn’t do what somebody wants it to do. Doesn’t mean the class is wrong, just means its the wrong class for the player. In AD&D days, of course, things had to be official, which is why the wrong monk for you meant the wrong monk for everyone, because we couldn’t just have a bunch of different monks running around making people happy. That would be (small “c”) chaos!

Speaking of redesigning classes, the first big article of the mag is “Singing a new tune – a different bard, not quite so hard” by Jeff Goelz. For those new to the old school, bards were once very powerful folks, far more than in modern games. It was a tough class to qualify for and as is mentioned in the article, the revised bard class of the Player’s Handbook took forever to  enter – one had to go through a succession of other classes first. The article here tries to make a slightly less powerful bard that can be played right from first level like any other character.

A couple takeaways: First, the opening vignette has two of the greatest character names ever: Jake Armageddon, half-orc fighter/assassin and Alphonse Armageddon, half-orc cleric/assassin. I salute you Mr. Goelz.

Second, the bard in this article is a great class that is very playable. It won’t be a stranger to many players of modern iterations of D&D – d6 for Hit Dice, some skills, some fighting ability, some spellcasting (illusionist and druid). Good stuff, especially if you’re running first edition and a weird-o like me comes along wanting to play a bard.

Bill Howell follows up the first article with “Songs instead of spells”. Here, Mr. Howell introduces “songs of power” sung by the bard in place of spells, with a complete song list and some details of songs not already covered as existing spells. Here’s one, done up as a spell for Blood & Treasure:

Satire (Conjuration)

Level: Bard 5          Range: Special          Duration: Special

This song is used against a prominent public figure who behaves incorrectly. The target of the spell has his or her charisma score halved until they atone for their misdeeds … unless their deeds are not really misdeeds. If the target’s actions are not truly objectionable in the moral climate of the region, the bard’s charisma is halved instead until they move at least 50 leagues away, and they may not return to the region for one full year.

This spell is actually right up my alley.

“Map hazard, not haphazard” by William Hamblin is one of those articles that has slightly lost its efficacy with time. It concerns using topographic maps in fantasy games – a good idea and a good discussion – but also includes addresses one can use to order sample maps. The internet has made finding maps like these much easier.

A touching sentiment

Gary Gygax’s “From the Sorcerer’s Scroll” in this issue covers protection circles (and the like) plus news from the northern Flanaess. It includes some illustrations and descriptions of magic circles and pentagrams, and God knows this article would have run afoul of the “D&D is Satanic” crowd back in the day. I can remember it being included in the old Greyhawk box set. He also describes the Wolf Nomads, Bandit Kingdoms, Duchy of Tenh and Rovers of the Barrens, all of which shows up in the box set as well. Brings back good memories of a wide-eyed kid reading this stuff and realizing that making up a whole world was something you could actually do.

The big feature this issue is a Top Secret scenario called “Mad Merc” – a mission set on a tropical island. It is written by Merle M Rasmussen and James Thompson, and whether you play TS or not, the materials here are super useful and there is a metric ton of it – maps, descriptions of complexes, etc. There’s a nuclear-powered drydock, native peoples caught in the crossfire and a “mad merc” named Strikewell.

The Dragon’s Bestiary this issue features Lewis Pulsipher‘s shroom, which isn’t a mushroom man, but rather a creature that looks something like a thin bear with a dog-like head that can dimension door and prefers capturing foes and holding them for ransom rather than outright killing them.

Shroom, Medium Monster: HD 4+3, AC 14, ATK 2 paws (1d6), MV 30′, AL Neutral (CN), INT low, CL/XP 5/500, NA 1d8, SA-Dimension door, subdue, surprise (4 in 6), hug.

Richard Lucas’ colfel is a big, fearsome beetle from the Negative Energy Plane, which means level drain ladies and gentlemen. Michael C. Reed’s gem vars are humanoid creatures composed of precious stones and created by magic-users. I like all of these monsters, any one of which could be a great addition to a game filled with players who have read the existing monster manuals cover to cover. I think surprises are what makes playing these rpgs fun.

Dragon 56 also has reviews of Task Force Games’ Survival/The Barbarian (positive, but the reviewer thinks they’re too simple for some gamers), Dawn of the Dead (“The game is fast-paced and a fair amount of fun, despite its decidedly macabre nature”) and GDW’s The Argon Gambit/Death Station (very positive) and Fighting Ships: Traveller Supplement 9, which the reviewer found interesting reading, but maybe not super useful for the rpg itself.

There are also book reviews, a holiday gift-giving section focused on books and the continuation of a series that looks at game design.

All in all, not an exciting issue, but I liked the bard class and the bestiary was good.

As always, I leave you with Wormy – have fun and be kind to one another.

You’re seeing Tramp take it to another level here


The Antiquarian

When I forget my phone at home, I usually spend lunch writing in a little notebook rather than reading. Today I had a few ideas for a class, which I present before in “thumbnail sketch” format, rather than fully realized.

This fellow will probably find his way into Esoterica Exhumed in a more fleshed-out form.

The Antiquarian …

– Rolls d4 for hit points

– Fights and saves like a magic-user

– Can read obscure languages

– Collects dusty tomes, books, scrolls – carries them on his back, so he’s hunched over – provides protection from back stabs

– Can call up the ghosts of the past to help him (knowledge, fighting, etc. – “Julius Caesar, I choose you”) – I figure this will work a little like an illusionist’s shadow conjuration spells

– Legend lore, as a bard (or more so)

– Use magic scrolls to cast spells; can always identify potions and scrolls

– Can recall ways to fight monsters (“Egad, I nearly forgot that ogres are allergic to dust mites”) – while fighting a monster, but only if the group doesn’t have what they need – they can use the method in future fights, though, and get a +1 to hit the monster

– Has bad eyesight from all the reading – easier to surprise

– Resistance to magic – 3% per level to divination, enchantment and illusion; 1% per level to necromancy, transmutation, etc.


Magic from the Masters

When I was about 10 years old, Mattel introduced its He-Man toy line. I remember going over to a friend’s house to see the entire original line, which his grandparents had bought him for Hanukah. If I’m honest, they didn’t do much for me. I was a freak for G.I. Joe and military stuff at the time, and really had no interest in swords and sorcery. As a result, I never had an interest in He-Man. I mostly saw it as a cheap Filmation cartoon. It would still be two or three years before a chance meeting with Tolkien’s The Two Towers and Dungeons & Dragons would get me interested in the fantasy genre.

Fast forward to adulthood. What did not interest me as a G.I. Joe-loving kid now does interest me as a weird retro-loving adult. I can now appreciate just how bizarrely creative Mattel’s toy makers were with the MOTU line, and I can even appreciate the cartoon, though more by way of laughing at it (gently and with love) than of thrilling to the adventures of He-Man (who I just now discovered shared his voice with Morris the cat – even weirder).

Over the last couple weeks, I’ve been watching a He-Man cartoon at night before bed to unwind, and in addition to the entertainment value I’ve been inspired to write a few spells that will find their way into Esoterica Exhumed. Here’s a sample:

Battle Beast (Evocation)
Level: Druid 5, Magic-User 6
Range: 30′
Duration: 10 rounds

One animal targeted by this spell becomes a battle beast, doubling its size and Hit Dice, and increasing its damage rolls by +2 points for the duration of the spell. While under the effects of the spell, the animal is treated as a monster rather than animal, and its coloration changes to something weird and unearthly. The animal gains limited sentience and low intelligence in battle beast form.

Blinding Light I (Evocation/Illusion)
Level: Cleric 1, Druid 1, Magic-User 1
Range: 5′
Duration: 1d6+1 rounds

One creature immediate in front of you is dazzled by a sudden intense light that flashes from your eyes. The victim is blinded for 1 rounds, and then dazzled for 1d6 rounds. A dazzled creature suffers a -1 penalty to attack rolls and to all task checks involving sight.

Blinding Light II (Evocation/Illusion)
Level: Cleric 2, Druid 2, Magic-User 2
Range: 20′ cone
Duration: 1d6 rounds

This spell causes those caught in the area of effect who fail a saving throw to be dazzled, suffering a -1 penalty to attack rolls and all task checks involving sight.

Chasm (Conjuration)
Level: Druid 4, Magic-User 5
Range: 60 feet
Duration: 10 minutes

You can cause the ground to suddenly disappear, shifting it briefly into the elemental plane of earth. The resulting chasm has the following dimensions: Width is equal to 5 feet plus 2 feet per level; length is equal to 1 foot per level and depth is equal to 2 feet per level. After 10 minutes, the earth shifts back into position from the elemental plane, burying anything that was in the chasm or displacing gases and liquids (such as water or an obscuring mist spell) that might have been in the chasm to the surface.

Cosmic Comets (Conjuration)
Level: Magic-User 3
Range: Personal
Duration: 1 hour

You conjure three miniature comets which orbit you at a radius of up to 10′. While orbiting, they provide a +1 bonus to Armor Class. Melee attackers that miss their attack roll against you by only 1 point are struck by a comet for 1d6 damage + 1d6 fire damage. You can also send these comets streaking out at a single target, who can avoid it with a saving throw. Targets that are hit suffer 2d6 damage + 1d6 fire damage.

Homing Spell (Divination)
Level: Magic-User 1
Range: Touch
Duration: Permanent

Once a magic-user has placed this spell on a nonliving item, she can, with mild concentration and while rubbing the temples, discern its location relative to her in terms of direction and approximate distance. This homing beacon is permanent, but can be removed with dispel magic or suppressed while in possession of a creature with magic resistance (dice to determine).

Raise Pillar (Evocation)
Level: Druid 3, Magic-User 4
Range: 30 feet
Duration: 1 hour

With the lifting of your arms, a pillar of solid rock rises from the ground. The ground in question must be solid – i.e. there must be rock to form into a pillar. The pillar rises 5 feet plus 1 foot per level, and is roughly 4 feet in diameter. The pillar can be raised under a creature’s feet, in which case they must pass a saving throw to avoid being lifted. If they fail this saving throw, they are carried upwards and could potentially be crushed if the pillar’s height plus their own would force them to violently contact the ceiling of a chamber or cavern. If they are crushed, they suffer 3d6 points of damage. After one hour, the pillar slides back into the ground. This spell can conceivably be used to raise buried treasure to the surface, but the soil in which the treasure was buried forms into solid rock and therefore may make the treasure difficult to access.

Sleeve of Holding (Conjuration)
Level: Magic-User 3
Range: Personal
Duration: 8 hours

The magic-user can stuff 100 pounds per level worth of non-magical, non-living goods up his left sleeve. After 8 hours, the magic-user must dump the goods out of his sleeve or they disappear into dimensions unknown.

Scads of Magic


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.


Menace of the Mer-Mongrels

Here’s a quickie dungeon for you, featuring mer-mongrels (essentially aquatic orcs), just in case you need something dark, wet and dangerous for your game.


This is underground and near the sea. Sea water flows down the entrance corridor. Everything is slimy and the water is about 2 feet deep (so gnomes and halflings might need floaties) throughout.

There are clumps of phosphorescent sea weed here and there, giving a dim glow to the caverns – so dim as to be useless, but enough to create weird, wavering patterns on walls.


HD 1, AC 13, ATK Claws (1d4) or weapon (1d6) or barbed net (1d3 + entangled), MV 20′ (Swim 40′)

Room Descriptions

1. Corridor is broken here by a waterfall – water leaking in from the ceiling. Just on the other side of the waterfall there is an aquatic assassin vine attached to the ceiling. Just beneath the waterfall, to the extreme left of the corridor, is a pit that leads to the corridor just to the right of [1] on the map (the one that leads to area [14]). That corridor is completely submerged until area [14].

2. Two lacedons are chained to the walls here. The mer-mongrels have a winch in [11] that shortens the chains, but otherwise the lacedons can wander throughout the room.

3. Water swirls around the walls, ceiling and floor of this tunnel, creating a vortex of confusion. Save vs. confusion or become dizzy (-1 to hit, AC and save) for 1 hour.

4. Three mer-mongrel guards are in this room playing a gambling game that involves plunging half a coconut into the water and seeing which player gets splashed. Each has a shagreen pouch holding 1d10 gp. One mer-mongrel has a barbed net, the other two have tridents. All three have daggers.

5. A small natural chimney in this room leads to the surface. The air is fresher here.

6. This is a supply room, containing bits of flesh wrapped in seaweed and stuffed into cubby holes, floating bottles of wine, floating boxes of candles and an odd assortment of tridents and daggers (1d6 of each).

7. Two mer-mongrel acolytes dwell in this room. They have silvery bodies, and each can cast one 1st level anti-cleric spell (chosen by GM). They are armed with footman’s maces with heads shaped like octopi with opal eyes (worth 35 gp each). A curtain of barbed chains blocks the passage to [9].

8. The high priest of the mer-mongrels (3 HD) dwells here. He can cast two 1st level anti-cleric spells and one 2nd level anti-cleric spell, and wields a mace like his acolytes (but with pearl eyes, worth 150 gp). The room is also occupied by three white fish who roam around randomly, but who can be commanded by the high priest to swim in a circle, creating either a magic scrying pool or a magic whirlpool (per a water elemental). A sunken iron chest holds 250 sp, 50 gp, a gold bracer (65 gp) and a potion of healing in an old rum bottle.

9. Mongo, the living clam god (a giant clam) dwells in this chamber, the temple of the mer-mongrels. The clam rests in the alcove in the far portion of the cave, and a coral altar has been set before the clam. A young man in rough shape is chained to the altar as a sacrifice. The altar juts about 1 foot above the water, and there are many candle stumps and a few burning candles on the altar. Right before the altar there is a submerged pit (save vs. falling – no damage from fall, but 5% chance of drowning do to an accidental inhalation of water).

10/11/13. Each of these chambers is inhabited by 1d6 mer-mongrel males armed with daggers and blowpipes from which they shoot poisoned sea urchin darts (save vs. poison or slowed for 3 rounds). Each chamber has a small stone chest containing 1d4 x 50 sp and 1d6 x 100 cp. One of the mer-mongrels has a small topaz (30 gp) hidden under his loin cloth.

12. Several sea urchins are kept in this alcove. The water here is envenomed by their presence (save vs. poison or 1d6 damage).

14. This spawning chamber is home to five female mer-mongrels. They are armed as the males, but also carry two nets. There are three young in the room, and they will fight to the death to defend them (and send them fleeing into [16] at the first sight of trouble. A stone chest here holds 200 gp and three bottles of fine wine. The chest is trapped with a sea urchin spine (save vs. poison or 1d6 damage).

15. I forgot to put this number on the map!

16. This is the lair of Yort, the chief of the mer-mongrels. He is a erudite man (he trained in the humanities at a sea elf university) who returned to his tribe when his father was slain by adventurers. Yort carries a +1 trident that can make the water boil in a straight line up to 20 feet long (1d10 fire damage, save for half damage) three times per day. He also has a silver dagger and a chest containing 500 gp, 1,200 sp, a small sapphire (200 gp) and a bottle of giant octopus ink. Yort will offer to pay adventurers off if they leave he and his people alone, but if a child is harmed will pursue them to the ends of the earth to exact bloody revenge.