[New Magic Item] Mudstick

Mudstick

Navnen looked excitedly at the others.

‘This will work, I just need a spellcaster,’ the thief said.

‘For what?’ asked Chalk.

‘To use the magic item inside to soften the walls,’ Navnen replied.

‘And the rest of us?’ Koram inquired.

‘Help me haul the loot,’ responded the thief.

Thought to have been created by an archdruid, others believe that a wily fae creature or rascal deity created such a magic item. Whatever its origins it has caused considerable damage and distress. Many kings lock these up tight whenever one is found to avoid it being used against them. Often favored by druids, witches and hedge wizards.

Benefit: This staff can turn stone to mud three times per day. The area affected is 1500 square feet up to 5′ deep. This lasts for one day or until reversed by a Transmute Mud to Rock Spell (and each staff has a 50% chance of being able to do this). Movement through the area is affected by 75%.

Usable by: Any spellcasting class.

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[New Magic Item] Shamisen of the Spider

Shamisen of the Spider

The wily hobgoblin struck up a tune on the three-stringed instrument. Within moments a frighteningly huge spider crept into the firelight.

‘I believe we will take all of your valuables now,’ another hobgoblin announced to the human adventurers.

Valance tapped a foot and mumbled. Three equally large and hairy spiders arrived. He cocked his head at the hobgoblin leader who turned to look at the downcast group of bandits behind him.

‘My deity made that. I think you’ll be handing that over to me,’ the priest of the Spider God said.

With a sheepish grin the first hobgoblin stood and quickly handed the instrument over to Valance.

‘He’s going to use that all the time now, you know,’ Chalk chastised the downcast humanoids as they retreated into the shadows.

Glowing, Valance started to play a haunting tune.

Obviously sanctioned by the Spider God, like many things associated with this tricky deity the exact connection is harder to define. It is a devastating magical item in the wrong hands and a creepy one in even the best of situations.

Benefit: It takes one month of practice to master this three stringed instrument. Being able to play at least one of the three songs, ‘Ballad of the Spider God’, ‘Ode to Old Spider’ or ‘Creeping in the Web’ is essential to summoning and controlling the nearest giant spider (or Black Widow if using B/X-LL). The summoned creature will understand and obey the one playing this magical shamisen for 1d4 hours (option, roll 1d6, on a result of ‘6’ hours becomes days) and will attack, carry thing and even be a mount for dwarf, halfling, gnome and goblin/kobold sized creatures. This instrument may be used to summon a giant arachnid once per day.

Optional: this can obviously be altered to suit any type of monster that is handy to have around for extra muscle- ogres, manticores, chimera, etc.

Usable by: Anyone.

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[New Race] Gnomes for B/X Labyrinth Lord

Gnomes (for D&D B/X or LL)

Gnomes are a short race of demi-humans, similar to dwarves, many often have long noses and full beards. They usually live in burrows or hollowed out trees in valleys, glades, hollows and some fields. Gnomes are close to Nature and often enjoy the company of small animals and Fey creatures. These creatures also love gold and gems and are adapt at mining for these. They tend to avoid war and conflicts of all kinds but if forced to to use crossbows as missile weapons and war hammers in hand-to-hand combat. Gnomes have few rivals, but do count goblins and kobolds among them and will try to foil the plots of these humanoids whenever possible.

 

Level

Title

Exp. Points

Hit Dice*

Spells

1

Gnome Wanderer

0

1d4,1d6

none

2

Gnome Scout

2,000

2d4,2d6

1/1st

3

Gnome Forester

4,000

3d4,3d6

2/1st

4

Gnome Guide

8,000

4d4,4d6

2/1st, 1 /2nd

5

Gnome Ranger

16,000

5d4,5d6

2/1st, 2/2nd

6

Gnome Warden

32,000

6d4,6d6

3/1st, 2/2nd, 1/3rd

7

Gnome Champion

64,000

7d4,7d6

3/1st, 3/2nd, 3/3rd

8

Gnome Forest Lord

120,000

8d4,8d6

4/1st, 3/2nd, 3/3rd

9

Gnome Majesty

240,000

9d4,9d6

4/1st, 4/2nd, 3/3rd

10

Gnome Monarch

480,000

10d4, 10d6

4/1st, 4/2nd, 4/3rd

*D4 Hit Dice are for gnomes spellcasters, D6 for gnome warriors.

 

The prime requisites for a gnome are Strength and Dexterity. A gnome character whose Strength or Dexterity score is 13 or greater will receive a 5% bonus to earned experience. Gnomes whose Strength and Dexterity scores are 13 or greater will receive a bonus of 10% to earned experience.

RESTRICTIONS: Gnome warriors use six-sided dice (d6) to determine their hit points. They may advance to a maximum of 10th level of experience. Gnomes can use any type of weapon and armor which has been “cut down” to their size. Thus, they cannot use a two-handed sword or a long bow, but may use a sword or short bow. Gnomes must have a minimum score of 9 in both Dexterity and Constitution. These characters ignore the spells per level column.

Gnome spellcasters use four-sided dice (d4) to determine hit points, may wear light or leather armor and only daggers, clubs and small crossbows in combat.

SPECIAL ABILITIES: Gnomes have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, on their “to hit’ rolls when using them (see COMBAT). Due to their small size and skills at dodging, Gnomes have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative (an Optional rule) gnomes add +1, in addition to any Dexterity adjustments.

SPELLCASTING: Gnomes can cast Magic-user or Cleric spells, the choice must be made at second level when magic comes into play, note that while gnomes may cast Cleric spells they will have no other clerical abilities. Arcane magic leans towards trickery over destruction while divine magic leans towards healing.

Gnomes often live underground, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and new construction one-third of the time (a roll of 1 or 2 on 1d6) when looking for them.

Gnomes speak gnome, dwarf, goblin, and kobold.

Gnomes can advance up to 10th level. As with the other demi-humans, this is balanced by their special abilities, especially their better saving throws and combat bonuses. Any time a gnome has enough money, he or she may build a stronghold (p. X52), which may attract a whole community of gnomes.

ATTACKS & SAVING THROWS: Gnomes use the same to hit numbers as Fighters, Dwarfs, Elves, and Halflings. They use the same saving throw table as Dwarfs and Halflings.

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[New Magic Item] Wand of Knots

Wand of Knots

Chalk and the others watched Navnen descend the small tower via a series of ropes tightly knotted together.

‘Is this how he got that one curse?’ Valance asked.

‘Probably,’ replied Chalk.

Koram let out a cry of warning as a shuttered window suddenly burst open and a human clothed in dark muted colors leaned out the window and tapped a knot just above the thief with a slender wand. The knot instantly came undone and the thief plummeted into the shrubbery below.

‘I’ll live,’ a muffled Navnen exclaimed.

‘We are taking the tower?’ Koram asked as he loosened his ax.

‘Apparently,’ Chalk said as he began weaving a spell with his hands.

Knots being important in sailing, a wand like this is invaluable. The fact that it is something that anyone can use makes this a magic item that people will kill for. Fortunately there are a number of these out there, unfortunately….well, see below.

Benefit: Three times per day this simple magic item can be used to tie a complicated knot and strengthen any rope or cord involved (requiring 10 hit points of damage or Str16+ to sever/break such items). Conversely, these wands can be used to easily untie any knot in rope or cord as well. There are three uses regardless of any combination of tie/untie. Knots magically tied another way or very complicated knots tied mundanely will have a 50% chance of being undone with this wand. Simply tied knots are untied as if they were made by one of these wands.

Usable by: Anyone.

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[New Spell] Curse-Hounded by the Dead

Curse-Hounded by the Dead

 

Navnen returned to the adventurer’s lair, three skeletons in tow.

‘Now what?’ Chalk asked.

‘Minor curse for breaking into the wizard’s tower at the edge of town,’ the thief replied.

‘You idiot, now we have to pay to have ANOTHER curse removed,’ the magic-user groaned.

‘No, I am keeping this one until it is over,’ the thief insisted.

‘You are dragging a bunch of undead around with you as you go out thieving?’ Koram asked. ‘How does that work?’

‘Look how he was doing before the curse,’ Valance said with a snicker.

‘I will be fine,’ grumbled Navnen half-heartedly.

 

Curse-Hounded by the Dead (Arcane)

Level 3

Range: Touch

Duration: Effect lasts one year and a day or until removed.

 

What at first appears horrifying is realized to be terribly annoying at best. Hounded by the Dead causes the target to be surrounded by the undead; at first this is minor undead, skeletons, zombies, ghouls, then, if the cursed one starts destroying these undead then more appear and become stronger in time; wights, wraiths, ghosts, spectres, etc. These undead actually do no harm to the cursed one or those around them unless provoked, in which case they do fight ferociously. In the beginning the cursed person has roughly 4HD of undead around them, destroying or trying to evade these creatures encourages more to appear. When the duration is up or the curse removed the undead lose interest and go about their way.

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[New Monster] Heavenhound

Heavenhound

Valance limped into the room, his robes torn and ragged near his left ankle.

‘You’ve met the new Priest of the Sun, I see,’ quipped Chalk over his morning tea.

‘How can he have those infernal dogs with him?’ panted the priest of the Spider God.

‘I think you’ll find the point is that they aren’t infernal,’ Koram said.

Everyone laughed except Valance who winced as tiny spiders attended his wounds.

Heavenhound

No. Enc.: 1d4 (4d4)

Alignment: Lawful

Movement: 180′ (60′)

Armor Class: 4

Hit Dice: 4+4

Attacks: 1

Damage: 1d6 (bite or claw)

Save: F5

Morale: 10

Hoard Class: Nil

X.P.: 225

Heavenhounds are celestial canines that are the Lawful counterpart to hellhounds. These creatures may be granted to a faithful cleric by a Lawful deity or, once per day, a Lawful cleric of at least 3rd level may call upon his or her deity to summon 1d4 of these creatures to serve him or her for one hour. These creatures are excellent trackers (90% chance of success) and are often used to hunt miscreants.

In combat these creatures have a menacing bark which can Stun all who fail a save versus Paralysis, up to 6HD of Chaotic creatures can be affected, they must be able to hear the bark (40′ radius). This effect lasts 1d4 rounds and all rolls made by the affected are -3 during this time.

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[New Spell] (Curse)The Opposite of Me

Curse-The Opposite of Me

 

The orc warlord urged his boar mount to the top of the hill to survey what was left of his warband. They had taken a beating and their leader had earned a few new scars. The orc recalled the spindly wizard struggling to get close to him and jabbing him with a tiny dagger.

Suddenly the orc warlord was pulled out of his reverie by howls and screams.

‘He’s a changer! We’ve been duped!’ one of the orcs cried out. Arrows were set to bows.

The puzzled orc leader looked around, they were glaring at him. He looked at his hands. What had been course and rough green hands were now pale and delicate elf hands.

‘No!’ the orc screamed just before the arrows flew.

 

Curse-The Opposite of Me (Arcane)

Level 3

Range: Touch

Duration: Effect lasts one hour per level of caster.(and see bellow)

 

The Opposite of Me is a curse that makes the affected individual (who receives a Saving Throw versus Spells at -1 to resist this magic) transform physically into a creature that is the opposite of the true nature of the target. For example an elf might become an orc, a dwarf a bugbear or a halfling a goblin. A good human might also become an orc or hobgoblin or similar creature and the opposite is true of humanoids targeted by this spell. The truly insidious aspect of this spell is that the caster determines when the transformation takes place after the target is touched.

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