“Let kings stack their treasure houses ceiling-high, and merchants burst their vaults with hoarded coin, and fools envy them. I have a treasure that outvalues theirs. A diamond as big as a man's skull. Twelve rubies each as big as the skull of a cat. Seventeen emeralds each as big as the skull of a mole. And certain rods of crystal and bars of orichalcum. Let Overlords swagger jewel-bedecked and queens load themselves with gems, and fools adore them. I have a treasure that will outlast theirs. A treasure house have I builded for it in the far southern forest, where the two hills hump double, like sleeping camels, a day's ride beyond the village of Soreev. “A great treasure house with a high tower, fit for a king's dwelling—yet no king may dwell there. Immediately below the keystone of the chief dome my treasure lies hid, eternal as the glittering stars. It will outlast me and my name, I, Urgaan of Angarngi. It is my hold on the future. Let fools seek it. They shall win it not. For although my treasure house be empty as air, no deadly creature in rocky lair, no sentinel outside anywhere, no pitfall, poison, trap, or snare, above and below the whole place bare, of demon or devil not a hair, no serpent lethal-fanged yet fair, no skull with mortal eye a-glare, yet have I left a guardian there. Let the wise read this riddle and forbear.”
- Fritz Leiber
Swords Against Deviltry
EXPANDED WEAPON TABLES
SPECIALLY FORGED PURE-METAL WEAPONRY
EXPANDED ARMOUR TABLE
SIEGE ENGINES
EXPANDED EQUIPMENT TABLES
DRUGS, POISONS, TOXINS & CONTAMINANTS
TREASURE HOARDS BY CLASS
RANDOM DUNGEON TREASURE ASSORTMENTS BY LEVEL
CARGO COMMODITIES
CURRENCY
TREASURE ITEM DETAILS
BOOKS, SCROLLS & MAPS
MAGIC ITEMS
Artifact Generation
Potions
Random Magic Items
Magic Item Creation
New Magic Items
EXPANDED WEAPON TABLES
NEW MELEE WEAPONS | |||||
TYPE | DMG S-M | DMG L | WEIGHT | COST | CLASSES USABLE |
Arrow | 1d6 | 1d6 | 4/dozen | 2gp/dozen | ABCaFPRThTr |
Arrow, Silver | 1d6 | 1d6 | 4/dozen | 2gp/each | ABCaFPRThTr |
Axe, Battle | 1d8 | 1d8 | 7 | 5gp | ABCaFPR |
Axe, Hand | 1d6 | 1d4 | 5 | 1gp | ABCaFPRW |
Axe, Two-Handed | 1d10 | 2d8 | 12 | 10gp | ABCaFPR |
Bolt, Heavy Crossbow | 1d6+1 | 1d8+1 | 4/dozen | 4gp/dozen | ABCaFKPR |
Bolt, Light Crossbow | 1d4+1 | 1d6+1 | 2/dozen | 2gp/dozen | ABCaFKPR |
Club | 1d4 | 1d3 | 3 | 2cp | ABCaCDFPRThTrW |
Cosh/Sap† | 1d2 | 1d2 | 3 | 3cp | ABCaFPRTh |
Dagger | 1d4 | 1d3 | 1 | 2gp | ABCaFIKMPRThTrW |
Dagger, Main Gauche‡ | 1d3 | 1d3 | 1 | 10gp | ABCaFIKMPRThTrW |
Dagger, Poignard | 1d3 | 1d4 | 1 | 5gp | ABCaFIKMPRThTrW |
Dagger, Rondel | 1d2+1 | 1d2+1 | 1 | 5gp | ABCaFIKMPRThTrW |
Dart | 1d3 | 1d2 | ½ | 2sp | ABCaFIMPRThTr |
Flail, Heavy | 1d6+1 | 2d4 | 10 | 3gp | ABCaCFPR |
Flail, Light | 1d4+1 | 1d4+1 | 4 | 6gp | ABCaCFPR |
Halberd | 1d10 | 2d6 | 18 | 9gp | ABCaFPR |
Hammer, War, Heavy | 1d6+1 | 1d6 | 10 | 7gp | ABCaCFPR |
Hammer, War, Light | 1d4+1 | 1d4 | 5 | 1p | ABCaCFPR |
Javelin* | 1d6 | 1d4 | 4 | 5sp | ABCaFPR |
Knife | 1d3 | 1d2 | 1 | 4sp | ABCaFIKMPRThTrW |
Lance* | 2d4+1 | 3d6 | 15 | 6gp | ABCaFPR |
Mace, Heavy | 1d6+1 | 1d6 | 10 | 10gp | ABCaCFPR |
Mace, Light | 1d4+1 | 1d4+1 | 5 | 4gp | ABCaCFPR |
Morning Star | 2d4 | 1d6+1 | 12 | 5gp | ABCaCFPR |
Pick, Heavy | 1d6+1 | 2d4 | 10 | 8gp | ABCaFPR |
Pick, Light | 1d4+1 | 1d4 | 4 | 5gp | ABCaFPR |
Polearm * | 1d6+1 | 1d10 | 8 | 6gp | ABCaFPR |
Shield, Spiked Buckler‡ | 1d3 | 1d3 | 1 | 10gp | ABCaFPR |
Sling Bullet | 1d4+1 | 1d6+1 | 4/dozen | 1gp/dozen | ABCaFIMPRThTrW |
Sling Bullet, Silver | 1d4+1 | 1d6+1 | 4/dozen | 1gp/each | ABCaFIMPRThTrW |
Sling Stone | 1d4 | 1d4 | 2/dozen | Free | ABCaFIMPRThTrW |
Spear* | 1d6 | 1d8 | 5 | 1gp | ABCaDFKPRTrW |
Staff | 1d6 | 1d6 | 5 | Free | ABCaCDFIKMPRTrW |
Sword, Bastard/Claymore | 2d4 | 2d8 | 10 | 25gp | ABCaFPR |
Sword, Broad | 2d4 | 1d6+1 | 8 | 10gp | ABCaFPRthTr |
Sword, Foil | 1d4+1 | 1d6 | 2 | 10gp | ABCaFPRth |
Sword, Long | 1d8 | 1d12 | 7 | 15gp | ABCaFPRThTr |
Sword, Rapier | 1d6+1 | 1d8 | 3½ | 20gp | ABCaFPRThTr |
Sword, Scimitar | 1d8 | 1d8 | 5 | 15gp | ABCaDFPRTh |
Sword, Short | 1d6 | 1d8 | 3 | 8gp | ABCaDFPRThTr |
Sword, Two-handed | 1d10 | 3d6 | 25 | 30gp | ABCaFPR |
Trident * | 1d6+1 | 3d4 | 5 | 4gp | ABCaFPR |
Notes:
* Long-hafted, pointed weapons, such as the spear, lance (when used dismounted), pole arm, or trident, inflict double damage when set to receive a charge and the foe actually charges. The lance inflicts double damage when used by a character riding a charging heavy warhorse or similar animal; if the attacker is mounted on a normal riding or cavalry horse, the damage should be reduced.
† A cosh or sap attack does 1d2 damage in most circumstances, but has a special attack. If the target is a human, demi-human, humanoid or animal and the attacker has surprise or is in position for a backstab, they may attempt to knock their target unconscious by hitting them on the head. The target's head is treated as AC6 or AC1 if wearing a helm. On a surprise or backstab roll 1d6 for damage and apply any backstab modifier. If this exceeds the target's current hp, then the target is knocked out; otherwise damage is result of 1d6/3.
‡ A main gauche or spiked buckler improves the wielder's AC by one point against one attacker only.
NEW MISSILE WEAPONS | |||||||
TYPE | DAMAGE S-M | DAMAGE L | RATE OF FIRE | RANGE | WEIGHT | COST | CLASSES USABLE |
Atlatl with dart‡ | 1d4 | 1d3 | 2 | 35' | 3 | ‡ | ABCaFPR |
Atlatl with javelin‡ | 1d6 | 1d6 | 1 | 30' | 3 | ‡ | ABCaFKPR |
Axe, Hand | 1d6 | 1d4 | 1 | 10' | 5 | 1gp | ABCaFPRW |
Blowgun | 1 | 1 | 2 | 20' | 1 | 20gp | ABCaFPR |
Bow, Long† | 1d6 | 1d6 | 2 | 70' | 12 | 60gp | ABCaFPR |
Bow, Short† | 1d6 | 1d6 | 2 | 50' | 8 | 15gp | ABCaFPRThTr |
Club | 1d4 | 1d3 | 1 | 10' | 3 | 2cp | ABCaCDFPRThTrW |
Composite Bow, Long† | 1d6 | 1d6 | 2 | 60' | 13 | 100gp | ABCaFPR |
Composite Bow, Short† | 1d6 | 1d6 | 1 | 50' | 9 | 75gp | ABCaFPR |
Crossbow, Hand‡ | 1d3 | 1d2 | 1 | 20' | 1 | ‡ | ABCaFPR |
Crossbow, Heavy* | 1d6+1 | 1d6+1 | ½ | 60' | 12 | 20gp | ABCaFKPR |
Crossbow, Light | 1d4+1 | 1d4+1 | 1 | 60' | 4 | 12gp | ABCaFKPR |
Dagger | 1d4 | 1d3 | 2 | 10' | 1 | 2gp | ABCaFIMPRThTr |
Dart | 1d3 | 1d2 | 3 | 15' | ½ | 2sp | ABCaFIMPRTh |
Hammer | 1d4+1 | 1d4 | 1 | 10' | 5 | 1gp | ABCaCFPR |
Javelin | 1d6 | 1d4 | 1 | 20' | 2 | 5sp | ABCaFPR |
Sling, Bullet | 1d4+1 | 1d6+1 | 1 | 35' | ½ | 5sp | ABCaFPRThTr |
Sling, Stone | 1d4 | 1d4 | 1 | 35' | ½ | Free | ABCaFPRTrW |
Spear | 1d6 | 1d8 | 1 | 15' | 5 | 1gp | ABCaFPRTrW |
Staff Sling‡ | 2d4 | 2d4+1 | ½ | 30' | 5 | ‡ | ABCaCFPR |
Notes:
*Heavy crossbows may not be used from horseback; only a footman can brace them correctly before firing.
† Some specially-made bows (sold at special cost if at all — GM's discretion) permit the user to add his or her strength bonus to damage inflicted with the weapon. Otherwise the strength damage bonus with missile weapons is restricted to hurled weapons (axes, hammers, clubs, darts, javelins and spears).
‡ Hand crossbows, atlatls and staff slings are cultural weapons used by dark elves. In most campaigns they are uncommon or unknown on the surface, so many GMs will not permit surface-dwellers to gain proficiency in them unless and until the party meet dark elves in the course of adventuring. Some primitive or Barbarian tribes will use atlatls with darts.
SPECIALLY-FORGED PURE METAL WEAPONRY
Some monsters such as lycanthropes, undead, demons, and devils (as well as others) are susceptible to damage from specially-forged “pure metal” weaponry, when non-magical weapons would otherwise not harm them. Specific pure metals will vary from campaign to campaign, but often include one or more of the following ores:
Adamantine: A silvery black ore of incredible resilience. 25% heavier than steel, but does not rust and is immune to any kind of corrosion from acid. Adamantine is only found deep underground and is very rare, costing 1000% more than normal. Adamantine does not hold a sharp edge so is typically used for bludgeoning weapons and armour only.
Aurichalcum: An golden alchemical alloy containing copper, zinc and other trace elements. Like magicum it holds an enchantment well and is used for creating exceptional magic weapons, armour and other items. Items made from aurichalcum cost 100% more than normal.
Cold Iron: Cold-iron weapons are forged by dwarfs at lower than normal temperatures. These weapons are particularly useful against demonic, diabolic and fey creatures. Weapons made of cold-iron cost 200% more than normal. Enchanted cold-iron requires an additional 2,000gp cost.
Magicum: This is an alloy (similar to electrum) including gold, silver, mercury, copper, tin, iron, bismuth and brass. It can only be created by experienced alchemists. It is very soft but holds an enchantment well and is often used as an ingredient when creating magic weapons, armour and other items. Items made with magicum require 300% more than normal. Weapons and armour better than +2 require magicum.
Meteoric Iron: A rare metal containing both iron and nickel and mined from meteorites. Due to its natural composition, meteoric iron is equivalent to steel and has the same properties as cold-iron. It is incredibly rare and weapons made from it cost 500% more than normal.
Mithril: An extremely rare silvery metal found only in the deepest mines. It is highly prized by both dwarfs and elves. Mithril is stronger than steel but only half as heavy. Like adamantine, mithril is immune to rust and corrosion. Mithril weapons or armour cost 1000% more than normal.
Silver: Silver weapons are particularly useful against demonic, diabolic, or fey creatures and lycanthropes. As silver is very soft, it is generally used as plating over a steel or iron core. Silver weapons cost 200% more than normal. At the GM's discretion, such weapons may need regular and/or costly maintenance to maintain the silver plating.
Some campaigns may require magic weapons to be forged from pure and unalloyed metals, or to be alloyed with other metals (such as aurichalcum, magicum, precious metals, etc.), or to be specially-quenched using holy or unholy water or other special coolants, or to utilise other campaign-specific conditions, rituals, and/or blessings as part of their manufacture. These guidelines are not exhaustive, and in some campaigns specially-forged weaponry may be created using non-metallic materials (special woods, other-planar materials, etc.).
The net effect of forging such pure metal weaponry is that the cost of weapons and armour is significantly higher. Given the additional cost and time required to forge pure metal weapons, most will probably need to be commissioned and may not be readily available to purchase off the shelf.
The specific effect of a specially-forged pure metal weapon upon a monster will vary from one monster to another. Silvered weapons may be required to damage some monsters, while the same weapon may not have any effect upon others which require meteoric iron to be damaged. Unless otherwise noted in a monster's description, magical weapons of sufficient potency will always damage a monster regardless of the materials that they are constructed from - so a magical silver arrow +1 would still damage a creature requiring meteoric iron or magical weapons to be hit.
EXPANDED ARMOUR TABLE
NEW ARMOUR TYPES | |||||
TYPE | WEIGHT | MAX MOVE | AC | COST | USERS |
Banded Armour | 350 | 90' | 4 | 90gp | BCCaFPR |
Brigandine | 350 | 120' | 7 | 120gp | ABCCaFPRTTr |
Hoplite Panoply (Lorica Musculata) | 400 | 90' | 6 | 160gp | BCCaFPRTr |
Lamellar | 200 | 90' | 6 | 100gp | BCCaFPRTr |
Leather Armour | 150 | 120' | 8 | 5gp | ABCCaFPRTTr |
Linothorax (Greek Armour) | 150 | 120' | 7 | ABCCaFPRTTr | |
Mail Hauberk | 300 | 90' | 5 | 75gp | BCCaFPRTr |
Mail Haubergeon (Lorica Hamata) | 120 | 120' | 6 | 25gp | BCCaFPRTr |
Mail, Elfin | 150 | 120' | 5 | N/A | BCCaFPRTr |
Padded Gambeson | 100 | 90' | 8 | 4gp | ABCCaFPRTTr |
Plate Armour | 450 | 60' | 3 | 400gp | BCCaFPR |
Plate Armour, Bronze (Chariot Armour) | 450 | 60' | 4 | 400gp | BCCaFPR |
Ring Armour | 350 | 90' | 7 | 30gp | BCCaFPRTr |
Scale Armour, Heavy | 450 | 60' | 5 | 120gp | BCCaFPRTr |
Scale Armour | 400 | 60' | 6 | 45gp | BCCaFPRTr |
Shield, Large | 100 | N/A | -1 | 15gp | BCCaDFPRTr |
Shield, Medium | 80 | N/A | -1 | 12gp | BCCaDFPRTr |
Shield, Small | 50 | N/A | -1 | 10gp | BCCaDFPRTr |
Splint Armour | 400 | 60' | 4 | 80gp | BCCaFPR |
Studded Leather Armour | 200 | 90' | 7 | 15gp | ABCCaFPRTTr |
SIEGE ENGINES
TYPE | COST | WEIGHT | RANGE | DMG S-M | DMG L | RoF | SP Dmg | CREW |
Ballista | 75gp | 1,000lbs. | 0-400' | 2d6 | 3d6 | ¼ | 2 | 2 |
Cauldron, Suspended | 50gp | 80lbs. | N/A | 3d4 | 3d4 | ¼ | N/A | 2 |
Hoist | 150gp | 400lbs. | N/A | N/A | N/A | N/A | N/A | 2 |
Mangonel (Med. Catapult) | 150gp | 3,000lbs. | 150'-600' | 2d12 | 4d4 | ¼ | 6 | 6 |
Onager (Lt. Catapult) | 75gp | 1,500lbs. | 100'-300' | 2d10 | 3d4 | ¼ | 4 | 4 |
Ram / Sow | 500gp | 3,000lbs. | N/A | 1d8+8 | 1d12+12 | ½ | 12 | 10 |
Siege Tower | 800gp | 12,000lbs. | N/A | N/A | N/A | N/A | N/A | 12 |
Tortoise | 350gp | 10,000lbs. | N/A | N/A | N/A | N/A | N/A | 10 |
Trebuchet (Hvy. Catapult) | 500gp | 5,000lbs. | 200'-800' | 3d10 | 3d6+2 | ¼ | 8 | 8 |
EXPANDED EQUIPMENT TABLES
LIVESTOCK | COST | WEIGHT | LIVESTOCK, SPECIAL | COST | WEIGHT | |
Ass | 20gp | 7,000 | Griffon, Riding | 35,000 | 80,000 | |
Bear | 100gp | 10,000 | Hippocampus, Riding | 20,000gp | 40,000 | |
Bear, Dancing | 300gp | 10,000 | Hippogriff, Riding | 32,000 | 20,000 | |
Boar | 10gp | 1,000gp | Owlbear, Guard | 10,000gp | 75,000 | |
Bull | 20gp | 10,000 | Pegasus, Riding | 40,000gp | 10,000 | |
Calf | 5gp | 500 | Roc, Riding | 100,000gp | 250,000 | |
Camel | 12gp | 9,000 | Sea Horse, Riding | 15,000gp | 10,000 | |
Capon | 3cp | 100 | Wyvern, Guard | 12,000gp | 12,000 | |
Cat | 5sp | 100 | Wyvern, Riding | 15,000gp | 12,000 | |
Chicken | 3cp | 100 | ||||
Cow | 10gp | 7,500 | ||||
Deer, Red, Doe | 12gp | 5,000 | TACK & HARNESS | COST | WEIGHT | |
Deer, Red, Stag | 30gp | 7,000 | Barding, Chain | 500gp | 3,000 | |
Dog, Guard | 25gp | 800 | Barding, Leather | 200gp | 700 | |
Dog, Hunting | 20gp | 650 | Barding, Padded | 150gp | 600 | |
Dog, Lap | 5gp | 500 | Barding, Plate | 2,000gp | 5,000 | |
Dog, Sled | 15p | 800 | Barding, Scale | 200gp | 2,000 | |
Dog, War | 100gp | 1,000 | Barding, Splint | 400gp | 4,000 | |
Donkey | 8gp | 8,000 | Grooming Brush | 6sp | 1 | |
Dove | 3sp | 15 | Halter | 5cp | 1 | |
Duck | 4sp | 20 | Harness | 12cp | 100 | |
Eagle | 500gp | 500 | Harness, Cart | 2gp | 100 | |
Elephant | 300gp | 100,000 | Hoof Pick | 5sp | 1 | |
Elephant, War | 1,500gp | 120,000 | Horseshoes | 1gp | 100 | |
Falcon | 600gp | 80 | Reins, Bit & Bridle | 2gp | 5 | |
Goat | 1gp | 600 | Saddle & Stirrups | 10gp | 200 | |
Goose | 5cp | 65 | Saddle, Pack | 5gp | 150 | |
Guinea Fowl | 2cp | 20 | Saddlebags, Large | 4gp | 80 | |
Hare | 25cp | 18 | Saddlebags, Small | 3gp | 50 | |
Hawk, Large | 150gp | 400 | Saddle Blanket | 3sp | 40 | |
Hawk, Small | 40gp | 70 | Yoke, Horse | 5gp | 150 | |
Horse, Cart | 15gp | 11,000 | Yoke, Ox | 3gp | 200 | |
Horse, Nag | 8gp | 8,000 | ||||
Horse, Palfrey | 40gp | 8,000 | ||||
Horse, Rouncey | 25gp | 8,000 | ||||
Horse, War, Heavy | 500gp | 13,000 | ||||
Horse, War, Light | 200gp | 9,000 | ||||
Horse, War, Medium | 350gp | 11,000 | ||||
Llama | 30gp | 6,500 | ||||
Mule | 18gp | 7,000 | ||||
Ox | 15gp | 10,000 | ||||
Partridge | 5cp | 15 | ||||
Peacock | 20gp | 100 | ||||
Peahen | 5gp | 70 | ||||
Pheasant | 7cp | 25 | ||||
Pigeon | 1cp | 15 | ||||
Pigeon, Homing | 100gp | 15 | ||||
Piglet | 1gp | 100 | ||||
Pig | 3gp | 3,000 | ||||
Pony | 12gp | 4,000 | ||||
Rabbit | 2sp | 15 | ||||
Ram | 4gp | 850 | ||||
Sheep | 2gp | 500 | ||||
Songbird | 1gp | 4 | ||||
Swan | 10gp | 200 | ||||
Yak | 9gp | 4,800 |
CLOTHING | COST | WEIGHT | CLOTHING | COST | WEIGHT | |
Apron, Linen | 2cp | 10 | Shirt/Blouse, Linen | 4cp | 10 | |
Apron, Woolen | 1cp | 20 | Shoes, Common | 5sp | 10 | |
Baldric | 2sp | 20 | Shoes, Noble | 30gp | 10 | |
Belt, Cloth | 2cp | 2 | Shoes, Turnshoes | 5sp | 10 | |
Belt, Leather | 5sp | 3 | Skirt, Linen | 5sp | 30 | |
Bodice, Leather | 5gp | 20 | Skirt, Woolen | 4cp | 40 | |
Bodice, Linen | 3sp | 5 | Slip, Linen | 4sp | 5 | |
Bodice, Woolen | 5cp | 6 | Slip, Silk | 15gp | 5 | |
Boots, High, Hard | 2gp | 50 | Smock, Linen | 12sp | 10 | |
Boots, High, Soft | 1gp | 30 | Smock, Woolen | 2cp | 15 | |
Boots, Low, Hard | 1gp | 30 | Stockings, Silk, Pair | 10gp | 5 | |
Boots, Low, Soft | 8sp | 20 | Stola, Linen | 3gp | 10 | |
Boots, Riding | 3gp | 60 | Stola, Woolen | 8cp | 10 | |
Boots, Sea | 5gp | 80 | Strophion | 1cp | 5 | |
Bracers, Leather | 18sp | 5 | Surcoat | 5sp | 10 | |
Breeches | 2gp | 10 | Tabard | 5sp | 10 | |
Cap | 1sp | 10 | Toga, Linen | 3gp | 10 | |
Cape, Fur | 100gp | 20 | Toga, Woolen | 7cp | 10 | |
Cape, Linen | 5sp | 10 | Tricorne | 5gp | 5 | |
Cape, Woolen | 3cp | 10 | Trousers, Linen | 5sp | 30 | |
Caraco, Linen | 18gp | 10 | Trousers, Woolen | 4cp | 40 | |
Cloak, Fur | 200gp | 30 | Tunic, Banqueting | 10gp | 10 | |
Cloak, Woolen | 3cp | 20 | Tunic, Linen | 4sp | 10 | |
Corset | 30gp | 10 | Tunic, Woolen | 5cp | 20 | |
Doublet, Linen | 3gp | 10 | Veil | 5sp | 1 | |
Dress, Linen | 15sp | 30 | Veil, Linen | 6sp | 10 | |
Dress, Woolen | 9cp | 40 | Vest, Fur | 50gp | 20 | |
Gaiters, Leather | 24sp | 5 | ||||
Gauntlets, Leather | 8gp | 20 | ORNAMENT | COST | WEIGHT | |
Girdle, Broad | 3gp | 10 | Anklet, Copper | 3sp | 5 | |
Girdle, Normal | 2gp | 5 | Anklet, Gold | 6gp | 5 | |
Gloves, Kidskin | 3gp | 5 | Anklet, Silver | 1gp | 5 | |
Gloves, Leather | 5gp | 10 | Bracelet, Copper | 2sp | 3 | |
Gloves, Linen | 2sp | 1 | Bracelet, Gold | 4gp | 3 | |
Gloves, Woolen | 5cp | 2 | Bracelet, Silver | 8sp | 3 | |
Gown, Linen | 3gp | 10 | Brooch, Copper | 6gp | 10 | |
Gown, Silk | 50gp | 10 | Brooch, Pewter | 3gp | 10 | |
Gown, Woolen | 5cp | 10 | Brooch, Silver | 15gp | 10 | |
Habit, Woolen | 3cp | 10 | Chain, Fine Gold | 40gp/ft. | 10 | |
Hat, Fur | 50gp | 10 | Chain, Fine Silver | 15gp/ft. | 10 | |
Hat, Linen | 25sp | 10 | Cloak Pin | 4sp | 5 | |
Hat, Straw | 3sp | 10 | Cosmetics, Henna (oz.) | 7sp | 1 | |
Hat, Woolen | 1sp | 10 | Cosmetics, Kohl (oz.) | 5sp | 1 | |
Hood, Fur-lined | 5gp | 10 | Cosmetics, Rouge (oz.) | 12sp | 1 | |
Hood, Linen | 3sp | 10 | Crown | 5,000gp | 30 | |
Hood, Woolen | 5cp | 10 | Earring, Copper | 1sp | 2 | |
Hose | 1gp | 5 | Earring, Gold | 15sp | 2 | |
Houppelande | 5gp | 10 | Earring, Silver | 6sp | 2 | |
Jerkin, Leather | 1gp | 75 | Locket, Silver | 10gp | 2 | |
Kirtle, Linen | 25sp | 20 | Medallion, Gold | 30gp | 10 | |
Kirtle, Woolen | 1sp | 30 | Medallion, Silver | 12gp | 10 | |
Liripipe, Jester's | 2gp | 10 | Necklace, Amber | 45gp | 2 | |
Loincloth | 1cp | 5 | Necklace, Bead | 1gp | 3 | |
Mask, Masque | 10gp | 10 | Necklace, Pearl | 60gp | 2 | |
Mask, Robber's | 1gp | 10 | Pendant, Bronze | 8sp | 1 | |
Mittens, Woolen | 2cp | 1 | Pendant, Bronze | 6sp | 1 | |
Motley, Jester's | 15gp | 20 | Pendant, Silver | 1gp | 1 | |
Nightgown, Linen | 7sp | 10 | Perfume, Citronella Oil (oz.) | 8sp | 1 | |
Nightgown, Silk | 30gp | 10 | Perfume, Frankincence (oz.) | 2gp | 1 | |
Peignoir | 50gp | 10 | Perfume, Lavender Oil (oz.) | 7sp | 1 | |
Peplose, Linen | 18sp | 10 | Perfume, Myrrh (oz.) | 2gp | 1 | |
Peplos, Woolen | 6cp | 15 | Perfume, Patchouli Oil (oz.) | 14sp | 1 | |
Petticoat, Linen | 6sp | 10 | Ring, Copper | 2sp | 0.1 | |
Robe, Linen | 3gp | 15 | Ring, Engagement | 60gp | 0.1 | |
Robe, Silk | 60gp | 10 | Ring, Gold | 26gp | 0.1 | |
Robe, Silk, Fur-trimmed | 150gp | 15 | Ring, High Priest's | 400gp | 0.1 | |
Robe, Woolen | 6cp | 50 | Ring, Signet | 175gp | 0.1 | |
Sandals | 5cp | 8 | Ring, Silver | 10gp | 0.1 | |
Sash | 1gp | 5 | Ring, Wedding | 85gp | 0.1 | |
Scarf, Woolen | 2cp | 5 | Sceptre | 1,000gp | 50 | |
Shawl, Linen | 3sp | 5 | Tiara | 750gp | 10 | |
Shawl, Woolen | 3cp | 5 | Wig | 12gp | 10 |
FURNISHINGS | COST | WEIGHT | FURNISHINGS | COST | WEIGHT | |
Armchair, Ornate | 25gp | 600 | Platter, Wooden | 3cp | 20 | |
Armchair, Padded | 10gp | 500 | Rug, Small | 1gp | 50 | |
Armchair, Wooden | 5gp | 300 | Rug, Large | 3gp | 300 | |
Armour Stand | 2gp | 30 | Salver, Silver | 10gp | 10 | |
Bed, Double | 60gp | 1,500 | Saucer, Clay | 3cp | 5 | |
Bed, Four Poster | 100gp | 2,000 | Sconce, Wall | 8sp | 50 | |
Bed, Single | 30gp | 900 | Scuttle | 7gp | 80 | |
Bench, Fancy | 6gp | 200 | Stool | 1gp | 50 | |
Bench, Plain | 3gp | 150 | Table, Banquet | 250gp | 4,000 | |
Board, Game, Backgammon | 12sp | 10 | Table, Dining | 100gp | 2,000 | |
Board, Game, Chess | 1gp | 10 | Table, Plain | 50gp | 1,000 | |
Board, Game, Fox & Geese | 7sp | 10 | Table, Trestle | 4gp | 75 | |
Board, Game, Tafl | 8sp | 10 | Tankard, Clay | 2sp | 15 | |
Bookcase | 5gp | 1,000 | Tankard, Leather | 5sp | 10 | |
Bowl, Clay | 2cp | 15 | Tankard, Silver | 3gp | 20 | |
Bowl, Copper | 9sp | 20 | Tankard, Wooden | 3cp | 10 | |
Bowl, Silver | 2gp | 20 | Tapestry, Large | 150gp | 1,000 | |
Bowl, Wooden | 3cp | 10 | Tapestry, Medium | 75gp | 500 | |
Cabinet | 5gp | 500 | Tapestry, Small | 25gp | 150 | |
Candelabra | 20gp | 300 | Tray, Wooden | 4cp | 1 | |
Carpet | 1gp/sq. ft. | 20/sq.ft. | Tub, Wooden | 3gp | 100 | |
Chair, Padded | 8gp | 450 | Urn, Clay | 15cp | 90 | |
Chair, Wooden | 4gp | 250 | Vase, Clay | 5cp | 40 | |
Chest, Wood, Large | 2gp | 250 (empty) | Wardrobe, Plain | 30gp | 650 | |
Chest, Wood, Small | 1gp | 125 (empty) | Wardrobe, Mirror | 50gp | 800 | |
Cup, Clay | 1cp | 10 | Wardrobe, Ornate | 65gp | 900 | |
Cup, Copper | 5sp | 10 | Weapon Rack | 4gp | 45 | |
Cup, Silver | 1gp | 10 | Workbench | 10gp | 300 | |
Cup, Wooden | 2cp | 10 | ||||
Curtains | 3sp/sq.ft. | 10/sq.ft. | ||||
Cushion | 1sp | 10 | ||||
Cutlery, Copper | 1sp/piece | 1/piece | ||||
Cutlery, Pewter | 2sp/piece | 1/piece | ||||
Cutlery, Silver | 3gp/piece | 1/piece | ||||
Decanter, Clay | 4cp | 50 | ||||
Decanter, Crystal | 10gp | 60 | ||||
Decanter, Silver | 5gp | 60 | ||||
Desk | 40gp | 600 | ||||
Dish, Clay | 4cp | 25 | ||||
Dish, Copper | 12sp | 20 | ||||
Dish, Pewter | 25sp | 30 | ||||
Dish, Silver | 8gp | 40 | ||||
Goblet, Copper | 5sp | 10 | ||||
Goblet, Crystal | 4gp | 10 | ||||
Goblet, Silver | 2gp | 10 | ||||
Mat | 4sp | 50 | ||||
Mattress, Down, Double | 10gp | 300 | ||||
Mattress, Down, Single | 6gp | 150 | ||||
Mattress, Feather, Double | 7gp | 300 | ||||
Mattress, Feather, Single | 4gp | 150 | ||||
Mattress, Heather, Double | 5gp | 300 | ||||
Mattress, Heather, Single | 3gp | 150 | ||||
Mattress, Straw, Double | 4gp | 300 | ||||
Mattress, Straw, Single | 2cp | 150 | ||||
Mug, Clay | 1cp | 10 | ||||
Mirror | 15gp/sq.ft. | 20/sq.ft. | ||||
Pieces, Gaming, Backgammon | 2gp | 20 | ||||
Pieces, Gaming, Chess | 3gp | 20 | ||||
Pieces, Gaming, Fox & Geese | 10sp | 15 | ||||
Pieces, Gaming, Tafl | 12sp | 30 | ||||
Pillow, Down | 2gp | 20 | ||||
Pillow, Feather | 15sp | 20 | ||||
Pillow, Heather | 1gp | 20 | ||||
Pillow, Straw | 5sp | 20 | ||||
Plate, Copper | 7sp | 10 | ||||
Plate, Iron | 1gp | 10 | ||||
Plate, Silver | 3gp | 10 | ||||
Platter, Clay | 3cp | 20 | ||||
Platter, Silver | 5gp | 30 |
PROVISIONS | COST | WEIGHT | PROVISIONS | COST | WEIGHT | |
Ale, Light (pint) | 1sp | 10 | Spice, Herbs (oz.) | 5cp | 1 | |
Ale, Dark (pint) | 15cp | 10 | Spice, Paprika (oz.) | 2sp | 1 | |
Apples (lb.) | 4cp | 10 | Spice, Pepper (oz.) | 3sp | 1 | |
Apricots (lb.) | 10gp | 10 | Spice, Saffron (oz.) | 4sp | 1 | |
Bacon (lb.) | 1gp | 10 | Spice, Wolfsbane (oz.) | 3sp | 1 | |
Beans (lb.) | 4cp | 10 | Tea (lb.) | 1gp | 10 | |
Beef, Roast (lb.) | 1gp | 10 | Tobacco (lb.) | 7cp | 10 | |
Beef, Jerky (lb.) | 5gp | 10 | Turnips (lb.) | 2cp | 10 | |
Beer, Small (pint) | 1cp | 10 | Wine, Good (pint) | 5sp | 10 | |
Beer, Strong (pint) | 2cp | 10 | Wine, Mulled (pint) | 12sp | 10 | |
Brandy (gill) | 1gp | 3 | Wine, Table (pint) | 3sp | 10 | |
Bread (loaf) | 1cp | 1 | Whiskey (gill) | 5sp | 3 | |
Butter (lb.) | 1sp | 10 | ||||
Cabbage (lb.) | 3cp | 10 | INNS | COST | ||
Cakes (lb.) | 12sp | 10 | Banquet, 9 Course | 12gp/person | ||
Carrots (lb.) | 4cp | 10 | Banquet, 7 Course | 10gp/person | ||
Cheese (lb.) | 4sp | 10 | Banquet, 5 course | 8gp/person | ||
Cherries (oz.) | 5sp | 1 | Bath, Hot | 1sp | ||
Chestnuts (lb.) | 6sp | 10 | Feed & Stabling | 5sp/horse/day | ||
Chutney (oz.) | 3sp | 1 | Meal, Common | 3sp/day | ||
Cider (pint) | 2cp | 10 | Meal, Good | 5sp/day | ||
Crab (lb.) | 3gp | 10 | Meal, Poor | 1sp/day | ||
Dates (lb.) | 4sp | 10 | Pot Luck | 5cp | ||
Eggs, Duck (dozen) | 2cp | 25 | Room, Common | 12gp/month | ||
Eggs, Goose (dozen) | 3cp | 35 | Room, Common | 5sp/night | ||
Eggs, Hen (dozen) | 1cp | 15 | Room, Common | 3gp/week | ||
Eggs, Quail (dozen) | 1gp | 8 | Room, Double | 20gp/month | ||
Figs (lb.) | 3sp | 10 | Room, Double | 1gp/night | ||
Flour (sack) | 5cp | 400 | Room, Double | 6gp/week | ||
Firewood (day) | 1cp | 200 | Room, Poor | 8gp/month | ||
Fish, Fresh (lb.) | 5sp | 10 | Room, Poor | 5cp/night | ||
Fish, Pickled (lb.) | 1gp | 10 | Room, Poor | 2sp/week | ||
Fish, Salted (lb.) | 12sp | 10 | ||||
Fowl, Roast Chicken | 4sp | 30 | ||||
Fowl, Roast Duck | 6sp | 20 | ||||
Fowl, Roast Goose | 1gp | 65 | ||||
Fowl, Roast Peacock | 30gp | 100 | ||||
Fowl, Roast Pheasant | 2gp | 25 | ||||
Fowl, Roast Swan | 25gp | 200 | ||||
Garlic (bulb) | 2cp | 1 | ||||
Grapes (lb.) | 9sp | 10 | ||||
Ham (lb.) | 11sp | 10 | ||||
Honey (oz.) | 4sp | 1 | ||||
Leeks (lb.) | 7cp | 10 | ||||
Lobster (lb.) | 4gp | 10 | ||||
Mead (pint) | 4cp | 10 | ||||
Milk, Cow's (pint) | 2cp | 10 | ||||
Milk, Goat's (pint) | 1cp | 10 | ||||
Mushrooms (lb.) | 1sp | 10 | ||||
Mustard (oz.) | 3sp | 1 | ||||
Nuts (lb.) | 10gp | 10 | ||||
Oats (lb.) | 2cp | 10 | ||||
Oil, Olive (pint) | 6sp | 10 | ||||
Onions (lb.) | 4cp | 10 | ||||
Peaches (lb.) | 6cp | 10 | ||||
Pears (lb.) | 3cp | 10 | ||||
Potatoes (lb.) | 2cp | 10 | ||||
Pork, Roast (lb.) | 8sp | 10 | ||||
Pork, Salt (lb.) | 12sp | 10 | ||||
Raisins (lb.) | 2sp | 10 | ||||
Rations, Trail (per day) | 6gp | 10 | ||||
Rations (per day) | 3gp | 20 | ||||
Rum (gill) | 1cp | 3 | ||||
Salt (lb.) | 3sp | 10 | ||||
Sherry (pint) | 2sp | 10 | ||||
Spice, Belladonna (oz.) | 4sp | 1 | ||||
Spice, Cinnamon (oz.) | 1sp | 1 | ||||
Spice, Clove (oz.) | 2sp | 1 | ||||
Spice, Nutmeg (oz.) | 5cp | 1 |
MISCELLANEOUS | COST | WEIGHT | MISCELLANEOUS | COST | WEIGHT | |
Adze | 1gp | 20 | Earspoon, Bone | 2cp | 10 | |
Air Bladder | 15gp | 20 | File, Metal | 2gp | 10 | |
Amphora, Clay | 6cp | 20 | Fire-Starting Bow | 7sp | 5 | |
Anvil | 12gp | 2,000 | Fish Hook | 1sp | 1 | |
Auger | 1gp | 20 | Flask, Leather (empty) | 3cp | 2 | |
Axe, Felling | 2gp | 100 | Flint & Steel | 1gp | 3 | |
Axe, Hatchet | 6sp | 30 | Glass | 8gp/sq.ft. | 20/sq.ft. | |
Axe, Splitting | 1gp | 50 | Glue (oz.) | 5cp | 10 | |
Backpack, Leather | 2gp | 20 | Grapnel | 8gp | 80 | |
Bag, Leather | 2sp | 5 | Grappling Hook | 1gp | 40 | |
Bag, Woolen | 3cp | 5 | Grindstone | 5gp | 20 | |
Bandages | 2cp/sq.ft. | 5/sq.ft. | Hacksaw | 2gp | 20 | |
Barrel (50 gal.) | 5gp | 1,500 | Hammer | 5sp | 20 | |
Basket, Large | 3sp | 10 | Hammock | 2sp | 20 | |
Basket, Small | 1sp | 5 | Hour Candle | 9sp | 10 | |
Bath, Copper | 5gp | 150 | Hourglass | 20gp | 10 | |
Bath, Tin | 3gp | 150 | Ink (oz.) | 1gp | 10 | |
Bedroll | 2sp | 5 | Jar, Clay | 3cp | 30 | |
Beeswax (lb.) | 2sp | 10 | Jar, Glass | 6gp | 30 | |
Bellows (pair) | 1gp | 20 | Jug, Clay | 4cp | 50 | |
Blanket | 5cp | 20 | Jug, Copper | 8sp | 50 | |
Block & Tackle | 5gp | 50 | Keg (5 gal.) | 5sp | 50 | |
Bolt Case (crossbow) | 1gp | 10 | Ladder (per 10') | 5sp | 200 | |
Book, Blank, Papyrus (100pp) | 20gp | 50 | Lamp, Bronze | 1sp | 10 | |
Book, Blank, Parchment (100pp) | 15gp | 50 | Lantern, Beacon | 120gp | 500 | |
Book, Blank, Vellum (100pp)* | 25gp | 50 | Lantern, Bullseye | 12gp | 30 | |
Bottle, Glass | 2gp | 10 | Lantern, Hooded | 7gp | 20 | |
Box, Iron, Large (empty) | 15p | 750 | Lard (pint) | 1cp | 20 | |
Box, Iron, Small (empty) | 8gp | 350 | Lens, Magnifying | 100gp | 1 | |
Box, Wooden | 1gp | 150 | Lock, Basic | 20gp | 10 | |
Bracers, Leather | 8sp | 20 | Lock, Secure | 50gp | 10 | |
Broom, Besom | 1cp | 10 | Lodestone | 3gp | 10 | |
Brush, Hair | 2sp | 3 | Mallet, Wooden | 3cp | 20 | |
Brush, Paint | 1sp | 1 | Manacles (pair) | 15gp | 20 | |
Brush, Wire | 7sp | 1 | Mirror, Small, Steel | 20gp | 5 | |
Bucket, Wooden | 3sp | 40 | Mirror, Small, Silver | 45gp | 5 | |
Cage, Bird | 2gp | 50 | Mop | 2cp | 10 | |
Candle, Tallow | 1cp | 2 | Nails, Iron (doz.) | 1cp | 10 | |
Candle, Beeswax | 1cp | 2 | Needle, Sewing, Bone | 1cp | 0.1 | |
Candle Snuffer | 1sp | 15 | Needle, Sewing, Gold | 2gp | 0.1 | |
Cane, Walking | 2gp | 50 | Needle, Sewing, Iron | 5cp | 0.1 | |
Case, Scroll, Bone | 4gp | 5 | Needle, Sewing, Silver | 3sp | 0.1 | |
Case, Scroll, Leather | 1gp | 5 | Oil, Greek Fire (pint) | 12gp | 10 | |
Cask (30 gal.) | 15sp | 600 | Oil, Lamp (pint) | 1sp | 10 | |
Cauldron & Tripod | 2gp | 150 | Paddle | 2sp | 30 | |
Chain, Iron, Anchor | 10gp/ft. | 100/ft. | Pail | 2sp | 10 | |
Chain, Iron, Fine | 12gp/ft. | 3/ft. | Paint (pint) | 2sp | 10 | |
Chain, Iron, Light | 2gp/ft. | 5/ft. | Paper (sheet) | 1gp | 0.1 | |
Chain, Iron, Heavy | 5gp/ft. | 10/ft. | Papyrus (sheet) | 1sp | 0.1 | |
Chalk, Powder (oz.) | 1cp | 2 | Parchment (sheet) | 2sp | 0.1 | |
Chalk, Stick | 1cp | 0.1 | Perfume (gill) | 5gp | 1 | |
Charcoal (lb.) | 2sp | 10 | Pen, Quill | 1sp | 0.1 | |
Cheesewire (ft.) | 1gp | 1 | Penknife | 8sp | 10 | |
Chisel | 1gp | 30 | Pestle & Mortar | 7sp | 2 | |
Cleaver, Butcher's | 1gp | 1 | Pickaxe | 7gp | 60 | |
Cloth, Canvas | 1sp/sq. yard | 10/sq. yard | Piton | 1sp | 5 | |
Cloth, Felt | 3cp/sq. yard | 10/sq. yard | Pipe, Smoking | 1sp | 5 | |
Cloth, Linen | 7cp/sq. yard | 5/sq. yard | Pliers | 1gp | 20 | |
Cloth, Silk | 20gp/sq. yard | 4/sq. yard | Pole (10') | 2sp | 80 | |
Cloth, Wool | 2cp/sq. yard | 10/sq. yard | Pot, Iron, Cooking | 5sp | 100 | |
Coal (lb.) | 15cp | 10 | Pouch, Cloth, Large (empty) | 3cp | 20 | |
Comb, Antler | 1sp | 2 | Pouch, Cloth, Small (empty) | 1cp | 10 | |
Comb, Bone | 15cp | 2 | Pouch, Leather, Large (empty) | 4sp | 20 | |
Comb, Horn | 7cp | 2 | Pouch, Leather, Small (empty) | 2sp | 10 | |
Compass | 10gp | 5 | Pulley | 25gp | 15 | |
Cord (10') | 1sp | 2 | Purse | 1cp | 5 | |
Crampons | 4gp | 30 | Puzzlebox | 60gp | 5 | |
Crowbar | 2gp | 50 | Quiver, 12 Arrows (empty) | 1gp | 10 | |
Dice, Fair (pair) | 5sp | 2 | Quiver, 24 Arrows (empty) | 25sp | 20 | |
Dice, Loaded (pair) | 5gp | 2 | Quiver, 12 Bolts (empty) | 12sp | 10 | |
Distaff | 9cp | 1 | Quiver, 24 Bolts (empty) | 3gp | 20 | |
Drill, Brace & Bit | 5gp | 50 | Razor | 1gp | 5 | |
* Spellbooks must be vellum |
MISCELLANEOUS | COST | WEIGHT | TRANSPORT | COST | ||
Rope, Hemp (50') | 5sp | 80 | Barge | 500gp | ||
Rope, Silk (50') | 20gp | 50 | Boat, Collapsing | 500gp | ||
Rushlight | 1cp | 5 | Canoe, Small | 30gp | ||
Sack, Large (empty) | 15cp | 10 | Canoe, Large | 50gp | ||
Sack, Small (empty) | 9cp | 5 | Canoe, War | 100gp | ||
Satchel | 1gp | 5 | Caravel | 10,000gp | ||
Saw, One-man | 2gp | 30 | Cart | 50gp | ||
Saw, Two-man | 12gp | 200 | Carriage, Common | 150gp | ||
Scabbard, Bastard Sword | 3gp | 15 | Carriage, Noble | 7,000gp | ||
Scabbard, Broad Sword | 18sp | 10 | Chariot, Riding | 200gp | ||
Scabbard, Long Sword | 2gp | 10 | Chariot, War | 500gp | ||
Scabbard, Scimitar | 21sp | 10 | Coaster | 5,000gp | ||
Scabbard, Short Sword | 1gp | 5 | Cog | 10,000 | ||
Scabbard, Two-Handed | 4gp | 20 | Corvette | 12,000 | ||
Scale, Merchant's | 5gp | 60 | Curragh | 500gp | ||
Scalpel | 2gp | 2 | Cutter | 40,000gp | ||
Scissors/Snips (pair) | 5cp | 10 | Dinghy, Small | 75gp | ||
Seal, Wax | 5gp | 1 | Dinghy, Large | 150gp | ||
Sheath, Dagger | 6sp | 1 | Dog-Sled | 40gp | ||
Sheath, Knife | 4sp | 1 | Drakkar | 25,000gp | ||
Skin, Water (3 pint)(empty) | 1gp | 10 | Dromond | 15,000gp | ||
Slate & Chalk | 1sp | 1 | Galleon | 50,000gp | ||
Soap (lb.) | 5sp | 10 | Galley, Large | 25,000gp | ||
Spade/Shovel | 2gp | 80 | Galley,Small | 10,000gp | ||
Spike, Iron (doz.) | 1gp | 10 | Galley, War | 40,000gp | ||
Spit, Roasting | 1sp | 40 | Kayak | 250gp | ||
String (50') | 3cp | 10 | Knarr | 3,000gp | ||
Sundial | 8gp | 400 | Longship | 10,000gp | ||
Tacks, Iron (gross) | 3cp | 20 | Raft | 40gp | ||
Tent, Canvas (6-person) | 200gp | 400 | Sedan Chain | 100gp | ||
Tent, Canvas (4-person) | 120gp | 250 | Wagon, Large | 250gp | ||
Tent, Canvas (2-person) | 75gp | 150 | Wagon, Small | 150gp | ||
Tent, Leather (6-person) | 50gp | 500 | Wheel, Wagon | 5gp | ||
Tent, Leather (4-person) | 30gp | 350 | ||||
Tent, Leather (2-person) | 10gp | 200 | NAUTICAL | COST | WEIGHT | |
Thread (50') | 1cp | 5 | Anchor, Dead-Weight | 25gp | 4,000 | |
Thread, Embroidery (10') | 1sp | 1 | Anchor, Dual-Prong | 100gp | 8,000 | |
Tinderbox | 15sp | 15 | Anchor, Single-Prong | 80gp | 6,000 | |
Tongs, Smith's | 2gp | 20 | Astrolabe | 150gp | 300 | |
Torch | 1cp | 10 | Belaying Pin | 2cp | 20 | |
Tweezers | 7sp | 0.1 | Bell, Ship's | 60gp | 2,500 | |
Twine, Linen (100') | 8cp | 50 | Compass, Waterproof | 12gp | 5 | |
Vellum, New (sheet) | 3sp | 0.1 | Cross Staff | 1gp | 40 | |
Vellum, Palimpsest (sheet) | 2sp | 0.1 | Fishing Net | 1sp/25 sq.ft. | 5/25 sq.ft | |
Vial, Clay | 1cp | 25 | Flags, Signal (pair) | 15sp | 200 | |
Vial, Glass | 3gp | 30 | Gaff Hook | 5cp | 200 | |
Vial, Copper | 5gp | 40 | Lamp, Swivel | 4gp | 150 | |
Wallet | 1gp | 5 | Oar, Common | 4sp | 200 | |
Wax, Sealing (lb.) | 3sp | 10 | Oar, Galley | 3gp | 1,000 | |
Wax Tablet & Stylus | 4sp | 3 | Paddle | 3sp | 50 | |
Whetstone | 2cp | 5 | Sail | 20gp | 1,200 | |
Whisk | 2sp | 1 | Scuttlebutt | 2gp | 1,250 |
THIEVES' TOOLS | COST | WEIGHT | RELIGIOUS/RITUAL | COST | WEIGHT | |
Standard Set | 30gp | 10 | Altar Cloth | 10gp | 20 | |
* Chisels (5) | 5gp | 1 | Aspergillum | 12gp | 30 | |
* Lockpicks (12) | 12gp | 1 | Beads, Prayer | 1gp | 5 | |
* Bradawl | 1sp | 0.1 | Chalice | 50gp | 10 | |
* File, Small | 2gp | 0.1 | Coffin | 2gp | 10 | |
* Hacksaw | 2gp | 1 | Flabellum | 2gp | 10 | |
* Hammer | 1gp | 1 | Font | 100gp | 750 | |
* Hand Drill | 2gp | 1 | Holy Symbol, Pewter | 5gp | 10 | |
* Jemmy | 1gp | 1 | Holy Symbol, Silver | 25gp | 10 | |
* Keyhole Saw | 2gp | 0.5 | Holy Symbol, Wooden | 6sp | 10 | |
* Pry Bar | 1gp | 1 | Holy Water (vial) | 25gp | 5 | |
* Pliers | 1gp | 0.5 | Idol | 25gp | 1,000 | |
* Shims | 4sp | 0.5 | Incense (stick) | 1gp | 1 | |
* Twine (50') | 3cp | 0.3 | Pall | 3sp | 10 | |
* Wedges | 7cp | 0.5 | Prayer Mat | 5sp | 40 | |
* Satchel, Small | 4sp | 0.5 | Sanctuary Lamp | 10gp | 40 | |
Caltrops (each) | 1gp | 2 | Thurible | 30gp | 10 | |
Cards, Deck, Marked | 4gp | 1 | Vestments | 40gp | 100 | |
Cards, Deck, Straight | 2sp | 1 | Wheel, Prayer | 3gp | 100 | |
Hooked Wires | 6sp | 1 | ||||
Mountaineer's Harness | 15gp | 5 | TORTURE | COST | WEIGHT | |
Key Blanks (each) | 1sp | 1 | Bastinadoes | 1gp | 20 | |
Letterbox Claw | 12gp | 10 | Branding Iron | 1gp | 30 | |
Limewood Strips | 2sp | 10 | Brazier | 15gp | 150 | |
Listening Horn | 3sp | 1 | Butcher's Hook | 1gp | 10 | |
Mirror On Rod | 20gp | 2 | Cage | 120gp | 1,000 | |
Sheath, Wrist | 1gp | 1 | Cat O'Nine Tails | 2gp | 3 | |
Sheath, Boot | 1gp | 5 | Choke Pear | 1gp | 1 | |
Wire Cutters | 1gp | 10 | Fetters | 5gp | 10 | |
Head Clamp | 12gp | 60 | ||||
Iron Boot | 10gp | 100 | ||||
INSTRUMENT | COST | WEIGHT | Iron Maiden | 200gp | 2,000 | |
Bagpipes | 35gp | 60 | Pillory | 4gp | 100 | |
Bell | 1gp | 1 | Pincers | 2gp | 30 | |
Chimes | 20gp | 50 | Rack | 75gp | 1,000 | |
Drum | 5gp | 50 | Stocks | 45gp | 600 | |
Fiddle | 40gp | 40 | Stool, Ducking | 1gp | 50 | |
Fife | 30gp | 10 | Strappado | 12gp | 150 | |
Flute | 20gp | 10 | Thumbscrews | 10gp | 10 | |
Gong | 20gp | 250 | Wheel, Breaking | 6gp | 750 | |
Harp | 100gp | 120 | Whip | 5sp | 2 | |
Horn | 35gp | 40 | ||||
Lute | 50gp | 40 | AGRICULTURAL | COST | WEIGHT | |
Lyre | 75gp | 80 | Bill Hook | 8sp | 25 | |
Mandolin | 50gp | 50 | Flatiron | 5sp | 60 | |
Oboe | 40gp | 20 | Fork | 4sp | 20 | |
Pipes | 5gp | 10 | Grain Flail | 2gp | 20 | |
Tambourine | 5gp | 10 | Griddle | 12sp | 15 | |
Trumpet | 20gp | 50 | Harrow | 4gp | 50 | |
Whistle | 8sp | 5 | Hoe | 8sp | 15 | |
Xylophone | 45gp | 100 | Ladle | 6sp | 5 | |
Zither | 35gp | 120 | Loom | 12gp | 50 | |
Mangle | 20gp | 100 | ||||
ALCHEMICAL | COST | WEIGHT | Plough | 10gp | 50 | |
Alembic | 8gp | 30 | Press, Wine | 20gp | 80 | |
Beaker | 2gp | 10 | Quern | 3gp | 60 | |
Condenser | 12gp | 45 | Rake | 7sp | 25 | |
Crucible | 5gp | 50 | Scythe | 1gp | 20 | |
Cruet | 2gp | 10 | Shears | 1gp | 10 | |
Crystal Ball | 250gp | 100 | Sickle | 12sp | 10 | |
Funnel | 15sp | 10 | Skillet | 1gp | 5 | |
Pipette | 8gp | 5 | Trowel | 3sp | 5 | |
Prism | 20gp | 35 | ||||
Retort | 5gp | 20 | ||||
Retort Stand | 5sp | 10 | ||||
Spatula | 4cp | 1 | ||||
Spoon | 1sp | 1 | ||||
Strainer | 4gp | 2 | ||||
Test Tube | 1gp | 1 |
CONTAINER CAPACITY
ITEM | ENCUMBRANCE (Empty) | CAPACITY | ENCUMBRANCE (Full) |
Backpack | 25 | 300 | 325 |
Chest, Large | 250 | 750 | 1,000 |
Chest, Small | 125 | 375 | 500 |
Pouch, Large | 3 | 50 | 53 |
Pouch, Small | 1 | 25 | 26 |
Sack, Large | 20 | 400 | 420 |
Sack, Small | 5 | 100 | 105 |
Satchel | 3 | 50 | 53 |
Waterskin (3-pint) | 10 | 40 | 50 |
DRUGS, POISONS, TOXINS & CONTAMINANTS
Drugs: Natural or manufactured intoxicants. Examples include plant-based herbal concoctions, leaves or flowers to animal and monster ingredients. Broadly speaking there are four kinds: hallucinogens, stimulants, narcotics and magical drugs. Hallucinogens typically affect the users' Wisdom and Intelligence, stimulants Strength and Constitution, narcotics Dexterity and Constitution, and magical drugs Intelligence and Wisdom. Depending on the type, drugs may or may not require a Saving Throw to resist the immediate effects or those of addiction. Lawful or Good societies may outlaw many or all recreational drugs. Certain religions or barbaric societies may esteem certain drugs for ritual or other purposes.
Toxins: Environmentally encountered biological, elemental or magical hazards. Examples include a plague-ridden town, a diseased tomb, underground pockets of methane gas, or radioactivity. Exposure to the environment itself will typically require a Save vs. Poison or several such saves depending on the length of exposure. The effects of toxins may either be immediately felt or gradual. Success indicates the individual is either immune to the particular agent or is unaffected for a certain duration of time. Failure requires treatment.
Venom: Plant or animal venoms. Examples include poisonous snakes, spiders, and plants and poisonous monsters like wyverns. While many venoms are quite lethal, they often spoil quickly once removed from the original creature or plant. Certain primitive tribesman and many humanoid tribes use animal and plant venoms on their weapons. Venoms generally require a single Saving Throw vs. Poison. Effects can include sleep, fear, paralysis, a set amount of hit point damage, and/or death.
Poisons: Concentrated, distilled or preserved varieties of venoms or toxins usually with the aim of increasing or hastening lethality. Examples include those poisons used by assassins, and potions of poison. May be delivered either by injection, inhalation or by simple exposure. A one time Saving Throw vs. Poison is generally required, failure delivering the full effects - generally a set amount of hit point damage, paralysis or death.
Contaminants: A food or liquid that has been infused with a poison (see above). The effects would be identical to the poison itself except that the potential victim may be allowed a saving throw to detect the contaminant (the slight smell of cinnamon, etc.) before willingly ingesting a dangerous amount.
Example: Our feckless hero, Grevous Phlegh finds a bottle of (poisoned) gnomish cockleberry wine in an old crypt. Being an avid boozehound, Phlegh immediately pulls out his corkscrew and pours himself a generous portion into an old skull lying on the floor. He raises it in a toast to his departed party members and…
Saving Throw #1: SUCCESS: As he brings the wine up to his mouth, he smells something wrong - the odor of cinnamon and donkey piss. He tosses the skull full of wine away in disgust. FAILURE: He cheerfully downs it all in one go and smacks his lips. PROCEED TO SAVING THROW #2
Saving Throw #2: SUCCESS: Despite gut-wrenching pain, the shakes, and explosive diarrhea for the rest of the adventure, Phlegh manages to survive, suffering only 1d10hp of damage. FAILURE: Phlegh is wracked by convulsions, pukes up blood, and expires.
Fractional Dosages: Some varieties of poisons or venoms may be delivered in a fractional dose. Effects can range from a fractional dose of a lethal poison would severely debilitate (-4 on all rolls), while one which caused paralysis or sleep would simply render the character lethargic (-1 on all rolls)
Poison Resistance for Thieves & Assassins: The Thief or Assassin must obtain 10 doses of poison and an additional dose of antidote/mixer, with a base cost of double the poison itself. The character must then imbibe a fractional dose alongside the mixer. Correctly preparing a factional dose requires a percentage roll based on character's INT x 5. Failure has an equal chance of producing a non-dose (no ill-effects but will not boost immunity) or a full dose. The process of preparing and imbibing this mixture repeatedly requires one month, at the end of which the character must make a Saving Throw. Failure results in effects as per somewhat less than a full dose of poison, success grants a +2 save vs that poison. This process can be repeated and can result in automatic saves. However the character may not attempt to improve immunity for more than 2 months running.
Drugs
NAME (Slang Term) TYPE: Mundane/Occult Hallucinogenic, Narcotic, Stimulant FREQUENCY: As per monsters. Common > Very Rare COST PER DOSE: average cost in coin ADDICTIVENESS: expressed as a cumulative % chance per incidence of use DURATION: expressed in rounds, turns or hours EFFECT: varies. Description should include the method of use (drinking, eating, smoking, snorting, etc.) and the particular effects of intoxication and addiction (if any).
ALETH TYPE: Mundane Narcotic FREQUENCY: Common COST PER DOSE: 4sp ADDICTIVENESS: Nil DURATION: 24 hours EFFECT: A sedative concoction prepared from shellfish, commonly administered by orcs to their human slaves to make them docile. It reduces aggression and rebelliousness, causing a -10% penalty on morale checks.
AMORPHON TYPE: Occult stimulant FREQUENCY: Very Rare COST PER DOSE:1.400gp ADDICTIVENESS: 2% DURATION: 2d4 hours EFFECT: Amorphon is a concoction of fly agaric, purple toadflax, and pulverised froghemoth tadpoles that causes a person consuming it to become vulnerable to the spell polymorph other. When consumed, the drinker makes a Saving Throw vs. Poison. If this saving throw fails, the consumer receives no saving throw against polymorph effects for the next 2d4 hours—-but the upside is that their loss of morphic stability means they automatically pass the “system shock” minor Constitution test arising from the spell.
BLUE AMARANTH TYPE: Mundane Stimulant FREQUENCY: Common COST PER DOSE: 35 gp ADDICTIVENESS: 2% DURATION: 3d4 hours EFFECT: A preparation of blue amaranth causes hyper-aggression in bugbears and gnolls. The creatures gain a bonus of +10% to morale and +2 to hit while under its influence. The substance rapidly consumes their body reserves, so creatures which have used it a few times begin to take on a taut, gaunt appearance with sunken eyes. It also shortens their lifespan by approximately one year per dose, so once addicted the creatures do not last long.
DEVIL'S FOOT ROOT (Snake i'th'Pipe)
TYPE: Occult narcotic FREQUENCY: Very rare COST PER DOSE: >700 gp ADDICTIVENESS: 1% DURATION: 1d4+2 hours EFFECT: None, unless properly prepared. The exact process is secret, but is known to include being dessicated in a mummy's sarcophagus for at least a year and a day. If this is done, the root responds to strong heat (such as being thrown on a fire) by vaporising into a cloud of fragrant white smoke. Any mammal inhaling this smoke must Save vs. Poison at -1 or fall into a comatose, drugged state resembling sleep. Non-mammals are unaffected.
GOLDEN LOTUS TYPE: Occult Sedative FREQUENCY: Rare COST PER DOSE: 3pp+ ADDICTIVENESS: 1% DURATION: 1d4+4 hours EFFECT: A preparation of Golden Lotus takes effect half an hour after the user drinks a cup of extraordinarily foul-tasting tea. It puts the user to sleep and enables them to enter the Dreamlands. On the drug's expiry they will be returned to the mortal realms. They can sense when this is about to happen, receiving 1d3 minutes' warning.
There is only one known golden lotus plant. It grows in the Dreamlands, and is of substantial size. It is guarded by three gold dragons named Malherbe, Hillage and Gong, who never leave it. They permit certain humans (and one gnome) to harvest the plant, and receive substantial tribute in return. The motley collection of individuals whom the gold dragons favour call themselves the “Dreamgifters”, though of course the doses they peddle among the wealthy and degenerate are not gifts, and the price tends to rise substantially once they think addiction has set in.
GORANMOT TYPE: Arcane Contaminant FREQUENCY: Rare COST PER DOSE 35gp ADDICTIVENESS: 2% DURATION:1d3+1 hours EFFECT: The exact method of producing Goranmot is known only to certain trollish shamans but it is understood to involve allowing a giant leech to feed on human captives and then reducing the leech to a paste, admixing it with certain swamp-grown plants and anointing it onto a sacred rock. The trolls then caper around the rock making demented hooting noises, working themselves up into a religious frenzy. For a few hours thereafter, each troll's severed body parts may (50%) regrow in a mutated or multiple fashion, leading to trolls with additional limbs, prehensile tails, extra heads, or even (occasionally) gills, flippers or wings.
There is sporadic but ongoing warfare between the minority of trolls who think Goranmot is a sacred substance to be sought out and consumed at every opportunity, and the majority who believe it is an abomination.
LEECHBANE TYPE: Mundane stimulant FREQUENCY: Very Rare COST PER DOSE:90gp ADDICTIVENESS: 1% DURATION: 1d3 hours EFFECT: Leechbane has a mildly euphoric effect on the person who consumes it, similar to caffeine. It is named after the deleterious effects it has on bloodsucking creatures who then feed on the person.
Leeches and giant leeches who drink leechbane-saturated blood must Save vs. Poison at -4 or instantly die. Other invertebrates such as giant ticks or giant blowflies/horseflies must save vs poison at -2 or die within 1d6 rounds. Stirges must Save vs. Poison or be sickened —- a sickened stirge releases its target immediately and will seek to escape to its lair. Within 1d6 turns, it will start to experience diarrhoea and vomiting, and this will persist for at least 24 hours.
Vampires are extraordinarily sensitive to leechbane and have a 33% chance to smell the leechbane on the person's skin before they bite. (In vampire-controlled areas, consuming leechbane typically leads to cruel and unusual punishments.) If a vampire does consume leechbane-saturated blood then it will lose its inherent charm ability for about 24 hours and lose the power to assume gaseous form for about 8 hours. It must Save vs. Poison or be weakened for 8 hours, during which time its strength is reduced to 18 and its level-draining touch ability is lost.
Certain vampires voluntarily consume leechbane, either for their own decadent enjoyment or else for the purposes of building up an immunity. Such vampires will have an inherent resistance to the substance, so its effects will be mitigated or entirely eliminated.
MAID'S BLESSING TYPE: Mundane Narcotic FREQUENCY: Common COST PER DOSE: 1gp ADDICTIVENESS: Nil DURATION: 1 month EFFECT:A contraceptive.
MOLY TYPE: Occult Narcotic FREQUENCY: Very Rare COST PER DOSE: 1,800gp ADDICTIVENESS: 1% DURATION: 2d4 rounds EFFECT: Moly is an extremely rare plant with a black root and a white flower which temporarily annuls magic. If a human or halfling consumes it, he or she receives a bonus of +4 on all Saving Throws against magical effects for 2d4 rounds, but will be unable to cast any spells during this time. Dwarfs, elves, gnomes, half-elves or half-orcs are intrinsically slightly magical, and if they consume moly they must Save vs Poison or die. If they pass, they receive the +4 bonus and lose spellcasting ability as a human would.
MOONFLOWER SEEDS TYPE: Occult narcotic FREQUENCY: Very rare COST PER DOSE: 200 gp ADDICTIVENESS: See below DURATION: 1d4+4 hours EFFECTS: When combined with extract of puffer-fish liver, moonflower seeds cause a sub-hypnotic trance-like state in which the victim's will is totally submerged. They become automaton-like and will impress on the first person they see after entering the trance. That person becomes their “master” and they will obey any and all commands the master issues, including self-destructive ones. Owing to impaired brain function, the victim's intelligence drops to 1, they lose the power of speech, and they lose muscle co-ordination (-6 to Dexterity, minimum 3). They do not feel pain. If spoken to, they can respond only with inarticulate moans and grunts. Although the seed is not addictive in the normal sense, it has terrible side-effects. There is a cumulative 3% chance per dose taken that the victim's will does not return and they remain in their semi-brain-dead state forever, mindlessly obeying their master's commands until death. Preparing, administering, or trafficking in this recipe is inherently evil and will cause alignment drift towards evil.
PURPLE LOTUS TYPE: Occult Narcotic FREQUENCY: Rare COST PER DOSE: 100gp ADDICTIVENESS: 5% DURATION: 1-4 hours EFFECT: The powdered petals of the purple lotus are especially prized by certain degenerate wizards and illusionists. When the smoking fumes are inhaled from a brazier or incense plate, a 1d4 hour trance will result. As with astral travel, an individual under the effects of purple lotus will be completely unresponsive and incapable of any action during that time. After the trance is finished, a MU/IL may (10%) be able to recover any spells previously cast that day. Once an individual is addicted to purple lotus they may not memorize or acquire spells either normally or through the purple lotus trance without first making a saving throw vs. spells. All addicts will suffer 1d3 hp of damage per day. Each week spent without purple lotus, an addict must make a Saving Throw vs. Death to escape the addiction or continue to suffer the daily damage without the drug.
RILLIAN'S LADDER TYPE: Occult Hallucinogenic FREQUENCY: Very Rare COST PER DOSE: 500gp ADDICTIVENESS: None DURATION: 1-3 turns per dose EFFECT: Rillian's Ladder is concoction of funghi harvested in the land of dreams. It is usually brewed into a foul-smelling hot tea and brings forth 'hallucinations' from the mind of the imbiber so potent as to affect the world around them. The visions of the Ladder are in fact illusions as potent as a Phantasmal Force or Spectral Force depending on whether a single or double dose is taken. The exact nature of the visions is determined by DM based on the following table on 2d10:
1d20 | EFFECT |
1 | Visions hostile to the imbiber and their associates |
2 | Visions hostile to the imbiber and beneficent to their enemies |
3 | Visions hostile to all |
4 | Visions hostile to the imbiber only |
5 | Visions hostile to the imbiber but beneficent to everyone else |
6 | Visions hostile to the imbiber but beneficent to their associates |
7 | Visions neutral to the imbiber but beneficent to their associates |
8 | Visions neutral to the imbiber and their associates but hostile to everyone else |
9 | Visions neutral to the imbiber but beneficent to their associates |
10-11 | Visions neutral to all |
12 | Visions neutral to the imbiber but hostile to their associates |
13 | Visions neutral to the imbiber and their associates but beneficent to everyone else. |
14 | Visions neutral to the imbiber but hostile to everyone else |
15 | Visions beneficent to the imbiber but hostile to their associates |
16 | Visions beneficent to the imbiber but hostile everyone else |
17 | Visions beneficent to the imbiber only |
18 | Visions beneficent to all |
19 | Visions beneficent to the imbiber and hostile to their enemies |
20 | Visions beneficent to the imbiber and their associates |
Only intelligent creatures are affected by the visions; hostile visions will attack or act as traps, beneficent visions will seek to defend (in a non-offensive manner) or aid those they affect. Neutral visions will neither aid nor harm but may distract and divert.
Once every other round the imbiber may attempt a saving throw to reroll the attitude of the visions. Record the number of times Rillian's Ladder is used as tolerance develops in imbibers: the second time it is used an additional dose is required to have any effect, the third time it used two additional doses are required and so forth.
There is a chance of flashback lasting 1-2 turns every-time a former imbiber fails any saving throw - the chance of a flashback is the number of times taken as a percentage (so an imbiber who has used the Ladder 3 times has a 3% chance). There is only at most only one chance of flashback per day (and only if a former imbiber has to make a save and fails).
TAUPE GOOM TYPE: Mundane Narcotic FREQUENCY: Common COST PER DOSE: 30 gp ADDICTIVENESS: 6% DURATION: 2d6 hours EFFECT: This substance is prepared from a toadstool that grows on dung. It induces pleasant and soporific effects in certain carnivorous, mammal or semi-mammal species, including aurumvoraxes, carnivorous apes, hell hounds, owlbears, squealers etc. These creatures once addicted will behave tamely towards whoever or whatever regularly supplies them with the drug. Thanks to taupe goom, tribes of humanoids will sometimes have an owlbear or carnivorous ape chained up outside the entrance to their lair.
VIOLET HORSETAIL TYPE: Occult Stimulant FREQUENCY: Rare COST PER DOSE: 40gp ADDICTIVENESS:1% DURATION: 24 hours EFFECT:A drug which, when regularly administered to a semi-intelligent mammal, or one of animal intelligence, raises its intelligence to low. After two weeks of a daily dose, the creature begins to achieve a noticeable intelligence gain, and after another couple of weeks, it will be able to learn a language. At this point stopping use of the drug will be fatal and the animal's fertility will be reduced; any offspring are also likely to suffer birth defects and to be born addicted to the drug. An animal with hands (typically an ape of some kind) can learn to prepare the substance and administer it to an entire animal society.
WOURALI TYPE: Mundane Sedative FREQUENCY: Uncommon COST PER DOSE:1cp at point of origin, ranging up to 100pp (price charged by certain merchants selling to wealthy and evil sects). ADDICTIVENESS: nil DURATION: 1d3+1 hours EFFECT: Wourali is a paralysing toxin prepared from certain jungle vines and used by native tribes. It is effective only when injected. The target receives a saving throw vs poison to avoid the effects. They are fully conscious and aware of their surroundings for the duration of the paralysis.
Random Poison / Drug Form, Preparation, Delivery & Target | ||||
2d8 | FORM | PREPARATION | DELIVERY METHOD | TARGET(S) |
2 | Nut / Seed | Powder | Smoking, Inhaling, Ingestion, Injection | Halflings |
3 | Leaf | Tincture | Ingestion, Inhalation | Dwarfs |
4 | Berry | Paste | Topical Application, Ingestion | Elves |
5 | Bark | Oil | Smoking, Ingesting, Topical Application | Gnomes |
6 | Juice | Resin | Smoking, Ingestion, Topical Application | Gnomes & Dwarfs |
7 | Bile | Incense | Inhalation | Giantkind |
8 | Flesh | Philtre | Ingestion, Injection | All Demi-humans |
9 | Urine | Preparation | Topical Application, Ingestion | All Humans, Humanoids & Demihumans |
10 | Fungus | Capsule | Ingestion | All Demi-humans |
11 | Venom | Pill | Ingestion , | Humans & Demi-humans |
12 | Blood | Suspension | Ingestion, Injection | Humanoids |
13 | Bone | Salve / Balm | Topical Application | Humanoids & Giantkind |
14 | Root | Brew | Ingestion | Single humanoid race |
15 | Fruit | Snuff | Ingestion | Fae |
16 | Chemical | Poultice | Topical Application | Monster race |
NOTE: Roll once for Form, and once for Preparation and Delivery |
Random Poison / Drug Effects | |||
2d8 | EFFECT | SAVING THROW | DURATION |
2 | Death * | Save vs. Death | 1d2 rounds |
3 | Sleep | Save vs. Poison | 1d10 rounds |
4 | Paralysis | Save vs. Poison | 1d2 turns |
5 | Insanity | Save vs. Poison | 1d10 turns |
6 | Hallucinations | Save vs. Poison | 1d2 hours |
7 | Euphoria | No Saving Throw | 1d10 hours |
8 | Suspended Animation | Save vs. Death to wake up* | 1d2 days |
9 | Alignment Change * | Save vs. Spells | 1d10 days |
10 | Organ Failure * | Save vs. Death | 1d2 weeks |
11 | Damage | Save vs. Poison (half / full) | 1d10 weeks |
12 | Intoxication | Save vs. Poison | 1d2 months |
13 | Blindness | Save vs. Poison | 1d10 months |
14 | Nausea | Save vs. Poison | 1d2 years |
15 | Amnesia | Save vs. Poison | 1d10 years |
16 | Fear | Save vs. Poison | Permanent |
* Roll once for effect and Saving Throw and again for duration. Effects marked with an asterisk are always permanent. |
Random Drugs of Note | |||||||
HALLUCINOGENS | STIMULANTS | NARCOTICS | MAGICAL | ||||
1d6 | TYPE | 1d6 | TYPE | 1d6 | TYPE | 1d6 | TYPE |
1 | Psilocibin Mushrooms | 1 | Eredian Hoarfrost | 1 | Pipeweed | 1 | Black Lotus |
2 | Giant Toad Secretion | 2 | White Lotus | 2 | Green Mandrake | 2 | Disenchanter Bile |
3 | Tlalocan Cactus Heart | 3 | Ixian Powder | 3 | Sussuline | 3 | Jub Jub Fruit |
4 | Catoblepas Glands | 4 | Russet Root | 4 | Pictish Ochre | 4 | Dragon Turtle Ambergris |
5 | Green Lotus | 5 | Troll Wax | 5 | Blue Poppy | 5 | Nilbog Heart |
6 | Stirge Spittle | 6 | Monkseye Fungus | 6 | Yellow Lotus | 6 | Unicorn Blood |
TREASURE HOARDS BY CLASS (Optional)
Class | CP x1000 | SP x1000 | EP x1000 | GP x1000 | PP x1000 | Gems | Jewelry | Maps/ Magic Items |
I | 25%: 1d6 | 30%: 1d6 | 35%: 1d6 | 40%: 1d10 | 25%: 1d4 | 60%: 4d10 | 50%: 3d10 | 30%: Any 3 items |
II | 50%: 1d8 | 25%: 1d6 | 25%: 1d4 | 25%: 1d3 | Nil | 30%: 1d8 | 20%: 1d4 | 10%: Sword, Armor or Misc Wpn |
III | 20%: 1d12 | 30%: 1d6 | 10%: 1d4 | Nil | Nil | 25%: 1d6 | 20%: 1d3 | 10%: Any 2 items |
IV | 10%: 1d8 | 15%: 1d12 | 15%: 1d8 | 50%: 1d6 | Nil | 30%: 1d10 | 25%: 1d6 | 15%:1 potion + any 2 items |
V | 5%: 1d10 | 25%: 1d12 | 25%: 1d6 | 25%: 1d8 | Nil | 15%: 1d12 | 10%: 1d8 | 25%:1 scroll + any 3 items |
VI | Nil | 10%: 1d20 | 15%: 1d12 | 40%: 1d10 | 35%: 1d8 | 20%: 3d10 | 10%: 1d10 | 30%: 1 potion, 1 scroll, + any 3 items except wpns |
VII | Nil | Nil | Nil | 50%: 1d4x10 | 50%: 1d20 | 30%: 5d4 | 25%: 1d10 | 35%: 1 scroll + any 3 items |
VIII | 25%: 5d6 | 40%: 1d00 | 40%: 1d4x10 | 55%: 1d6x10 | 25% 5d10 | 50%: 1d00 | 50%: 1d4x10 | 15%: 1 potion, 1 scroll + any 4 items |
IX | Nil | Nil | Nil | Nil | 30%: 3d6 | 55%: 2d10 | 50%: 1d12 | 15%: Any item |
INDIVIDUAL TREASURE | ||||||||
X | 25%: 1d4 | 20%: 1d3 | Nil | Nil | Nil | Nil | Nil | Nil |
XI | Nil | 30%: 1d6 | 25%: 1d2 | Nil | Nil | Nil | Nil | Nil |
XII | Nil | Nil | Nil | Nil | Nil | 50%: 1d4 | Nil | Nil |
XIII | Nil | Nil | Nil | 40%: 2d4 | 50%: 1d6x10 | 55%: 4d8 | 45%: 1d12 | Nil |
XIV | Nil | Nil | Nil | Nil | Nil | Nil | Nil | 40%: 2d4 potions |
XV | Nil | Nil | Nil | Nil | Nil | Nil | Nil | 50%: 1d4 scrolls |
XVI | Nil | Nil | Nil | Nil | Nil | 90%; 1d8x10 | 80%: 5d6 | 70%: One of each item except potions & scrolls |
XVII | Nil | Nil | Nil | Nil | Nil | Nil | Nil | 85%: Two of each item except potions and scrolls |
XVIII | Nil | Nil | Nil | 60%: 5d6 | 15%: 1d8 | 60%: 1d8x10 | 50%: 5d8 | 55%: 1 map |
IXX | Nil | Nil | Nil | Nil | Nil | Nil | Nil | 60%: 1 Misc. item + 1 potion |
XX | Nil | Nil | Nil | 70%: 2d6 | Nil | Nil | Nil | Nil |
XXI | 20%: 1d3 | 25%: 1d4 | 25%: 1d4 | 30%: 1d4 | 30%: 1d6 | 55%: 1d6x10 | 50%: 5d6 | 50%: Any 3 items |
Random Treasure Hoard Modifiers | ||
d% | RELATIVE WEALTH | COMPOSITION |
01-15 | Very Poor | -50% to all chances |
16-25 | Poor | -25% to all chances |
26-80 | Moderate | +/- 0% |
81-95 | Wealthy | +15% to all chances |
96-00 | Very Wealthy | +25% to all chances |
RANDOM DUNGEON TREASURE ASSORTMENTS BY LEVEL
NOTE: For MAGIC ITEM results, see the appropriate sub-table in Magic Item Assortments by Level
Dungeon Level 1 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 250gp | 35 | z | 69 | 80pp | ||
2 | 100sp | 36 | 600sp | 70 | 350ep | ||
3 | 1,000cp | 37 | Gold filigree sceptre (1,100gp) | 71 | 900cp | ||
4 | 600sp | 38 | 70pp | 72 | 400gp | ||
5 | MAGIC ITEM | 39 | 300ep | 73 | 700ep | ||
6 | 500cp | 40 | 100cp | 74 | 700sp | ||
7 | 3 Ambers (110gp) | 41 | MAGIC ITEM | 75 | 350ep | ||
8 | 1,000sp | 42 | 100sp | 76 | MAGIC ITEM | ||
9 | 700sp | 43 | 900sp | 77 | 200sp | ||
10 | 300gp | 44 | 100sp | 78 | 1,100sp | ||
11 | 200sp | 45 | 800cp | 79 | 90pp | ||
12 | 600sp | 46 | 600cp | 80 | 1,200cp | ||
13 | 550ep | 47 | 300gp | 81 | 500sp | ||
14 | 200cp | 48 | 750ep | 82 | 60pp | ||
15 | Silver Weapon-hilt (50gp) | 49 | MAGIC ITEM | 83 | 3x Pink Pearls (100gp) | ||
16 | 500cp | 50 | 400sp | 84 | 100sp | ||
17 | 110pp | 51 | 1,000cp | 85 | 500ep | ||
18 | 50pp | 52 | 400sp | 86 | 1,200cp | ||
19 | 100cp | 53 | 2x Chalcedony (50gp) | 87 | 900sp | ||
20 | Tiger Statuette (386gp) | 54 | 30pp | 88 | 100cp | ||
21 | 100sp | 55 | 600sp | 89 | 800sp | ||
22 | 800cp | 56 | 100sp | 90 | MAGIC ITEM | ||
23 | 300gp | 57 | 300gp | 91 | 900cp | ||
24 | 700cp | 58 | 150gp | 92 | 700cp | ||
25 | 800ep | 59 | MAGIC ITEM | 93 | 200gp | ||
26 | MAGIC ITEM | 60 | 200cp | 94 | 500cp | ||
27 | 900cp | 61 | 1x White Pearl (100gp) | 95 | 700sp | ||
28 | 300sp | 62 | 1,100cp | 96 | 900sp | ||
29 | 1,100sp | 63 | 700sp | 97 | 700sp | ||
30 | 400ep | 64 | 150ep | 98 | MAGIC ITEM | ||
31 | 250gp | 65 | 800cp | 99 | 1,100cp | ||
32 | 900cp | 66 | 450gp | 00 | 300cp | ||
33 | 350ep | 67 | 300gp | ||||
34 | 100cp | 68 | 300cp |
Level 1 Magic Items & Potions | |
1d10 | RESULT |
1 | Potion of Delusion |
2 | Cleric Scroll: 1 spell (lvl 1d3) |
3 | 1d4 Arrows +1 |
4 | Potion of Levitation |
5 | Leather Armour +1 |
6 | Potion of Invisibility |
7 | Magic-User Scroll: 1 spell (lvl 1d3) |
8 | Potion of Healing |
9 | Dagger +1 |
10 | Potion of Poison |
Dungeon Level 2 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 1,100cp | 35 | MAGIC ITEM | 69 | 1,600cp | ||
2 | 2,200cp | 36 | 5 Tourmalines (100gp) | 70 | 250pp | ||
3 | 1,900cp | 37 | 1,100sp | 71 | 450gp | ||
4 | MAGIC ITEM | 38 | 450gp | 72 | 1,200ep | ||
5 | Adamantium staff (1100gp) | 39 | 1,800sp | 73 | 800ep | ||
6 | 500cp | 40 | MAGIC ITEM | 74 | 1,900sp | ||
7 | 3 Deep green spinels (100gp) | 41 | MAGIC ITEM | 75 | 200pp | ||
8 | 1,000sp | 42 | 1,050ep | 76 | 2,100cp | ||
9 | 700sp | 43 | White gold crown (1200gp) | 77 | 650gp | ||
10 | 300gp | 44 | MAGIC ITEM | 78 | 1,300sp | ||
11 | 200sp | 45 | 1,500cp | 79 | 2,200cp | ||
12 | 600sp | 46 | 850ep | 80 | 200pp | ||
13 | 550ep | 47 | 1,900sp | 81 | MAGIC ITEM | ||
14 | 200cp | 48 | 1,050ep | 82 | 1,100cp | ||
15 | Gem-encrusted ring (600gp) | 49 | 200pp | 83 | 450gp | ||
16 | 500cp | 50 | 2 Gold vases (500gp) | 84 | 1,500cp | ||
17 | 110pp | 51 | MAGIC ITEM | 85 | 150pp | ||
18 | 50pp | 52 | 1,400sp | 86 | 1,200sp | ||
19 | 100cp | 53 | 1,050ep | 87 | 500gp | ||
20 | 2 Gold chalices (600gp) | 54 | 4 Platinum pins (400gp) | 88 | 1,100sp | ||
21 | 100sp | 55 | 7 Red garnets (70gp) | 89 | 200sp | ||
22 | 800cp | 56 | 450gp | 90 | 8 Lapis lazuli (15gp) | ||
23 | 300gp | 57 | 1,800sp | 91 | 1,700sp | ||
24 | 700cp | 58 | 950ep | 92 | 600gp | ||
25 | 800ep | 59 | 150pp | 93 | 4 Silver candlesticks (250gp) | ||
26 | 900cp | 60 | 2,000sp | 94 | 150pp | ||
27 | MAGIC ITEM | 61 | 1,200cp | 95 | MAGIC ITEM | ||
28 | 300sp | 62 | 1,150ep | 96 | 300gp | ||
29 | 1,100sp | 63 | 650gp | 97 | 2,100cp | ||
30 | 1,200cp | 64 | 700gp | 98 | 250pp | ||
31 | 250pp | 65 | 450gp | 99 | 5 red Spinels (110gp) | ||
32 | 1,800cp | 66 | 150pp | 00 | 1,500sp | ||
33 | 1,500sp | 67 | 950ep | ||||
34 | 2,100cp | 68 | 1,050ep |
Level 2 Magic Items & Potions | |
1d10 | RESULT |
1 | Sword -1, Cursed |
2 | Scroll: Protection from Lycanthropes |
3 | Ring of Fire Resistance |
4 | Magic-User Scroll: 3 spells (lvls 1d3) |
5 | Spear +3 |
6 | Potion of Animal Control |
7 | Potion of Flying |
8 | Sword +1/+3 vs. Trolls (N) |
9 | Scroll: Protection from Undead |
10 | Cleric Scroll: 1 spell (lvl 1d3) |
Dungeon Level 3 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 850ep | 35 | 1,050ep | 69 | 650gp | ||
2 | 300pp | 36 | 2,300sp | 70 | 1,100ep | ||
3 | 1,050ep | 37 | 2,200cp | 71 | 3,000cp | ||
4 | 900gp | 38 | 3,100cp | 72 | 1,250ep | ||
5 | 1,150ep | 39 | 250pp | 73 | MAGIC ITEM | ||
6 | 400pp | 40 | 2,100cp | 74 | 2,500cp | ||
7 | 2,600sp | 41 | 1,050ep | 75 | 650gp | ||
8 | 900gp | 42 | 1,050ep | 76 | 1,050ep | ||
9 | 3,200cp | 43 | MAGIC ITEM | 77 | 1,150ep | ||
10 | 3,100cp | 44 | 3,000sp | 78 | 1,250ep | ||
11 | MAGIC ITEM | 45 | 1,200ep | 79 | 300pp | ||
12 | 2,600cp | 46 | 700gp | 80 | 3,000cp | ||
13 | 2,600cp | 47 | MAGIC ITEM | 81 | 1,150ep | ||
14 | 2,100cp | 48 | MAGIC ITEM | 82 | Map (3,000gp) | ||
15 | MAGIC ITEM | 49 | 250pp | 83 | 550gp | ||
16 | 750gp | 50 | 600gp | 84 | 600gp | ||
17 | 1,250ep | 51 | 550gp | 85 | 2,800sp | ||
18 | Black opal (900gp) | 52 | 2,100sp | 86 | 550gp | ||
19 | 2,800sp | 53 | 2,600cp | 87 | 3,100sp | ||
20 | 2,400sp | 54 | 2,200cp | 88 | 2,100sp | ||
21 | 300pp | 55 | MAGIC ITEM | 89 | 2,500sp | ||
22 | 2 Rare books (2,000gp) | 56 | MAGIC ITEM | 90 | 250pp | ||
23 | 1,200ep | 57 | 2,800sp | 91 | 750gp | ||
24 | 2,500sp | 58 | 1,250sp | 92 | MAGIC ITEM | ||
25 | 2,500sp | 59 | 2,100sp | 93 | MAGIC ITEM | ||
26 | MAGIC ITEM | 60 | 2,900cp | 94 | 800gp | ||
27 | MAGIC ITEM | 61 | 800gp | 95 | 2,600cp | ||
28 | 650gp | 62 | MAGIC ITEM | 96 | 2 Mithril pendants (500gp) | ||
29 | 850ep | 63 | MAGIC ITEM | 97 | 2,300cp | ||
30 | 600gp | 64 | 1,200ep | 98 | MAGIC ITEM | ||
31 | 1,300ep | 65 | 350pp | 99 | 3,100cp | ||
32 | 2,600sp | 66 | 2,200cp | 00 | 9 Violet Garnets (500gp) | ||
33 | 2,700cp | 67 | 1,150ep | ||||
34 | MAGIC ITEM | 68 | 2,900cp |
Level 3 Magic Items | Level 3 Potions | |||
1d12 | RESULT | 1d8 | RESULT | |
1 | Sword +1 | 1 | Potion of Gaseous Form | |
2-3 | Potion (see sub-table) | 2 | Potion of Flying | |
4 | 2 Potions (see sub-table) | 3 | Potion of Fire Resistance | |
5 | Cloak of Elvenkind | 4 | Potion of Diminuation | |
6 | Shield +1 | 5 | Potion of Growth | |
7 | Magic-User Scroll: 1 spell (lvl 1d3) | 6 | Potion of Healing | |
8 | Sword +1/+2 vs Lycanthropes (CE) | 7 | Potion of Extra-healing | |
9 | Dagger +2 | 8 | Potion of Animal Control | |
10 | Rope of Climbing | |||
11 | Cleric Scroll: 3 spells (lvl 1d3) | |||
12 | Sword +1, Red Dragon Slaying (LG) |
Dungeon Level 4 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 1,200gp | 35 | 3,700cp | 69 | 300pp | ||
2 | MAGIC ITEM | 36 | 700gp | 70 | 3,900cp | ||
3 | 3,500cp | 37 | MAGIC ITEM | 71 | 900cp + 800gp | ||
4 | 3,700sp | 38 | 3,400sp | 72 | 1,850ep | ||
5 | 450pp | 39 | 1,850sp | 73 | 3,800sp | ||
6 | 3,800sp | 40 | 3,200cp | 74 | 4,200sp | ||
7 | 14 Aquamarines (400gp) | 41 | MAGIC ITEM | 75 | 1,650ep | ||
8 | 4,200sp | 42 | 400pp | 76 | MAGIC ITEM | ||
9 | 3,700sp | 43 | 350pp | 77 | 450pp | ||
10 | 600gp | 44 | 400pp | 78 | MAGIC ITEM | ||
11 | 3,200cp | 45 | MAGIC ITEM | 79 | MAGIC ITEM | ||
12 | MAGIC ITEM | 46 | 3,200sp | 80 | 3,300sp | ||
13 | 4,100cp | 47 | 2 MAGIC ITEMS | 81 | 1,100gp | ||
14 | 14 platinum goblets (400gp) | 48 | 800gp | 82 | 400pp | ||
15 | 1,100gp | 49 | 2 MAGIC ITEMS | 83 | 1,650ep | ||
16 | 350pp | 50 | 4,100sp | 84 | MAGIC ITEM | ||
17 | 700gp | 51 | 350sp | 85 | 400pp | ||
18 | 800gp | 52 | MAGIC ITEM | 86 | 3,200sp | ||
19 | 1,300ep | 53 | 1,900ep | 87 | 3,300cp | ||
20 | 500pp | 54 | 3,800sp | 88 | 2 MAGIC ITEMS | ||
21 | 1,100gp | 55 | 2 MAGIC ITEMS | 89 | 3,700sp | ||
22 | 4,100sp | 56 | 3,100cp | 90 | 1,800ep | ||
23 | 3,700sp | 57 | 1,000gp | 91 | 3,900sp | ||
24 | 3,400cp | 58 | MAGIC ITEM | 92 | 300pp | ||
25 | 800gp | 59 | 3,700cp | 93 | 1,700ep | ||
26 | 3,800sp | 60 | 1,600ep | 94 | MAGIC ITEM | ||
27 | 3,400sp | 61 | 1,650ep | 95 | 800gp | ||
28 | 2,100gp | 62 | 1,650ep | 96 | 4,200cp | ||
29 | 1,150ep | 63 | 3,600sp | 97 | MAGIC ITEM | ||
30 | MAGIC ITEM | 64 | 1,700ep | 98 | 450pp | ||
31 | MAGIC ITEM | 65 | MAGIC ITEM | 99 | 350pp | ||
32 | 1,100ep | 66 | 4,200sp | 00 | 3,600cp | ||
33 | MAGIC ITEM | 67 | Gem-encrusted mask (600gp) | ||||
34 | 10 White pearls (100gp) | 68 | 2 MAGIC ITEMS |
Level 4 Magic Items | Level 4 Potions | |||
1d20 | RESULT | 1d8 | RESULT | |
1 | Shield +1 | 1 | Potion of Dragon Control | |
2-3 | Potion (see sub-table) | 2 | Potion of Growth | |
4 | Staff of Striking | 3 | Potion of Gaseous Form | |
5 | Scroll: Protection from Undead | 4 | Potion of Invisibility | |
6 | Ring of Invisibility | 5 | Potion of Diminuation | |
7 | Cleric Scroll: 2 spells (lvl 1d3) | 6 | Potion of Delusion | |
8 | Wand of Enemy Detection | 7 | Potion of ESP | |
9 | Chainmail +1 | 8 | Potion of Poison | |
10 | Ring of Protection +1 | |||
11 | Sword -2, Cursed | |||
12 | Longbow +1 | |||
13 | Bag of Devouring | |||
14 | Ring of Delusion | |||
15 | Rope of Climbing | |||
16 | Ring of Weakness | |||
17 | Mace +1 | |||
18 | Dagger +2 | |||
19 | Magic-User Scroll: 3 spells (lvls 1d4) | |||
20 | Cloak of Elvenkind |
Dungeon Level 5 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 6,200cp | 35 | 5,700sp | 69 | 2,500ep | ||
2 | 1,400gp | 36 | 2 MAGIC ITEMS | 70 | 2,100ep | ||
3 | 1,600gp | 37 | MAGIC ITEM | 71 | MAGIC ITEM | ||
4 | 450pp | 38 | MAGIC ITEM | 72 | 2,400ep | ||
5 | 5,700sp | 39 | 1,600gp | 73 | 5,100sp | ||
6 | 5,500sp | 40 | MAGIC ITEM | 74 | 400pp | ||
7 | 500pp | 41 | 5,300sp | 75 | 5,300sp | ||
8 | 350pp | 42 | 1,300gp | 76 | 1,500gp | ||
9 | MAGIC ITEM | 43 | 5,500sp | 77 | 450pp | ||
10 | MAGIC ITEM | 44 | 2,400ep | 78 | 1,400gp | ||
11 | 5,700sp | 45 | 2 MAGIC ITEMS | 79 | 2 MAGIC ITEMS | ||
12 | 1,600gp | 46 | 6,100sp | 80 | 5,400sp | ||
13 | MAGIC ITEM | 47 | 2 MAGIC ITEMS | 81 | MAGIC ITEM | ||
14 | 1,600gp | 48 | 5,500sp | 82 | 2,100ep | ||
15 | 1,400gp | 49 | 500pp | 83 | 5,300ep | ||
16 | 5,700sp | 50 | 1,400gp | 84 | 1,500gp | ||
17 | 3 Platinum Orbs (1,000gp) | 51 | 2 MAGIC ITEMS | 85 | 2 MAGIC ITEMS | ||
18 | 1,600gp | 52 | 6,000cp | 86 | MAGIC ITEM | ||
19 | MAGIC ITEM | 53 | 5,300sp | 87 | 1,500gp | ||
20 | 5,800sp | 54 | 2,200ep | 88 | MAGIC ITEM | ||
21 | 13 Smoky quartzes (60gp) | 55 | 5,100cp | 89 | MAGIC ITEM | ||
22 | 5,900sp | 56 | 2 MAGIC ITEMS | 90 | 5,300sp | ||
23 | 2 Gold Combs (1,300gp) | 57 | MAGIC ITEM | 91 | 400pp | ||
24 | 2 MAGIC ITEMS | 58 | 2,300ep | 92 | 6,200sp | ||
25 | 2 MAGIC ITEMS | 59 | 1,500gp | 93 | 2,600ep | ||
26 | 2,200ep | 60 | 5,200ep | 94 | 5,400sp | ||
27 | 5,300sp | 61 | 1,400gp | 95 | 2,200ep | ||
28 | 2,500ep | 62 | 6,100sp | 96 | 6,100sp | ||
29 | 2,300ep | 63 | 3 Gold Idols (1,300gp) | 97 | 5,900cp | ||
30 | 1,600gp | 64 | Gold Weapon-hilt (1,200gp) | 98 | 5,900cp | ||
31 | 5,600sp | 65 | 2 MAGIC ITEMS | 99 | 450pp | ||
32 | 5,600sp | 66 | 2,500ep | 00 | 6,100sp | ||
33 | 1,400gp | 67 | 6,200cp | ||||
34 | MAGIC ITEM | 68 | 5,600sp |
Level 5 Magic Items | Level 5 Potions | |||
1d20 | RESULT | 1d8 | RESULT | |
1 | Scroll: Cursed | 1 | Potion of Giant Strength | |
2-3 | Potion (see sub-table) | 2 | Potion of Healing | |
4 | 2 Potions (see sub-table) | 3 | Potion of Undead Control | |
5 | Shield +2 | 4 | Potion of Poison | |
6 | Boots of Elvenkind | 5 | Potion of Clairvoyance | |
7 | Shield +1 | 6 | Potion of Heroism | |
8 | Sword +1 | 7 | Potion of Growth | |
9 | Magic-User Scroll: 3 spells (lvls 1d3) | 8 | Potion of Longevity | |
10 | Ring of Delusion | |||
11 | Spear +1 | |||
12 | Ring of Invisibility | |||
13 | Ring of Fire Resistance | |||
14 | 1d10 Arrows +1 | |||
15 | Wand of Paralyzation | |||
16 | Cleric Scroll: 2 spells (lvls 1d3) | |||
17 | Sword -2, Cursed | |||
18 | Chainmail +1 | |||
19 | Scroll: Protection from Elementals | |||
20 | Spear -1, Cursed Backbiter |
Dungeon Level 6 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 450pp | 35 | 1,700gp | 69 | 6,100sp + 6,400cp | ||
2 | MAGIC ITEM | 36 | 7,200sp + 6,100cp | 70 | Onyx Necklace (4,500gp) | ||
3 | MAGIC ITEM | 37 | 6,700sp + 6,100cp | 71 | 450pp | ||
4 | MAGIC ITEM | 38 | 2 Violet garnets (600gp) | 72 | 6,800sp | ||
5 | MAGIC ITEM | 39 | 3,100ep | 73 | 1,800gp | ||
6 | 2,000gp | 40 | 6,900sp + 7,000cp | 74 | 2 MAGIC ITEMS | ||
7 | MAGIC ITEM | 41 | 3,300ep | 75 | 7 Star Rubies (600gp) | ||
8 | 7,000sp | 42 | 500pp | 76 | 6,200sp | ||
9 | 6,400sp | 43 | 3 MAGIC ITEMS | 77 | 3,200ep | ||
10 | 6,200sp | 44 | 7,000sp | 78 | 1,800gp | ||
11 | MAGIC ITEM | 45 | 6,400sp + 6,300cp | 79 | MAGIC ITEM | ||
12 | 3,400ep | 46 | 1,700gp | 80 | 6,700sp | ||
13 | 3 MAGIC ITEMS | 47 | MAGIC ITEM | 81 | 2 MAGIC ITEMS | ||
14 | 2 MAGIC ITEMS | 48 | 6,900sp | 82 | 3 MAGIC ITEMS | ||
15 | 6,600sp | 49 | 3,500ep | 83 | 6,300sp + 6,200cp | ||
16 | 3,600ep | 50 | 6,400sp + 6,200cp | 84 | 1,700gp | ||
17 | 2 MAGIC ITEMS | 51 | MAGIC ITEM | 85 | 2,000gp | ||
18 | 2,000gp | 52 | 3,600ep | 86 | 6,300sp + 6,500cp | ||
19 | MAGIC ITEM | 53 | 2 MAGIC ITEMS | 87 | 1,900gp | ||
20 | 3,600ep | 54 | 5 Rare books (5,000gp) | 88 | 1,900gp | ||
21 | 1,700gp | 55 | 1,700gp | 89 | 2,000gp | ||
22 | 1,800gp | 56 | 1,800gp | 90 | MAGIC ITEM | ||
23 | 1,900gp | 57 | 14 Rock Crystals (50gp) | 91 | 20 Carnelians (50gp) | ||
24 | 500pp | 58 | Bloodstone Idol (6,000gp) | 92 | Gold Statuette (500gp) | ||
25 | 7,000sp | 59 | 1,800gp | 93 | 6,800sp + 6,100cp | ||
26 | Gold bracelet (1,400gp) | 60 | MAGIC ITEM | 94 | 6,900sp + 6,600cp | ||
27 | MAGIC ITEM | 61 | 3 Black Pearls (600gp) | 95 | 5,900sp + 6,500cp | ||
28 | 19 Amethysts (100gp) | 62 | Silver Necklace (900gp) | 96 | MAGIC ITEM | ||
29 | 6,900sp | 63 | 7,000sp | 97 | 2,000cp | ||
30 | 3,500ep | 64 | MAGIC ITEM | 98 | 3 MAGIC ITEMS | ||
31 | 16 Jades (110gp) | 65 | 2 MAGIC ITEMS | 99 | 3,500ep | ||
32 | 16 Pink pearls (120gp) | 66 | 7,000sp + 6,100cp | 00 | 6,100sp + 6,800cp | ||
33 | 400pp | 67 | 1,700gp | ||||
34 | 550pp | 68 | 1,700gp |
Level 6 Magic Items | Level 6 Potions | |||
1d20 | RESULT | 1d8 | RESULT | |
1 | 2 Potions (see sub-table) | 1 | Potion of Levitation | |
2-3 | Potion | 2 | Potion of Invisibility | |
4 | Magic-User Scroll: 1 spell (level 1d4+1) | 3 | Potion of Gaseous Form | |
5 | Spear +1 | 4 | Potion of Flying | |
6 | Spear +2 | 5 | Potion of Fire Resistance | |
7 | Sword +1 | 6 | Potion of Healing | |
8 | Shield +1 | 7 | Potion of Delusion | |
9 | Chainmail +1 | 8 | Potion of Poison | |
10 | Bag of Holding | |||
11 | Staff of Healing | |||
12 | Ring of Water Walking | |||
13 | Platemail +1 | |||
14 | Leather Armour +1 | |||
15 | 1d20 Arrows +1 | |||
16 | Scroll: Protection from Undead | |||
17 | Scroll: Cursed | |||
18 | Dagger +1 | |||
19 | Chainmail +2 | |||
20 | Cleric Scroll: 2 spells (lvls 1d4) |
Dungeon Level 7 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 4,600ep | 35 | 4,500ep, 7,000sp, 7,200cp | 69 | MAGIC ITEM | ||
2 | 600pp | 36 | 500pp | 70 | 15 deep blue spinels (500gp) | ||
3 | 4,100ep, 6,200sp, 7400cp | 37 | 2,500gp | 71 | 2,300gp | ||
4 | 4,100ep | 38 | 2 MAGIC ITEMS | 72 | 3 star rubies (1,200gp) | ||
5 | 4,500ep | 39 | MAGIC ITEM | 73 | 2,400gp | ||
6 | 3 MAGIC ITEMS | 40 | 4,400ep, 6,100sp, 8,000cp | 74 | 4,600ep | ||
7 | 4,700ep, 6800sp, 8,000cp | 41 | MAGIC ITEM | 75 | 2,500gp | ||
8 | 6,800sp | 42 | 2,100gp | 76 | 6,100sp | ||
9 | 6,100sp | 43 | 4,500ep | 77 | 4 MAGIC ITEMS | ||
10 | MAGIC ITEM | 44 | 6,400sp | 78 | 7,000sp | ||
11 | 4,200ep, 6,400sp, 8,000cp | 45 | 15 chrysoberyl (100gp) | 79 | 600gp | ||
12 | 4,800ep, 6,200sp, 7,100cp | 46 | 550pp | 80 | 6,900sp | ||
13 | 7,000sp | 47 | 600pp | 81 | 2,300gp | ||
14 | 4,600ep, 6,200sp, 7,100cp | 48 | MAGIC ITEM | 82 | 2,300gp | ||
15 | 7,000sp | 49 | chrysoprase orb (4000gp) | 83 | 600pp | ||
16 | 2,300gp | 50 | 450pp | 84 | 4,800ep, 7,000sp, 7,500cp | ||
17 | 450pp | 51 | 4,400ep | 85 | 4 MAGIC ITEMS | ||
18 | 600pp | 52 | 4,100ep, 6,300sp, 7,500cp | 86 | 6,900sp | ||
19 | 2 emeralds (1,000gp) | 53 | 6,100sp | 87 | 3 MAGIC ITEMS | ||
20 | 4,300ep | 54 | 4,800ep | 88 | MAGIC ITEM | ||
21 | 4,300ep, 6,800sp, 7,400cp | 55 | 6,900sp | 89 | 2,500gp | ||
22 | 2,100gp | 56 | 600pp | 90 | 450pp | ||
23 | Gold Box (4,500gp) | 57 | MAGIC ITEM | 91 | Silver coronet (1,800gp) | ||
24 | 2 MAGIC ITEMS | 58 | 2 MAGIC ITEMS | 92 | 18 yellow topazes (500gp) | ||
25 | 4 MAGIC ITEMS | 59 | 4,500ep, 6,900sp, 7,800cp | 93 | 4,800ep | ||
26 | 4,700ep | 60 | MAGIC ITEM | 94 | 15 black sapphires (500gp) | ||
27 | MAGIC ITEM | 61 | 2,600gp | 95 | 2,400gp | ||
28 | MAGIC ITEM | 62 | 6,300sp | 96 | 6,200sp | ||
29 | 2,200gp | 63 | 2,400gp | 97 | 6,100sp | ||
30 | 2,400gp | 64 | 2 MAGIC ITEMS | 98 | 4,600sp | ||
31 | 2,100gp | 65 | Gold Idol (4,000gp) | 99 | 500pp | ||
32 | 2 MAGIC ITEMS | 66 | 2 gold necklaces (2,500gp) | 00 | 2,200gp | ||
33 | MAGIC ITEM | 67 | 550pp | ||||
34 | 4,300ep, 6,700sp, 7,300cp | 68 | 3 MAGIC ITEMS |
Level 7 Magic Items | Level 7 Potions | |||
1d20 | RESULT | 1d8 | RESULT | |
1 | Scroll: Cursed | 1 | Potion of Delusion | |
2-3 | Potion (see sub-table) | 2 | Potion of Diminuation | |
4 | Sword +1, Flamebrand | 3 | Potion of Giant Strength | |
5 | Shield +3 | 4 | Potion of Heroism | |
6 | Ring of Invisibility | 5 | Potion of Growth | |
7 | Crossbow of Speed | 6 | Potion of Poison | |
8 | Shield +1 | 7 | Potion of Plant Control | |
9 | Mace +2 | 8 | Potion of Undead Control | |
10 | Spear +2 | 9 | Potion of Flying | |
11 | Snake Staff | 10 | Potion of Dragon Control | |
12 | Bag of Holding | 11 | Potion of Polymorph Self | |
13 | Scale Armour of Vulnerability | 12 | Potion of Extra-healing | |
14 | Two-handed Sword +1 | |||
15 | Scroll: Protection from Lycanthropes | |||
16 | Scroll: Protection from Undead | |||
17 | Cleric Scroll: 3 spells (lvls 1d3+1) | |||
18 | Magic-User Scroll: 2 spells (lvls 1d6) | |||
19 | Scroll: Protection from Elementals | |||
20 | Wand of Metal Detection |
Dungeon Level 8 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | 3,400gp | 35 | 3,500gp | 69 | 6,200ep | ||
2 | 7,500sp | 36 | 5,800ep | 70 | 6,900ep | ||
3 | 10 aquamarines (800gp) | 37 | 3,200gp | 71 | 4 MAGIC ITEMS | ||
4 | 3,700gp | 38 | 3,300gp,5,300ep, 7,200sp | 72 | 5 blue sapphires (6,000gp) | ||
5 | Mithril diadem (2,500gp) | 39 | 3,100gp | 73 | 3,400gp, 5,700ep, 7,200sp | ||
6 | 550pp | 40 | 7,500sp | 74 | Turquoise sceptre (1,800gp) | ||
7 | 3 MAGIC ITEMS | 41 | 6,100ep | 75 | 3,800gp | ||
8 | Agate statuette (1,900gp) | 42 | 3,300gp, 5,800ep, 7,200sp | 76 | Gold Coronet (10,000gp) | ||
9 | 6,200ep | 43 | Tapestry (1,900gp) | 77 | 5,100ep | ||
10 | 650pp | 44 | 5,600ep | 78 | 13star rubies (700gp) | ||
11 | 6,000ep | 45 | 3,500gp | 79 | 3,400gp | ||
12 | 4 MAGIC ITEMS | 46 | White opal (1,500gp) | 80 | MAGIC ITEM | ||
13 | 7,600sp | 47 | Rare book (2,000gp) | 81 | 3 gold earrings (1,500gp) | ||
14 | 3,500gp, 5,600ep, 7,300sp | 48 | 4 MAGIC ITEMS | 82 | 4 MAGIC ITEMS | ||
15 | Adamantium seal (10,500gp) | 49 | Azurite scabbard (2,700gp) | 83 | 5,900ep | ||
16 | 3,700gp, 5,600ep, 7,800sp | 50 | 5,300ep | 84 | 3,400gp, 5,200ep, 8,000sp | ||
17 | 3,400gp, 5,200ep, 8,000sp | 51 | 600pp | 85 | 3,800gp, 5,400ep, 7,400cp | ||
18 | 3,600gp, 5,900ep, 7,300sp | 52 | 4 MAGIC ITEMS | 86 | 6,100ep | ||
19 | 3,700gp, 6,200ep, 7,600sp | 53 | Jasper Idol (2,600gp) | 87 | 6,000ep | ||
20 | 3,500gp | 54 | 4 MAGIC ITEMS | 88 | Tiger-eye locket (4,500gp) | ||
21 | 600pp | 55 | 5,100ep | 89 | 3,500gp, 6,200ep, 7,700sp | ||
22 | 20 red spinels (100gp) | 56 | 7,600sp | 90 | 700pp | ||
23 | 7,400sp | 57 | 3,400gp, 5,400ep, 7,700sp | 91 | 5,500ep | ||
24 | 7,100sp | 58 | MAGIC ITEM | 92 | 7,800sp | ||
25 | 7,800sp | 59 | 600pp | 93 | 5,100ep | ||
26 | 3,100gp, 5,200ep, 7,800sp | 60 | 3,500gp | 94 | 7,500sp | ||
27 | 7,300sp | 61 | 10 tourmaline (1,300gp) | 95 | 3,700gp | ||
28 | 3,300gp | 62 | 600pp | 96 | 3,100gp | ||
29 | 3,700gp | 63 | 8,000sp | 97 | Platinum bracelet (5,000gp) | ||
30 | 3,600gp | 64 | 7,900sp | 98 | 7,200sp | ||
31 | MAGIC ITEM | 65 | 7,500sp | 99 | Rare incense (6,000gp) | ||
32 | 2 MAGIC ITEMS | 66 | 650pp | 00 | MAGIC ITEM | ||
33 | 4 MAGIC ITEMS | 67 | 3,100gp, 5,900ep, 8,000sp | ||||
34 | 3 MAGIC ITEMS | 68 | MAGIC ITEM |
Level 8 Magic Items | Level 8 Potions | |||
1d20 | RESULT | 1d8 | RESULT | |
1 | Sword +2, Dragon Slayer | 1 | Potion of Levitation | |
2-3 | Potion (see sub-table) | 2 | Potion of Extra-healing | |
4 | Scroll: Protection from Magic | 3 | Potion of ESP | |
5 | Wand of Cold | 4 | Oil of Etherealness | |
6 | Magic-User Scroll: 1d3 spells (lvls 1d8) | 5 | Potion of Longevity | |
7 | Amulet vs. Scrying | 6 | Potion of Invisibility | |
8 | 2d10 Arrows +1 | 7 | Potion of Poison | |
9 | Cleric Scroll: 1d3 spells (lvls 1d6) | 8 | Potion of Invulnerability | |
10 | Rod of Cancellation | 9 | Potion of Plant Control | |
11 | Sword -2, Cursed | 10 | Potion of Healing | |
12 | Wand of Fear | |||
13 | Scroll: Cursed | |||
14 | Sword +1, Locator | |||
15 | Ring of Contrariness | |||
16 | Sword +2 (N) | |||
17 | Crystal Ball | |||
18 | Sword +1 | |||
19 | Medallion of ESP | |||
20 | Polearm +2 |
Dungeon Level 9 Treasures | |||||||
d% | TREASURE | d% | TREASURE | d% | TREASURE | ||
1 | MAGIC ITEM | 35 | 22 platinum plaques (1,000) | 69 | 650pp, 4,600gp, 7,100ep | ||
2 | 6,500ep | 36 | 750pp, 4,400gp, 7,200ep | 70 | 800pp, 4,400gp, 7,000ep | ||
3 | MAGIC ITEM | 37 | Gold brooch (4,500gp) | 71 | Chalcedony helm (20,000gp) | ||
4 | 4,300gp | 38 | 650pp, 4,800gp, 6,300ep | 72 | 750pp, 4,600gp, 6,700ep | ||
5 | 8,500sp | 39 | 21 violet garnets (500gp) | 73 | 750pp, 4,600gp, 6,700ep | ||
6 | Magicum Crown (5,000gp) | 40 | 5 MAGIC ITEMS | 74 | MAGIC ITEM | ||
7 | 5 MAGIC ITEMS | 41 | 4,200gp | 75 | 8,100sp | ||
8 | 8,400sp | 42 | 6,300ep | 76 | 6,400ep | ||
9 | 750pp | 43 | 4 MAGIC ITEMS | 77 | 4,500gp | ||
10 | 4,600gp | 44 | MAGIC ITEM | 78 | 4 MAGIC ITEMS | ||
11 | 700pp | 45 | 2 MAGIC ITEMS | 79 | 4,200gp | ||
12 | 16 diamonds (1,000) | 46 | 8,300sp | 80 | 8,800sp | ||
13 | 2 MAGIC ITEMS | 47 | MAGIC ITEM | 81 | 7,200ep | ||
14 | 4,100gp | 48 | 5 MAGIC ITEMS | 82 | 7,100ep | ||
15 | 700pp, 4,300gp, 6,700ep | 49 | 8,500sp | 83 | Mithril greaves (11,000gp) | ||
16 | 6,800ep | 50 | 800pp | 84 | 8,200sp | ||
17 | 25 Aquamarines (500gp) | 51 | 6,100ep | 85 | MAGIC ITEM | ||
18 | 4,300gp | 52 | 800pp | 86 | 700pp | ||
19 | 4 MAGIC ITEMS | 53 | 8,900sp | 87 | Gold statue (23,000gp) | ||
20 | 700pp, 4,500gp, 6,600ep | 54 | MAGIC ITEM | 88 | 4,700gp | ||
21 | 2 MAGIC ITEMS | 55 | 8,700sp | 89 | 650pp | ||
22 | 4,400gp | 56 | 650pp | 90 | 4,400gp | ||
23 | 4,700gp | 57 | 7,000ep | 91 | 4 MAGIC ITEMS | ||
24 | 700pp | 58 | 3 MAGIC ITEMS | 92 | 900pp | ||
25 | Gold Amulet (2,000gp) | 59 | 5 MAGIC ITEMS | 93 | 650pp, 4,700gp, 6,700ep | ||
26 | 800pp, 4,300gp, 8,900sp | 60 | 25 silver medallions (500gp) | 94 | Platinum knife (7,000gp) | ||
27 | 7,100ep | 61 | 800pp, 4,600gp, 6,900ep | 95 | 4,100gp | ||
28 | 4,600gp | 62 | 8,500sp | 96 | 6 MAGIC ITEMS | ||
29 | MAGIC ITEM | 63 | 5 MAGIC ITEMS | 97 | 9,000sp | ||
30 | 6,800ep | 64 | 750pp | 98 | 4,300gp | ||
31 | 6,200ep | 65 | 6,300ep | 99 | 750pp | ||
32 | 4,800gp | 66 | 7,000ep | 00 | 8,900sp | ||
33 | 6,600ep | 67 | 6,900ep | ||||
34 | 4,500gp | 68 | 650pp, 4,200gp, 7,100ep |
Level 9 Magic Items | Level 9 Potions | |||
1d20 | RESULT | 1d8 | RESULT | |
1 | Helm of Alignment Change | 1 | Oil of Slipperiness | |
2-3 | Potion (see sub-table) | 2 | Potion of ESP | |
4 | Ring of Spell-storing | 3 | Potion of Flying | |
5 | Shield +2 | 4 | Potion of Extra-healing | |
6 | Crystal Ball | 5 | Potion of Gaseous Form | |
7 | Magic-User Scroll: 1d3 spells (lvls 1d8) | 6 | Potion of Invisibility | |
8 | Wand of Magic Detection | 7 | Potion of Levitation | |
9 | Hammer +2 | 8 | Potion of Clairaudience | |
10 | Cleric Scroll: 1d4 spells (lvls 1d6) | 9 | Potion of Healing | |
11 | Boots of Elvenkind | 10 | Oil of Etherealness | |
12 | Sword +2 (CG) | |||
13 | Scroll: Protection from Elementals | |||
14 | Scroll: Protection from Magic | |||
15 | Mace +2 | |||
16 | Horn of Valhalla | |||
17 | Cloak of Protection +1 | |||
18 | Ring of Protection +1 | |||
19 | Bag of Beans | |||
20 | Ring of X-Ray Vision |
CARGO COMMODITIES
Common cargo goods are abstracted into 500gp weight cargo units. Each unit may be stored together in a large crate, roll or bale, placed in a smaller container like an amphora, cask or sack or individually packaged in a bottle, bundle or bag. Luxury cargo goods can vary greatly by both weight and value and the individual GM should determine the exact amount, weight and disposition. A cargo unit of silver ingots would be both heavier and bulkier than a cargo of diamonds, for example.
Common Commodities | Luxury Commodities | ||||
d% | TYPE | UNIT VALUE | d% | TYPE | UNIT VALUE |
01-08 | Raw Cotton | 15gp | 01-06 | Armour | 400gp |
09-12 | Raw Wool | 12gp | 07-09 | Artworks | 2,500gp |
13-18 | Raw Flax | 30gp | 10-14 | Coffee / Tea | 400gp |
19-20 | Furs, Hides & Skins | 400gp | 15-16 | Diamonds | 12,000gp |
21-27 | Glassware | 250gp | 17-18 | Dried / Exotic Fruits | 400gp |
28-31 | Iron Ingots | 350gp | 19-21 | Fine Armour | 800gp |
32-35 | Copper Ingots | 480gp | 22-27 | Fine Leathergoods | 750gp |
36-38 | Lead Ingots | 100gp | 28-30 | Fine Weapons | 1,800gp |
39-40 | Tin Ingots | 800gp | 31-33 | Gemstones | 8,000gp |
41-47 | Lumber | 75gp | 34-35 | Gold Ingots | 6,000gp |
48-54 | Wine / Ale / Liquor | 40gp | 36-44 | Herbs | 1,200gp |
55-58 | Grain | 5gp | 45-48 | Ivory | 2,500gp |
59-60 | Livestock / Meat | 10gp | 49-51 | Jewelry | 8,000gp + |
61-62 | Pipeweed | 250gp | 52-53 | Exotic Animals | 5,000gp+ |
63-67 | Hemp / Jute | 20gp | 54-55 | Narcotics | 4,500gp |
68-70 | Dressed Stone / Marble | 125gp | 56-57 | Pearls | 6,000gp |
71-78 | Cloth | 360gp | 58-61 | Perfumes | 400gp |
79-82 | Luxury Cloth / Silk | 1,500gp | 62-64 | Rare Metals | 250gp |
83-86 | Leather Goods | 100gp | 65-66 | Rare Woods | 350gp |
87-93 | Pewter / Bronze / Copperware | 400gp | 67-68 | Religious Talismans | 500gp |
94-96 | Wooden Items / Furniture | 125gp | 69-73 | Salt | 500gp |
97-98 | Steel Bar-stock | 1,600gp | 74-77 | Scrolls / Books | 900gp |
99-00 | Slaves | 50gp | 78-81 | Silver Ingots | 1,200gp |
82-83 | Spell Components | 800gp+ | |||
84-91 | Spices | 2,500gp | |||
92-94 | Sugar | 1,500gp | |||
95-00 | Weapons | 250gp |
CURRENCY
Coinage | ||
1d10 | FORM | DETAILS |
1 | Ingots | Clipped / Debased |
2-3 | Large Coins | Contemporary, Foreign |
4-6 | Small Coins | Contemporary, Local |
7 | Strings of Coins | Ancient, Local |
8 | Nuggets | Ancient, Foreign |
9 | Plates | Melted / Corroded |
10 | Dust | Counterfeit |
TREASURE ITEM DETAILS
These tables can be used to adding colour to both mundane and magical treasure items as required by the GM.
Weapon Details | |||
2d8 | SWORDS | AXES/POLEARMS | BOWS |
2 | Archaic | Archaic | Archaic |
3 | Blunt-tipped | Crudely steel | Crudely crafted |
4 | Crude steel | Double-headed | Easily pulled |
5 | Demi-human manufacture | Dwarven manufacture | Elaborate construction |
6 | Elaborate crossguard / grip | Elaborate haft | Elf manufacture |
7 | Giant-sized | Giant-sized | Finely crafted |
8 | Heavy / Unbalanced | Heavy / Unbalanced | Giant-sized |
9 | Inlaid with gems | Inlaid with gems | Horn |
10 | Inscribed with glyphs | Inscribed with glyphs | Inlaid with gems |
11 | Notched / Barbed | Rusty | Inscribed with glyphs |
12 | Rusty | Single-headed | Lacquered |
13 | Single-edged | Spiked / barbed | Unbalanced |
14 | Very fine steel | Steel-haft | Very hard to pull |
15 | Wavy | Very fine steel | Well-balanced |
16 | Well-balanced | Well-balanced | Yew |
Weapon Details* | |||
2d8 | DAGGERS | POLEARMS | MACES & CLUBS |
2 | Awl | Bardiche | Archaic |
3 | Baselard | Bill-Hook | Ceramic |
4 | Bichwa | Fork | Ceremonial |
5 | Butcher Knife | Glaive | Crude improvised club |
6 | Ceremonial / Sacrificial | Guisarme | Demi-human sized |
7 | Cinquedea | Halberd | Flanged mace |
8 | Haladie | Hammer | Giant-sized |
9 | Katar | Lance | Holy water sprinkler |
10 | Kris | Man-catcher | Hooked mace |
11 | Main-gauche | Partisan | Morning star |
12 | Rondel | Pike | Plain rod |
13 | Stiletto | Poleaxe | Spiked club |
14 | Switchblade | Spear | Spiked mace |
15 | Throwing Knife | Trident | Two-handed |
16 | Tiger Claw | Combination (roll twice) | War-club |
* For further details see Swords above |
Armour Details | |||
2d8 | ARMOUR | SHIELDS | HELMETS |
2 | Archaic | Archaic | Archaic |
3 | Crudely crafted | Demi-human sized | Armet |
4 | Demi-human sized | Dented / Scorched | Aventail |
5 | Dented | Exceptionally light | Barbute |
6 | Exceptionally light | Giant-sized | Bascinet |
7 | Finely crafted | Highly polished | Crested/Feathers |
8 | Giant-sized | Horned edges | Demi-human sized |
9 | Highly polished | Inlaid with gems | Giant-sized |
10 | Inlaid with gems | Inscribed with glyphs | Greathelm |
11 | Inscribed with glyphs | Leather bound | Horns / Antlers |
12 | Painted | Oddly shaped | Open-faced |
13 | Rare alloy | Painted / Heraldic | Sallet |
14 | Rusty | Spiked boss | Spiked |
15 | Spiked / Barbed | Very heavy | Visaged |
16 | Very heavy | Visaged | Winged |
Miscellaneous Item Details | |||
2d8 | RINGS / AMULETS | ROBES | BOOTS / GLOVES |
2 | Adamantium | Animal fur | Animal Fur |
3 | Bone | Animal hide | Animal Skin |
4 | Brass | Cashmere | Chainmail |
5 | Bronze | Cloth trimmed with fur | Cloth |
6 | Copper | Crocheted | Cloth trimmed with fur |
7 | Electrum | Embroidered cloth | Leather |
8 | Gold | Hemp | Linen |
9 | Iron / Steel | Leather | Monster Fur |
10 | Jade | Linen | Monster Skin |
11 | Mithril | Monster fur | Rubber |
12 | Orichalcum | Monster hide | Silk |
13 | Platinum | Quilted Cloth | Steel |
14 | Silver | Silk | Velvet |
15 | Stone | Velvet | Wood |
16 | Wood | Wool | Woven Reed |
50% are bejewelled 10% are inscribed with glyph(s) |
Miscellaneous Item Details | ||
2d8 | WANDS, RODS, STAVES | IDOLS |
2 | Adamantium | Altar / Reliquary |
3 | Bone | Animal |
4 | Brass | Anthropomorphic humanoid |
5 | Bronze | Brazier |
6 | Copper | Demi-human |
7 | Crystal | Demon / Devil |
8 | Gold | Dragon |
9 | Iron / Steel | Human |
10 | Mithril | Insect |
11 | Orichalcum | Monster |
12 | Silver | Nonhuman |
13 | Stone | Plant |
14 | Unicorn horn | Triptych |
15 | Wood, common | Vase / Jar |
16 | Wood, Rare | Vehicle / Ship |
25% bejewelled 10% topped with figurine 20% are inscribed with glyph(s) |
BOOKS, SCROLLS AND MAPS
Books | ||
d% | SUBJECT | % CHANCE VALUABLE |
01-25 | Common text (accounting records, laundry lists, etc.) | 5% |
26-30 | Legal text (contracts, writs, subpoenas, etc.) | 10% |
31-32 | Erotica (poetry, cartoons, etc.) | 15% |
33-37 | Dictionary / Lexicon (see Languages subtable p. XXX) | 15% |
38-40 | Cyclopaedia (general or specific reference text) | 15% |
41-50 | Literature (poetry, epics, plays, etc.) | 10% |
51-55 | Religious (scriptures, tracts, epistles, hymnals, etc.) | 20% |
56-60 | History (annals, chronicles, general histories, etc.) | 15% |
61-64 | Medicinal (herbals, pharmaceuticals, anatomies, etc.) | 20% |
65-68 | Biography (diaries, journals, etc.) | 15% |
69-70 | Autobiography (famous or obscure persons or groups) | 20% |
71-75 | Political (manifestos, pamphlets, rants, discourses, news) | 10% |
76-80 | Philosophy (discourses, essays, treatises) | 15% |
81-85 | Travel (travelogues, journals, gazetteers, ship's logs, etc.) | 25% |
86-90 | Magical/Alchemical Journal (typically encrypted) | 50% |
91-98 | Maps (mundane local, regional or national atlases) | 50% |
99-00 | Spellbook or Magical Tome (GM's choice) | 100% |
Scrolls | ||
d% | SUBJECT | % CHANCE VALUABLE |
01-30 | Old Message | 8% |
31-40 | List / Inventory | 5% |
41-45 | Legal text (contracts, writs, subpoenas, etc.) | 10% |
46-55 | Literature (poetry, epic, play, etc.) | 10% |
56-65 | Letter (personal, administrative, etc.) | 10% |
66-70 | Formula (alchemical, herbal, pharmaceutical, poison, etc.) | 25% |
71-78 | Medicinal text (prescriptions, etc.) | 20% |
79-98 | Proclamation/Announcement (see sub-table) | 40% |
99-00 | Map (see sub-table) | 50% |
Book Format, Condition & Special Feature(s) | ||||
1d8 | BINDING | PAGES | CONDITION | FEATURE |
1 | None | Papyrus/Leaf | Brand New | Locked |
2 | Wood | Wood/Bamboo/Bark | Slightly Used | Handwritten Commentary |
3 | Hide/Skin | Parchment/Paper | Used | Unrelated Graffiti |
4 | Ceramic | Vellum/Skin | Worn | Illuminated Script/Artwork |
5 | Bone | Stone/Ceramic | Water Damaged | (1d3) Additional Languages |
6 | Bark | Metal | Burnt | Encrypted |
7 | Clasped/Hinged | Bone | Ripped, Torn | Invisible Ink |
8 | Rope/Twine | Exotic (i.e Plastic) | d% pages missing | Protective Glyph(s) |
Proclamations / Announcements | |
3d6 | SUBJECT |
3 | Insurrection (weapons and/or armour banned) |
4 | Submission (foreigners and/or demi-humans must register with authorities) |
5 | Criminal bounty (see Bounties p. XXX) |
6 | Tax on all foreigners and/or demi-humans (1d6gp) |
7 | Games / tournament announcement |
8 | Temple tax on all citizens (1d10sp) |
9 | Tribute tax on everyone (1d4sp) |
10 | New law enacted |
11 | Noble birth / death / marriage announcement |
12 | Holiday / feast announcement |
13 | Call to arms / Declaration of war |
14 | Employees wanted |
15 | Expedition announcement |
16 | Prophecy / Religious decree |
17 | Position wanted |
18 | Business advertisement |
Languages | |
d% | LANGUAGE / DIALECT |
01-25 | Common Tradespeech |
26-36 | Common Dialect (1-3: Northern, 4-6: Central, 7-9: Southern, 10: Halfling) |
37-39 | Old Common ( 1d10 x 100 years before present ) |
40 | Archaic Common ( 1d10 x 1000 years before present ) |
41-50 | Elvish (1: Elder, 2-4: Middle, 5-8: Simplified) |
51-60 | Dwarfish (1-2: High, 3-5: Mountain, 6: Deep, 7-8: Low ) |
61-68 | Gnomish (1: Old Runic, 2-4: Calligraphic, 5-7: Shorthand, 8: Deep) |
69-70 | Orcish (1-2: Ogrish, 3-6: Orcish, 7: Ettin, 8-9: Eastern Magi) |
71-72 | Goblin (1-2: Hobgoblin, 3-7: Goblin, 8: Svartling Patois, 9-10: Bugbear) |
73-75 | Gnoll (1-7: Gnoll, 8-10: Kobold) |
76-78 | Wyrmish / Dragonspeech ( 1: High, 2-5: Middle, 6-8 Low) |
79 | Trollish (1-2: Deep 3-8: Surface) |
80-81 | Demonic ( 1-6 - Demonic, 8: Daemonic) |
82-83 | Diabolical (Devils) |
84 | Annunaki (1-2 - Astral, 3-8: Material ) |
85-87 | Fae (1-5: Fairy, 6: Sprite, 7: Leprechaun, 8: Centaur) |
88-89 | Aquatic (1-5: Tritons, 6-8: Mermen, 9-10: Sea Elfen) |
91 | Cephaloid (1-6: Astral, 7-8: Material ) |
92 | Slaasthaki (1-2: Classical, 3-8: Tradespeech ) |
93 | Lizard/Amphibian ( 1-4: Lizard Man, 5-7: Locathah, 8-9: Batrachian, 10: Deep One ) |
94-95 | Elemental ( 1-2: Earth, 3-4: Air, 5-6: Fire, 7-8: Water) |
96-98 | Monstrous (various separate languages e.g. Lammasu, Gargoyle, Harpy, Minotaur, Medusan, Sphinx) |
99-00 | Angelic (1-7: Lower Devic, 8-10: Higher Solari) |
MAPS
DIRECTIONS: Roll once each for form, type, status, direction and distance.
Map Forms | |
2d8 | FORM |
2 | Crude wall graffiti |
3 | Rough map carved into a piece of wood |
4 | Inscription on a piece of hide / skin |
5 | Personal letter with detailed directions |
6 | Coded memo on a piece of scrap parchment |
7 | Map disguised to appear as a magical / clerical scroll |
8 | Carved in a piece of bone |
9 | Detailed engineering / topographical plans of the location |
10 | Jigsaw puzzle |
11 | Parchment rubbing of a stone inscription |
12 | Map drawn in invisible ink atop another text |
13 | Symbolic wall or floor mosaic / relief |
14 | Astrological chart |
15 | Tapestry or rug |
16 | Tattooed on a living creature |
Map Subjects | ||
d% | TYPE | MUNDANE MAP |
01-05 | False Map | Planar map |
06-50 | Mundane Map (see sub-table) | National / Area map |
51-70 | Monetary Treasure Map | City / town map |
71-90 | Magic Treasure Map | Continental map |
91-00 | Combined Hoard Map | World map |
Treasure Status | |
1d10 | STATUS |
1 | Untouched and unguarded |
2 | Hidden underwater |
3 | Stashed in a well-guarded lair |
4 | Buried under ruins |
5 | Entombed in a crypt |
6 | Cached in a settlement |
7 | In a temple / shrine |
8-10 | Treasure already looted |
MAGIC ITEMS
Artifact & Relic Generation
Bolverk's laughter joined his. ”Aye, wield it in glee,“ said the Jotun. ”Smite your foemen—gods, giants, mortals, it matters not. The sword is loose and the end of the world comes nigh!“
- Poul Andersen
The Broken Sword
From the Biblical Ark of the Covenant to Arthur's Excalibur to Tolkien's One Ring, powerful magical artifacts and relics have always been an important staple of mythology, folklore and fantasy fiction inspiring quests, pilgrimages and heroic sagas. Similarly, history and folklore is full of stories of places of great and often mysterious power - the kinds of places where the gods dwell and where the stairway to heaven begins.
Definitions
Artifacts are unique magical or divine items, specially constructed with a variety of different shapes and functions by powerful, sometimes unknown beings. There are three type of artifacts described here: Arcane/Phantasmal, Divine/Druidic and Extra-planar. Artifacts will vary in form, from mighty weapons & armor to elaborate Arcane/Phantasmal machines, and multi-part utensils. While the exact methods of their construction may be unknown or misunderstood, in some cases, several different 'copies' may exist independently. All artifacts display, in some manner, both the personality and abilities of their creator - important clues (or warning signs!) for those attempting to possess and use such objects.
Relics are the physical remains, personal possessions or other important items belonging to a powerful being such as a saint, goddess, or demon prince; and only one type, Divine/Druidic, is covered here. Relics are even more closely tied to their creator than artifacts, and cannot be duplicated for obvious reasons. Great care and attention to their many restrictions is necessary, as the unwary handler can suffer dire consequences.
Sites are mystical places, located either in this dimension or elsewhere that function similar to artifacts or relics. As these are permanent locations, they may, at the GM's discretion have one or several guardians as well as traps or other natural hazards.
Segmented artifacts and relics are objects with several parts or pieces that have limited functions individually, but may be combined into a much more powerful whole. These items are considerably rarer, and in many cases a lengthy quest may be necessary to re-unite the missing pieces.
Artifacts, relics and sites all share certain characteristics which can be generated using the tables provided here. Restrictions (Table 5) detail which special requirements must be satisfied in order to use the item. Some artifacts may impart Minor or Major Drawbacks (Tables 11 & 12) to the user, which are similar to a curse (although a Remove Curse spell will not affect an artifact). Additionally, some artifacts may impart a Minor or Major Transformation (Tables 8 & 9) which affects a physical or mental change to a first-time user, often permanent.
Major and Minor Powers (Tables 6 & 7) are inherent abilities possessed by the item and available for use. In most cases, these powers function similarly to a particular spell. These spells will be cast at the level of the artifact, as determined in the generation procedure. Some powers however are unique and are detailed in the appropriate table. In the majority of cases, powers will be subject to limits on the frequency of use, as generated on Subtable A: Frequency Usage.
Primary Powers (Table 10) are unique abilities of world-spanning power. The entries are deliberately brief, and it is up to the individual GM to detail the exact extent and effects of these abilities according to his or her campaign.
Finally, some of these objects and sites will have Possession as a characteristic. While all artifacts, relics and sites are sentient in some respects, these items actively seek to impose their will on their users and use them like a slave or automaton. The first time the artifact is touched and each time a power is used the user must make a Saving Throw vs. Spells. If the saving throw fails, the character becomes a powerless thrall to the artifact's will and should be treated as a NPC under GM control thereafter. If the saving throw succeeds they may carry on as normal - this time.
The final generation step is determining the method for destruction of the artifact (Table 13). There will generally be only one method for destroying a particular artifact or relic. Sites are slightly different, requiring both the complete razing of the physical site itself and a further ritual desecration, which should be quite expensive and/or difficult to accomplish in itself.
Below are briefly the steps necessary to create a new artifact, relic or site, while Artifacts by Type details the requirements for each individual type, as first generated in Table 1.
Artifact Generation Procedure
Note: While random tables are provided to inspire creativity, Gamemasters are advised to hand-pick entries for the best results.
Artifacts By Type
Arcane/Phantasmal artifacts are constructed using powerful, and permanent Arcane/Phantasmal dweomers, typically by ancient high-level magic-users or illusionists in the distant past. Segmented artifacts have 1d8 components which have abilities both singly and in conjunction with their assembled whole.
MINOR ARCANE/PHANTASMAL ARTIFACT | |
Alignment: | Any but 60% have the same alignment as creator |
Restrictions: | None |
Minor Powers | 1d2 |
Major Powers: | 45% (any 1) |
Primary Power | 10% (any 1) |
Radiate Magic | 1d4 x 5' radius |
Special Abilities: | Spell-like powers as lvl 1d12+10 MU or Illusionist |
MAJOR ARCANE/PHANTASMAL ARTIFACT | |
Alignment: | Any but 80% have the same alignment as creator |
Resteictions: | 50% (1d2) |
Minor Powers | 1d4 |
Major Powers: | 1d3 |
Primary Power | 50% (any 1) |
Radiate Magic | 1d4 x 10' radius |
Special Abilities: | Spell-like powers cast as lvl 1d20+15 MU or Illusionist |
SEGMENTED ARCANE/PHANTASMAL ARTIFACT | |
SINGLE PART | |
Alignment: | Any but 80% have the same alignment as creator |
Resteictions: | +1d2 each |
Minor Powers | None |
Major Powers: | None |
Primary Power | None |
Radiate Magic | 5' radius |
Special Abilities: | Spell-like powers cast as lvl 1d12+10 MU or Illusionist |
COMPLETED WHOLE | |
Alignment: | As single parts |
Resteictions: | 40% (1d2) |
Minor Powers | +1d2 |
Major Powers: | None |
Primary Power | 50% (any 1) |
Radiate Magic | 1d4 x 10' radius |
Special Abilities: | Spell-like powers cast as lvl 1d20+15 MU or Illusionist |
Divine/Druidic artifacts may either be a gift from a deity, demi-god or the like, or a powerful religious item created by a group of their mortal followers. Segmented artifacts have 1d12 components which have abilities both singly and in conjunction with the assembled whole.
MINOR DIVINE/DRUIDIC ARTIFACT | |
Alignment: | Any but 60% have the same alignment as creator |
Restrictions: | 75% of these artifacts can only be used by a Cleric/Druid of the same alignment as the creator/patron diety 25% of these artifacts can only be used by a Cleric, Druid, Ranger or Witch 60% (any 1) |
Minor Powers | 1d3 |
Major Powers: | 60% (any 1) |
Primary Power | 10% (any 1) |
Radiate Good/Evil | 1d4 x 5' radius |
Special Abilities: | Spell-like powers as lvl 1d12+10 Cleric or Druid |
MAJOR DIVINE/DRUIDIC ARTIFACT | |
Alignment: | Any but 80% have the same alignment as creator |
Restrictions: | 75% of these artifacts can only be used by a Cleric/Druid of the same alignment as the creator/patron diety 25% of these artifacts can only be used by a Cleric, Druid, Ranger or Witch 60% (1d2) |
Minor Powers | 1d4 |
Major Powers: | 1d3 |
Primary Power | 75% (any 1) |
Radiate Good/Evil | 1d3 x10' radius |
Special Abilities: | Spell-like powers as lvl 1d20+15 Cleric or Druid |
SEGMENTED DIVINE/DRUIDIC ARTIFACT | |
SINGLE PART | |
Alignment: | Any but 80% can only be used by a Cleric/Druid of the same alignment as the creator/patron diety 20% of these artifacts can only be used by a Cleric, Druid, Ranger or Witch |
Resteictions: | any 1 |
Minor Powers | +1d2 |
Major Powers: | None |
Primary Power | None |
Radiate Magic | 5' radius |
Special Abilities: | Spell-like powers cast as lvl 1d12+10 MU Cleric or Druid |
COMPLETED WHOLE | |
Alignment: | As single parts |
Resteictions: | 60% (1d2) |
Minor Powers | +1d2 |
Major Powers: | +1d2 |
Primary Power | 50% (any 1) |
Radiate Magic | 1d3 x 10' radius |
Special Abilities: | Spell-like powers cast as lvl 1d20+15 Cleric or Druid |
Divine/Druidic relics are the fragments or belongings of a saint, demigod, arch-devil or other powerful spiritual being. Segmented relics have 1d20 pieces which have abilities both singly and in conjunction with the assembled whole. These objects always have an alignment identical to that of their creator.
MINOR DIVINE/DRUIDIC RELIC | |
Alignment: | Any; but these objects always have an alignment identical to that of their source |
Restrictions: | any 1 |
Minor Powers | 1d2 |
Major Powers: | 60% (any 1) |
Primary Power | 10% (any 1) |
Radiate Good/Evil | 1d2x 5' radius |
Special Abilities: | Spell-like powers as lvl 1d8+10 Cleric or Druid |
MAJOR DIVINE/DRUIDIC RELIC | |
Alignment: | Any; but these objects always have an alignment identical to that of their source |
Restrictions: | 1d2 |
Minor Powers | 1d4 |
Major Powers: | 1d2 |
Primary Power | 75% (any 1) |
Radiate Good/Evil | 1d3 x 5' radius |
Special Abilities: | Spell-like powers as lvl 1d8+10 Cleric or Druid |
SEGMENTED DIVINE/DRUIDIC RELIC | |
SINGLE PART | |
Alignment: | Any but 80% can only be used by a Cleric/Druid of the same alignment as the creator/patron diety 20% of these artifacts can only be used by a Cleric, Druid, Ranger or Witch |
Restrictions: | any 1 |
Minor Powers | +1d2 |
Major Powers: | None |
Primary Power | None |
Radiate Good/Evil | 1d12 x 5' radius |
Special Abilities: | Spell-like powers cast as lvl 1d8+10 MU Cleric or Druid |
COMPLETED WHOLE | |
Alignment: | As single parts |
Restrictions: | 50% (1d2) |
Minor Powers | +1d2 |
Major Powers: | +1d2 |
Primary Power | 50% (any 1) |
Radiate Good/Evil | 1d3 x 5' radius |
Special Abilities: | Spell-like powers cast as lvl 1d20+10 Cleric or Druid |
Extra-planar artifacts originated on an unknown plane or alternate universe, and exhibit characteristics often inimical to natives of the Prime Material. These artifacts tend to have bizarre, often technological forms & abilities and a surfeit of unpleasant side-effects.
MINOR EXTRA-PLANAR ARTIFACT | |
Alignment: | Any; determine randomly |
Restrictions: | None |
Minor Powers | 1d4 |
Major Powers: | 75% (any 1) |
Primary Power | None |
Radiate Magic | 1d6 x 5' radius |
Special Abilities: | Spell-like powers as lvl 1d12+10 Spellcaster |
MAJOR EXTRA-PLANAR ARTIFACT | |
Alignment: | Any; determine randomly |
Restrictions: | 50% (any 1) |
Minor Powers | 1d4 |
Major Powers: | 1d3 |
Primary Power | 75% (any 1) |
Radiate Magic | 1d10 x 5' radius |
Special Abilities: | Spell-like powers as lvl 1d20+10 Spellcaster |
Arcane or Divine/Druidic Sites are special areas 1d10 x 10' in diameter and function like artifacts or relics.
ARCAN OR DIVINE/DRUIDIC SITE | |
Alignment: | Any, but 75% of these places have an alignment identical to that of their creator(s) or patron(s), while the rest have a randomly determined alignment |
Restrictions: | 1d3 |
Minor Powers | 1d6 |
Major Powers: | 1d3 |
Primary Power | 75% (any 1) |
Radiate Magic, Good/Evil | 1d6 x 5' radius |
Special Abilities: | Spell-like powers as lvl 1d20+10 Spellcaster |
RANDOM ARTIFACT GENERATION TABLES
TABLE 1: ARTIFACT TYPE
d% | TYPE |
1-10 | Minor Arcane/Phantasmal Artifact |
11-20 | Minor Arcane/Phantasmal Artifact |
21-30 | Minor Divine/Druidic Relic |
31-35 | Minor Extra-planar Artifact |
36-42 | Major Arcane/Phantasmal Artifact |
43-50 | Segmented Arcane/Phantasmal Artifact |
51-60 | Major Divine/Druidic Artifact |
61-65 | Segmented Divine/Druidic Artifact |
66-75 | Segmented Divine/Druidic Relic |
76-96 | Site |
97-100 | Major Extra-planar Artifact |
TABLE 2: ARTIFACT ALIGNMENT
d% | RESULT |
01-35 | Lawful (d10: 1-4 Good, 5-6 Neutral, 7-10 Evil) |
36-65 | Neutral (d10: 1-2 Good, 3-7 True Neutral, 8-10 Evil) |
66-100 | Chaotic (d10: 1-2 Good, 3-4 Neutral, 5-10 Evil) |
TABLE 3: ARTIFACT FORMS
1d12 | ARTIFACTS | RELICS | SEGMENTED | EXTRA-PLANAR | SITES |
1 | Weapon | Tooth / Teeth | Rod, Staff, Wand | Polyhedron | Grove |
2 | Apparatus | Skull / Head | Chain-links | Armor | Cave |
3 | Armor | Mummy | Deck of Cards | Weapon | Island |
4 | Gem / Jewelry | Hand / Finger | Keys / Seals | Rod, Staff, Wand | Pool / Well |
5 | Clothing | Skeleton / Bone | Jewelry | Book / Tablets | Megalith / Henge |
6 | Book | Writings | Pages in a Book | Vessel | Tomb |
7 | Vessel | Mask / Shroud | Teeth / Bones | Gem / Jewelry | Altar |
8 | Rod, Staff, Wand | Cradle | Machine | Apparatus | Mountain Peak |
9 | Ark / Chest | Skin / Nails | Idol / Statuette | Automaton | Oasis |
10 | Musical Instrument | Horn / Hair | Armor / Clothing | Vehicle / Ship | Shrine / Temple |
11 | Utensil / Tool | Footprint(s) | Vessels | Machine | Pit / Chasm |
12 | Idol / Statuette | Ashes | Stones / Gems | Implant | Grotto |
TABLE 4: ARTIFACT SOURCES
1d12 | ARCANE | DIVINE | SEGMENTED | EXTRA-PLANAR | SITE |
1 | Archmage | Patriarch | Monster | Elemental Earth | Law |
2 | Illusionist | Saint | Deity | Upper Plane | Dragons |
3 | Demi-human Hero | Sect / Cult | Sect / Cult | Lower Plane | Elemental Magic |
4 | Demigod | Demon / Devil | Demigod | Astral Plane | Humanoids |
5 | Deity | Demigod | Archmage | Æthereal Plane | Arcane Magic |
6 | Necromancer | Deity | Patriarch | Alternate Prime Material | Phantasmal Magic |
7 | Demon / Devil | Demi-human Hero | Demi-human Hero | Elemental Air | Demi-humans |
8 | Witch | Lich | Lich | Negative Material Plane | Divine Magic |
9 | Lich | Archdruid | Demon / Devil | Dreamlands | Demons / Devils |
10 | Humanoid Hero | Dragon | High Druid | Elemental Water | Undead |
11 | Warlock | Magical Creature | Humanoid Hero | Positive Material Plane | Druidic Magic |
12 | Dragons | Humanoid Hero | Dragon | Elemental Fire | Chaos |
TABLE 5: ARTIFACT RESTRICTIONS
1d12 | DETAILS |
1 | User's alignment must be the same as that of the artifact |
2 | User must be a blood descendent of the artifact's creator |
3 | User must be level 1d10+10 or higher |
4 | User must be a spellcaster (MU for Arcane/Phantasmal artifacts, Cleric for Divine/Druidic artifacts) |
5 | User must have exactly the same alignment as that of the artifact |
6 | User must be of the same race as that of the artifact's creator |
7 | User must be a man/woman |
8 | User must allow their soul to be permanently entrapped in the artifact |
9 | User's Ability Scores must all be 15 or higher |
10 | User must be a virgin |
11 | User must be a ranking member of the same religion or order as that of the artifact's creator |
12 | User may only use the artifact in service to it's intended purpose or suffer immediate pain or death |
TABLE 6: MINOR POWERS
1d8 | ARCANE/PHANTASMAL | DIVINE/DRUIDIC | EXTRA-PLANAR | SITE |
1 | 1st-lvl MU/Illusionist Spell * | 1st-lvl Cleric/Druid Spell * | Major Transformation | Minor Transformation |
2 | 2nd-lvl MU/Illusionist Spell * | 2nd-lvl Cleric/Druid Spell * | (1d4)th-lvl Cleric/Druid Spell * | Minor Transformation |
3 | 3rd-lvl MU/Illusionist Spell * | 3rd-lvl Cleric/Druid Spell * | (1d4)th-lvl MU/Illusionist Spell * | Major Transformation |
4 | 4th-lvl MU/Illusionist Spell * | 4th-lvl Cleric/Druid Spell * | Minor Transformation | 1st-lvl Cleric/Druid Spell * |
5 | Minor Transformation | Minor Transformation | Minor Transformation | 2nd-lvl Cleric/Druid Spell * |
6 | Minor Drawback | Minor Transformation | Minor Drawback | 3rd-lvl Cleric/Druid Spell * |
7 | Minor Drawback | Minor Drawback | Minor Drawback | 4th-lvl Cleric/Druid Spell * |
8 | Major Drawback | Minor Drawback | Major Drawback | Minor Drawback |
TABLE 7: MAJOR POWERS
1d8 | ARCANE/PHANTASMAL | DIVINE/DRUIDIC | EXTRA-PLANAR | SITE |
1 | 5th-lvl MU/Illusionist Spell * | 5th-lvl Cleric/Druid Spell * | Major Transformation | Major Transformation |
2 | 6th-lvl MU/Illusionist Spell * | 6th-lvl Cleric/Druid Spell * | (1d4+3)-lvl Cleric/Druid Spell * | Major Transformation |
3 | 7th-lvl MU/Illusionist Spell * | 7th-lvl Cleric/Druid Spell * | (1d4+4)-lvl MU/Illusionist Spell * | Major Transformation |
4 | 8th-lvl MU Spell | Major Transformation | Major Transformation | 5th-lvl Cleric/Druid Spell * |
5 | 9th-lvl MU Spell | Major Drawback | Major Transformation | 6th-lvl Cleric/Druid Spell * |
6 | Major Transformation | Major Drawback | Major Drawback | 7th-lvl Cleric/Druid Spell * |
7 | Major Transformation | Possession | Major Drawback | Major Drawback |
8 | Major Drawback | Possession | Possession | Possession |
Notes:
*These results will have a 25% chance to use the sub-class. To determine the actual spell, roll on the appropriate spell table.
TABLE 8: MINOR TRANSFORMATIONS
1d20 | RESULT |
1 | +1 bonus to the user's Prime Requisite Ability |
2 | +2 bonus to the user's Armour Class |
3 | Cause NPC reactions to the user to be never better than neutral |
4 | Confers a permanent sex change on the user the first time the artifact is held |
5 | Confers darkvision on the user |
6 | Curses the user with Lycanthropy (GM should determine type according to the artifact's alignment) |
7 | Immunity to Charm or Hold spells |
8 | Immunity to disease |
9 | Immunity to fear |
10 | Immunity to gasses |
11 | Immunity to illusions |
12 | Immunity to Magic Missile spells |
13 | Immunity to Sleep spells |
14 | Inflict an incurable disease upon the user. At the start of each month a saving throw vs. death must be made to avoid losing 1 point of CON. When the user's CON reaches 0, death occurs. |
15 | Inflicts light sensitivity upon the user, who suffers a -1 penalty to all die rolls while in sunlight |
16 | Permanently afflicts the user with one form of insanity/neuroses |
17 | Permanently endows the user with a poison touch that requires a Save vs. Poison |
18 | User needs no food or water for up to one week |
19 | User's alignment is permanently changed to conform to that of the artifact |
20 | User's metabolism is altered and they must consume 6x the normal amount of food & water per day |
TABLE 9: MAJOR TRANSFORMATIONS
1d20 | RESULT |
1 | +2 bonus to all of the user's Ability Scores, normal racial maximums apply |
2 | +2 bonus to the user's weapon damage in melee |
3 | +4 bonus to one random Ability Score 1d4 points |
4 | Confers a Magical Resistance of (1d20+50)% |
5 | Confers an Armour Class of 0 |
6 | Doubles the user's allowable encumbrance |
7 | Doubles the user's movement rate |
8 | Immunity to acid |
9 | Immunity to cold/frost |
10 | Immunity to electricity |
11 | Immunity to energy drain |
12 | Immunity to fire/heat |
13 | Immunity to poison |
14 | Raise the user's Prime Requisite Ability to 19 |
15 | Spell Absorption (1d6+18 total levels) |
16 | User can cast combination spells (if a spell caster) as follows (roll d4) 1) 1st and 2nd level spells simultaneously 2) 2nd and 3rd level spells simultaneously 3) 3rd and 4th level spells simultaneously 4) 1st, 2nd, and 3rd level spells simultaneously |
17 | User is able to see in any conditions |
18 | User may become æthereal at will |
19 | User need never consume any food or water |
20 | User regenerates 2hp/turn when in contact with the artifact |
TABLE 10: PRIMARY POWERS
1d20 | RESULT |
1 | Oracle - prophesies the certain future |
2 | God-Slayer - can slay one or more gods from a certain pantheon |
3 | Portal - opens a gate to multiple extra-planar planes |
4 | Doomsday Device- focuses earth energies to create natural disasters |
5 | Pocket Dimensional Realm- an entire world or plane accessible only through the device |
6 | Instrument of Creation - can permanently enchant new magic items |
7 | Soul-Trap - entraps souls, +1 Major Power per 10 levels so entrapped |
8 | Mesmerizer - Charms mass numbers of people |
9 | Immortality Device - confers immortality (not immunity to death by violence or magic however) |
10 | Elemental Construct - total power to summon & control ONE element |
11 | Space/time Machine - the TARDIS |
12 | Hybrid Incubator - facilitates enchanted cross-breeding (Manticores, etc.) |
13 | Magic Shield - confers 3d10 + 70% Magic Resistance |
14 | Examiner - unfailingly detects & permanently dispels even the most powerful magics |
15 | Entropic Lens - casts superior and wide-ranging misfortune, curses, aging, etc. |
16 | Illusion Projector - large multiple self-acting illusions (the holodeck) |
17 | Summoner - allows user to summon any known creature and control or imprison them for 1d6 days |
18 | Slayer - can permanently kill any living or undead being lesser than a demi-god |
19 | Resurrection Machine - can raise any mortal being from the dead with no time restrictions |
20 | Invulnerability. Wielder immune to almost all causes of physical harm. There will always be one weak spot (50%) or nemesis (50%) – e.g. Baldr's mistletoe, Achilles' heel, the weak spot in Smaug's armour |
TABLE 11: MINOR DRAWBACKS
1d20 | RESULT |
1 | Confers a -1 penalty to the user's Charisma |
2 | Holy water within 10' of item becomes polluted |
3 | Confers a -1d4 penalty to the user's Charisma when a major power is used |
4 | Confers a -1 penalty to the user's Saving Throws vs. Spells |
5 | Confers a -2 penalty to the user's Saving Throws vs. Poison |
6 | User suffers a temporary loss of one of their senses for 1d8 turns when artifact is held/worn (1-2 Sight 3-4 Hearing 5-6 Smell) |
7 | Confers a 1d4x10lb weight gain on the user |
8 | Confers a 5d6lb weight loss on the user |
9 | User must make a Saving Throw vs. Spells to part with the item, even briefly |
10 | All small sources of flame (lamps, torches, etc.) within a 30' radius when a Major or Primary Power is used are extinguished |
11 | Any wood within a 10' radius when a Major or Primary Power is used will die and/or begin to decay within 1d7 days |
12 | Plants within a 10' radius when a Major or Primary Power is used will wither and die within 1d8 hours |
13 | All normal animals within a 50' radius will be hostile toward the user |
14 | Casting of normal spells within a 5' radius is impossible |
15 | Causes the user to experience short-term memory loss, starting with minor details and progressing eventually to total amnesia |
16 | The user is inflicted with partial hearing loss and may only hear voices at a shout. Spellcasters must shout their spells. |
17 | If object is used, then for 1d6 hours after use it cannot be put down. |
18 | Artifact is contrary. Must be persuaded to help before it can be used; persuasion takes 1d6 rounds, modified by GM according to wielder's Charisma and relationship with artifact. |
19 | Artifact temporarily drains one of wielder's experience levels when used. Level regained after 1d3 days. |
20 | Whenever artifact used, wielder surrounded by awestruck and adoring creatures (insects, small reptiles or mammals etc.) for 1d6 hours. 20% chance they will attempt to sing the wielder's praises. |
TABLE 12: MAJOR DRAWBACKS
2d12 | RESULT |
2 | There is a cumulative 5% chance each time a Major or Primary Power is used that one of the user's limbs will wither and rot as if inflicted with leprosy |
3 | The artifact places a Geas/Quest upon the user in keeping with its alignment and agenda |
4 | The artifact has a deep animosity toward 1d4 races and will force the user to attack them if encountered unless a Save vs Spells at -4 is successful |
5 | Confers a permanent -1 to penalty to one of the user's Ability Scores |
6 | Permanently subtracts 1d6 points from the user's Hit Points |
7 | The artifact must be activated each day by an offering (1d6 x 10,000gp) or a sacrifice (1 human/demihuman 2-4 humanoid 5-6 monster) |
8 | Users alignment is permanently and irreversibly changed to conform to that of the artifact |
9 | Each time a Major or Primary Power is used, the most powerful normal magic item within a 30' radius will be irreparably drained of all magic |
10 | Each time a Major or Primary Power is used, the user ages 3d10 years. If the user dies, they will return as an undead guardian of the artifact |
11 | Each time a Major or Primary Power is used, the user suffers 2d10 hit points of damage |
12 | Each time a Major or Primary Power is used, roll 1d6, (1-3) the user's height increases 1d3 inches, (4-6) the user's height decreases 1d3 inches |
13 | Each time a Major or Primary Power is used, the user must Save vs. Spells or go berserk, randomly attacking anything within a 20' radius for 5d4 rounds |
14 | Each time a Primary Power is used, the user must Save vs. Spells or lose 1 lvl of experience |
15 | All intelligent beings within a radius of 20' must Save vs. Spells or be forced to act in order to possess the artifact for their selves. |
16 | Each time any of the artifact's Powers are used, roll 1d6, (1-3) the ambient temperature within a 60' radius is raised (1d4+1 x 10) degrees F for 2d4 turns, (4-6) the ambient temperature within a 60' radius is lowered (2d4 x 10) degrees F for 2d6 turns |
17 | If this artifact is used as a weapon, it deals double the normal damage, but the wielder takes normal damage from the resulting backlash |
18 | Each time a Major or Primary Power is used, everyone (including the user) within a 30' radius must Save vs. Spells or be forced to flee in terror |
19 | Each time a Major or Primary Power is used, all coins within a 40' radius will be consumed by the artifact |
20 | Each time a Primary Power is used, all within a 20' radius (including the user) will receive 5d4 points of damage |
21 | Each time a Major or Primary Power is used, there is a 5% cumulative chance that the user will become Ethereal, and remain so for 1d8 turns |
22 | Each time a Major or Primary Power is used, the user must Save vs. Spells or go insane for 1d6 days |
23 | Each time a Major or Primary Power is used, the user ages 1d10 years. All of the affects of aging should be applied to the user, although they will not die (of old age) as long as they possess the artifact. |
24 | Each time a Major or Primary Power is used there is a 50% chance of geas being placed upon the user. The geas must be completed before the artifact's Major or Primary Powers may be used again. |
TABLE 13: ARTIFACT DESTRUCTION
d% | Method |
01-03 | A seal an the site of the artifact's creation must be broken with a +5 weapon |
04-06 | All memory of the artifact must be erased from all memory |
07-09 | Inscriptions on the artifact itself must be erased |
10-12 | It must be bathed in a pool of pure holy water for 7 years |
13-15 | It must be crushed beneath gears of pure adamantium |
16-18 | It must be crushed under the cloven heel of a demon lord |
19-21 | It must be destroyed by 1,001 wishes |
22-24 | It must be destroyed by a Grand Ritual of Severing |
25-27 | It must be dissolved in the waters of the River Styx |
28-30 | It must be fed to the Mother of All Dragons |
31-33 | It must be frozen on the Elemental Plane of Water |
34-36 | It must be ground to dust and consumed by its user |
37-39 | It must be incinerated in the fiery breath of an ancient red dragon. |
40-42 | It must be melted at the earth's core |
43-45 | It must be melted down on the Plane of Elemental Fire |
46-48 | It must be pulverized between two meteors. |
49-51 | The creator, or their soul, must be permanently destroyed. |
52-54 | It must be sealed in a specially-constructed pocket universe |
55-57 | It must be shattered on a magical anvil, or perhaps against another similar artifact |
58-60 | It must be soaked in the blood of 666 greater demons |
61-63 | It must be sundered by a +5 weapon |
64-66 | It must be sunk into the deepest ocean trench |
67-69 | It must be thrown into a volcano, perhaps on another plane |
70-72 | It must be thrust into the heart of the sun |
73-75 | It must be used to wound or slay a deity |
76-78 | It must sit in 1,000 years of total darkness |
79-81 | Only the end of the universe can destroy the artifact |
82-84 | Ten thousand Dispel Magic spells must be cast upon the artifact |
85-87 | The artifact can be easily destroyed; but will appear again, whole and undamaged in a different place or time |
88-90 | The characters must travel back in time prior to the artifact's creation, and stop it |
91-95 | Roll Twice. Ignore results of 91+. Both methods can or must be combined to destroy the artifact. |
96-00 | GM's Choice |
SUBTABLE A: USAGE FREQUENCY
1d4> | 1 | 2 | 3 | 4 |
Minor Power | At will | 7/day | 3/day | 1/day |
Major Power | 3/day | 1/day | 3/week | 1/week |
Primary Power | 1/day | 3/week | 1/week | 2/month |
Examples for Your Inspiration
Artifacts
Aegis Shield (Greco-Roman)
Andvarinaut (Norse)
Apollo's Bow (Greco-Roman)
Apparatus of the Mad Archmage
Ark of the Covenant (Judeo-Christian)
Armor of Achilles (Greco-Roman)
Asmodeus' Diabolic Rod
Axe of the Dwarven Kings
Baba Yaga's Hut (Slavic)
Book of Thoth (Egyptian)
Brísingamen (Norse)
Canon of Changes (Chinese)
Chariot of the Sun (Greco-Roman)
Codices of Innumerable Dimensions
Crane-Skin Bag of Cumhail (Celtic)
Cronus' Sickle (Greco-Roman)
Cup of Jamshid (Persian)
Cuthbert's Cudgel
Dancing Sword of Lightning (Chinese)
Excalibur (Arthurian Britain)
Flaming Shard of Ebon
Flying Throne of Kai Kavus (Persian)
Fragerach (Celtic)
Glassy Spheres of the Dragon Lords
Golden Automaton of Ur-nee
Hammer of Thor (Norse)
Horn of Geryon
Jade Books in Heaven (Chinese)
Juggernaut (Indian)
Kantele (Finnish)
Kaustubha Jewel (Indian)
Magic Mould of the Yu Emperor (Chinese)
Monkey King's Spear (Chinese)
Morgan's Organ
Necronomicon (Cthulhu Mythos)
Obsidian Chalice of Grevous Phlegh
Orcus' Bone Wand
Palladium (Greco-Roman)
Pandora's Box (Greco-Roman)
Pearl of Pricelessness
Pelian Spear (Greco-Roman)
Queen Labea's Amazing Sparrow
Regalia of the World Emperors
Ring of Xagy Gaxgy
Sampo (Finnish)
Seal of Solomon (Judeo-Christian)
Shamshir-e Zomorrodnegar (Persian)
Skíðblaðnir (Norse)
Smoking Mirror (Mesoamerican)
Spear of Cuchulainn (Celtic)
Staff of Moses (Islam)
Sudarshana Chakra (Hindu)
Sword of Light (Celtic)
Sword of Peleu (Greco-Roman)
Tablets of Destiny (Mesopotamian)
Talisman of El'Kadim
Tarnhelm (Germanic)
The One Ring (Tolkien)
Throne of the Elder Ones
Urim and Thummim (Latter Day Saints)
Vajra of Indra (Indian)
Wand of Eleven Sections
Yessinda's Flute
Zeus' Lightning Bolts
Relics
Bone of Ullr (Norse)
Bones of Elisha (Judeo-Christian)
Buddha Tooth of Kandy (Indian)
Chair of Idris the Giant (Norse)
Crystal Skull of Lubantuum (Meso-American)
Eyes & Ears of Kyung
Hide of Leviathan (Judeo-Christian)
Hide of the Nemean lion (Greco-Roman)
Holy Grail (Judeo-Christian)
Sacred Cloak of the Prophet (Islam)
Seamless Robe of Jesus (Judeo-Christian)
Shroud of Turin (Judeo-Christian)
Spear of Destiny (Judeo-Christian)
Teeth of Nalledev
True Cross (Judeo-Christian)
Sites
Amarnath (Indian)
Angkor Wat (Southeast Asian)
Chaco Canyon (Amerindian)
Externestein (Germanic)
Great Pyramid of Cheops (Egyptian)
Grotto of Lourdes (Judeo-Christian)
Haleakala (Polynesian)
Kabbalah Stone (Islam)
Konarak Sun Chariot (Indian)
Machu Picchu (South American)
Mt. Kailash (Tibetan)
Mt. Koya (Japanese)
Mt. Shasta (Amerindian)
Mt. Sinai (Judeo-Christian)
Mud Mosque of Djenne (Islam)
Oracle at Delphi (Greco-Roman)
Porpherio's Garden Pool
Snake Mound (Amerindian)
Stonehenge (Arthurian Britain)
Tabernacle's Holy of Holies (Judeo-Christian)
Tower of the Winds (Greco-Roman)
Uluru (Australian Aboriginal)
Yellow Mountain (Chinese)
POTIONS
DIRECTIONS: Individual GMs, and and enterprising players are encouraged to keep a list of previous potions' consistency and color within a given campaign. Eventually through frequent use or perhaps, reckless trial-and-error, the PCs can with experience develop a proficiency in identifying certain potions.
Potion Appearance (Roll once per column) | |||
1d20 | CONTAINER | CONSISTENCY | COLOR |
1 | Glass vial | Thin and watery | Black |
2 | Clay flask | Thin | Blue |
3 | Glass jar / bottle | Viscous | Brown |
4 | Glass beaker | Oily | Gray |
5 | Bone tube | Bubbling | Green |
6 | Metal canteen | Lipid | Orange |
7 | Leather skin | Tepid | Purple |
8 | Gourd | Frothy | Red |
9 | Stone vial | Stagnant | Yellow |
10 | Crystal flask | Swirling | White |
11 | Silver canister | Opaque | Blue and black |
12 | Gold pipe | Translucent | Red and brown |
13 | Sealed skull | Clear | Green and yellow |
14 | Old wine bottle | Iridescent | Red and yellow |
15 | Wood flask | Phosphorescent | Black and white |
16 | Pewter Decanter | Striated | White and blue |
17 | Copper phial | Variegated | White and green |
18 | Platinum Beaker | Lumpy | White and yellow |
19 | Horn / Antler | Thick | Roll again twice |
20 | Porcelain jug | Dehydrated | Roll again three times |
Potion Flavours (roll 1d2 times per potion type) | |||||||
d% | TASTE | d% | TASTE | d% | TASTE | d% | TASTE |
01 | Acid | 26 | Compost | 51 | Lemon | 76 | Pina Colada |
02 | Apple | 27 | Copper | 52 | Lettuce | 77 | Prune Juice |
03 | Bacon | 28 | Corn | 53 | Lime | 78 | Raspberry |
04 | Baking Soda | 29 | Cough Medicine | 54 | Liver | 79 | Rubber |
05 | Banana | 30 | Cucumber | 55 | Licorice | 80 | Rum |
06 | Beans | 31 | Curry | 56 | Mango | 81 | Salt |
07 | Blackcurrant | 32 | Diesel Oil | 57 | Marmalade | 82 | Sand |
08 | Bread | 33 | Earwax | 58 | Marshmallow | 83 | Sardines |
09 | Brown Sugar | 34 | Eggyolk | 59 | Marzipan | 84 | Soap |
10 | Brussel Sprouts | 35 | Eucalyptus | 60 | Mayonnaise | 85 | Soda Water |
11 | Buttermilk | 36 | Flowers | 61 | Meatballs | 86 | Spinach |
12 | Candy | 37 | Fried beans | 62 | Menthol | 87 | Strawberries |
13 | Carrots | 38 | Glue | 63 | Milk | 88 | Sulphur |
14 | Cauliflower | 39 | Grass | 64 | Mucous | 89 | Syrup |
15 | Caviar | 40 | Ham | 65 | Mud | 90 | Tea |
16 | Celery | 41 | Honeydew | 66 | Mustard | 91 | Vanilla |
17 | Cheese | 42 | Horseradish | 67 | Nuts | 92 | Vinegar |
18 | Cherry | 43 | Hot sauce | 68 | Onion | 93 | Vomit |
19 | Chewing Gum | 44 | Ice cream | 69 | Orange | 94 | Beer / Ale |
20 | Chicken | 45 | Ink | 70 | Paint | 95 | Wine / Mead |
21 | Chocolate | 46 | Iron | 71 | Paprika | 96 | Urine |
22 | Cinnamon | 47 | Kidney | 72 | Parsley | 97 | Bong Water |
23 | Coconut | 48 | Lamb | 73 | Pepper | 98 | Blood |
24 | Cod Oil | 49 | Latex | 74 | Peppermint | 99 | Water |
25 | Coffee | 50 | Leather | 75 | Petroleum | 00 | Honey |
RANDOM MAGIC ITEMS
DIRECTIONS: First determine the type and either the weapon power or number of uses. If the item is a weapon there is a 25% chance it also possesses 1d2 unique magical abilities.
Magic Item Form | |
d% | TYPE |
01-05 | Helm |
06-15 | Clothing (see Clothing sub-table) |
16-30 | Weapon (see Weaponry sub-table) |
31-50 | Wand / Rod |
51-60 | Staff |
61-70 | Armour (see Armour sub-table) |
71-75 | Book |
76-80 | Miscellaneous Item (see Item sub-table) |
81-85 | Furniture (see Furniture sub-table) |
86-95 | Jewellery (see Jewellery sub-table) |
96-00 | Gemstone/Rock |
Weapon Bonuses | |
d% | TYPE |
01 | Cursed -3 |
02 | Cursed -2 |
03-04 | Cursed -1 |
05-50 | +1 |
51-75 | +2 |
76-80 | +3 |
81-87 | +4 |
88-89 | +5 |
90-96 | Bane Weapon (See sub-table) |
97-98 | Double Bane (bonuses against 2 kinds of targets, see sub-table) |
99 | Triple Bane (bonuses against 3 kinds of targets, see sub-table) |
00 | Special: Roll 1d2 magical powers |
* If the same kind of target is rolled twice, bonuses are cumulative up to a maximum of +7. |
Armour Bonuses | Item Uses/Charges | ||
d% | TYPE | d% | CHARGES WHEN FOUND |
01 | Cursed -3 | 01-05 | 1 |
02 | Cursed -2 | 06-15 | 2 |
03-04 | Cursed -1 | 16-30 | 3 |
05-50 | +1 | 31-55 | 1/day |
51-75 | +2 | 56-70 | 2/day |
76-80 | +3 | 71-85 | 3/day |
81-87 | +4 | 86-95 | 1/week |
88-89 | +5 | 96-99 | 1/month |
90-96 | +1d4 AC but not Saving Throws | 00 | 1/year |
97-98 | +1d4 to Saving Throws but not AC | GM's discretion whether an item has a limited number of charges or uses | |
99 | +1d6 to Saving Throws, +1d6 to AC | ||
00 | Special |
Miscellaneous Item Types | |||||||
d% | TYPE | 1d12 | INSTRUMENT | 1d8 | CONTAINER | 1d8 | VEHICLE |
01-05 | Anvil | 1 | Bell | 1 | Bag | 1 | Boat |
06-15 | Bowl | 2 | Cornet | 2 | Barrel | 2 | Carriage |
16-20 | Candelabra | 3 | Drum | 3 | Box | 3 | Cart |
21-25 | Cauldron | 4 | Dulcimer | 4 | Bucket/Pail | 4 | Canoe |
26-32 | Chalice | 5 | Fife | 5 | Chest | 5 | Chariot |
33-35 | Comb | 6 | Flute | 6 | Pouch | 6 | Howdah |
36-45 | CONTAINER | 7 | Harp | 7 | Sack | 7 | Ship |
46-48 | Goblet | 8 | Lute | 8 | Waterskin | 8 | Wagon |
49-55 | Idol | 9 | Lyre | ||||
56-57 | Lamp/Lantern | 10 | Mandolin | ||||
58-60 | Mirror | 11 | Pipe | ||||
61-70 | MUSICAL INSTRUMENT | 12 | Vio | ||||
71-72 | Phylactery | ||||||
73-74 | Saw | ||||||
75-78 | Scabbard/Sheath | ||||||
79-83 | Seal | ||||||
84-85 | Shovel | ||||||
86-90 | Statuette | ||||||
91-92 | Stool | ||||||
93-98 | VEHICLE | ||||||
99-00 | Whetstone |
ITEM TYPE SUB-TABLES | ||||||||||
CLOTHING | WEAPONRY | JEWELRY | ARMOUR | |||||||
d% | TYPE | d% | TYPE | d% | TYPE | d% | TYPE | |||
01 | Apron | 01-06 | Arrow | 01-09 | Amulet | 01-04 | Banded | |||
02 | Baldric | 07 | Arrow, Silver | 10-14 | Anklet | 05 | Brigandine | |||
03-08 | Belt | 08 | Atlatl | 15-18 | Arm-ring | 06 | Bronze Plate | |||
09 | Bodice | 09-12 | Axe, Battle | 19-25 | Bracelet | 07-16 | Chain | |||
10-13 | Boots | 13-15 | Axe, Hand | 26-31 | Brooch | 17 | Haubergeon | |||
14 | Cap | 16 | Axe, Two-Handed | 32-34 | Chain | 18-21 | Lamellar | |||
15-16 | Cape | 17 | Blowgun | 35-37 | Choaker | 22-39 | Leather | |||
17-22 | Cloak | 18-19 | Bolt, Heavy Crossbow | 38-41 | Clasp | 40 | Linothorax | |||
23-24 | Doublet | 20-21 | Bolt, Light Crossbow | 42 | Coronet | 42-69 | Plate | |||
25-26 | Dress | 22 | Bow, Composite, Long | 43 | Crown | 70 | Ring | |||
27 | Frock | 23 | Bow, Composite, Short | 44 | Diadem | 71-74 | Scale | |||
28 | Gaiters | 24-26 | Bow, Long | 45-56 | Earring | 75-93 | Shield | |||
29-32 | Gauntlets | 27-29 | Bow, Short | 57-61 | Locket | 94-98 | Splint | |||
33-37 | Girdle | 30 | Club | 62-64 | Medal | 99-00 | Studded Leather | |||
38 | Gloves | 31 | Cosh / Sap | 65-68 | Medallion | |||||
39-40 | Gown | 32 | Crossbow, Hand | 69-73 | Necklace | |||||
41 | Habit | 33-34 | Crossbow, Heavy | 74-76 | Pendant | |||||
42-43 | Hat | 35 | Crossbow, Light | 77-78 | Pet's Collar | |||||
44-48 | Hood | 36-39 | Dagger | 79 | Pin | |||||
49 | Hose | 40 | Dagger, Main Gauche | 80 | Orb | |||||
50 | Houppelande | 41 | Dagger, Poignard | 81-93 | Ring | |||||
51-53 | Jerkin | 42 | Dagger, Rondel | 94 | Sceptre | |||||
54-55 | Kirtle | 43 | Dart | 95-97 | Tiara | |||||
56 | Loincloth | 44-45 | Flail, Heavy | 98-00 | Toe-ring | |||||
57-58 | Mask | 46 | Flail, Light | |||||||
59 | Mittens | 47 | Halberd | |||||||
60 | Nightgown | 48-49 | Hammer, War, Heavy | |||||||
61 | Peignoir | 50 | Hammer, War, Light | |||||||
62 | Peplos | 51 | Javelin | |||||||
63 | Petticoat | 52 | Knife | |||||||
64-68 | Robe | 53 | Lance | |||||||
69-70 | Sandals | 54-57 | Mace, Heavy | |||||||
71 | Sash | 58-59 | Mace, Light | |||||||
72-73 | Scarf | 60 | Morning Star | |||||||
74 | Shawl | 61 | Pick, Heavy | |||||||
75 | Shift | 62 | Pick, Light | |||||||
76 | Shirt/Blouse | 63 | Polearm | |||||||
77-79 | Shoes | 64 | Shield, Spiked Buckler | |||||||
80 | Skirt | 65 | Sling | |||||||
81 | Slip | 66 | Sling Bullet | |||||||
82 | Smock | 67 | Sling Bullet, Silver | |||||||
83 | Stockings | 68 | Sling Staff | |||||||
84 | Stola | 69 | Sling Stone | |||||||
85 | Strophion | 70 | Spear | |||||||
86-87 | Surcoat | 71-73 | Staff | |||||||
88-89 | Tabard | 74-75 | Sword, Bastard/Claymore | |||||||
90-92 | Toga | 76-79 | Sword, Broad | |||||||
93 | Tricorne | 80 | Sword, Foil | |||||||
94 | Trousers | 81-92 | Sword, Long | |||||||
95-97 | Tunic | 93 | Sword, Rapier | |||||||
98-99 | Veil | 94 | Sword, Scimitar | |||||||
00 | Vest | 95-97 | Sword, Short | |||||||
98-99 | Sword, Two-handed | |||||||||
00 | Trident |
BANE WEAPONS: Weapons in the form ”+1, +2 vs skeletons“ or ”+3, +5 vs undead“ are generically called “bane weapons”. To generate a bane weapon, take the base weapon bonus (+1, +2, +3 or whatever) and make it an additional +1d2 vs a specific target.
1d8 | RESULT |
1-2 | Use Sub-table 1 |
3-4 | Use Sub-table 2 |
5-6 | Use Sub-table 3 |
7-9 | Use Sub-table 4 |
Bane Weapons: Sub-table 1 | ||||||
d6/d6 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | Birds | Giants | Dwarfs (E) | Kobolds (G) | Worms | Dragons |
2 | Reptiles | Trolls (G) | Gnomes (E) | Goblins (G) | Slugs & Snails | Unicorns (E) |
3 | Amphibians | Ogres (G) | Halflings (E) | Hobgoblins (G) | Crustaceans | Pegasi (E) |
4 | Mammals * | Ettins (G) | Elves & ½ Elves (E) | Lizard Men | Arachnids | Perytons (G) |
5 | Insects | Bugbears (G) | Humans | Mermen | Plants | Griffons/Hippogriffs |
6 | Fish | Gnolls (G) | Orcs & ½ Orcs (G) | Troglodytes | Fungi | Rocs |
(G) If intelligent sword, will not be evil-aligned (E) If intelligent sword, will not be good-aligned *Includes only mammals in the “Animal” class, so not humans, demi-humans etc. |
Bane Weapons: Sub-table 2 | ||||||
d6/d6 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | Carnivores | Aquatic/Marine Creatures | Evil Creatures | Demons | Dogs/Canines | Sheep/Ovines |
2 | Herbivores | Flying Creatures | Good Creatures | Devils | Cats/Felines | Goats/Caprines |
3 | Omnivores | Burrowing Creatures | Lawful Creatures | Daemons | Bears/Ursines | Cattle/Bovines |
4 | Vertebrates | Extra-planar Creatures | Chaotic Creatures | Elementals | Swine/Porcines | Deer/Cervines |
5 | Invertebrates | Insubstantial Creatures | Male Creatures * | Golems | Horses/Equines | Snakes/Elapines |
6 | Animals | Unintelligent Creatures | Female Creatures ** | Undead | Rodents/Murines | Primates/Simians |
**Misandric weapon, will function as -3 in the hands of a male ***Misogynistic weapon, will function as -3 in the hands of a female |
Bane Weapons: Sub-table 3 | ||||||
d66 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | Clerics | Cavaliers | Troubadours | Anti-Paladins | Harpies | Dinosaurs |
2 | Druids | Paladins | Kung-Fu Monks | Berserkers | Chimæræ | Slimes, Moulds, Jellies * |
3 | Witches | Magic-Users | Inquisitors | Elementalists | Centaurs | Lycanthropes/Shape-changers |
4 | Fighters | Illusionists | Necromancers | Manticores | Shedu | Fey |
5 | Rangers | Thieves | Warlocks | Drakes/Wyverns | Giants | Dragon-kin |
6 | Barbarians | Assassins | Sorcerers | Sphinxes | Angels | Hags |
*Includes gelatinous cubes, black puddings etc. |
Bane Weapons: Sub-table 4 | ||||||
d6/6 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | Ghouls/Ghasts | Shoggoths | Moon Beasts | Annunnakim | Gnolls | Basilisks |
2 | Zoogs | Deep Ones | Polypous Ones | Cephaloids | Grimlocks | Catoblepas |
3 | Gugs | Elder Things | Slaasthaki | Devil Rays | Cockatrices | Jabberwocks |
4 | Shantaks | Great Race | Ocular Tyrants | Dvergar | Locathah | Gorgons |
5 | Nightgaunts | Men of Leng | Dark Elves | Cheiropterans | Pech | Salamanders |
6 | Byakhee | Mi-Go | Aboleths | Peikko | Tritons | Xill |
Magical Powers | |||||
d% | POWER | d% | POWER | d% | POWER |
01 | +1 to wearers' AC | 35 | Aetherealness | 69 | Protection from Evil/Good |
02 | +2 to wearers' AC | 36 | Astral Travel | 70 | Protection from Evil/Good 10' |
03 | +3 to wearers' AC | 37 | Petrifaction | 71 | Know Alignment |
04 | +1 to Saving Throws | 38 | Disintegration | 72 | Clairvoyance |
05 | +2 to Saving Throws | 39 | Paralyzation | 73 | Clairaudience |
06 | +3 to Saving Throws | 40 | Blindness | 74 | Raise Dead |
07 | +1 to AC/ Saving Throws | 41 | Finger of Death | 75 | Animate Dead |
08 | +2 to AC/ Saving Throws | 42 | Feeblemind | 76 | Heal |
09 | +3 to AC/ Saving Throws | 43 | Fly (1d6+1 turns) | 77 | Cure Disease |
10 | +4 to AC/ Saving Throws | 44 | Airy Water (1d6+1 turns) | 78 | Cure Blindness |
11 | Pyrotechnics | 45 | Detect Invisible (1d6+1 turns) | 79 | Remove Curse |
12 | Fireball | 46 | ESP (1d6+1) | 80 | Wall of Force |
13 | Delayed Blast Fireball | 47 | See Aethereal (1d6+1) | 81 | Force Sculpture |
14 | Cone of Cold | 48 | Invisibility (will) | 82 | Cause Fear |
15 | Lightning Bolt | 49 | Telekinesis | 83 | Remove Fear |
16 | Chain Lightning | 50 | 1 Wish | 84 | Phantasmal Force |
17 | 25% Magic Resistance | 51 | 2 Wishes | 85 | Phantasmal Killer |
18 | 50% Magic Resistance | 52 | 3 Wishes | 86 | Audible Glamour |
19 | 75% Magic Resistance | 53 | Minor Globe of Invulnerability | 87 | Prismatic Spray |
20 | 95% Magic Resistance | 54 | Globe of Invulnerability | 88 | Tongues |
21 | Regenerate 1HP / round | 55 | Shield | 89 | Wizard Lock |
22 | Regenerate 2HP/ round | 56 | Push | 90 | Knock |
23 | Regenerate 3HP/ round | 57 | CURSED | 91 | Light |
24 | Immunity to Cold | 58 | Summon Earth Elemental | 92 | Darkness 15' |
25 | Immunity to Fire | 59 | Summon Air Elemental | 93 | Silence |
26 | Immunity to Lightning | 60 | Summon Fire Elemental | 94 | Silence 15' |
27 | Immunity to Acid | 61 | Summon Water Elemental | 95 | Dancing Lights |
28 | Acid Arrow | 62 | Plane Shift | 96 | Faerie Fire |
29 | Wall of Stone | 63 | Monster Summoning I | 97 | Feather Fall |
30 | Wall of Fire | 64 | Monster Summoning II | 98 | Jump |
31 | Charm Person | 65 | Monster Summoning III | 99 | Polymorph Other |
32 | CURSED | 66 | Monster Summoning IV | 00 | CURSED |
33 | Magic Missile | 67 | Monster Summoning V | ||
34 | Colour Spray | 68 | Monster Summoning VI |
Magic Item Creation
DIRECTIONS
Determine the intended item type, number of uses and/or functions and XP value.
GM notes the required ingredients and procedural materials necessary
GM calculates the total cost, and time required to create the item.
For each day or week spent constructing an item, the creator must roll for success or failure.
Item is finished.
INGREDIENTS
COMMON: Everyday objects such as a piece of lint, a kernel of rice, an ounce of ale, scrap of parchment or a fly.
RARE: Common metals, mineral and gemstones, items. Common Animal or monster ingredients.
EXOTIC: Uncommon+ metals and minerals, items. Uncommon+ Animal or monster ingredients.
PROCEDURES
COMMON: Boiling, reducing, or crushing ingredients together in a cauldron or by mortar and pestle. Simple verbal and/or somatic enchantment requiring only materials or equipment normally on hand in a spellcaster's laboratory. Can be accomplished singlehandedly by a trained alchemist or spellcaster.
RARE: Slow distillation of the ingredients into an essence or powder. Uncommon requirements and/or enchanted equipment such as a magic circle, a forge, an altar or a well-equipped laboratory. In certain cases, a trained craftsman such as a smith, carpenter, scribe or a diligent apprentice may be necessary.
EXOTIC: Very complex alchemical or magical processes and equipment needed for the preparation. May require both an alchemist and a spellcaster, several craftsmen or a team of apprentices.
EXAMPLE OF MAGIC ITEM CONSTRUCTION
The hapless Lord Nhutsakh suffered an unfortunate groin injury after an unexpected random encounter with a crazed street trollop and her four angry cousin / brothers. He approached the alchemist Fauster, seeking a potion of regeneration. After careful consideration, the gentle GM decides that for it to be totally efficatious it must be drunk 3 times over a period of 3 months. So, the XP value of the potion is 500xp x 3 draughts for a total XP value of 1,500. The main required RARE ingredient he chooses is the bloody heart of a troll (priced separately by the GM as worth 350gp), powdered giant oyster shell (15gp), and a dash of elemental water (30gp). Preparation involves slowly reducing the ingredients in water for 15 days and straining into a tea-like concoction and contained inside a stoppered bottle. The total cost of the potion is 1,500 gp for time and labor and a further 395gp for materials, for a total cost of 1,895gp which Lord Nhutsakh readily pays before taking possession of the potion.
TYPE | INGREDIENTS | PROCESS | COST | TIME | XP VALUE |
POTION | |||||
Single Draught | 1 Rare | 1 Common | XP Value/gp | 1 day/ 100gp | 200 - 1,000 |
1d3+1 Draughts | 1d3 Rare | 1d2 Common | XP Value/gp | 1 day/ 100gp | 250 - 2,500 |
SCROLL | |||||
Spell | 1 Rare + 1 Common | var. | ½ XP Value/ gp | 1 day/ spell lvl | 100gp/ spell lvl |
Protection | 1 Exotic | 1 Rare | ½ XP Value/ gp | 6 days | 1,000 - 2,000 |
RING | |||||
Single Use | 1 Exotic | 1 Common | XP Value/gp | 1 wk/100gp | 1,000-4,000 |
Multiple Use | 1 Exotic/function | 1 Exotic/function | 2x XP Value/gp | 1 wk/100gp | 3,000-5,000 |
Limited Use | 1 Exotic | 1 Exotic * | 2x XP Value/gp | 1 wk/100gp | 1,000-5,000 |
ROD | |||||
Single Use | 1 Exotic | 1 Rare | 1/5 XP Value/gp | 1 wk/100gp | 4,000-10,000 |
Single Function | 1 Exotic | 1 Rare | XP Value/gp | 1 wk/100gp | 5,000-10,000 |
Multiple Fuctions | 1 Exotic | 1 Exotic/function | 5x XP Value/gp | 2 wk/200gp | 6,000-10,000 |
Limited Use | 1 Exotic | 1 Exotic/use | XP Value/gp | 4 wk/100gp | 4,000-10,000 |
STAFF | |||||
Single Function | 1 Rare | 1 Rare | 1/5 XP Value/gp | 1 wk/100gp | 5,000-8,000 |
Multiple Function | 1 Exotic | 1 Exotic/function | 5x XP Value/gp | 2 wk/100gp | 7,000-15,000 |
Limited Use | 1 Exotic | 1 Exotic/use | XP Value/gp | 4 wk/100gp | 2,500-5,000 |
WAND | |||||
Single Function | 1 Rare | 1 Rare | XP Value/ gp | 1 wk/100gp | 2,000-4,000 |
Multiple Function | 1 Exotic | 1 Exotic/function | 5x XP Value/ gp | 2 wk/100gp | 4,000-7,000 |
Limited Use | 1 Exotic | 1 Exotic/use | XP Value/ gp | 4 wk/100gp | 4,000-6,000 |
MISC. ITEM | |||||
Single Use | 1 Exotic | 1 Exotic | 2x XP value/ gp | 1 wk/100gp | 200 - 2,000 |
Single Function | 1 Exotic | 1 Exotic | 3x XP value/ gp | 1 wk/100gp | 2,000 - 10,000 |
Multiple Function | 1 Exotic / function | 1 Rare / function § | 4x XP value/ gp | 1 wk/100gp | 2,500 - 10,000 |
Limited Use | 1 Exotic / use | 1 Exotic / use § | 2x XP value/ gp | 3wk/ 300gp | 500 - 2,500 |
ARMOR | |||||
Single Function | 1 Exotic | 1 Rare + 1 Common | 2x XP value/ gp | 3 wk/1,000gp | 250-800 per + |
Multiple Function | 1 Exotic / function | 1 Exotic / function● | 2x XP value/ gp | 4 wk/1,000gp | Add values |
Limited Use | 1 Exotic / use | 1 Exotic / use ● | 2x XP value/ gp | 2 wk/ 1,000gp | 3,000-5,000 |
WEAPON | |||||
Single Use | I Rare | 1 Common | XP value | 1 wk/100gp | 20-50 per + |
Single Function | 1 Exotic | 1 Rare, 1 Common | 2x XP value | 3 wk/100gp | 400-600 per + |
Multiple Function | 1 Exotic/ Function | 1 Exotic/ function ● | 2x XP value | 4 wk/1,000gp | Add values |
Limited Use | 1 Exotic/Use | 1 Exotic/ Use ● | 2x XP value | 2 wk/1,000gp | 1,000-5,000 |
NEW MAGIC ITEMS
Potions
Bottle of Spider Repellent
The clue's in the name
XP Value: 350 GP Value: 2,000
Elixir of Health
This magical draught completely and permanently cures mundane or magical blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poison, and rot. It will not restore any HP lost to any of the above or cure any associated wounds. Typically an elixir of health comes in a flask. Quaffing half of a flask will cure up to two of the above afflictions. Quaffing the entire flask will cure any and all of the noted afflictions.
XP Value: 350 GP Value: 2,000
Elixir of Life
This efficacious elixir will restore up to 20% of the total hit points to any living creature, regardless of their current health. If the victim is already suffering from wounds that reduced their hp to below 0, the elixir must be administered internally within 5 rounds of falling below 0hp. If successful, the recipient will be restored to 1hp but will be unconscious. Those treated in this way must rest for 1 day for every hp they were reduced to below 0. A Cure Light Wounds spell will negate the need for one day of rest. A Cure Serious Wounds spell will negate the need for 2 days rest, a Cure Critical Wounds spell 3 days, and a Heal spell will negate any need for up to a week of rest. Demi-humans and humanoids can be affected by this elixir.
XP Value: 250 GP Value: 2,500
Elixir of Madness
Drinking even a small sip of this elixir will cause the user to become insane as if affected by a Symbol of Insanity. After any quantity is drunk, the remainder of the elixir will lose its magic properties and become just a bitter, foul-tasting liquid.
XP Value: Nil GP Value: Nil
Elixir of Youth
This highly prized liquid reverses aging. An entire flask must be consumed to gain the benefit of a reduction in the imbiber's physical age by 1d4+1 years.
XP Value: 500 GP Value: 10,000
Oil of Acid Resistance
This oil can be applied to bare skin, cloth or any other material and confers a near invulnerability to acid for up to 24 hours. Each time a treated surface is exposed to acid however, the oil will lose a number of minutes of efficacy equal to the number of hit points of damage that would have been caused. A flask of this oil contains enough to protect one man-sized creature for 24 hours, 24 man-sized creatures for 1 hour, or any combination thereof.
XP Value: 500 GP Value: 5,000
Oil of Disenchantment
When applied to a living creature, this oil permanently removes all enchantments and/or charms place upon it. If applied to an enchanted item, the oil will remove enchantments/charms for 1d10+20 turns, after which the item will regain its former power(s). The oil itself does not radiate magic and when applied to an item, it will not radiate magic either for the duration of the oil's potency.
XP Value: 750 GP Value: 3,500
Oil of Elemental Invulnerability
This oil has four separate varieties (Earth, Air, Fire, and Water) - roll 1d4 to determine which variety is discovered. When applied, the oil confers total invulnerability to the particular element on the Prime Material plane. 10% of oils of elemental invulnerability are particularly potent and will confer the same invulnerability when used on an Elemental plane. Each flask contains enough oil to cover one man-sized individual for a duration of 8 days, or eight man-sized individuals for 1 day each.
XP Value: 1,000 GP Value: 5,000
Oil of Immolation
This oil bursts into flame when exposed to air, inflicting 5d6 hp of damage to any creature hit by the oil. A Saving Throw vs. Spells is allowed, and success will reduce the the damage by half. When thrown, a flask of this oil can affect a maximum of 6 man-sized creatures. If a flask is opened, the holder will immediately suffer 1d4 hit points of damage and they must roll less than their DEX on 1d20 to stopper the flask before it explodes.
XP Value: 500 GP Value: 4,000
Oil of Clumsiness
This cursed oil will appear to be of a useful sort when applied until the creature to which it is applied enters into melee. In melee, they will have a 3 in 6 chance of dropping whatever weapon or other object(s) they are holding each round. Only a thorough application of a solvent such as pure alcohol will remove the oil before its potency wears off in 1d6 hours.
XP Value: Nil GP Value: 1,000
Oil of Impact
This oil offers extremely beneficial effects to blunt weapons (e.g. clubs, maces, hammers) and blunt missiles (e.g. sling stones and bullets). When applied to a melee weapon the oil will last for 1d3+2 applications, and each such application will last for 1d4+8 rounds. Each application will confer a +3 to-hit bonus and a +6 damage bonus. When applied to a missile, 1d2+3 sling stones or bullets or 1 larger missile may be coated. Each application has but a single “charge” and the missile will gain a +3 to-hit and damage.
XP Value: 750 GP Value: 5,000
Oil of Sharpness
This oil resembles the oil used to clean and protect metal weapons. When applied to an edged weapon it confers magical status to the weapon for 1d4+8 rounds. When found, the GM should roll on the table below to determine the exact efficacy of the oil found. A single flask will contain 1d3+2 applications.
1D20 | BONUS TO-HIT AND DAMAGE |
1-3 | +1 |
4-6 | +2 |
7-12 | +3 |
13-15 | +4 |
16-18 | +5 |
19-20 | +6 |
XP Value: 100/application GP Value: 1,000/application
Oil of Stasis
This oil closely resembles a magical oil of another sort. When applied to an organic substance such as leather, paper or dead flesh, it confers the ability to resist the effects of time. Each year which passes will affect the item as if only a single day had passed. Additionally, a coated item will gain a +1 to any Saving Throws. Oil of Stasis does not itself decay or lose potency over time although it can be removed through magical means. A single flask of this oil will contain enough to coat a single horse-sized creature, eight man-sized creatures or any equivalent surface area.
XP Value: 500 GP Value: 2,000
Philtre of Beauty
When drunk, this substance grants the drinker a +1d4 to their Charisma for the duration of effect. If the effects wearing off are observed by any creature(s) formely affected by the Charisma bonus they will react in a hostile manner and possibly attack the drinker.
XP Value: 250 GP Value: 1,500
Philtre of Glibness
This philtre imparts to the drinker the ability to speak fluently (even lie) without risk of being detected or doubted. Spells such as Detect Lie will not reveal that the user is being deceitful, but may, at the GM's discretion, hint that some slight exaggeration is taking place.
XP Value: 500 GP Value: 2,500
Philtre of Stammering and Stuttering
This philtre appears to be a Philtre of Glibness when examined. The effects are detrimental however. Whenever the drinker attempts to speak (including a verbal component of a spell or reading a magical scroll) the words will be garbled and nonsensical. Spells will be spoiled and parlay attempts will result in a penalty of -25% to Reaction checks.
XP Value: Nil GP Value: 1,500
Potion of Fire Breathing
This potion allows the drinker to spit forth a cone of flame. The potion contains 4 draughts. The effects of consuming one or multiple draughts is as follows. Saving Throws vs. Breath Weapons apply.
DRAUGHTS CONSUMED | WIDTH/LENGTH OF CONE | DAMAGE |
1 | 10' x 20' | 3d4 |
2 | 10' x 40' | 6d4 |
3 | 10' x 60' | 9d4 |
4 | 20' x 80' | 5d10 |
After drinking, the imbiber can withhold the fire breath for up to 6 turns. After this time, there is a 90% chance the dweomer will simply expire harmlessly, and a 10% chance the potion will explode within the imbiber's stomach inflicting double normal damage to him or her with no possibility of a Saving Throw.
XP Value: 400 GP Value: 4,000
Potion of Rainbow Hues
This viscous fluid is always found stored in a metallic flask. When consumed, if the drinker concentrates on a single colour or combination of colours they will turn that colour or combination of colours within a single round, and will remain so for up to one hour. Each potion contains 7 draughts.
XP Value: 200 GP Value: 800
Potion of Silence
A potion of silence is similar to a potion of invisibility in all respects save that it makes the drinker inaudible instead of invisible. Any item that would be rendered invisible by a potion of invisibility will be silenced (so it affects the drinker's armour and any equipment personally carried). Unlike invisibility, offensive moves do not cancel the silence effect. If a potion of silence is used on an unknowing or unwilling target—for example, if it were tipped in a wizard's wine cup prior to an assassination attempt - then a Saving Throw vs. Spells (unlisted categories) is allowed to avoid the effects.
XP Value: 250 GP Value: 500
Potion of Ventriloquism
This potion will imbue the drinker with ability identical to the 1st-lvl Arcane spell, Ventriloquism. The potion usually is found with 1d6 quaffs. Effects will expire normally after 1d6+2 rounds.
XP Value: 200 GP Value: 800
Potion of Vitality
When consumed, this potion refreshed and revitilizes the drinker who might have gone without food, drink or restful sleep for up to 7 days. If consumed it will revitilize the drinker for a number of days up to 7 minus the number of days of such deprivation. Further, this potion will act as an antidote to poison and regenerate 1 Hit Point every 4 hours.
XP Value: 300 GP Value: 2,500
Magic Scrolls
Blah blah add Witch scrolls to the standard scroll rules blah blah
Ward of Acid
Provides protection against up to 20 HD of magical or non-magical acid for 1d4+8 turns depending on which comes first. Reading Time: 5 segments
XP Value: 2,500
Ward of Dragon's Breath
The reader of the scroll only is protected from all manner of dragon breath weapons for 1d4+4 rounds. Reading Time: 1 round.
XP Value: 2,000
Ward of Breath Weapons
The reader of the scroll only is protected from all manner of non-dragon breath weapons for 1d4+4 rounds. Reading Time: 1 segment.
XP Value: 2,000
Ward of Cold
Reader is surrounded with a 30' diameter sphere for 1d4+4 turns that protects all inside from normal cold and gives a +6 bonus to Saving Throws vs. Cold and resulting damage will be reduced by either ¼ or 1/8 if the Saving Throw is made. Reading Time: 3 segments
XP Value: 2,000
Ward of Electricity
Reader is surrounded with a 20' diameter sphere that protects all inside from electricity for 4d4 rounds. ReadingTime: 5 segments.
XP Value: 1,500
Ward of Fire
Reader is surrouded by a 30' diameter sphere that protects all inside from magical or non-magical fire or heat for 1d4+4 turns. Reading Time: 8 segments.
XP Value: 2,000
Ward of Gas
Reader is surrounded by a 10' diameter sphere that protects all inside from toxic gases, magical or mundane. Reading Time: 3 segments.
XP Value: 2,000
Ward of Illusions
Only the reader is protected from any and all illusory or Phantasmal magic for 5d6 rounds. Reading Time: 7 segments.
XP Value: 1,500
Ward of Paralysation
Only the reader is protected from any and all forms of paralysis, whether from spell, gas, etc. for 1d4+1 rounds. Reading Time: 1 round X.P. Value: 1,500 Ward of Plants A zone of protection from all plants, slimes, moulds and fungi extends from the reader in a 10' diameter sphere. If the zone is moved toward mobile plant life, the plants will be pushed away. If the zone encounters immobile plants it will not be able to keep moving unless the reader has enough STR and mass to uproot the blocking plants. The protection lasts for 1d4+4 rounds. Reading Time: 1 round XP Value: 1,000 Ward of Poison The reader is protected from any and all poisons and any poison currently affecting them will be neutralised. Such protection lasts for 1d10+2 rounds. Reading Time: 3 segments.
XP Value: 1,000
Ward of Mechanical Entrapment
The reader is protected from all traps of a purely mundane, mechanical nature for 5d4 rounds. The scroll will not reveal the existence of such traps however. Reading Time: 4 segments. XP Value: 2,000 Ward of Enchanted Entrapment A zone of protection from magical traps extends in a 10' diameter sphere centered on the reader. Magical traps will not function against those protected by the sphere. The scroll will not reveal the existence of such traps however. Reading Time: 8 segments.
XP Value: 2,000
Ward of Traps
A zone of protection from all extends in a 10' diameter sphere centered on the reader. All traps, mundane or magical, will not function against those protected by the sphere. The scroll will not reveal the existence of such traps however. Reading Time: 1 round. XP Value: 2,000 Ward of Water A zone of protection extends in a 10' diameter sphere centered on the reader. All forms of water cannot penetrate the sphere nor will they affect those protected in any way for 1d4+4 turns. Reading Time: 6 segments.
XP Value: 1,500
Ward of Enchanted Arms
These scrolls come in a number of specific varieties. The reader cannot be harmed or touched by the particular type of magic weapon for 1d4+4 rounds. When found, the GM should roll on the table below to determine the exact type of weapon warded against. Reading Time: 1 round. | 1D3 | WEAPON TYPE | | 1 | Blunt | | 2 | Edged | | 3 | Missile | XP Value: 1,000 Ward of Mundane Arms These scrolls come in a number of specific varieties. A zone of protection extends from the reader in a 10' diameter sphere. Those within the sphere cannot be harmed or touched by the particular type of weapon for 1d4+4 rounds. The scroll cannot protect against large missiles such as boulders from a catapult or ballista bolts. When found, the GM should roll on the table below to determine the exact type of weapon warded against. Reading Time: 1 round.
1D3 | WEAPON TYPE |
1 | Blunt |
2 | Edged |
3 | Missile |
XP Value: 1,000
Magic Weapons
Arrow of Fireballs (A/B/Ca/F/P/R/T/Tr)
These arrows are +2 to hit, and explode into a Fireball causing 6d6 points of damage when striking a target. The Fireball consumes the arrow, and if the arrow misses its target it will be broken. The creature struck by the arrow is not allowed a Saving Throw, although others in the area save for half damage .
XP value: xx GP value: xx
Bolts of Earthquakes
These function normally as +2 heavy crossbow bolts. When shot into the earth or into a stone structure they cause a 10d10 earthquake in a 30 sq. ft. area.
XP value: xx GP value: xx
Bone Mace (A/B/C/Ca/F/P/R)
A bone mace is wielded by favoured servants of Orcus, and sometimes given to Anti-Paladins as a reward for their service. It is a mace +3 that causes paralysis as a ghoul 3 times/day.
XP value: xx GP value: xx
Braeran's Stiletto (A/B/Ca/F/P/R/T/Tr)
Damage: 1d3/1d2 + Special
Braeran was a petty crook and mugger who tried to pass himself off as an Assassin, if he encountered someone making discreet inquiries about contracting an Assassin. If the target were a resident of his own quarter he would take the job and attempt to complete it, although his methods were unsophisticated. If the target resided in a quarter where Braeran had no access, and no association to gain it for him, Braeran negotiated a price in bad faith and then attempted to kill his employer upon receiving an initial installment for expenses. He had considerable success, mainly due to his blade which he had taken from the belt of a drunken sailor he had assaulted and robbed.
This small dagger's hilt is made of silver, wrapped in leather. The pommel has been worked into the shape of a small frog, with an open mouth. The piece is a rendition of a species native to the jungles. Its head is on a swivel which allows it to unlock and slide, allowing access to a small cavity which can be filled with liquids of the bearer's choice. On the guard is a small carving of two daggers lying horizontal, opposite ends, across a six pointed star. Pressing down on the star causes the contents of the chamber to evacuate through a deep groove that runs down the center of the blade from its tang to the tip; typically this is used to inject poison from the hilt chamber into a wound.
As the blade itself is not coated in venom there is no chance for observers to “notice” the same, and possibly be swayed by the use of poison to risk involving themselves by notifying the nearest watchman. The weapon is not enchanted in any way, and gives no bonuses to hit or damage.
Braeran eventually grew careless, as is wont to happen when enjoying illicit gain without consequence, and the Assassins' Guild became aware that someone using this distinctive blade was impersonating their members. In a stroke of luck, Braeran found out his secret was compromised, although he mistakenly thought the Assassins also know his identity. To escape, Braeran signed on as a hireling to a newly-formed adventuring group that was willing to purchase his exit stamp at the quarter gate. The group, who called themselves Magan's Men, have not returned to the city for three seasons.
XP value: 100; GP value: 150
Devil's Club (CDIMW)
This is an enchanted stick from a thorn creeper (c.f. MoM, pp 98-9). It is a +1 club. On a perfect roll of '20' the victim will be permanently scarred, suffering -1 to their Charisma.
XP value: xx GP value: xx
Hound's Tooth Dagger (A/B/Ca/F/I/M/P/R/T/Tr)
This dagger, formed of a huge sharpened dog's tooth set with a bone handle, appears to be a magical +1 weapon, and normally functions as such. However, on a natural “to hit” roll of 20, it will magically conjure a dog (cf. OSRIC: Dog, Wild) which will also begin to attack the target that was struck. The dog has 4hp and can be attacked as normal, and it will disappear in any case when its target is dead. It never needs to check morale and cannot be commanded to do anything other than attack the creature it has been conjured to fight. The hounds thereby summoned are black-furred, their eyes glow a spectral green, and they bring with them a preternatural chill in which their breath steams like jets of fog. It is not possible for more than three dogs at a time to be summoned by the Hound's Tooth Dagger.
XP value: 150; GP value: 300
Sword of Ineffable Evil (A/B/Ca/F/P/R/T/Tr)
Forged in the furnaces of Narak and quenched in the blood of a devil, this longsword radiates chaotic evil and has a wickedly sharp saw-edge along both edges of its pitch-black blade. In the hands of an Anti-Paladin, this is a magical longsword +4 that continually radiates Protection from Good in a 30' radius. The bearer may use it to Commune with a demonic patron (as the 5th-lvl Divine spell) once per week.
XP value: xx GP value: xx
Sword of Spell Stealing (A/B/Ca/F/P/R/T/Tr)
A +2 sword with special powers against any creature that has a spell memorised. (It only works on memorised spells, not spell-like powers, so the sword of spell stealing could not steal the powers of a unicorn or pit fiend, but it would work on a lich or naga.) If the attacker rolls an unmodified 20 “to hit”, then one of the target's spells vanishes from its memory; determine the spell lost randomly. If the attacker is injured, then he or she is healed 1hp of damage for each level of the spell stolen.
XP value: xx GP value: xx
Mace of Order (A/B/C/Ca/F/P/R)
In the hands of a Chaotic character this heavy mace functions as a cursed -1 weapon. For a character who is Neutral on the Law-Chaos axis, it counts as +1. For a Lawful character it is a +3 weapon and inflicts double rolled damage, i.e. (1d6x2)+4 vs small or medium-sized creatures and (1d6x2)+3 vs large ones.
XP value: xx GP value: xx
Mace of Smashing (A/B/C/Ca/F/P/R)
This +1 heavy mace increases the wielder's strength by one. This means that the strength is increased to the next whole number, so for example, a character with strength 18/32 would have an effective strength of 19 while wielding this weapon.
If the mace is used on an object, it must pass a Saving Throw vs. Crushing Blow or be destroyed. The mace of smashing is therefore prized by dungeoneering adventurers of the less subtle kind, since it can be used for breaking down doors or smashing open chests and other containers (although in due course, adventuring types may find the gentle sound of shattering potion-bottles, magical mirrors or other fragile contents upsetting, and may become tired of triggering traps).
XP value: xx GP value: xx
Mageblade (A/B/C/Ca/F/M/P/R)
This +1 longsword is usable by Magic-Users. Dagger proficiency is sufficient to remove the non-proficiency penalty for a mageblade.
XP value: xx GP value: xx
Hammer of Witches (A/B/C/Ca/F/P/R)
The hammer of witches counts as a +1 heavy warhammer in the hands of most characters. When used by an Inquisitor, it counts as a +3 heavy warhammer and inflicts double damage against any creature with spells memorised. It also empowers the Inquisitor to turn undead as a Cleric of the same level.
XP value: xx GP value: xx
The Millennial Maces (A/B/C/Ca/F/P/R)
These weapons were constructed by a race of sea giants now vanished from the Earth and are named after the most infamous of their kind who was known to have made good use of them in battle. The millennial maces are not magical items but artifacts of super-science that cannot be replicated by anyone in a standard fantasy setting. In appearance they look like slightly over-large footman's maces built of a single piece of some incredibly hard, iron-like dark substance that weights less than any known metallic alloy. The reduced weight means someone with the suitable weapon proficiency can make use of one normally despite its uncommon size and shape.
The maces confer no bonuses to hit but have two special abilities when activated by a command word. When this is done the head of the mace begins glowing white-yellowish, surrounded by a weaving field of energy that resembles flames and casts light equivalent to a lantern and emits a ominous humming sound just within range of hearing frequency.
The energy field has disruptive properties on matter down to the molecular level and causes horrendous damage, being able to crack and shatter even stone and steel. In combat calculate normal damage for using a footman's mace, including bonuses from Strength, Weapon Specialization, etc, and double the total. Inanimate objects struck by an active mace must Save vs. Disintegration or be destroyed.
Furthermore, within a 30' radius around the mace wielder all hostile non-supernatural creatures of Intelligence above Semi- must Save vs. Death or be struck by fear. This fear effect does not cause victims to flee but rather stay rooted to place, cowing and unable to do anything except maybe going into parrying mode. Each time a creature under the influence of fear is attacked by the mace-user it can re-roll the Saving Throw; upon success fighting back is possible although at a -4 to Hit. Creature affected by the fear field who manage to step outside of it, or who stop being under its direct influence due to the mace-wielder moving about, can make ranged attacks normally. The field of fear is not magical, but techno-psionic in nature so it will affect even normal beings normally immune to fear.
The power source of these maces is not infinite but is is self-recharging to a degree. When energy reserves go below a certain threshold the mace with go into “standby mode” and deactivate for a period of time as it siphons power from the Planes Beyond. To simulate this any natural “1” on an attack roll using a millennial mace means it will shuts down for a period of 1d4 days.
XP value: xx GP value: xx
Gladius of Flowing Steel (A/B/Ca/F/P/R/T/Tr)
In their natural form these rare magical weapons look like short swords made of a single casting of metal, the entire weapon, blade, handguard and handle is made of a solid-state mercurial metal alloy with no seams that can alter its shape. Upon command the entire weapon can change to the form of any straight-edged model of sword from Short Sword to Two-handed or anything in between.
These armaments work as +1 magical weapons for purpose of hitting, damage and for wounding creatures immune to mundane weapons. Besides this the wielder gains a +1 bonus to hit as the blade and hilt, regardless of the form adopted, always take on a shape that is perfectly adapted and balanced to the personal needs of the user.
XP value: xx GP value: xx
Phase Sword (A/B/Ca/F/P/R/T/Tr)
Sword that casts Blink (3rd-lvl Arcane spell) and can hit displaced, out-of-phase or æthereal things.
XP value: xx GP value: xx
Polearms of the Peasant Heroes (A/B/Ca/F/P/R)
There was once a peasant rebellion that benefited from the aid of master weapon-smith who unselfishly made many dozens of polearms to help the commoner insurgence against tyranny. Like most, this rebellion was crushed but its legacy lives on trough these weapons for the spirits of the peasant heroes that fought in died in those battles still linger on them.
In appearance these weapons look no different than standard fare polearms, although detection of magic will show they have a faint necromantic aura about them. They seem immune to both the effects of the passage of time as well as corrosion and rust from natural sources. They run the entire gamut of polearms except for pure pikes and halberds. Glaives, guisarmes and glaive-guisarmes being the most common models found-
In combat the Polearms of the Peasant Heroes confer a to-hit and damage modifier that varies according to the nature target they are being used against. When facing a lowly representative of authority or agent of the state such as a soldier or city watch member they work as +1 weapon, against a non-noble superior officer, judge or bureaucrat they get a +2 bonus, +3 vs. a titled noble, +4 vs. a high noble such as a baron or duke and +5 vs. a prince and +6 vs. a king or emperor; for these last two classes the victim must also make a Save vs. Death upon being struck by the weapon or perish immediately regardless of damage incurred. If used against persons of commoner or lower status they grant a variable negative penalty to hit and damage of minus 1d4+1.
These weapons are Neutral in alignment but will not harm users unless they are members of the higher classes, in case a noble attempts to touch one and is of any alignment other than Lawful Good, he will suffer magical damage equal to being struck by the weapon with the appropriate damage modifier for his social rank.
XP value: xx GP value: xx
Dastard's Foils (A/B/Ca/F/P/R/T/Tr)
An ornate case containing a pair of seemingly identical and fine foils. However the Dastard's foils consist of one weapon with a +1 to +4 bonus and one with a -1 to -4 penalty (The penalty is always the exact inverse of the bonus). Anyone faced with choosing a weapon from the pair will always choose the cursed weapon unless they pass a Saving Throw with a -4 penalty. Unlike most cursed weapons, the cursed foil can always be returned to the box provided the matching foil is also returned.
XP value: xx GP value: xx
Rapier of Wit (A/B/Ca/F/P/R/T/Tr)
This finely crafted rapier is +2 weapon which also grants a +1 bonus to Charisma when worn or wielded. Furthermore, provided the wielder can maintain a steady barrage of insults and is not prevented from speech in some way, they may confuse and befuddle their opponents, causing them to attack with a -2 penalty and a -1 penalty to armour class. Mindless or deaf opponents are immune to this effect.
XP value: xx GP value: xx
Flying Flange (A/B/Ca/F/P/R/T/Tr)
The Flying Flange is a rapier with quillion and guard crafted into the form of a kingfisher. This +1 weapon enables the wielder to make prodigious leaps as per the 1st-lvl level Arcane spell, Jump. Furthermore the wielder can avoid all falling damage on a successful Saving Throw. The wielder may also make a leaping charge, in which case the first successful hit inflicts double damage.
XP value: xx GP value: xx
Rapier of the Mark (A/B/Ca/F/P/R/T/Tr)
This thin and light rapier is a +2 weapon. On a successful hit the wielder may choose to mark the opponent with a personal and permanent signature, insignia or initial. The mark is clearly visible covering the victim's chest and will glow slightly with a soft but visible light even if the victim covers it, becomes invisible changes form. An opponent so marked must make an immediate morale check and must check morale every time they confront the wielder (should they ever meet again). Only a Remove Curse, Limited Wish or Wish will remove the mark.
XP value: xx GP value: xx
Battle Axe of Mighty Hewing (A/B/Ca/F/P/R)
These dwarf-made battle axes are one-piece weapons of solid black metal with heavy, dense blades made for the elite honour guards of their kings. Their magical enchantments grants +1 to-hit and +2 to damage. A character fighting with one can perform a Mighty Hewing manoeuvre for tremendous damage: instead of attacking in one round he pulls back the weapon and attacks normally on the next with full force. If the blow hits it will deliver double normal rolled damage, including all modifiers from Strength and Weapon Specialization.
When attempting a mighty hewing the axe's user cannot make multiple attacks or benefit from the “Fighting the Unskilled” ability of the Fighter class. Due to their awkward distribution of weight these weapons cannot be used one-handed or properly wielded by someone with Strength bellow 16. Someone with insufficient strength fights with the axe as if he lacked the appropriate weapon proficiency and cannot use the mighty hewing power.
XP value: xx GP value: xx
Bolts of Lightning (A/B/Ca/F/P/R)
These bolts are normally light crossbow bolts, although heavy crossbow bolts may be found. When striking a target a Lightning Bolt is unleashed, consuming the bolt.
The lightning bolt inflicts 6d6 points of damage, and the creature struck by the crossbow bolt receives no Saving Throw, but any creatures in the path of the lightning stroke do. Whether striking a target or not, the bolt will break.
Note that the lightning stroke is 5' wide and 30'long. If a solid object is within the stroke, say a stone wall, the stroke will rebound to its full length, e.g., if a wall is 10' behind the victim the stroke will rebound 20', enveloping the shooter if he or she is within 20' of the target.
XP value: xx GP value: xx
Thunderclap Arrow (A/B/Ca/F/P/R/T/Tr)
These magic arrows are of exceptional value, having +3 to-hit and damage. In addition, any victim struck by one of these arrows must Save vs. Breath Weapon at -3 or be stunned for 3d4 rounds. These arrows are effective on creatures of 600 lbs. or less. Creatures up to 1,200 lbs. save normally, and more massive creatures are unaffected by the stunning.
XP value: 1,000 GP value: 100
Swords of the Ancients (XXX)
The ebb and flow of peoples across the plains of the north is a fact of barbarian life. However to a man of kingly blood the second most important thing about his burial (the first is that it be a result of death in battle) is that it be in the earth of his homeland. When their enemies drove the tribe from their homeland the men of kingly blood stood on the borders of their homeland and divided into pairs and fought to the death, until at the last, Knorr the Unvanquished perished from his wounds having defeated his brother in single combat. The men of the tribe buried them there and pressed on to find a new homeland.
Accounts differ on how many pairs fought, or what weapons were used by all of the combatants but all agree that the weapons were changed by the use to which they were put. Four swords are known to exist. Seeming to be commonplace Minnatanian blades of ancient design but possessing a fearsome curse. All exert a pressure on the wielder of the blade to destroy the hereditary enemies (if any of these near extinct peoples may be found) and exert mastery over the tribe.
These intelligent swords have a purpose and a will of their own. The spirit of the kingly men of the ancient tribe live on, bound to the weapon they used to kill thier own brothers and sons. Lawful Evil, they exist to exterminate their hereditary enemies and all their works and promote men of ability to the rule of the tribe. The swords do not communicate with the wielder, but will influence the weak willed user to achieve their goals. They may also betray the user who is strong willed enough to resist their influence but otherwise unsuitable to rule (not a barbarian noble). Generally the abilities manifest as a +1 bonus to hit and damage in combat. If the sword has decided to betray the user it will be a -1 weapon, unlike most cursed swords casting it away will break the curse easily. Most barbarian warriors are distrustful of magic and may seek to cast away the sword if they realize it is magic, if the warrior is worthy of it's service the sword will seek to dominate the will of the user at least to make sure it is not discarded.
XP value: xx GP value: xx
MAGIC ARMOUR
Armour of the Porcupine (any who can wear that armour type)
Armour of the Porcupine magically inflicts damage on any attacker who hits the wearer in melee. There is no Saving Throw, but magic resistance will prevent this effect from working (treat the armour as an 11th level spellcaster). It can work on any number of attackers, even if they all hit in the same round. It is ineffective against damage caused by spells or missiles. Roll d% to determine the strength of the armour:
d% | PROTECTION VALUE | DAMAGE INFLICTED |
01-30 | +1 | 1 hp per hit |
31-40 | +2 | 1 hp per hit |
41-45 | +3 | 1 hp per hit |
46-47 | +4 | 1 hp per hit |
48-67 | +1 | 1d2 hp per hit |
68-75 | +2 | 1d2 hp per hit |
76-80 | +3 | 1d2 hp per hit |
81 | +4 | 1d2 hp per hit |
82-90 | +1 | 1d3 hp per hit |
91-95 | +2 | 1d3 hp per hit |
95-97 | +3 | 1d3 hp per hit |
98 | +4 | 1d3 hp per hit |
99 | +1 | 1d4 hp per hit |
00 | +5 | 1d6 hp per hit |
Each time the target is struck in melee, there is a 1% chance that the armour of the porcupine's enchantment will be exhausted and it will crumble to dust.
XP value: xxxxx; GP value: xxxxx
Armour of Quick Changing (any who can wear that armour type)
This armour provides normally (90%) +1, occasionally (9%) +2 or rarely (1%) +3 protective value. It can be donned or doffed in one round.
XP value: xxxxx; GP value: xxxxx
Armour of Swimming (any who can wear that armour type)
Armour of swimming will not rust or rot in water, and while fully immersed in water, has an encumbrance of zero.
XP value: xxxxx; GP value: xxxxx
Polished Shield (any shield-using class)
The polished shield acts as a shield +1. Its reflective surface also reflects gaze attacks such as a medusa's like a mirror does.
XP value: xxxxx; GP value: xxxxx
Survivor's Shield (any shield-using class)
The survivor's shield acts as a shield +1. Once in the wielder's life, the shield will empower him or her to re-roll a failed Saving Throw. Once this has been done, that will never again work for that character. Each survivor's shield will enable a maximum of three re-rolled Saving Throws - for three different owners - before crumbling to dust.
XP value: xxxxx; GP value: xxxxx
Monk's Shoes and Gloves (KFM)
These shoes and gloves are created in sets that cannot be divided. Each set consists of two shoes and two gloves; if any part of the set is damaged the remaining pieces lose their dweomer and become mundane items.
Usable only by Kung-fu Monks, these foot and hand-ware empower a monk's open hand attacks to damage creatures damaged only by magical weapons. Some sets have no plus to hit or damage, but will enable the monk to effectively strike creatures requiring silver or +1 weapons to hit. Others have varying pluses to hit and damage.
A further benefit is gained, for the wearer is protected from some effects while striking. Thus a monk could use open hand attacks upon a vampire without suffering energy drain, but if the vampire should strike him, normal draining would occur.
d% | BONUS | XP VALUE | GP VALUE |
01-50 | +0 | 200 | 1,000 |
51-80 | +1 | 400 | 2,000 |
81-90 | +2 | 800 | 4,000 |
91-96 | +3 | 1,400 | 7,000 |
97-99 | +4 | 2,000 | 10,000 |
00 | +5 | 3,000 | 15,000 |
XP value: xxxxx; GP value: xxxxx
Shield of the Undead (any shield-using class)
The Shield of the Undead acts as a shield +2. It absorbs the level-draining touch attacks of the undead, preventing them from working. When it absorbs a level-draining attack, roll 1d20. On a “1”, the shield crumbles to dust.
XP value: xxxxx; GP value: xxxxx
Amazing Aventail of the Forge-worker (XXX)
While not designed to work as true armour this set of magical leather apron and gloved leather sleeves works as a suit of +1 leather armor and grants great resistance against fire and heat. The wearer of the aventail suffers only half damage from any fire or heat-based attack whether mundane or magical, and no damage on a successful Saving Throw. Most aventails are dwarf or gnome-sized and used exclusively by their metal smiths but both races have been known to fabricate human-sized versions of these garments for their allies in situations similar to those that lead elves to gift outsiders with sets of elfin chain.
XP value: xxxxx; GP value: xxxxx
Shield of the Hoplite's Shade (XXX)
These round, hoplon-style shields come in all sizes from small to large. They grant no special bonuses to AC but upon command will expand in size until they grant 100% concealment and cover to the shield bearer making him fully immune to missiles shot from the direction the shield is facing. The weight of the shield will not increase and the effect will work for any wielder of size smaller than Large.
XP value: xxxxx; GP value: xxxxx
Helm of the Impassive One (XXX)
These close-faced visored helmets look remarkably utilitarian, being bereft of any markings, adornments or decorations. They are made of seemingly normal steel except for the the face-plate on the visor, which is built of a silvery-white alloy and bears no eye sockets or breathing holes. Despite this the wearer can see and breathe normally and is granted ultravision while using the helm with the visor down. He can also see through all visual illusions and is immune to all hypnosis, charms and detrimental, magic-based mental effects that rely on sight.
XP value: xxxxx; GP value: xxxxx
Shield of the Voracious Wind (XXX)
These circular medium shield shields of +1 to +3 enchantment are all embossed with a high relief shaped like face of a mythological creature or animal. Upon command the face's jaws will open to considerable size and inhale with the force of a strong wind, consuming any miasmas, vapors or flying insect swarms within a 20'x20' area in front of the user.
Within one turn the shield “swallows” and destroys what it consumed utterly. Until then the eyes on the face glow with a tenuous, eerie light and another command word will unleash the gases stored within on an area equivalent to the consuming effect.
XP value: xxxxx; GP value: xxxxx
Shield of Spiral Befuddlement (XXX)
These +1 medium or large shields all have a fan-like pattern imprinted on their faces, such as a swastika, meander or spiral that will swirl hypnotically once per battle when the wielder bangs it thrice with a weapon and speaks the command word. One creature within 20' at which the effect is directed must Save vs. Paralysis at -2 or be affected in the same manner as a Confusion spell cast by a Magic-User of level equal to the shield bearer. Creatures within range and near the target that can also see the shield swirl will also be affected but make their saves with a +2 bonus.
XP value: xxxxx; GP value: xxxxx
Hide Armour of Megafauna (XXX)
The secret of making these suits of hide armour is known only to certain primitive tribes living in remote hidden valleys and isolated plateaus where the large prehistoric animals still dwell: smilodons, glyptodons, mastodons, megaloceros, megatheriums and similar beings.
This armour is made only for tribal chiefs, elder shamans and champion warriors. In civilised lands it only slightly less rare than dragon teeth; what examples do exist were likely obtained by theft, plunder, or as a gift from a thankful tribe in return for a great service. Ancient shamanic rituals are performed over these armour grating them mild enchantments. Unlike normal hide armours they are not odoriferous and will not degrade with the passage of time.
Megafauna hide armour provides AC 5, weighs 30 lbs and limits maximum movement rate to 9”. They are effectively priceless and will never be found for sale in the open market. Classes restricted to leather armour, such as Druids and Thieves, can make use of this kind of armour normally.
XP value: xxxxx; GP value: xxxxx
Escafander of Hydrophilan (XXX)
These old suits of bronze plate armour were constructed by an eccentric mage that was obsessed with exploring the depths of the seas. They appear almost as enclosing as a suit of full plate armor, with some glassy substance covering the open spaces on the helm's visor. The escafanders have a +2 magical protective enchantment providing an AC of 2.
On land an escafander works like normal bronze plate for purposes encumbrance and maximum movement rate, but on water it becomes virtually weightless and allows the wearer to move normally as if he was wearing a ring of free action. Underwater the wearer can see, breathe and even talk normally. These armors are also very resistant to cold and pressure, a character wearing one is immune to normal cold and suffers only ½ damage from magical cold attacks (no damage with a successful Saving Throw); he will also be immune to damage from hugging attacks of the kind delivered by bears, yetis and other creatures.
XP value: xxxxx; GP value: xxxxx
Shield of the Fanged Maw (XXX)
These small metal shields all have a masterfully-wrought hideous fanged face carved on their outside. This face is imbued with a form of magical life and can deliver bites. When the shield bearer uses it in a bashing attack he causes 2d4 points of damage from a combination of impact and chomping damage. Using these shield for an attack requires no weapon proficiency and modifiers To Hit and Damage from Strength are applied normally. For the purpose of injuring beings immune to normal weapons, shields of the fanged maw count as armaments of +1 enchantment.
When the shield-bearer is himself assaulted in melee, should the attack roll miss by “1” it means the character managed to use the shield to deflect the blow and it bit out of its own volition, catching the weapon between its fangs and possibly disarming the foe. If the attack was unarmed then the fangs bite down on the attacking limb for 1d4 damage and the attacker will be caught unless he makes a Save vs. Paralysis.
XP value: xxxxx; GP value: xxxxx
Harnesses of the Barbarian Kings (XXX)
The harnesses are protective vestments once worn by some of the greatest Barbarian heroes of old. At first glance these patchwork armours can hardly be called “suits”. No two are alike, any harness can be made of a variety of different parts of leather, horn, bits of light chain, scale or lamellar, furs, bronze belts or even armour parts obtained from outside barbarian cultures such as gladiatorial leather sleeves or light gauntlets. Regardless of individual details all harnesses are distinctly barbarous in design and will look to any civilized warrior to leave altogether too much flesh exposed, often in a manner that would be considered shocking among polite company. The most frugal of harnesses may even make a wearer appear as if he or she is running around clad only in odd underwear.
By itself an harness provides only AC 9 protection and is equivalent to a leather armor in weight and encumbrance. However the sympathetic magic effect of having been worn extensively by great Barbarian heroes grant them the equivalent of a +5 protective enchantment for a final AC of 4. It is worth nothing this enchantment works solely against melee attacks, against ranged attacks the AC 9 value is used. With the exception of shields, magical bonuses to AC granted by other items will not if worn by someone dressed in these harnesses (effects other than AC improvement will still function). However, If the wearer dons any normal Barbarian helmet larger than a cap that he acquired directly from a Barbarian community by honest and legitimate means his AC improves by one. Thus while wearing an harness, a Barbarian helm and a shield a character would benefit from an AC of 2 against melee attacks and AC 7 against ranged attacks.
These armour can be used by all characters regardless of class and alignment, but its magical protective properties will not work for thieves, Assassins, arcane Magic-Users, cowards or Clerics who serve deities unfit for a Barbarian to worship.
XP value: xxxxx; GP value: xxxxx
Helm of the Boar (XXX)
Allegedly the property of some disbanded old knightly order these full helms of dark brown metal are shaped in remarkable likeness of the head of their animal namesake. They were designed to be worn with plate or heavier armours but will fit normal banded or splint armours if a smith adapts their gorget area.
The wearer of the helm gains full immunity from fear and has his olfactory sense improved to such an astounding level he gains the ability to track by scent like a Ranger of equal level. He will also be able to detect the smell of poison or other substances added to food or covering an item (recognising those smells will be a different matter). After gaining some more experience with the helm, anything from a couple of weeks to a month, the wearer can master his scenting ability to the point were he can operate by smell alone even in full darkness. The wearer gains a mental “scent picture” of the area 10 feet around him and only something fully inodorous will be “invisible” to him. In melee combat he can fight normally even while blinded or in full darkness with just a -2 penalty to hit.
The downside of these items is that the user becomes overly protective about friends, family and companions. There is a 5% chance that witnessing someone displaying overt hostility against any of those persons while wearing the helm will make the user loose control of himself and attack the one(s) responsible until they die, are rendered unconscious or flee the area.
XP value: xxxxx; GP value: xxxxx
Chirotheca of the Crimson Warrior (XXX)
These limb protective devices look like something of a cross between greaves, gauntlets and vambraces made of some lightweight reddish substance that feels plastic to the touch. A flat structure not unlike a fin extends from the wrist area to just before the end of the forearm.
When worn as a pair the chirotheca provide a non-magical +2 bonus to AC that can be used against two enemies per round in the same manner as a medium shield, except the wearer can fight with a two-handed weapon and still benefit from this protection. Using missile weapons such as bows and crossbows does not require removal of the chirotheca. When only a single chirotheca is worn it works just like a normal buckler would.
These items are also remarkably resilient to heat and will not be affected by normal fires. It is possible to safely handle red-hot metal or even touch melted stone while wearing one.
XP value: xxxxx; GP value: xxxxx
Plate Armour of Comfort (XXX)
These novelty suits of armour were designed by a famous artisan who went bankrupt due to their high production costs and poor sales. Only a few dozens were ever made. These suits of plate eschew chain links in favour of folds of silk of the highest quality and on the inside they are thoroughly padded with cushioning cloth and supple leathers in a most genial fashion. The end result is an armour so comfortable that it is possible to have a night of restful sleep while wearing one, waking up fully armoured on a moment's notice in case of an ambush.
While the armour itself is not magical it uses components of magical origin to avoid the discomfort associated with wearing armour for extend periods such as heat, grime and parasites; the wearer will not be affected by ambient temperature except in arctic or near-desert conditions and the armour won't rust or degrade.
These suits of plate grant an AC of 4, weigh 30 lbs. and allow a maximum movement rate of 90'. The value of one of these in the open market would be about 4,000gp.
XP value: xxxxx; GP value: xxxxx
Helm of Luminous Retribution (XXX)
This squarish-looking horned closed helm has the ability to project a shaft of burning yellowish light from the visor against a hostile creature up to 10' distant. A creature hit by the blasts suffers 1d6 points of magical damage per level of the wearer of the helm. A Saving Throw vs. Breath Weapons cuts the damage in half. This power may be used at will once per round but will only work against a clearly hostile creature that is attacking the wearer of the helm, and he cannot bear no arms in his hands otherwise the power will fail.
XP value: xxxxx; GP value: xxxxx
Glassy Helms of Eog (XXX)
Molded by the master gnomish artisan Eog these closed bulbous helms are made of transparent crystalline glass as strong as the highest quality steel. Helms of Eog offer the same protection as a great helm but do not impede sight or hearing in any way. The helm also acts as an air filter of surpassing quality, the wearer can breathe normally amidst smoke, sandstorms, etc and will only fail Saving Throws to resist detrimental effects from gases, miasmas, spores or other airborne agents on a natural 1 on a 1d20.
XP value: xxxxx; GP value: xxxxx
Glassy Shields of Eog (XXX)
More items borne out of the craftsmanship of master Eog. These small and medium shields are not magically enchanted but provide an AC bonus of 2 instead of the regular 1. Attackers have difficulty spotting which areas of the wearer's body are covered by the shield's transparent surface and thus a greater number of blows will be directed at it. The AC bonus of Shields of Eog can be used against one more attack per round than a normal shield of the same class.
XP value: xxxxx; GP value: xxxxx
Platinum Coin Scale Armour (XXX)
Perhaps the most expensive example of coin scale armour ever devised, only one such suit is known to exist and according to legend it drove the country of the king that ordered it made into economic ruin. This suit of scale armour is made from nearly one thousand large coins of imperishable platinum sewn together by a mesh of mithril wire. It provides protection one class better than normal scale armour (AC 5) and has equal effects on maximum movement rate and encumbrance. However, sentient creatures who understand the concept of money have to make a Saving Throw vs. Paralysis to attempt to attack the armour wearer due to a near-instinctive fear of damaging such a valuable treasure; if the save is not made the attacker can only strike blows at the few exposed areas on the wearer's body with a -4 penalty to hit.
The user of the armour gains a +10% reaction bonus in appropriate social circles and will lead professional troops with a +10% bonus to loyalty. The downside is the greed that the sight of such treasure instils on those that covet wealth, for each that admires such a beautiful work of art there will be another who plots to steal it for his own, and many may attempt to pilfer a coin or two from the suit unnoticed. Fortunately this was considered by those who made the armour: due to the strength and structure of the mithril wire holding the suit together attempting to extract a coin from it without using appropriate tools requires a Major Test of Strength (c.f. OSRIC p.1).
XP value: xxxxx; GP value: xxxxx
The Target Shield (XXX)
The original magical target shield was made by an Illusionist as something of a joke, but its superior protection against missile attacks soon led the magician to construct several more examples to buying costumers before he perished by a self-inflicted wound while handling a repeating crossbow.
These items are all medium round shields of +1 enchantment with concentric red and white circles drawn on their faces. This magical pattern affects all creatures that can see it up to 100' distant and subconsciously compels them to aim any ranged attacks they wish to make at the shield bearer at the bullseye on shield proper rather than at his person. As a result there is a 50% chance any successful attack roll at the bearer using a missile or thrown weapon will hit the shield instead. Even casters of aimed spells are 25% likely to inadvertently aim it at the shield if it is a permissible target for the magical effect. For incantations such as magic missile or disintegrate this has obvious benefits to the wielder, but in the case of spells like fireball it puts him in greater danger.
XP value: xxxxx; GP value: xxxxx
Armour of the Golden Knight (XXX)
This plate armour was made by a powerful sorceress as a gift to her only son when he was made a knight. Everything in this suit of armour: plates, chain links, mail coif, etc is built of pure enchanted gold that glitters spectacularly in natural light. The visor on the helm depicts the face of the original young knight that first wore it surrounded by a stylized coiffure resembling an aura of sunrays.
Besides its +2 AC protective enchantment this two other extraordinary abilities. It prevents bleeding, no matter how many cuts he receives the wearer will never die from simply due to blood loss and becomes immune to blood drain and similar attacks. Second, and most importantly, it will save the wearer from a fatal blow…once.
Any melee or missile attack that would reduce the wearer to -1 HP or less will cause no damage, and the weapon used to deliver what would have been the fatal blow shatters upon impact. Only magical weapons +3 or greater can resist this effect by making an Item Saving Throw. If the attack was unarmed or used a natural weapon such as claws the assailant suffers bone fractures in the body part he used to make the attack, suffering damage equal to what the attack would have caused.
After saving the wearer's life in this manner the armour loses its radiance and becomes dull yellow in colour. It looses both its +2 enchantment and blood drain immunity, henceforth working as normal plate armour. It is possible to “recharge” all the armour's powers for that one wearer if a special ritual involving the sacrifice of 5000gp worth of gold dust is performed by a willing spell caster or creature who has the ability to make magical armour. Determining the precise ritual may require consulting sages or extensive magical research.
XP value: xxxxx; GP value: xxxxx
Helms of the Horned Demon-Kings (XXX)
Allegedly these dreadful helms are made of the actual skulls of half-demon sovereigns of old that were dipped in a solution of enchanted silver. They look like over-sized silvery humanoid skulls with a pair of ram horns jutting out of the sides. The internal space is sufficient to fit a human head comfortably and the skull-helm eye sockets are wide enough to provide good vision when it is worn.
Donning one of these helms grants a limited form of illusionary invisibility. All the items on the wearer's body, including any armour worn, will vanish from sight, only items carried on the hands such a weapon remain visible. Others looking at the wearer see only the fully transparent form of his naked body with the bones underneath glassy flesh looking as ebony-black outlines. This illusionary effect makes the wearer harder to detect, as if he was using a cloak of elvenkind that is 10% less efficient and does not function in outdoor settings. The visual illusion also grants a non-magical +3 bonus to AC against all attacks except those made by creatures that do not rely on sight.
The wearer of the helm also benefits from full darkvision 60' range (those with natural darkvision see its range increases by 30') and a magic resistance of 20%. Against all Necromantic spells and effects the magic resistance increases to 40%.
Finally the helm grants its user the power to paralyse a single mortal creature with fear. If he surprises an enemy that is no more than 60' feet distant he may will the skull to shine brightly with a sickly green radiance, the eye sockets will burn fiercely red and attract the victims gaze unto them rendering the target motionless with a mixture of hypnotism and terror. Only a target that is of higher level or Hit Dice than the wearer of the skull can resist this effect with a Saving Throw vs. Paralysis. Magic resistance is useless against this effect as it is not magic-based but blind creatures are immune to it. Those that are held motionless with fear count as prone, defenceless targets and may be struck down with a single blow.
These skull-helms are thoroughly aligned with evil but anyone may wear them regardless of personal Alignment. However, the lingering presence of the demon-king's spirit on the structure that once housed its brain will begin corrupting the wearer towards wickedness as time goes by. There is a cumulative 1% chance per day the helm was worn, plus 1% more per each use of the helm's terror effect, that a character will opt to commit it an evil deed or resort to violence when it is the easiest solution to deal with a life-threatening or desperate situation. For each full week that the owner goes without wearing the helm this percentage decreases by 1%.
XP value: xxxxx; GP value: xxxxx
Horned Helm of the Wild Hunt (XXX)
These open-faced helms are aesthetically Barbarian and adorned with the antlers of a stag slain by the dog packs of the Wild Hunt. They confer no special protection unless the wearer abides by four conditions: he must fight naked, eschew the use of any shield and paint his skin with Druidic symbols; furthermore, no magical items of any kind that grant AC bonuses may be worn in conjunction with the Horned Helm.
The person that draws the symbols on naked skin, which may be the helm user himself, need not be a follower of the Old Faith, but the symbols must be properly painted for the process to work. Under these conditions case the helm user is protected as if he was wearing a suit of full plate armor for an AC of 1 plus any modifiers derived from Dexterity. The effect will last until the next sunrise or sunset, at which time the symbols must be washed from the body and re-painted anew. If the skin paintings are removed or defaced in the meanwhile the effect will end and cannot be re-activated until permitted by the cycle of the sun.
Each time a naked, painted helm wearer goes into battle there is a chance he is overtaken by a berserk fury at lash out against all combatants, friends or foes, at +1 to-hit and damage and with one extra attack per round until everyone in sight or the user himself is defeated. The probability of this happening varies according to the alignment of the helm user. Chaotic Neutral wearers have a 25% chance of falling to this effect while for those of different alignments the chance decreases by 5% for each shift either axis of the alignment matrix.
XP value: xxxxx; GP value: xxxxx
Breastplate of Potency
This armour is composed of two plates, chest and back, made from a material not unlike aluminium in appearance and weight but much more resilient than that metal. Both plates are masterfully chiselled in the shape of an impressively detailed muscular human torso. The breastplate will alter its shape and size to fit any small or medium creature that has two upper limbs, both plates adhering to each other like magnets without need for buckles, belts or latches.
The breastplate weights 10 lbs. and does not limit the wearer's maximum movement rate. It grants an AC of 5 to its wearer and increases his Strength by 2 (increments above STR 18 grant percentile strength equal to the maximum value for each category, after 18/00 the character will gain STR 19).
The one annoying feature of this magical armour is that it is quite hard to remove. The the back and breast plate unite with such force and perfection that seams cannot even be detected. Removal requires a successful Major Test of Strength, up to three creatures (the wearer and two companions each pulling at one of the plates) can combine their percentages. Such efforts can be attempted once per Turn. While comfortable, wearing the breastplate of potency for extended periods may be detrimental to the torso's skin, as it does not allow it to breathe normally.
XP value: xxxxx; GP value: xxxxx
Slick Leather
A jet black, lightly-oiled breastplate that secretes its own lubricant. It grants the wearer a 50% chance of slipping free of any grapple, hold or grasp. Determine its protective value on the following table:
d% | BONUS TO AC | BONUS TO SAVING THROWS |
01-11 | +1 | Nil |
12-22 | +2 | Nil |
23-31 | +1 | +1 |
32-43 | +1 | +2 |
44-49 | +2 | Nil |
50-57 | +2 | +1 |
58-61 | +2 | +2 |
62-68 | +2 | +3 |
69-74 | +2 | +4 |
75-77 | +2 | +5 |
78-79 | +3 | Nil |
80-81 | +3 | +1 |
82-83 | +3 | +2 |
84-85 | +3 | +3 |
86-87 | +3 | +4 |
88 | +3 | +5 |
89-90 | +4 | Nil |
91-92 | +4 | +1 |
93-94 | +4 | +2 |
95-96 | +4 | +3 |
97 | +4 | +4 |
98 | +5 | Nil |
99 | Nil | +5 |
00 | +1d6 | +1d6 |
XP value: xxxxx; GP value: xxxxx
MAGIC RINGS
Bishop's Ring (C)
When worn by a Cleric with a wisdom bonus to his or her number of spells per day, the Bishop's Ring doubles that bonus. Thus:
WISDOM SCORE | SPELLS/DAY | |||
Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | |
13 | +2 | - | - | - |
14 | +4 | - | - | - |
15 | +4 | +2 | - | - |
16 | +4 | +4 | - | - |
17 | +4 | +4 | +2 | - |
18 | +4 | +4 | +2 | +2 |
XP value: xxxxx; GP value: xxxxx
Ring of Animal Friendship
When the wearer of this ring is within 10' of animals (Neutral alignment and animal-intelligence), any such creatures must make a Saving Throw vs. Spells. If the Saving Throw succeeds, the creature(s) must flee at their maximum movement rate away from the wearer. If the Saving Throw fails, the creature(s) will become pacified by the dweomer and will follow the wearer around. If a charge is expended such pacified creatures will actually defend and guard the wearer. Up to 12 HD of animals can be affected at any one time by the ring. A Druid wearing the ring can affect double this amount (up to 24 HD) and a Ranger 1 and ½ the normal amount (18HD). When discovered, the ring will typically have 24+1d3 charges. It cannot be recharged.
XP value: 1,000; GP value: 5,000
Ring of Possibilities
This ring resembles a Ring of Warmth (c.v.) but has three different abilities which can be used on command by the wearer. Each ability is identical to the ability of any other sort of magical ring, and the effects will last for 24 hours. Each particular ability is useable only once, and after three separate uses the ring will become simply a mundane piece of jewelry worth 1d6 x 100gp.
XP value: 5,000; GP value: 55,000
Ring of Blinking
When the command word is uttered, the wearer is affected exactly as if they were enchanted by the 3rd-lvl Arcane spell Blink (c.v.). This effect will last for 6 hours, after which the ring will require 6 hours to refresh its power before being used again. The command word is typically engraved somewhere on the ring; and the ability will function whenever uttered, even by someone (within 10') other than the wearer.
XP value: 1,000; GP value: 5,000
Ring of Cancellation
This ring resembles an ornate and valuable mundane piece of jewelry, and its enchantment cannot be detected by any means. When the wearer of the ring is targeted by a magic item the ring's true ability will manifest and the assaulting magic item will malfunction harmlessly. The GM should roll a Saving Throw vs. Spells for the item, and if failed the item will be completely disenchanted and rendered mundane. Whenever the ring cancels the power of another magic item it will require 1d4 hours to refresh before it can operate normally again. Magic weapons will not have their mundane damage cancelled by the ring, only their magical effects. Saving Throws for individual items should be rolled by the GM as follows:
1D20 | SAVING THROW MODIFIER |
1 | Automatic failure for any magic item |
2 | Relics save successfully |
3 | Artifacts save successfully |
4 | Melee weapons save successfully |
5 | Rods and staves save successfully |
6 | Miscellaneous magic items save successfully |
7-20 | Any item saves successfully |
XP value: 250; GP value: 2,500
Ring of the Chameleon
This ring allows the wearer to magically blend in with his or her surroundings at will, allowing for 90% invisibility in normal surroundings. Further, when the wearer is surrounded by intelligent creatures there is a chance they will be mistaken for one such creature at a distance of 60' or less for a number of turns, depending on the intelligence of the observing creature(s) as follows:
Intelligence of Observing Creature(s) | Cumulative chance of discovery/turn |
3 or less | 100% within 10' |
4-15 | 5% |
16 | 21% |
17 | 22% |
18 | 23% |
18+ | 25% |
XP value: 1,000; GP value: 5,000
Ring of Cursed Failure
This cursed ring functions as a beneficial magical ring of another sort as follows:
d% | Type |
01-10 | Ring of Free Action |
11-20 | Ring of Feather Falling |
21-40 | Ring of Invisibility |
41-55 | Ring of Jumping |
56-80 | Ring of Swimming |
81-90 | Ring of Warmth |
91-00 | Ring of Water Walking |
When the wearer enters into a stressful situation (e.g. melee, stealth, or a delicate maneuver) the detrimental effects of the ring come into play, lowering the wearer's DEX to half normal. Chances for success at Thieving abilities are lowered by half. Attempts at casting a spell with somatic components will fail unless a Saving Throw vs. Spells is successful. Once worn, the ring can only be removed by the application of Dispel Magic vs. a 12th level item. Removal in this way will permanently render the ring useless both detrimentally and beneficially.
XP value: 0; GP value: 5,000
Ring of the Faerie
This ring is a specially constructed Elven item given as a gift to allies of the Elves. There are three varieties: Good (75%), Neutral (20%), and Evil (5%). A non-Elven wearer is granted the following abilities as if he or she were an Elf.
Darkvision: 60'
Detect Secret Doors: 1 in 6 chance to notice secret doors when passing within 10', 2 in 6 chance to discover secret doors when searching, and 3 in 6 chance to discover concealed doors when searching.
Surprise: 4 in 6 chance to surprise when travelling in non-metal armour and alone, or more than 90' in advance of others, or with a party entirely consisting of elves and/or halflings. If a door must be opened (or some similar task), the chance of surprise drops to 2 in 6.
XP value: 1,000; GP value: 7,500
Ring of Jumping
This ring allows the wearer to jump 30' ahead, 10' backwards, or straight up (as per the 1st-lvl Arcane spell Jump). The ring requires but 1 segment to activate but can only be used thrice per 24 hour period.
XP value: 1,000; GP value: 5,000
Ring of Mental Fortitude
This finely made gold ring shields the wearer from the effects of ESP, Detect Lie, Know Alignment as well as any telepathic mind-reading abilities. The ring also grants the wearer a defense against mental blasts such as those employed by Cephaloids that grants a +1 to Saving Throws vs. such attacks and lowers any damage inflicted by 3 points.
XP value: 500; GP value: 5,000
Ring of the Ram
This is an ornate silver ring with the head of a ram as the device. If Detect Magic is used on it, it will indicate Evocation. When found, the ring will have 6d10 charges and can be recharged by a magic-user employing both Enchant an Item and Clenched Fist. The ring has two different abilities which can be employed by the wearer by expending charges as detailed below:
Ramming Force: The ring issues forth a damaging force to a range of 30' that vaguely resembles a ram's head. Such a force causes 1d6 points of damage for each charge expended up to a maximum of 3. This ability is particularly useful for knocking opponents from ladders or walls. Such an opponent must make a Saving Throw vs. Spells modified by the following:
Opponent or Circumstance | Saving Throw modifier |
Smaller than man-sized | -1 |
Larger than man-sized | +2 |
STR 12 or less | -1 |
STR 18-20 | +3 |
STR 20+ | +6 |
Opponent with 4 or more legs | +4 |
Opponent 1,000lbs. + | +2 |
2 charges expended | -1 |
3 charges expended | -2 |
Battering Ram: This ability allows the wearer to Open Doors as if they were possessed of great Strength. One charge will function as if they had 18/00 STR, 2 charges as 19 STR, and 3 charges as 20 STR. Additionally, magically held or locked doors can be opened in this manner. Damage inflicted by this ability is identical to that of a battering ram, with double or triple damage from the application of 2 or 3 charges respectively. Magic items struck by this ability must make a Saving Throw vs. Crushing Blow. Attempting to destroy a magic item in this manner requires the application of 3 charges to have any chance of succeeding. Attempting to damage mundane items does not require three charges but a Saving Throw vs. Crushing Blow is applicable.
XP value: 750; GP value: 7,500
Ring of Shocking Grasp (C/D/M/W and Warlocks)
This ring appears to be an inexpensive and mundane piece of jewelry, and will reveal only a faint, unspecific aura of magic if examined with Detect Magic. When the wearer touches an enemy, with a successful to-hit roll, 1d8+6 points of electrical damage are inflicted on the target. After 3 successful discharges the ring will stop functioning for 1 turn while it refreshes it's magical power.
XP value: 1,000; GP value: 5,000
Ring of Nourishment (Any)
This ring provides the wearer with magical nourishment even though they may go without actual food and water for hours or even days. The ring also provides mental and physical refreshment so the wearer need only sleep for 2 hours to gain the benefits of a full 8 hours of rest. Before the ring can function it must be worn for a full 7 days. If removed at any time, a further 7 days will be required for it to again function normally.
XP value: 500; GP value: 3,500
Ring of the Summoner (C/D/M/W and Warlocks)
This plain silver band will instantly become a correctly-scribed pentacle when cast upon the floor and the command word is spoken. If the caster speaks the command word again, roll a d12. If the roll is 01-11, the pentacle becomes a silver ring once more. If the roll is 12, then the magic has expired. In this case, although the pentacle will fade, no ring will appear.
XP value: xxxxx; GP value: xxxxx
Ring of Truth (Any)
This ring allows the wearer to immediately detect any lie told in his or her presence. It also makes it impossible for the wearer themselves to utter an untruth. If the wearer encounters someone under the effects of another magic item that allows undetectible falsehoods (e.g. the reverse of the 4th-lvl Divine Spell Detect Lie or a Potion of Glibness) the wearer will be incapable of hearing any of the untruthful words being spoken whatsoever.
XP value: 1,000; GP value: 5,000
RODS, STAVES AND WANDS
Wand of Blinding and Deafening (IM)
This wand casts the 2nd-lvl Phantasmal spells Blindness and Deafness. The wielder must specify which effect is desired with a unique command word when using the wand. Each effect requires a single charge and requires 1 round. The wand is rechargeable.
XP value: 200; GP value: 2,000
Wand of Enfeeblement (IM)
This wand casts the 2nd-lvl Arcane spell Ray of Enfeeblement. Each use requires one charge and one round. The wand is rechargeable.
XP value: 200; GP value: 2,000
Wand of Identification (Any)
Unlike most wands, the wand of identification may be used by any class. Using a charge will enable the holder to cast the identify spell. It may be recharged, but only by casting the Identify spell once per charge (and therefore using up a 100gp pearl per charge).
XP value: 250; GP value: 2,000gp
Wand of Force (XXX)
This wand has three separate functions, useable as follows:
Ray of Force: this use expends one charge and creates a ray of incandescent force springing from the tip of the wand that is equivalent to a +5 bastard sword in regards to to-hit and damage. Fighter types can employ this function.
Wall of Force: this use expends one charge and creates a Wall of Force as the 5th-lvl Arcane spell of the same name as cast by a 10th-lvl Magic-User. This function can be used once per round. Fighter types can employ this function.
Forceful Hand: this use expends a half charge and creates a plane of force identical to the 6th-lvl Arcane spell Forceful Hand. Only a Magic-User is capable of using this function and they must also have at least one of the Hand/Fist spells recorded in their spellbook.
This wand can be recharged by a Magic-User of 16th-lvl or higher. Additionally, when the wand touches a manifestation of one of the Hand/Fist, Wall of Force or Mage's Sword spells the wand will absorb a single charge of magical energy and the touched spell's effect will be instantly disintegrated (as per the 6th-lvl Arcane spell).
XP value: 3,000; GP value: 30,000
Wand of Locking & Opening (IM)
When one of the two command words are spoken and a charge is expended, this wand casts eiter the 2nd -lvl Arcane spell Knock or Wizard Lock as a 12th-lvl Magic-User. When found the wand will contain 101-1d20 charges and can be recharged by a 16th-lvl or above Magic-User.
XP value: 500; GP value: 5,000
Wand of Strident Polymorphing (IMW)
Once per day, when a charge is expended and the command word uttered, this wand casts the 4th-lvl Arcane spell Polymorph Other. Unwilling victims are allowed a Saving Throw vs. Spells with a -4 penalty. When found this wand contains 1d20+4 charges and can be recharged by a 16th-lvl or above Magic-User.
XP value: 800; GP value: 8,000
Wand of Webs (IM)
When a charge is expended and the command word is spoken, this wand casts the 2nd-lvl Magic-User spell Web as a 12th-lvl Magic-User. When found, the wand will contain 101-1d20 charges and can be recharged by a 16th-lvl or above Magic-User.
XP value: 400; GP value: 4,000
Ashknott's Staff (D)
Staff that doubles the damage on a Heat Metal spell
XP value: xxxxx; GP value: xxxxx
Wychwood Staff (XXX)
Staff +1. If it hits a wraith, spectre, ghost, groaning spirit, shadow, or other insubstantial creature in melee then it will be drawn into the staff and trapped inside until either the staff wielder speaks the secret command word to release it, or another insubstantial creature is struck in melee, in which case any previous occupant will be ejected. Creatures ejected in this way will probably be quite angry with the staff owner.
XP value: xxxxx; GP value: xxxxx
MISCELLANEOUS MAGIC ITEMS
Amulet of Borrowed Years (Any)
This magical item was developed as a defence against magical ageing. The amulet has a “life” of 101 years, and when its wearer would be subject to magical ageing, the amulet will age instead of the wearer. This magical ageing includes attacks by entities such as ghosts, or the effects of magical spells or effects including haste, potions of speed, or wish. As the amulet ages, rather than the wearer, the wearer is not subject to any system shock rolls that would normally be associated with magical ageing. The amulet cannot be recharged, and when it has “aged” 101 years, it crumbles into dust.
XP value: 2,000; GP value: 15,000gp
Amulet of Galidor (CD)
This magical necklace can only be used by a single-classed Cleric or Druid. While wearing the amulet, the priest or priestess' cure light wounds spells become more efficacious: he or she may roll the d8 for number of hit points healed twice, and choose which of the two results will apply.
XP value: 100; GP value: 1,000gp
Atlantean Sound Spheres (Any)
Atlantean sound spheres are novel devices. Each sphere resonates in thaumaturgic sympathy with the master sphere, which is double sized. The sound spheres are six inches in diameter, while the master sphere is a foot diameter. These spheres will transmit any sound around the master sphere to the subsidiary spheres as long as the spheres are within a 100 mile radius of the master sphere. To assign a subsidiary sphere, all the person needs to do is touch the smaller sphere to the top of the master sphere - the subsidiary sphere will glow yellow for a moment and then resonate with the master sphere. If a subsidiary sphere is placed near a master sphere the master sphere will of course pick up any sounds emanating from the subsidiary sphere - this allows the creation of sound networks.
These spheres are used for news, background music, performances of plays specially designed for performance to sphere audiences, and other such productions. There are rumours of bigger spheres that can broadcast over larger areas or cause master spheres to resonate in sympathy with the larger sphere. (This might explain the rapidity of Atlantean communication.) Spheres are also rumoured that allow two way communication.
XP value: 20; GP value: 75gp
Belt of the Veteran (FPR)
This magical belt will only function if worn by a single- classed Fighter, paladin, or Ranger. The belt of the veteran adds 2 hp to the wearer in excess of rolled hp, which are lost when the belt is removed. Thus, for example, a first-level Fighter rolls 7 hp; if she dons the belt of the veteran she becomes a 9 hp Fighter. Note that there is no way of using the belt to regain hit points any faster than normal.
XP value: 100; GP value: 1,500gp
Brooch of Missiles
Makes Magic Missile spells do +1 damage per die. When used roll d% per missile, if the result is 01 then the brooch crumbles to dust.
XP value: xxxxx; GP value: xxxxx
Candle of Swarming (D)
The manufacture and use of these candles is a tightly kept secret of certain Druidic orders.
Candles of swarming are similar in many ways to the Creeping Doom spell, although only wasps form the swarm it produces, which contains 40+1d6x10 wasps. The swarm forms in a single segment and attacks the nearest living thing (usually the person that lit the candle), moving in turn to other creatures within a 50' radius of the candle. The swarm will not, however, move outside of an enclosed room smaller than its maximum area of effect even if spaces such as under doors or ajar windows exist. Each wasp does 1hp of damage before dying; wasps that survive will feed on any carcasses and mutate into giant wasps in 24 hours. If large amounts of paper are available, the wasps will create a nest lair which will be defended vigorously.
Such candles are often used to replace other tapers in targeted priests' personal quarters, usually near various holy books or papers which require light to read at night. Sometimes Assassins are hired to place the candles in appropriate areas, other times the Druids themselves, using their shapeshifting abilities, will infiltrate church buildings directly.
XP value: 750; GP value: 5,500gp
Cauldron of Inexhaustible Victuals (Any)
Will provide enough cooked food for 6 people 3/day.
XP value: xxxxx; GP value: xxxxx
Dunce Cap (Any)
Cursed helmet that reduces wearer's INT to 3 when put on. Can be removed easily; INT does not return. Once it's worked it won't work again for a year and a day.
XP value: xxxxx; GP value: xxxxx
Fetish Necklace (XXX)
A collection of hand carved statuettes, no more than an inch high adorn this necklace of braided plant fibers or leathern thongs. Each depicts a different totem animal significant to the Barbarian's tribe. A complete collection of these fetishes will contribute to long life, good luck, success in the hunt and in love. It is important to note that while some fetishes are made by artists skilled with their carving tools, the fetishes themselves must be 'blessed' by tribal shamans. The necklace is of no consequence, and may be replaced at will.
Example animals are listed below, others suited to the campaign world are possible. The DM should determine the powers of the fetishes prior to discovery by the PCs. Any effects are possible, duplicating spells or potions as appropriate to the animal spirit depicted. Fetishes granting powerful effects should require some manner of recharging or only function periodically (i.e. once a week or daily). The DM may wish to rule that the necklace only functions as a complete collection and grants one (maybe two) limited benefits. For example, if the complete collection has been worn for a week or more, 1d4hp may be healed daily at will (for the wearer or others) and one to-hit roll of Saving Throw may be re-rolled daily as well.
Armadillo: a slow, sure animal; no hurry; gets things right; keeper of the home
Badger: the ability to reach a desired goal
Bear: inner power to perceive one's present circumstances; strength
Beaver: progressive builder; establishes and promotes family unity
Buffalo: steadfast endurance to rise above one's weakness
Coyote: humour; the ability to laugh at oneself
Eagle: soaring spirit transcending personal problems; a connection to the Divine
Fox: protection; camouflage camouflage
Frog: able to petition the spirits to bring forth abundant rain
Horned Toad: self-reliance; longevity in life; conservation of native bounty.
Horse: innate healing powers
Mole: amplifies connections to with the earth; keeper of the underground
Mountain Lion: resourcefulness; leadership
Owl: keeper of the night; controls the dark side of nature; wise, smart, patient, and endurance of mind.
Ram: used to gain an increase of herds
Raven: the beak, when scratched across an afflicted person's skull, releases its healing powers
Snake: power symbol of life, death, and rebirth
Turtle: long, meaningful life
Wolf: a teacher; a path finder on a never ending journey for survival
XP value: xxxxx; GP value: xxxxx
Bear Claw Necklace (Any)
The power of the bear claw necklace comes from the spirit power of the bear, killed by the wearer alone and armed only with weapons of their own making. The necklace grants +1 to hit and damage, AC and saves. However it must be worn alone, that is with no armor or clothing above the waist. The claws of an Owlbear yield a necklace with greater powers, +2 to hit and damage, AC and saves. A more powerful version is said to exist, crafted from the claws of a great cave bear. A necklace crafted from the claws of the fearsome polar bear would be more powerful yet and would grant powers to Resist Cold (as per the 1st-lvl Divine spell).
XP value: xxxxx; GP value: xxxxx
Campaigner's Bedroll (Any)
A character can get a good night's rest in a Campaigner's Bedroll while sleeping in any kind of armour. In the event of attack, the character can go from asleep to standing, fully armed and armoured, in 2d4 segments.
XP value: xxxxx; GP value: xxxxx
Inconspicuous Scabbard (A/B/Ca/F/R/P/Th/Tr)
When a bladed weapon is sheathed in this scabbard, anyone watching or searching the character is 90% likely to overlook both scabbard and weapon. Roll d% to determine what kind of blade it fits:
d% | BLADE TYPE |
01-10 | Broad Sword |
11-35 | Dagger |
36-75 | Long Sword |
76-00 | Short Sword |
XP value: xxxxx; GP value: xxxxx
Flute of the Byakhee (Any)
When played, this flute summons 2d6 byakhee (q.v.) They appear in 1d4 rounds, after which the flautist must roll an immediate Saving Throw vs death. If he or she succeeds, the byakhee will obey his or her telepathic commands. If the roll is failed, then the Byakhee will carry the flautist away, never to be heard from again.
XP value: xxxxx; GP value: xxxxx
Glassy Scabbard of the Genies (Any)
These exceedingly rare items said to be made by cooperation between the dao of the Elemental Plane of Earth and the marid of the Elemental Plane of Water. A glassy scabbard looks like a normal scabbard of superior quality wrought of a translucid adamantine alloy. Extremely resilient, the scabbard and the blade within get a +3 bonus on all Item Saving Throws. Regardless of size or shape any one-handed sword can fit in the scabbard with ease who will alter its shape if need be to envelop the blade. A glassy scabbard becomes immaterial when a weapon being taken out of it, allowing for faster reaction time.
When facing an enemy in combat who has a sheathed blade or an otherwise un-readied weapon, the owner of a glassy scabbard gets a +2 bonus to Initiative; if he himself is attacked while his weapon is still in the scabbard he suffers no penalties to Initiative. The owner will also get a +5% to Reaction Rolls from either genies or dao unless it is known that he obtained the scabbard by unlawful means.
XP value: xxxxx; GP value: xxxxx
Harp of the White Whale (Any)
Made from the bones of a white sperm whale, the harp of the white whale causes a terrible obstinacy in the opponents of the player. Unless a Saving Throw vs. Spells is made, those who hear the harp's music will continue to perform their last action, regardless the consequences, for the next 1-4+1 rounds. A new save is required every round by the unaffected if the harp is continuously played. Doing such is dangerous however, as after two rounds of playing the musician is subjected to the magic of the harp as well.
XP value: 2,000; GP value: 14,000gp
Horn of Silence (Any)
This brass horn has the following effects:
Cone of Silence - The horn is blown while pointing at a specific character or target. The horn produces a cone of silence in the direction of the target at a diameter of 1' for every five feet of distance from the person blowing the horn. This will disrupt communication, including verbal components of spells and the poetics of a bard or minstrel. The silence extends for an extreme range if not blocked by a surface - 5 miles or more. A horn of silence used by a Troubadour can silence thunderclaps. In this mode, the horn will not silence any sound moving through the air - it only silences sound sources.
Area of Silence-The horn is blown while pointing up or down in an enclosed space. All sounds in the area are suppressed. If blown in an open area the silence covers a 100' radius with complete silence, and sound returns slowly when exiting that area so that full sound is heard at 160'.
XP value: 5,000; GP value: 60,000gp
Lamp of Reason (IM)
Any Magic-User or Illusionist who reads a spell by the light of a lamp of reason receives a bonus of +1 to his or her Intelligence for the purposes of spell comprehension. This affects both the caster's chance to understand the spell and the minimum/maximum number of spells per level understood.
XP value: xxxxx; GP value: xxxxx
Bote's Marvellous Mask (AT)
This mask of black cloth may be used only by a single- classed Thief or Assassin. While wearing it, the character may add +10% to his or her chances of success in the skills Find/ Remove Traps and Open Locks. Melve's marvellous mask is not cumulative with gauntlets of dexterity or other items that add to thieving skills, and it cannot raise a skill above 99%.
XP value: 100; GP value: 1,000gp
Mirror of Cloning (Any)
This malign mirror appears to be a beneficial mirror-type. However, after 1d8 uses, the mirror generates a clone (as the 8th -level Arcane spell) from its owner's reflection. The clone slips away from the mirror the next time it can do so unobserved, and will then attempt to murder or otherwise dispose of the character.
XP value: xxxxx; GP value: xxxxx
Mirror of Spell Reflection (Any)
Handheld mirror has a chance to reflect incoming spells back at the caster.
XP value: xxxxx; GP value: xxxxx
Mirror of Obsession (Any)
Owner becomes increasingly obsessed with staring at his or her reflection.
XP value: xxxxx; GP value: xxxxx
Phial of Capacity (Any)
Phials of this type are usually made of crystal, 3“ long and 2” in diameter. These phials hold much more that size would presume, each holding a full quart of liquid. They are usually found in quantities of 1 to 4 vials. 10% of the time the phials found will hold a full gallon of liquid.
XP value: xxxxx; GP value: xxxxx
Pipe, Dwarf's (Any Dwarf or Gnome)
The Dwarf's Pipe has no effect when unlit. When filled with the very finest pipe-weed and lit, the pipe grants the person smoking it enhanced powers of alertness and concentration, such that he or she is more alert and less likely to be surprised (1 in 6 instead of 2 in 6). The smoker will also detect secret doors like an elf.
Dwarfish and gnomish fighters (including multi-class fighters) are capable of smoking a pipe while in melee combat. Members of other classes will suffer a penalty of -2 on their to-hit rolls if a lit pipe is in their mouth.
Smoking a Dwarf's Pipe limits movement speed to a maximum of 90'. Monsters with an acute sense of smell will automatically detect the smoker at up to 120' distance. Normal monsters may do so (1 in 6 chance if the pipe is smoked within 60').
The Dwarf's Pipe is made of clay and if dropped must save vs Normal Blow or be destroyed.
XP value: xxxxx; GP value: xxxxx
Pipe, Wizard's (IM)
A Wizard's Pipe is an enchanted calabash pipe made from a certain gourd that grows in the Dreamlands, treated with an obscure alchemical concoction and the spells Enchant an Item, Fog Cloud and Demi-shadow Magic· It can therefore only be created by a high level Magic-User and a high-level Illusionist working together.
If the Pipe is filled with the very finest pipe-weed and lit, then each time the smoker casts a spell, they should roll 1d20. If a natural “20” is rolled, the spell takes full effect but is not lost from memory (i.e. the smoker can cast it again later that day).
Smoking a Wizard's Pipe limits movement speed to a maximum of 90'. Monsters with an acute sense of smell will automatically detect the smoker at up to 120' distance. Normal monsters may do so (1 in 6 chance if the pipe is smoked within 60').
XP value: xxxxx; GP value: xxxxx
Quill of Scroll Creation (CDIMW)
This enchanted writing implement is of great use to any spell caster attempting to inscribe a magical spell scroll. It gives its user a 10% bonus to the chance of successfully writing a spell onto a scroll.
If the quill is used along with a special ink that is attuned to the item, the chance of success in the preparation of a scroll spell is increased by an additional 10%. The manufacture of this ink is a costly and time- consuming process, taking at least a week and requiring ingredients of at least 1,000gp in value to make enough ink to last for six uses. This special ink must be mixed with the ink that a particular scroll normally requires. A bottle of this ink may be found along with the quill, but the ink will never be discovered by itself.
The quill degrades with usage and will eventually wear out. There is a 1% cumulative chance per use that the quill will break at the completion of the writing of the spell. Note that each attempt to inscribe a spell, successful or not, counts as a use.
XP value: xxxxx; GP value: xxxxx
Racaraide Lute (Tr)
The lute will deliver 3d8 hit points of damage to any non-Troubadour, or any Troubadour under 6th-level who picks it up and attempts to play it (Saving Throw vs. Spells applies). A 6th-level or higher Troubadour who uses the lute will gain lore skill as a 16th-level Troubadour (or as three levels above his or her current level, whichever is higher) and can sing the following songs as spell-like effects once per day:
1. Comprehend Languages
2. Hold Person
3. Teleport (once per week without failure)
Troubadours below 6th-level cannot use the lute even if they do not receive damage as described above.
XP value: 6,000; GP value: 20,000gp
Scroll Case of Protection (Any)
These scroll cases, typically made of steel, are typically etched with ancient runes of protection. Each scroll case is heavier than expected, and will typically hold 2 or 3 scrolls of up to 7 spells each.
The value of each scroll case is that it offers protection against damage to the scrolls inside against all forms of damage,. In cases where the scroll case is subject to damage it saves as steel at +2. Should the scroll case fail its Saving Throw each scroll inside receives its own Saving Throw at +2.
Scroll cases that offer more potent protection, as much as +5, are rumoured to exist but have not been reliably identified.
XP value: xxxxx; GP value: xxxxx
Sheath of Destruction (Any)
This finely engraved sheath radiates strong magic when detected for. All tests show it to be some type of magical sheath. Non- magical swords may be kept in it with no ill effects. However, when a magical sword is placed in the sheath a crackling noise is heard. The sword's magic is drained from it and the sheath crumbles to dust, leaving the possessor with a non-magical sword and no sheath to keep it in.
XP value: xxxxx; GP value: xxxxx
Skeleton Teeth (Any)
When found, describe this item as a leather pouch containing 3d6 fangs, incisors, canines or molars. Each tooth will, when thrown on the ground, become a skeleton (the undead creature) which will rise and obey the verbal commands of the creature that threw it. The skeletons will last 1d6 turns or until destroyed, whichever is earlier.
XP value: xxxxx; GP value: xxxxx
Ultimate Chamber Cauldron (K)
This heavy bronze or iron cauldron is embossed with a dragon on one side and tiger on the other. The cauldron is efficacious only when heated over hot coals or by magical means (heat metal, burning hands) and lifted by a monk using the forearms (requiring a successful major strength test). Passing this test confers a permanent +1 bonus to AC and Saving Throws to the individual. The bonus will never be conferred for additional attempts to pass the test. Each attempt to lift the hot cauldron causes 1d6+1 points of damage, requires a successful system shock roll to retain consciousness and leaves the individual bearing the cauldron's signature scars. Unconsciousness or death do not negate the bonus provided the strength test succeeds.
XP value: 3,000; GP value: 15,000gp
Vaenu's Robe (IM)
This magical garment would fit an elf, half-elf, or human. Flame red in colour, the robe is embroidered with a pattern of flames in yellow. Its true power does not become apparent until it is donned by a single-classed Magic-User or Illusionist, for only single-classed Magic-Users or Illusionists may make use of its dweomer, but to them its effect is invaluable, for it enables them to memorise and cast one additional 1st-level spell per day.
XP value: 250; GP value: 2,000gp
Book, Vocare Maleficum (M, Warlock)
This workbook, reputedly began by Loran the Maimed a few decades prior to immolation at the hands of a Class F demon, details the arcane theory behind the Cacodemon spell and aids in its research.
The covers and spine of the workbook are constructed of cold iron covered in Oliphant hide, which has been dyed in Annis spittle - which doubles as the ink used to inscribe the increasingly fevered observations of the crippled one. The spine is covered with miniature metal imps; variously posed in rows of three, across its top, middle and bottom. Its pages are parchment made from larval skin. In contrast to the content of the tome, which begins in a rather detached and studious tone progressing to verses of inchoate pleadings, the print remains austerely uniform in its perfect construction. The script is incomprehensible without the application of Read Magic.
There is a catch and leather strap across the book that will cause a poison needle trap to activate from the underneath the imp in the center of the spine unless one of the imps is rotated one-half turn, counter-clockwise. Which of the nine imps this is changes with each closing of the book, although it is never the imp which houses the needle; when the book is strapped shut the correct imp's eyes will glow red for 1 round. It is up to the owner to remember or otherwise note the correct imp. The poison is fatal; demons save at no modifier, but creatures of the Prime Material save at -4. Onset time is 2 rounds for demons, 1 round for Primes.
The information contained in the book allow for a +15% bonus to rolls to know the spell Cacodemon. Additionally, its pages contain the purported true names of four Class D demons (Morsibus, Calcare, Subigo, and Ultio), three Class E demons (Cruciata, Proditor and Domitor), and two Class F demons (Caducus and Imnolo); progressing in power towards the back of the workbook. It is unknown how many of these names are correct, although at least one is suspected to be incorrect, this error having played a critical part in Loren's demise.
XP value: 1,000; GP value: 30,000gp
Necromancer Magic Items
Note: All of these necromantic items radiate a strong magical aura of evil if Detect Magic, Detect Evil or Identify is used to examine them.
Brain Pan (Nec)
This item is made from the upper half of a polished human skull covered in twisted glyphs both inside and out, with a greenish-copper band encircling the edge. When a fresh (dead less than a week) human, demi-human or humanoid brain is placed inside, the Necromancer may telepathically Speak with Dead as the 3rd-level Divine spell of the same name. The duration is equal to 1 turn + 1 turn per level of the Necromancer. The Brain Pan may be used up to 3 times per day.
XP value: xxxxx; GP value: xxxxx
Six-Flanged Knife (Nec)
This wicked-looking dagger is made of silver and steel, with a bone handle. In the hands of a Necromancer it functions as a +2 dagger (1d4+2 damage), but it functions as a cursed -2 dagger if wielded by any other class. When used in melee by a Necromancer, it will act as a conduit for any other necromantic powers that normally operate by touch (e.g. Ghoul Touch, Vampiric Touch, etc.), inflicting 1d4+2 damage in addition to any other effects.
XP value: xxxxx; GP value: xxxxx
Obsidian Mirror of Khuush (Nec)
These are highly polished obsidian plaques, roughly 1'x 3', and framed in a thin band of inscribed silver. The Lich-lords of Khuush constructed several of these mirrors to enable their undead minions to move freely amongst the living. When the mirror is placed face down over the corpse of a freshly-killed and unmutilated human or demi-human for at least one hour, an 'image' of the deceased will be stored in its glassy black depths. If an intelligent human-sized creature, living or undead, grasps the mirror to his face and utters the command word, he will be cloaked in a strong illusion that changes his appearance in all respects to appear as that of the deceased. While cloaked in the illusion, the user's Charisma is two points less than that of the deceased. Dispel Illusion will not reveal or dispel the dweomer, but dispel magic cast at 10th-level or higher will dispel it immediately. The duration of the illusion is equal to 1d6 + the number of hours the mirror was placed over the corpse, up to a maximum of 24 turns. Only one image can be stored in a mirror at a time. If used more than once per day the mirror will fracture and be rendered useless.
XP value: xxxxx; GP value: xxxxx
The Executioner's Chapbook (Nec)
This cursed folio is made of 13 sheets of cured human skin. Each page is covered in what appear to be stanzas of an epic poem or song written in dried blood and some unknown ichor. A Necromancer can read the text automatically; For all others, both Read Magic and Comprehend Languages spells are necessary to understand the contents. A Necromancer reading the book will immediately gain enough experience points to reach the next higher level. Non-Necromancers who read the chapbook must Save vs. Death or be driven permanently and violently insane.
XP value: xxxxx; GP value: xxxxx
Brazier of Seeking Tendrils (Nec)
When a specially prepared “incense” made from a sample of a human/demi-human subject and a vile waxy mixture of fat and brain matter is burnt within the brazier, 1d4 semi-translucent tendrils will slither out of the smoke. A Necromancer can order the tendrils to seek out the subject, who can be up to a maximum range of 1 mile away per level of the Necromancer. The exact location does not need to be known: the tendrils will unerringly take the most direct route. The tendrils move at a rate of 1 mile/turn and are invisible to everyone save the Necromancer and the victim. When the tendrils find the target, they attack as the 4th-level Phantasmal spell Phantasmal Killer (see the spell description in the OSRIC rulebook for more information).
XP value: xxxxx; GP value: xxxxx
Skin Drum (Nec)
A cast-iron kettle drum covered with a taut piece of ensorcelled and tanned human skin. A femur drumstick hangs from a leather thong wound about the neck of the drum. When a Necromancer uses the drum as part of a beckoning ritual, the effective range will be doubled and the Necromancer will gain a further +2 to attempts to control any undead creature(s) answering the beckoning. A Necromancer may also use the drum to generate an aura of fear identical to the necromantic power of the same name. The Necromancer must concentrate while using the drum for either purpose: no other actions are possible, or the drum's effect will end immediately. The drum is quite heavy, equivalent to 500gp encumbrance if carried. A skin drum may be used up to 3 times per day.
XP value: xxxxx; GP value: xxxxx
Anti-Paladin Magic Items
NOTE: All of these magic items continually radiate evil magic.
Poison Scabbard
A scabbard that imparts poison to a blade if previously fed with the blood of a venomous monster such as a giant cobra or a manticore. Each feeding will supply enough of that same creature's poison for 1d4 applications to the weapon. Poison scabbards are most often sized for daggers, shortswords or longswords, and (rarely) two-handed swords.
XP value: xxxxx; GP value: xxxxx
Saddle of Slavery
A saddle that burrows into the flesh of a normal riding beast. The owner of the saddle may then telepathically communicate his or her wishes, which will be followed as well as the creature understands. The saddle exacts a high toll on such normal beasts however, which have a 50% chance per week of expiring.
XP value: xxxxx; GP value: xxxxx
Vestments of Demonflesh
This human-sized suit is made of the black leathery hide of a babau stitched with the hair of a marilith. It is held together by an array of straps and buckles. Once worn, the skin weaves itself into the wearer's own skin and cannot be removed. Alone, it provides an AC of 7 and may be worn under heavier armors. If the wearer is killed, the vestments may be removed as normal.
XP value: xxxxx; GP value: xxxxx
The Mark of Kain
This cursed chaotic evil amulet initially grants the wearer +0 to AC. For each 10 murders the wearer commits, the bonus increases by +1, to a maximum of +4. Thereafter, if the wearer does not commit at least 10 murders a month, the bonus will go down to +0. If after one month the wearer again does not commit at least 10 murders, they must Save vs. Death or die - their soul forfeit to Narak.
XP value: xxxxx; GP value: xxxxx
Damnation's Flail
This +4 footman's flail was forged in Narak and continually radiates evil in a 10' radius. It was intended for a demonic champion, and requires at least a STR of 17 to wield effectively. Against good or lawful foes it has a +5 to-hit and damage.
XP value: xxxxx; GP value: xxxxx
The Blood-drinker's Cup
This cup is made of the skull pan of a succubus chased with silver. When filled with the still-warm blood of an enemy (human, demi-human or humanoid) and drunk the cup imparts the equivalent of a Bless spell as cast by a 14th-lvl Cleric. The cup may only be used 3 times per week.
XP value: xxxxx; GP value: xxxxx
The Winged Cloak of the Fallen Ones
This is a leathery black cloak with silver buckles along the front. When commanded, the cloak will sprout a pair of bat-like wings that allow the wearer to Fly (as the 3rd-lvl Arcane spell) for 12 turns. The wings may only be used once per day.
XP value: xxxxx; GP value: xxxxx