Category: Dungeon Masters Supplement

  • Gree-Kin

    The gree-kin was created by Carl, one of my first DMs. At the time, this monster scared the crap out of me, as it would bite through the victim’s skull and eat the brain.

    This version is based upon my recollection of the monster. It’s faithful to what I remember from 20+ years before.


    Gree-Kin

    Frequency rare
    No. Appearing 1 (1d6)
    Armor Class 5
    Move 210′
    Hit Dice 9 to 12
    % in Lair 70%
    Treasure Type C, R, S
    No. of Attacks 2
    Damage/Attack 2d6, 2d6
    Special Attacks bite, poison
    Special Defenses regeneration
    Magic Resistance standard
    Intelligence High
    Alignment Chaotic Neutral
    Size L (12′ tall)

    published in & Magazine Issue 6, Ecology of the Gree-Kin

    Appearance

    Gree-kin are large, hairless humanoids with greenish-grey skins, a large red spot on the forehead, and 6 clawed fingers on each hand. They are usually found near cities and along trade routes because of a strange dietary requirement – human and demi-human brains.

    Combat

    These huge predators attack twice per round, once with each six-clawed hand. Each hit inflicts 2d6 hit points of damage and may inject poison. The victim must make a saving throw vs. poison each round they are struck or suffer 1 hp/turn loss until death occurs. A new save is allowed every 4 hours, success indicating the victim’s body successfully fought off the poison. Note that the hit point loss is cumulative, e.g., if a victim is struck in three different rounds, 3 hp are lost each turn, although a single saving throw made after 4 hours ceases the loss. Slow Poison will slow the loss and Neutralize Poison will cure it.

    If both hands hit in one round, this indicates the gree-kin has latched onto its victim, and automatically scores 2d6 points of bite damage each round thereafter. The held victim may fight back, but at -2 on all attack rolls, and may not use a weapon longer than 2′.

    Gree-kin regenerate 1 hit point per round although not from death. At 12 hit points or less the creature will feign death so as to regenerate to fight another day.

    Note that gree-kin are highly intelligent – they will use good planning for their attacks, and will observe potential victims for a while to gauge how dangerous they are. While they can be impulsive gree-kin will not normally attack superior forces without surprise. They prefer hit-and-run instead of a stand-up fight, except against single characters or parties significantly weaker than they are.

    Single gree-kin typically attack in the dark, attempting to hurt or kill a victim and carry it off. As stated above, if low on hit points the gree-kin will feign death, but will usually first break off combat if it sustains the loss of half its hit points. If the gree-kin poisons one or more characters it may break off combat and shadow the group, waiting for the victims to die.

    Habitat/Society

    The majority (85%) of gree-kin encounters are with a single adult. Occasionally (10%) a pair of mated adults will be encountered, and less frequently (5%) encounters are with 1 or 2 adults with 1 to 4 adolescents.

    Although the mating is believed to be temporary, a mated pair will fight to protect each other. If encountered in their lair with young, the adult gree-kin will attack ferociously at +2 to hit, gaining double attacks for the first three rounds of combat. They will not feign death nor break off combat while their young live, but will flee if the young are killed. Note that in this case the gree-kin(s) will shadow the group seeking revenge.

    The male will typically remain with the female until the young are grown enough to take care of themselves, approximately 3 years old. At that time the family will split up completely, possibly never seeing each other again.

    Ecology

    Gree-kin are greatly feared because they eat the brains of their victims. Any character carried off will typically be killed, and their brain eaten within the hour.

    Studies indicate they are omnivorous, eating a diet consisting of primarily plant matter, with occasional insects and small creatures. While they will eat the brains of humanoids, they show a clear preference for more intelligent creatures, although they will not eat the brain of non-humanoid creatures regardless of intelligence. No one knows why they eat brain – it must satisfy a dietary need, as a mated couple with young will go on killing frenzies to bring brains back to their children.

    Sages have tried to study gree-kin, with limited success. They don’t survive well in captivity, either escaping or eventually refusing to eat and starving to death. Efforts to communicate with them typically fail –gree-kin may have a language but do not use it in front of others. Their escape ability demonstrates their intelligence, but it is clearly non-human intelligence.

    Variants

    None.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The XP value includes three Special Abilities (bite, intelligence, regeneration) and two Exceptional Abilities (poison, damage).

    Hit Dice AD&D 5% Rule
    9 HD VII / 2,300 + 12 xp/hp VII / 3,450+ 14/hp
    10 HD VIII / 3,450 + 14 xp/hp VIII / 4,275 + 15/hp
    11 HD IX / 5,100 + 16 xp/hp VIII / 5,100 + 16/hp
    12 HD IX /5,100 + 16 xp/hp IX / 6,075 + 17/hp

     

  • Bereaver

    The bereaver was created by my brother during our first campaign as co-DMs. We had slavishly followed the Monster Manual rules regarding treasure, and the party had enough low level weapons and armor, and miscellaneous magic to equip a small army. The bereaver corrects this problem.

    This version is updated, as it can pull spells from a caster’s mind, which makes them even scarier.


    Bereaver

    Frequency very rare
    No. Appearing 1
    Armor Class 0
    Move 120′
    Hit Dice 7 to 11
    % in Lair nil
    Treasure Type nil
    No. of Attacks 2
    Damage/Attack 1d10, 1d10
    Special Attacks de-magic touch
    Special Defenses absorb magic
    Magic Resistance 170%
    Intelligence non-
    Alignment Neutral
    Size L (5′-6′ tall)

    published in & Magazine Issue 5, Ecology of the Bereaver

    Appearance

    The first sight of a bereaver typically frightens the viewer, for this man-sized humanoid creature possesses a skin of a ghastly grey hue, one not normally found on anything but a week old corpse. It appears grossly overweight, with bulbous fat sacs all over its body, including the hideous face. Most creatures’ first instinct is to run, and for spell casters or those with magic items this is good advice indeed!

    Combat

    Bereavers immediately attack spell casters and creatures carrying magic items. They always target the one with the most powerful magic and will fight through other creatures to get at the most powerful magic, although if multiple creatures have roughly the same magic it will generally choose the closest one.

    Striking with its two fists, the bereaver inflicts 1d10 points of damage per strike. Any round in which both fists hit, 1d4 randomly selected magic items or spells may be drained of magic. Items must save vs. Disintegrate or be drained of all power; spell casters must save vs. Death Magic or have the spell stripped from their mind. If multiple spells are selected the victim must save separately for each one. Magic items remain a serviceable item of their type (if appropriate) and spell casters can regain their lost spells through their normal process (studying or praying).

    Note that the strength of the bereaver affects the saving throw:

    HD Saving Throw Modifier
    7 -1
    8 -2
    9 -3
    10 -4
    11 -5

    The absorbed magic gives bereavers greater power, adding hit points that restore damage and can increase their power. Hit points are gained from the absorbing of the power, increasing the bereaver’s hit points with no known limit. Note that points above the bereaver’s maximum drain away at a rate of 1/turn until the bereaver is at the maximum value for its hit dice. As magical constructs they don’t heal normally — absorbing magic fulfills this function for them.

    The hit points gained by absorbing the power of magic items and spells is as follows:

    Item hp Gained
    Spell 1 hp/level
    weapon or armor 3 hp + 1 hp/plus
    scroll 1 hp + 1 hp/spell
    potion 1 hp
    rod, staff, or wand 3 hp
    ring 3 hp
    misc. magic item 2 to 5 hp (DM’s discretion)
    intelligent items hp for item + 8 hp

    Note that at the DM’s discretion certain more powerful objects may impart additional hp to the absorbing bereaver. Also note that artifacts, relics, and other certain powerful objects may not be subject to draining, but through prolonged contact a bereaver will absorb some magic from the item, restoring lost hit points and growing the bereaver’s strength.

    In addition to absorbing the power of magic items and spells in memory, bereavers can also absorb the energy of cast spells. This includes individual spells such as Magic Missile and Charm Monster, as well as area effect spells such as Fireball or Flame Strike. In the case of an area effect spell the spell will execute as expected but the bereaver will “suck in” the power and the effect will disappear. In the case of damaging spells such as Fireball other creatures in the area of effect will suffer minimal damage, e.g., 1 hp/die or no damage if a saving throw is made.

    Any spell cast within 30′ of a bereaver or which include the bereaver in the area of effect may be absorbed. Check the bereaver’s magic resistance against the spell — a successful resistance check indicates that the spell has been absorbed. If not, the spell will function normally.

    Note: Being mindless these creatures are immune to charm, possession, or illusion spells, or any that affect the mind. However, they are subject to the effects of all other spells that successfully execute.

    Also note that bereavers possess an unprecedented resistance to magic. Their 170% resistance means their resistance is based upon 18th level magic, not the typical 11th level. Spells cast by any spell caster below 19th level automatically fail and are absorbed by the creature.

    These magical constructs gain hit points from cast spells the same as they do spells drained from a spell caster’s mind.

    Magic weapons do not function properly against these terrible monsters. Instead of adding the plus of the weapon to the “to hit” and damage rolls, the value is subtracted from it. Thus when using a +3 weapon a fighter subtracts 3 from each attack roll rather than adding it. If using a cursed weapon the minus value of the weapon applies to both the “to hit” and damage rolls. In any case a minimum of 1 hp of damage will be inflicted by a successful hit.

    Note that any magical weapon or other item striking a bereaver must save against the absorption (see above) or have its magic drained. This is in addition to the possible 1d4 items that may be drained each round.

    Habitat/Society

    As non-intelligent magical constructs, bereavers have no society. They do not eat, sleep, or breathe. They may be found in any environment, including under water or in a vacuum. They otherwise conform to the normal of humanoid life, e.g., excessively high or low temperatures will burn or freeze them. In the case of burning they are destroyed; for cold they freeze until defrosted.

    Note that strong magical locations will attract a bereaver, and it will not leave the vicinity, apparently absorbing background magic while not being capable of draining the magic.

    Ecology

    The origins of the bereaver are unknown, as is the motivation of any intelligent creature for creating such a monstrosity. No tome or treatise for creating a bereaver is known to exist.

    Bereavers do not eat or breathe, but apparently absorb magic to maintain themselves. The least powerful known is 7 HD, while the most powerful is 11 HD.

    They can increase in strength — should a bereaver absorb enough magic to increase its hp total to more than 24 points above its normal maximum its HD will increase by 1, e.g., a 7 HD bereaver normally has a maximum hit point total of 56. Should one increase its total to 80 or more it will become a 8 HD monster with corresponding maximum hit points. 11 hit dice is the known maximum.

    When destroyed (reduced to 0 hp or less) the monster immediately breaks down into a grey mush, which stinks terribly (treat as Stinking Cloud) and turns to dust in 1 turn. No known use for the remains has been discovered, and all means to preserve it fail.
    It has been reported that a spell caster whose spells were all absorbed but wasn’t killed by the physical damage transformed into a bereaver, but this is hearsay and considered unreliable.

    Variants

    Bereavers are all within the Medium size range (5′ to 6′), and while ghastly looking, certainly do not look exactly alike. Those of greater than 11 HD and/or capable of absorbing more than 4 items/spells per round have been reported, but such reports have not been substantiated.

    Level/XP Value

    I use the 5% Rule Tables published by Len Lakofka in Dragon Magazine. The following provides XP values for both the AD&D and 5% Rule.

    The XP value includes three Special Abilities (de-magic touch, non-magical weapon to hit, absorb magic) and five Exceptional Abilities (extreme high magic resistance).

    Hit Dice AD&D 5% Rule
    7 HD VII / 1,475 + 8/hp VII / 2,275 + 10/hp
    8 HD VII / 2,275 + 10/hp VII / 3,500 + 12/hp
    9 HD VIII / 3,500 + 12/hp VIII / 5,250 + 14/hp
    10 HD VIII / 5,250 + 14/hp VIII / 6,450 + 15/hp
    11 HD IX / 7,650 + 16/hp IX / 7,650 + 16/hp

  • Potion Tables

    I always found it a pain to have to keep digging out the DMG to look up the effects of potions, so in the mid-1980’s I re-typed some tables using a typewriter. Now days, with word processors and the web it’s a lot easier. In this post I’ve provided a number of potion effects tables for easy reference.

    Note: The following tables are not guaranteed to be exactly what is in the AD&D Dungeon Masters Guide. I used a mixture of the DMG and OSRIC, and adjusted a few things here-n-there to fit my own prejudices.

    Admixture of Potions
    Animal Control
    Climbing
    Dragon Control
    Giant Control
    Giant Strength
    Heroism and Dweomercraft
    Humanoid Control
    Undead Control


    Admixture of Potions

    Looking up the potion miscibility table has always been a pain, as the DMG is disorganized and I could not remember where the table was located. Having the table handy can make for fun times.

    This table covers 2 scenarios:

    • Drinking 2 potions at the same time
    • Mixing 2 potions externally, like in a crock

    I have no idea why anyone would mix potions instead of drinking them, but it apparently came up in EGG’s original campaigns.

    Neither the DMG nor OSRIC list the time frame in which potion miscibility should be checked. I ruled that if one potion was consumed while a previous one was still in effect, miscibility should be checked. I also rule if a potion is cancelled, it’s duration should be rolled and tracked, as the potion is still in the imbiber’s system, so other potions consumed during this time may need to be checked as well, possibly against both of the first consumed potions if both durations are in effect.

    Common sense has to be used with this table, e.g., if Growth and Diminution both work, they cancel each other out. Also, I may not check if more than one potion of the same general type is consumed, e.g., Potion of Healing and Potion of Extra Healing.

    Note: The following table is mostly from OSRIC, as the descriptions are generally easier to understand than the DMG. However, I cleaned up wording and made a few changes. See Admixture of Potions in OSRIC to check the differences.

    d00 Result

    01

    Eldritch blast! A catastrophic release of magical energies inflicts 6d10 points of internal damage and 1d10 points of damage to anyone with 10 ft of the imbiber. If mixed externally, all persons within 10 ft of the epicenter of the blast take 4d6 points of damage, no save.

    02-03

    Poison, causing instant death if mixed internally, no save. External admixture creates a poisonous cloud 10 ft in radius. Anyone within the cloud must save versus poison or die.

    04-07

    A strange brew results and imbiber sickens, losing 1d4 each strength and dexterity for 4d6 rounds, no saving throw. One potion is nullified and the other works at 50% strength and duration.

    08-12

    The potions cancel each other out; neither has any effect.

    13-20

    One potion is cancelled and the other works at 50% strength and duration.

    21-30

    Both potions work but only at 50% strength and duration.

    31-90

    Successful admixture: both potions work normally.

    91-99

    Extraordinary success: one potion works at 150% strength and duration while the other has normal effects.

    00

    Spectacular success! One of the imbibed potions, determined randomly, has bestowed its effect permanently. Of course, this may not always be a good thing! Consider, for instance, a permanent Potion of Gaseous Form effect.

    Note: Unless there is a visible effect such as an explosion or poisonous gas, the players will not know the result of an external admixture. However, keep track of the result and use it if any character consumes the potion.


    Animal Control

    d20 Result

    1-4

    Avian

    5-7

    Fish

    8-11

    Mammal, including marsupial

    12-13

    Any mammal and avian

    14-17

    Amphibians and reptiles

    18-19

    Amphibians, reptiles, and fish

    20

    All listed above

    The following general sizes and quantities apply: wolf size or smaller, 5d4; up to human size, 3d4; animals up to 1,000 lbs, 1d4.


    Climbing

    Penalty Description

    -1%

    each 1,000 GPW carried

    -1%

    Any type of magical armour

    -1%

    Studded leather

    -2%

    Ring mail

    -4%

    Scale mail

    -7%

    Chain mail

    -8%

    Banded and splinted armour

    -10%

    Plate mail


    Dragon Control

    d20 Result

    1-2

    black dragon

    3-4

    blue dragon

    5-6

    brass dragon

    7

    bronze dragon

    8-9

    copper dragon

    10

    gold dragon

    11-13

    green dragon

    14

    red dragon

    15

    silver dragon

    16-17

    white dragon

    18-19

    all evil dragons (black, blue, green, red, white)

    20

    all good dragons (brass, bronze, copper, gold, silver)


    Giant Control

    d20 Result

    1-2

    cloud giant

    3-6

    fire giant

    7-10

    frost giant

    11-15

    hill giant

    16-19

    stone giant

    20

    storm giant


    Giant Strength

    d20 Giant Strength Melee Dmg Wt Allow. Range mod Rock Dmg BB/LG

    1-6

    Hill

    +1d8

    +4,500

    +780 ft

    1d6

    50%

    7-10

    Stone

    +1d10

    +5,000

    +8,160 ft

    1d12

    60%

    11-14

    Frost

    +1d12

    +6,000

    +9,100 ft

    1d8

    70%

    15-17

    Fire

    +2d6

    +7,500

    +10,120 ft

    1d8

    80%

    18-19

    Cloud

    +2d8

    +9,000

    +11,140 ft

    1d10

    90%

    20

    Storm

    +2d10

    +12,000

    +12,160 ft

    1d12

    99%


    Heroism and Dweomercraft Potion Effects

    Heroism

    Super-Heroism

    Ultra-Heroism

    Fighter Level

    Levels Added

    Extra HD

    Levels Added

    Extra HD

    Levels Added

    Extra HD

    0

    4

    4

    6

    5

    7

    6

    1-3

    3

    3+1

    5

    4+1

    6

    5+1

    4-6

    2

    2+2

    4

    3+2

    5

    4+2

    7-9

    1

    1+3

    3

    2+3

    4

    3+3

    10-12

    2

    1+4

    3

    2+4

    13+

    2

    1+5

    Note that the Dweomercraft potions grant levels to spell using classes. These levels grant additional hit points (d4s for magic users, d8’s for clerics), additional levels for spell effects and saving throws, but not affect combat ability. Even clerics of war gods gain no extra combat ability from these potions.


    Humanoid Control

    d20 Result

    1-2

    dwarfs

    3-4

    elves and half-elves

    5

    elves, half-elves, humans

    6-7

    gnomes

    8-9

    halflings

    10-11

    half-orcs

    12-17

    humans

    18-20

    other humanoids (orcs, gnolls, goblins, etc.)


    Undead Control

    d10 Result

    1

    Ghasts

    2

    Ghosts

    3

    Ghouls

    4

    Shadows

    5

    Skeletons

    6

    Spectres

    7

    Vampires

    8

    Wights

    9

    Wraiths

    0

    Zombies


  • Revised Monster Experience Point Table

    November 2008

    The following table contains alternate information for calculating the experience points for monsters, superseding the information found in the DMG. This table is more consistent and provides a more even progression.

    This table was based upon an article published in Dragon Magazine #80, in the Leomund’s Tiny Hut column by Lenard Lakofka. This column was about the 5% Rule which evened out the progression of the combat, saving throw, and experience point tables. This table is accompanied by expanded lists that describe what attributes qualify as Special and Exceptional abilities.

    I liked it so much I immediately adopted this for my campaign!

    I can’t recall how much modification I made to his table when I adapted it for use — it may be that I did nothing more than re-type it (this was 20+ years ago and I honestly don’t remember). IF I made any additions to his work it was minor and I cheerfully claim no credit for his work.

     

    Experience Table for Monsters

      Experience Points
    HD or Level Basic Experience Points HP per Hit Point HP per Special Ability HP per Exceptional Ability
    1-6 hp   5 1 2 25
    1-1 HD L0 7 1 3 30
    1 HD M@A 10 1 4 35
    1+1 to 1+3 L1 20 2 8 45
    1+4 to 2+3 L2 35 3 15 55
    2+4 to 3+3 L3 60 4 25 65
    3+4 to 4+3 L4 90 5 40 75
    4+4 to 5+3 L5 150 6 75 125
    5+4 to 6+3 L6 225 8 125 175
    6+4 to 7+3 L7 375 10 175 275
    7+4 to 8+3 L8 600 12 300 400
    8+4 to 9+3 L9 900 14 450 600
    9+4 to 10+3 L10 1,100 15 575 725
    10+4 to 11+3 L11 1,300 16 700 850
    11+4 to 12+3 L12 1,550 17 825 1,025
    12+4 to 13+3 L13 1,800 18 950 1,200
    13+4 to 14+3 L14 2,100 19 1,100 1,400
    14+4 to 15+3 L15 2,400 20 1,250 1,600
    15+4 to 16+3 L16 2,700 22 1,400 1,800
    16+4 to 17+3 L17 3,000 25 1,550 2,000
    17+4 to 18+3 L18 3,500 27 1,825 2,250
    18+4 to 19+3 L19 4,000 30 2,100 2,500
    19+4 to 20+3 L20 4,500 32 2,350 2,750
    20+4 and up L21+ 5,000 35 2,600 3,000

     

    Typical Special Abilities

    • 3 or more attacks/round
    • missile discharge
    • AC0 or lower
    • special attacks (blood drain, hug, crush, rake, etc.)
    • special defenses (regeneration, hit only by special weapons, etc.),
    • high intelligence affecting combat
    • use of minor spells
    • attack multiple opponents
    • immunity or resistance to common attack form
    • using magic armor or weapon (+1 or +2)
    • using minor offensive/defensive magic item
    • cause more damage than like monsters due to strength.

     

    Typical Exceptional Abilities:

    • energy level drain
    • paralysis
    • poison
    • major breath weapon
    • magic resistance
    • spell use
    • swallowing whole
    • weakness
    • attacks causing maximum damage greater than 20 singly, 24 doubly, 28 trebly, or 32 in all combinations in 1 round
    • hit only by +2 or better weapon
    • use of major armor or weapon
    • use of protective item.

  • Cost for NPC Spell Casting

    September 2006

    This page provides expanded rules regarding the cost of non-player character (NPC) spell casting. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Cost of NPC Spell Casting

    Spells cast by NPC’s for player characters cost large sums of gold and/or magic items, depending upon the level of the spell, the level of the caster, the material components required, and the danger to the caster. Rare or expensive components must be supplied or paid for, and a typical fee of 50gp cumulative per level of the caster may be required.

    This extra fee may be lowered for well known associates or assistants. Please note that hazardous spells may increase the per level fee up to 250gp, assuming the caster is willing to take the risk.

    There is also a basic charge based upon the level of the spell, listed Table A4.

    Table #A4 — Cost of NPC Spell Casting

    Level Cost (GP)
    1 100
    2 300
    3 600
    4 1,000
    5 1,500
    6 2,100
    7 2,800
    8 3,600
    9 4,500

    Hazardous spells may multiply the basic cost per spell by as much as 5 times, depending on the level of the caster. Note that these prices are not firm. A caster may charge as much as he thinks the spell is worth or as much as he thinks he can get.

  • Spell Research

    September 2006

    This page provides expanded rules and information regarding the cost of magical research for new spells. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Research

    The research of new spells requires the use of a library of magical knowledge. The types and levels of spells that can be researched depend upon the depth and breadth of the library, as indicated by value. The more valuable the library, the higher the level of spells that can be researched. The minimum value of the library required for research at each level is given in Table A3.

    Table #A3 — Library Minimum Values

    Level Value (GP)
    1 2,000
    2 6,000
    3 12,000
    4 20,000
    5 30,000
    6 42,000
    7 56,000
    8 72,000
    9 90,000

    The cost of research with a proper library is 200 gp per spell level per week, plus an additional 100-400 gp per week for incidental expenses. If the character does not have such a library then space must be rented in another’s library. This will typically cost 50-200 gp per spell level per week.

    Research helps to build a library. Some materials must be bought and new things can be learned, so that books and papers can be written. 10% of the cost of research goes towards adding to a character’s library. Please note that the character must have a secure space to store such materials, and that may incur an additional cost after the research is completed.

    The time to research spells varies. It always takes a minimum of 1 week per spell level, plus 1 week. Each week upon reaching the minimum time the researcher has a percentage chance of success. The percentage chance of success is 10% plus the level of the researcher plus the intelligence of the researcher, minus twice the level of the spell. This percentage is checked weekly until success is reached or the researcher gives up.

    For example: Karl Klutz, 10 level cleric with 12 wisdom, decides to research a 5th level spell. His chance of successfully completing the research in the 11th week is the base success value (10) + his level (10) + his wisdom (12) – twice the level of the spell (5*2=10), e.g.,

    10 + 10 + 12 – 10 = 22%

    So each week he checks for success. Each week he fails increases the cost of his research.

    However, if the library is valued above the minimum necessary for research of a given spell level, a maximum of 20% increase in the success rate may be achieved. This bonus is calculated by dividing the value of the library by the minimum value necessary for research. For each whole multiple the researcher receives an additional 5% chance.

    The minimum value of the library to research a 5th level spell is 30,000 gp. If the library Karl uses is valued at 75,000 gp, divide the actual value by minimum value, e.g.,

    75,000 / 30,000 = 2.5

    This value rounds down to 2 and is then multiplied by 5%, means that Karl has an additional 10% chance of success each week.

  • Spells Books

    September 2006

    This page provides expanded rules and information regarding the size and cost of spell books. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Books

    Magic-user and illusionist spell books are normally of a standard size, i.e. 8 inches wide by 12 inches high. The covers must be of a durable material, usually dragon hide, and are a minimum of 1/8 inch thick each. The pages are normally made of the finest vellum, each sheet being 1/100 inch thick. Spells generally require space equal to 1 page per level of the spell, plus an additional 1d4 pages of general notes and comments. Cantrips are counted as first levels spells for space purposes. The standard number of pages, number of spells the book will hold, and the encumbrance for the different spell levels is listed in Table A1.

    Table #A1 — Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 125 31 75
    2 125 25 75
    3 150 25 90
    4 150 22 90
    5 175 22 105
    6 175 20 105
    7 200 20 120
    8 200 18 120
    9 200 16 120

    To determine the thickness of a spell book, divide the number of pages by 100 and add 1/4 inch to include the covers. This is the standard size, while books designed to hold any number of spells may be constructed.

    All the books are made with the finest and most durable materials available, so the expense of a single book is quite high. The cost of enchanting a book so as to hold spells is also rather expensive, requiring an Enchant An Item or Major Creation spell, depending on whether the book is for a magic-user or illusionist. A book normally costs 1,000gp plus 500gp per level of the spell it is designed to hold. A traveling book (see below) costs 750gp plus 500gp per level of the spell. A book containing spells has the value of the book itself, allowing for condition, plus 100gp-300gp per level for each spell contained in it.

    Traveling Spell Books

    One of the most popular sizes is the “traveling books”, which are much smaller and easier to carry, but hold less spells. These books are normally 6 inches wide by 10 inches high and the number of pages, number of spells, and encumbrance of each is listed in Table A2.

    Note: Due to the smaller page size, travelling books require an additional 1d2 pages per spell, regardless of level.

    Table #A2 — Traveling Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 50 10 25
    2 50 8 25
    3 50 7 25
    4 55 7 30
    5 6 22 30
    6 60 6 35
    7 60 5 35
    8 60 5 35
    9 60 4 35
  • Sword and Star of Kold-Robi

    Author’s Note: I had planned the Sword & Star as an artifact for Susafras, my brother’s Elven fighter/mage. Again, I can’t remember the details, but if I recall correctly I realized the combination proved FAR too powerful and would upset game balance. So the Sword & Star went into history instead of PC hands.

    In their place Susafras gained Kith-Kanae, which means Wyrm Slayer in old Elven. Somewhere I have the write-up on Kith-Kanae, but it’s essentially a long sword made from one of the fangs of a great wyrm in antiquity — imagine a wyrm with a 3′ plus fangs, if you will!

    I can’t find my index card with Kith-Kanae’s abilities — it may be that it’s in a box in my brother’s attic. One of these days I’ll prevail upon him to dig it out …


    In ages past the Elven fighter-mage Kold-Robi obtained from the demon lord Jxtl a pair of artifacts of great power. Weakened by the loss of these items Jxtl later lost a great battle and was imprisoned by the Archmage Ignatz. He later fought his way free and was forced to remain on his own plane for many centuries. Kold-Robi felt himself safe from the revenge and influence of the demon lord and rule a small kingdom for many decades.

    Kold-Robi had not reckoned with the undead mind of the Arch-Lich Benra Sal Kee. From afar the lich watched the prosperity and happiness of the Elven kingdom; hatred and envy grew. Finally Benra Sal Kee, with a horde of evil and undead creatures, attacked. The countryside was laid waste and peasants were kills by the hundred, bolstering Benra Sal Kee’s army with new conscripts. Siege was levied upon the castle of Kold-Robi. Help was sent for but did not arrive in time to save the valiant defenders. The day before help arrived the castle fell, only a handful survived. Legends tell of the terrible battle between the two powerful spell casters, one Elven and one undead.

    The body of the mighty king was recovered, but not so his Sword and Star.

    Enraged by the slaughter the reinforcements carved the army of Benra Sal Kee to pieces. No quarter was offered even to the non-undead members of that army.

    Benra Sal Kee was tracked back to his lair and was believed destroyed. But the Sword and Star were never recovered.

    Stories persist that the Sword turns up from time to time, but no reliable sightings have ever occurred. Legends state that anyone can use the sword, but it’s full powers are available only to fighter-mages of Lawful alignment.

    The location of the Star is shrouded in mystery. Learned sages believe that Benra Sal Kee still exists and that the Star is in his possession.


    The Sword of Kold-Robi is a Long Sword +5 with Vorpal ability. It also has the following powers which are activated by the mental command of the possessor if the possessor is a fighter-mage:

    • 12 die Cone of Cold once per day, +1 on each die of damage, saves at -1
    • li>12 die Fireball once per day, +1 on each die of damage, saves at -1

    • Cure Critical Wounds 4 times per day, +1 on each die
    • Feather Fall at need

    There are two banes: All possessor saving throws are at -1, and none of the powers will work upon a lich or within 20′ of one, including the Prime power:

    One 24 HD Elemental can be conjured once per day. The conjuring takes 1 full round to accomplish and can be whatever type the summoner choose. The elemental has 192 hit points and is AC 0. It has two attacks per round for the same damage as an elemental of its type. It will cooperate fully with the summoner.

    Upon use of this power the user will age 3d10 years and the magic will be drained from one randomly determined item within 30′. If there is no other magic item within range the user will be aged a further 3d10 years.

    There is a 3% cumulative chance per use that the owner will be charmed by the Sword. A charmed person will not permit the Sword from his possession and will fight with no other weapon except where a dagger or hammer is necessary. In addition, the owner will attack any lich on sight and will fight until the lich is dead.

    The Sword has an intelligence of 21 and an Ego of 27. If the personality scores of the owner can overweigh that of the Sword the charm can be negated.

    The Star is a 7-pointed star 5 inches in diameter. At each point is a 5,000 gp ruby and embedded in the center is a diamond of 15,000 gp value. The Star and the chain it hangs on are made of platinum, and as a piece of jewelry it is valued at 100,000 gp. As an artifact it is worth well over 200,000 gp, as is the Sword.

    The following powers activate automatically:

    • Absorb up to 51 points of Magic Missile damage per day
    • Absorb up to 3 energy level drains or death rays per day
    • Saving throws are gained against spells that do not normally allow them (see Scarab of Protection)

    The following powers are activated by touching certain gems in a particular order. The numbers in parenthesis indicate which gems must be touched and in which order, starting with the bottom gem and going clockwise.

    • Teleport Without Error twice per day (1-4-5)
    • Cure Disease at touch at will (2-6-7)
    • Move at 36″ speed for 1 turn once per day (3-5-7)

    The preceding powers require 3 segments to take effect. In addition, there are two banes. The casting of spells that have a verbal component require that the caster shout. The second is that all dogs coming within 20′ will try to urinate on the possessor’s legs.

    The prime power of the Star is a Time Stop at 30th level spell use. This power takes 5 segments to activate. There is a 3% cumulative chance per use, maximizing at 24%, that the user will be Disintegrated at the completion of the Time Stop (1-3-5-7-2-4-6-D).

    The Star has an intelligence of 21 and an Ego of 22. If it is possessed by the same person as the Sword it will reinforce the charm.

    That the Sword and Star are a set is of little doubt. In addition to reinforcing the charm of the possessor, a third prime power is gained when both are possessed. Once per day the user may invoke a double-strength Power Word Kill, activated by placing the hilt of the Sword against the diamond of the Star. Regardless of the effect of the spell, the user must save vs. Death Magic or be killed.

  • Cleavers of Epixenie

    Author’s Note: The Castle Rendelshod and the Lords of Rendelshod are key items in the history of Trivana. They were the protectors of law and order across Trivana for nearly a thousand years. Their reign ended when the demon lord Jxtl slew their patron goddess, Epixenie. This triggered a war among the gods which ended twenty years later when, in close proximity in time, the war between the gods ended with the deaths of half the gods, a tremendous upheaval shattered the northern half of Trivana, and the Lords of Rendelshod fought Jxtl at his castle in the Abyss and lost.

    This era is called the Sack of the Northern Kingdoms, and time is recorded with the nomenclature After the Sack of the Northern Kingdoms (ASNK)

    In 7917 ASNK the PCs of my first campaign assisted the Lords of Rendelshod, who had been condemned to everlasting life as skeleton warriors, in re-grouping and having a second chance to kill Jxtl. This played out as a mind game for the players. Most of it took place off stage, although we did run a LONG game one night (started at 2PM and finished 3AM) in which the players took on the part of the Lords of Rendelshod and trashed Jxtl’s palace and killed him.

    This reinforced the rule that undead are NOT player characters and showed that even a poorly played Skeleton Warrior is a deadly thing. I also gained understanding of why a good villain should never be killed, which is why Jxtl was only slightly dead and later regained his power.


    A thousand years before the Sack of the Northern Kingdoms the Lords of Rendelshod held sway in many desolate areas. They were originally lords of all races, of Chaotic Good alignment, who banded together in a common society. Each fought Evil the best he could.

    The Lords of Rendelshod knew they could not destroy all Evil and so fought on a limited scale. Vast areas came under their protection and they sought to extend their influence to even greater areas. For all their power they did not rule, they merely fought great sources of evil. The act of governing and of fighting lesser evils they left to others.

    At any one time there were eighteen of their fighting men. Each carried a great weapon, a Cleaver, gifts from their patron goddess Epixenie. These were weapons of great power, with many powers including intelligence. What was most feared was their ability to cleave in twain the bodies of their foes, much as does a Vorpal blade remove heads. Each had a special purpose to destroy Lawful Evil beings.

    Constantly on their guard, the minions of Lawful Evil including the greatest arch-devils could not destroy them or keep them from their duty. The Lords, however, failed to watch for other great sources of evil, their single-mindedness protecting them only from Lawful Evil.

    The demon lord Jxtl, the Prince of Deception, saw this weakness and waited. Finally, he saw his chance and began a web of trickery and lies that the Lords could not see through. The web was completed when the Lords were deceived into allowing their patron goddess to be killed.

    The Lords of Rendelshod then saw that their arrogance had paved the way for the betrayal of themselves. With Epixenie gone the castles of the Lords were sacked, one by one. Hosts of evil things advanced on the Last Keep of Rendelshod, the first and strongest of their order. This was the beginning of the Sack of the Northern Kingdoms.

    Seeing their doom, the Lords sent away all their remaining servitors and lesser members. The eighteen went to face down Jxtl and at least pay a little for their arrogance. They went to their dooms.

    After defeating them the Prince of Deception used his demonic powers and transformed them into Skeleton Warriors. He doomed them to wander the Prime Material plane until each of the 18 Cleavers, which he scattered, was recovered.

    His doom was a deception, for the first sword that could be recovered he kept in his possession so that the doom would be eternal. The rest he scattered about the Prime Material knowing that without the first none of the others would be found.

    Unfortunately for Jxtl a brave adventurer stole that fateful blade, not knowing what it was. The adventurer lost it shortly after and none no knows where that fateful blade now rests. The Demon Lord still searches for that Cleaver, knowing that if the Lords regain their swords they will regain their power.

    written by Galafid, adviser to Teroip Temstarp, the last First Lord of Rendelshod


    Each Lord is the equivalent of a 15th level fighter. Each has 138 hit points and has the human equivalent of 18 in all statistics except strength, which is 20.

    Any encountered will be wearing Chain Mail +4, carry a Shield +4, a magic weapon of at least +3 quality, and one item from each of the following tables: Rings and E1 through E5 (see DMG).

    In addition, each is 90% magically resistant and is immune to the following effects: Sleep, Charm, Hold, Cold, Insanity, Electricity, Enfeeblement, Polymorph, Slow, Haste, and Death Spells/Symbols. Attacks are 3 per round at +3 to hit and +8 damage (due to strength). If alignment is detected they will radiate Chaotic Neutral.

    A Lord will try to regain his Cleaver without violence, but if pressed will fight savagely. Upon gaining the sword the Lord will be teleported to the Castle Rendelshod to await the coming of his fellows in the crypt deep below the castle.

    A Cleaver has an intelligence of 18 and ego of 35. Each is capable of speaking human, all demi-human, and all humanoid languages. The sword is a Greatsword +3, +7 vs. Lawful Evil Creatures and Demons. Each has the following powers usable at will, one per round: Detect Alignment, Detect Secret Doors, Flying, Protection from Evil, and Telekinesis. Each also has the special purpose of destroying Lawful Evil creatures and the special purpose power of Disintegrate. On a natural 20 the opponent is dealt an additional 10d10 points of damage, and if this kills the opponent is cloven in twain.

    Author’s Note: I considered giving the swords different powers, but when writing this (1983?) I realized the players would never possess a Cleaver more than momentarily, so I didn’t waste the time.

    When each of the Lords of Rendelshod regains his Cleaver, all will be in the crypt below the Castle Rendelshod. From there they will Plane Shift to the domain of Jxtl and will seek to destroy him.

    Jxtl knows this and knows fear. He will do anything in his power to prevent they Lords from finding their Cleavers. He will not hesitate to destroy any and all who attempt to aid the Lords, regardless of whether the aid is direct or indirect, intentional or not.

  • Rod of Seven Parts

    Author’s Note: The search for the Rod of Seven Parts kept my first campaign VERY busy for about 6 months real time. Originally, I planned to let one of the characters keep it, but decided, after much consideration, that the Rod was FAR too much for a character to have. So Ptah got the rod, trashed his opponents, and generally stopped a major war between the gods. Then he broke the Rod up and scattered it across the multiverse and that was that.

    I later put other artifacts into my campaigns, but these were less powerful and more balanced. In this case the party never got to use the full powers, so it kept things in balance while teaching me a valuable lesson as a DM.


    The Rod of Seven Parts was created by the Wind Mages of Karik for the High King of the Gnomes, Gonklyn. It was a gift to repay a favor done, the details of which were unknown even at the time. The Rod was passed down the line, from father to son, as each in turn grew too old to maintain the throne.

    The Rod was lost during the Sack of the Northern Kingdoms, the High King at that time being Mengon IV. It was buried with him when the city Marnio was destroyed in the cataclysm that marked the end of the Sack, also known as the Wars of Rendelshod.

    The Dwarven Lord Bolo sought and found the Rod in the ruins of the once great city and returned with it to defend his remaining people from a force of Black Elves and Subterranean Orc mercenaries. Bolo returned at the height of the final battle and used the Rod to defeat the enemy forces.

    Upon the end of the battle the Rod of Seven Parts broke up and scattered across the Planes. Since that time different pieces have shown up, but quickly disappeared back into obscurity.

    No two sections of the Rod were ever joined until the Lord-Mage Susafras led the Council of Rendelshod across the Planes in finding the pieces. He gave the Rod to his patron deity Ptah, who used it to end a major war between the Gods. Upon using it thus the Rod broke up and is again scattered across the Planes.


    Part

    Powers

    1 & 2 touch kills any plant or plant like creature, no saving throw
    2 & 3 possessor immune to Charm and Hold spells
    3 & 4 cast Audible Glamour 3 times per day
    4 & 5 cast Lightning Bolt twice per day (at level of holder)
    5 & 6 cast Wall of Fire 2 times per day
    6 & 7 cast Fireball twice per day (at level of holder)

    The possession of any part causes the possessor to eat 6 times normal amount.

    When all parts are joined the following powers and effects are gained:

    • Cast Levitate 3 times per day
    • Cast Hold on any creature once per day
    • Possessor’s hair turns bright blue
    • Possessor gets acne on face

    In addition, the following prime powers are gained:

    • Magic resistance of 40%, which adds onto any existing magic resistance. Duration is 1 turn and can be used once per day.
    • Total immunity to mental and psionic attacks, having a 1 turn duration, usable once per day.
    • Improves armor class by 5 points whenever held.
    • When used as a quarterstaff, acts as a Staff +6, striking for 10d10 points of damage.
    • All basic powers are available at will, and the holder can use any one each round.

    Whenever a prime power is used all friendly creatures within 20′ radius suffer 2d8 points of damage, and there is a 15% chance that the Rod will break up and scatter.