[New Monster] Serpent of Yzbin-Gi

Serpent of Yzbin-Gi

Without warning a snarl in the dark was followed by a hail of spikes a half a foot long. The gnome illusionist let out a yelp and fell to the ground.

‘Give that thing the chalice, it has been following us for days,’ urged the elf ranger.

Reluctantly the druid threw the chalice into the shadows. With an eerie cackle the serpentine creature gripped the chalice in its toothsome maw and retreated. The druid cast a healing spell on the gnome that seemed to half rouse the small illusionist.

‘I’ll tell him you were concerned,’ Fellhorn told the elf.

‘I wasn’t!’ the elf lied. ‘I was concerned for us all. That thing would have gotten to us one by one.’

‘Sure,’ the druid said with a smile.

Serpent of Yzbin-Gi

No. Enc.: 1 (1d4)

Alignment: Chaotic

Movement: 90′ (30′)

Armor Class: 7

Hit Dice: 4+4

Attacks: 1

Damage: 1d4+2 (bite) or tail spikes (1d4 each)

Save: F8

Morale: 8

Hoard Class: XIx2

X.P.: 275

The very sinister Serpent of Yzbin-Gi is a large, dragon-headed beast, nearly twenty feet long and five feet thick with a tail full of spikes similar to that of a manticore. These vicious and clever monsters love to hoard treasure and will track their prey for miles to gain a particular artifact or valuable piece of treasure.

In combat these creatures will use their tail spikes if possible first in a fight. The creature has twenty tail spikes it can shoot up to 30′. A character can be hit by 1d6 of these spikes which deal 1d4 points of damage each and invoke a Save versus Poison or the spike deals an additional 1d3 damage and takes twice as long (healing spells and potions only heal half as much damage to a poisoned individual). The monster also will fire these at anyone pursuing them. The creature also has a powerful bite that deals 1d4+2 damage.

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[New Spell] Snakes & Spells Curse

Curse: Snakes & Spells


As if to accentuate Fellhorn’s spell, several snakes seemed to fall from the druid’s hands, one hissed at the elf and another tried to bite the gnome illusionist.

‘Why is this still happening?’ the gnome asked. ‘Didn’t you get the cursed removed in Gosl-Ubu?’

The druid looked sheepish.

‘What happened?’ the elf ranger asked.

‘I spent the money on wine…’

‘To continue throwing snakes around every time you cast a spell?’ asked the elf.

‘I am only human,’ replied Fellhorn.

‘You can say that again,’ smirked the gnome illusionist.


Snakes & Spells Curse (Cleric/Magic-user)

Level 3

Range: Touch

Duration: One year and one day or until removed.


This spell only effects other spellcasters and is sometimes cast by the sore loser of a wizard’s duel. When the victim of the curse casts any spell 1d6 random small serpents (or rats, spiders, etc, but most often snakes) erupt from the caster’s hands and scurry off randomly, sometimes (50%) chance of attacking anyone other than the caster. This causes others to become wary of the caster in time and it is not uncommon for the cursed caster to gain a sinister reputation.

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[New Magic Item] Wand of Gates

Wand of Gates

Navnen leapt at the rival thief who spun on her heels and tapped him with a wand. In a blink he was gone as his companions watched.

‘Apparently his sister wasn’t willing to give up the wand,’ Valance observed.

‘And he was so adamant about it, that she would,’ added Koram.

‘There is no honor among thieves, not even within the same family,’ Chalk contributed.

Twent minutes later Navnen ambled along, looking a little worse for wear.

‘Where were you?’ Chalk asked.

‘I found the den of thieves were my sister goes,’ Navnen said, nursing a black eye.

An intricate oak wand almost one foot long, this magic item is highly sought after by advanced thieves and felonious sorcerers.

Benefit: This rechargeable wand can, once per day, cause any portal to lead to anywhere else the caster has been, in other words, through any other existing door, window or similar passage that the wand’s owner has passed through before. Up to three other persons can follow. In addition, twice per day the wand will Wizard Lock/Unlock a portal and once per day the wand can Dimension Door the bearer or another to a location within 240′ known or unknown (if the space is occupied the effect fails).

Usable by: Anyone who can use a magical wand.

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[New Spell] Eyeglow



Navnen quietly entered the main room of the house he shared with his fellow adventurers. A rag was tied over his eyes.

Moments later an angry mob ran by the door, calling for blood.

‘Now what did you do?’ Chalk asked.

The thief untied the rag and opened his eyes, they glowed a brilliant green.

‘What in the eleven hells?!’ exclaimed Valance as he got up from his chair.

‘Relax, it is just an illusionist’s spell, I apparently robbed the wrong guy,’ the thief admitted.

‘Apparently,’ Koram chimed in as the trio chuckled at their companion.

‘How long does that last?’ Chalk asked.

‘I have no idea, not very long,’ moped the thief.


Eyeglow (Illusionist)

Level 1

Range: Self or Touch’

Duration: One turn (ten minutes) per level of caster.


A simple Illusionist spell that causes either the caster’s eyes or those of another, to glow any color the caster desires. Invokes a Fear save (as per the spell) in creatures of 2HD or less, this spell also marks another creature and makes an excellent target of them.

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[New Magic Item] Horn of the Big Bad Beetle

Horn of the Big Bad Beetle

Chalk watched the goblin blow the strange black horn. Moments later a titanic beetle began crawling from the earth as the goblin climbed onto its back.

‘How big of a spider can you conjure?’ the wizard asked.

Valance looked over his shoulder and regarded the monstrous insect.

‘Not that big,’ he admitted.

‘Best course of action?’ asked Koram.

‘Run!” shouted Valance who was in a panic as the behemoth turned towards them.

The jet black horn of a giant rhinoceros beetle, enchanted by an archmage whose name has been forgotten in time, but this terrible magic item is a legacy to his madness.

Benefit: When this horn is winded it summons forth from the ground an Elder Rhinoceros Beetle. This huge creature is a war machine, controlled by the bearer of the horn. The beast is a formidable creature that remains for fours hours per day before sinking back to slumber underground.

Giant Elder Rhinoceros BeetleHD 14; AC 2 [17]; Atk Bite (2d8+2) and gore (2d6+2); Move 10; Save 6; AL N; CL/XP 13/2500; Special: Trample (4d6), Cause Fear (60′ radius, save or flee)

Usable by: Anyone.

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[New Magic Item] Mandolin of Radjensky

Mandolin of Radjensky

The table was getting rowdy in the tavern, then the minstrel strummed the strings on his mandolin.

‘Shhhh, I want to hear this,’ Valance said to the others at his table as he waved a hand at Chalk and the others.

Three hooded figures glowed green and the skeleton of the sabre-toothed tiger above the fireplace not only glowed with an emerald color but also leapt down from the mantle and jumped out a nearby window.

‘I always wondered why the innkeeper never had a guard dog, he did all along, sort of,’ Navnen said.

The hooded figures, realizing that they glowed, tried to hurry out the door before being caught, but were too late as a mob quickly formed to chase these strange undead out of town.

‘I am buying the minstrel a round, that was amazing,’ exclaimed Valance.

A delicate looking mandolin from a simpler time, the great minstrel Radjensky’s work was appreciated far and wide and a powerful mage enchanted the minstrel’s favorite mandolin to be a boon to all dedicated to life, love and freedom.

Benefit: An enchanted mandolin that plays any music melodiously and adds +1 to the bearer’s Charisma score. In addition, while being played, this magical instrument not only reveals all undead within 50′ with an eerie green glow, but also can turn undead as a 4th level Cleric: Undead with 6HD need an 11 to save versus being turned, 5HD need a 9, 4HD require a 7, 3HD a 5 or less, 2HD a 3 or less and 1HD undead are automatically turned.

Usable by: Anyone.

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[New Magic Item] Jinx Dagger

Jinx Dagger

Navnen looked over at his opponent, each had been poisoned and “unpoisoned” a half a dozen times.

‘Did you buy that dagger from the wizard Wensdale to kill me?’ he asked.

The would-be assassin laughed quietly to himself.

‘Yeah,’ he replied.

‘Same here,’ Navnen said, cracking a smile.

‘Either he wanted to be rid of both of us or he wanted one of us to kill the other,’ the other thief said.

‘How about a truce and we teach that shifty wizard a lesson?’ offered Navnen.

The thief contemplated this for a moment.

‘We divide the loot between us?’

‘Naturally,’ Navnen replied and offered a hand to the one who tried to kill him, the other took it and they shook on the deal.

This odd dagger can prove to be a great aid to the user and a bane to an enemy, sometimes in the same encounter. Rare, but not unique, a tale is told of two combatants, each armed with one of these magic daggers, that both eventually collapsed from trading the venom of the basilisk back and forth between them.

Benefit: A very well wrought magical dagger, the Jinx Dagger deals 1d4+2 points of damage in combat. In addition, this magical blade will infuse any poison into itself so that the poison does not go bad. In addition, this dagger may be used to remove poison from a wound by gently (hopefully) touching the wound with the dagger’s tip. The Jinx Dagger then holds the poison in itself to release in an attack. If the dagger is already is infused the more dangerous of the two toxins remains.

Usable by: Anyone.

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