Finders Keepers: Ring of Untrained Magic

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Ring of Untrained Magic: This powerful items allows the wearer to cast a single magic-user spell of any level once per day. Note however that there is always a base 5% chance of any spell cast from the ring going awry, modified by the variables on the following chart:

Intelligence 4 or Less: Unusable
Intelligence 5-6: +45%
Intelligence 7-8: +25%
Intelligence 9-13: +10%
Each Point of Intelligence Over 12: -1%
Each Magic-user Level: -2%
Illusionist: -1%
Cleric or Druid: -1%
Fighter: +15%
Thief: +10%
Spell Being Cast is 1st Level: +0%
Spell Being Cast is 2nd Level: +5%
Spell Being Cast is 3rd Level: +10%
Spell Being Cast is 4th Level: +15%
Spell Being Cast is 5th Level: +20%
Spell Being Cast is 6th Level: +25%
Spell Being Cast is 7th Level: +30%
Spell Being Cast is 8th Level: +35%
Spell Being Cast is 9th Level: +40%

Note that regardless of the variables, the base chance for a casting to go awry will never fall below 5%.

If a spell cast from the ring does go awry, then there are several possible outcomes: the spell might fail completely, in which case the ring cannot be used again for another week; the spell may be miscast, resulting in the opposite effect occurring other than the one desired by the wearer, if the spell is reversible or can have an opposite effect; spells with detrimental effects can harm the wearer of the ring, rather than the intended target or victim of the spell; a portal or gate opens up, forcing the ring wearer into another dimension or plane randomly determined by the Referee; a strange effect as dictated by the Referee can result, rather than the desired effect of the ring wearer.

Sorcerous Scrolls: Forked Lightning

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Forked Lightning

Level: 5
Type: Evocation
Range: 1”/level
Duration: Instant
AoE: Special
Comp: V, S, M
Speed: 3 segments
Save: ½ damage

Description: Similar to the spell lightning bolt, this spell allows the magic-user to expel a blast of electrical energy from his outstretched hands. However, the caster is able to hit multiple targets as long as they are within the range of the spell, as the lightning charge will split and extend to hit them. When this spell is initially acquired, a magic-user is able to hit up to 3 opponents for 1d6 points of damage per level, gaining another “fork” with which to strike another opponent every 2nd level thereafter. No to hit roll is necessary. A save against breath attacks reduces the damage by half. The material components for this spell are a steel rod and wool.

Finders Keepers: Dart of Wounding

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Dart of Wounding: These magical darts cause the same amount of damage as others such mundane missiles, but a +2 to hit is granted when employing them. Further, every round thereafter the victim of such a dart will suffer 2 hit points of damage until healed in some manner, or until a full turn of time has elapsed. The employment of such darts will actually reduce the efficacy of creatures with the ability to regenerate hit points by a like number of points. Thus, a troll that would normally be able to regenerate 3 hit points per round would only be able to regenerate 1 hit point per round for a full turn. A creature that would normally regenerate 2 hit points per round would not regenerate for a full turn. A creature that would normally regenerate 1 hit point per round would actually lose 1 hit point per round.

Finders Keepers: Mask of Disguise

The following text & stats are designated Open Gaming Content as per the terms of the OGL: 

Mask of Disguise: When donned, a mask of disguise allows its wearer to alter self, as per the illusionist spell, once per day. Note that once a form is assumed, the wearer of the mask must change back to their normal appearance that day, or forever take upon themselves the new form. Only the death of the wearer in such cases will release the mask of disguise from the face of the victim.

CLASSified: The Woodsman

An alternative to the ranger for those players that want a fighter type that treks the wilderness, but isn't tied to a particular alignment. I love the ranger class, so I didn't write this with the intent of replacing it in my game. However, I wanted a class that was about as woods crafty as the ranger, but more prevalent in numbers and that might be found serving in any number of capacities. 

A woodsman might be a bounty hunter, tracker, guide, scout for an armed force, light infantry, missileer, robber, etc., and serve with nearly any type of lord or institution, good or evil, or even be a mere freelancing sword for hire. A woodsman might be a decent chap (a man of Sherwood, for example), an indifferent loner for hire if the price is right, or a cruel brigand engaged in rapine and mayhem at the behest of an evil lord.

Woodsman


Exp.
Level
Requisite
Exp.
Points
Cumulative
Hit Dice
(d8)

Character
Rank
1
0
1+1
Tracker
2
2,000
2+1
Scout
3
4,000
3+2
Forager
4
8,000
4+2
Chasseur
5
18,000
5+3
Jaeger
6
35,000
6+3
Harrier
7
70,000
7+4
Huntsman
8
125,000
8+4
Stalker
9
250,000
9+5
Woodsman
10
475,000
+2 hp
Master Woodsman
11
700,000
+2 hp
Master Woodsman

Woodsmen must earn (225,000) experience points for each level past the 9th level, and 2 hit points are gained each level thereafter.

Alignment Allowed: Any.

Race Allowed: Elf, half-elf, half-orc, and human.

Minimum Attribute Scores: 9 strength, 12 constitution.

Experience Point Bonus: +10% on all earned experience if constitution is 15 or above.

Weapons Allowed: Axes (battle, hand), bows (all types), crossbows, dagger, hammer, javelin, scimitar, sling, spear, and swords (all types).

Weapon Disciplines: Woodsmen begin with 2 weapon disciplines, and have a -3 penalty when using weapons with which they have not trained. Woodsmen gain an additional weapon discipline every 4 levels thereafter.

Armor & Shield Use: Leather, studded leather, and ring mail armor only. No shields allowed.

Poison Use: The use of poison by woodsmen is left to the Referee's discretion.

Oil Use: Allowed.

Starting Funds: As thieves (i.e., 2d6 gold multiplied by 10).

Saving Throws: As fighting men.

Attack Rolls: As fighting men.

Multiple Attacks: As rangers.

Archery: Woodsmen are accomplished bowmen, employing bows or crossbows of any type proficiently and gaining +2 to attack rolls with them.

Surprise Bonus: Woodsmen can be surprised by monsters or other opponents only on a roll of a 1 on a d6. They surprise enemies on a roll of 1-3 on a d6.

Tracking: Woodsmen are able to track other creatures both in the wild and indoors. In the wild, woodsmen are able to track creatures with a base chance of 80% success, gaining +1% from 2nd to 9th level to a maximum of 89%. Indoors, woodsmen have a base 65% chance to follow their prey, and must have had the creature in sight no more than half an hour prior to the attempt to follow. Tracking both in and out of doors is modified by various conditions at the Referee's discretion (weather, time lapsed, attempts by the pursued to cover their trail, etc.). Further, at 3rd level, woodsmen are able to determine the number of foes they are tracking by successfully rolling an additional tracking attempt, and at 5th level the type of foes by the same means.

Thieving Abilities: Woodsmen move silently, hide in shadows, hear noise, and climb walls as though they are thieves of an equivalent experience level.

Determine Direction: Woodsmen determine the direction they are traveling unfailingly out-of-doors when the skies are clear (i.e., the sun is shining, or the stars/moon are plainly visible). Overcast conditions reduce the chance of determining direction to a 75% probability, while a heavy fog, snow storm, or torrential rain will reduce this chance to a mere 50%.

Detect Snares & Pits: Woodsmen detect snares, pits, dead falls, and other traps set against them out-of-doors 65% of the time. This ability increases by 2% each level thereafter.

Identify Plants: At the 3rd level of ability, woodsmen are able to identify plants by type.

Identify Animals: At the 3rd level of ability, woodsmen are able to identify animals by type.

Pass Without a Trace: At the 5th level of ability, woodsmen are able to pass through densely overgrown areas (thickets, tangles of undergrowth, patches of thorn bushes, and so on) at half their normal rate of movement while leaving no trace of their passing. At the 7th level of ability, woodsmen are able to pass without a trace at their normal movement rate. At the 9th level of ability, a woodsmen passes without a trace even over terrain that would typically be impossible to avoid leaving a back trail, such as snow, mud, or sand, at half their normal movement rate.

Recruit Followers: At the 9th level of ability, woodsmen are able to recruit men to form a band of woodsmen, scouts, or outlaws (brigands or bandit types), depending on the tracker's alignment. Typically, other trackers, fighters, brigands, bandits, and perhaps even thieves or assassins could be attracted to such a band.

Copyright GA Norris 2011

Finders Keepers: Ring of Mastery Thievery

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Ring of Master Thievery: This nondescript ring grants the wearer the ability to operate as a thief of 9th level, even if they are not thieves. Thieves of levels less than 9th will be able to operate at the higher level of thieving ability. Thieves of 9th level or higher gain +20% to all thieving abilities while the ring is worn. Note however that lawful and/or good characters will eventually shift in their alignment to chaotic good (if they use the ring and the thieving ability it grants for good purposes only) or to a non-lawful, evil alignment (if they use the ring for evil purposes). This shift in alignment is entirely in the purview of the game Referee. Thieves' guilds highly prize these rings, and will likely set a bounty upon the owner of one.

Finders Keepers: Club of Endless Beatings

Club of Endless Beatings: This wooden club serves as a +3 weapon. Further, it can be commanded to defend its owner; thus, the club will move about and strike opponents on its own once so commanded, attacking as a 5th level fighter. The club can be so animated for up to a full turn, once per day. Note that such clubs are susceptible to fire damage, making saving throws against such at a -1 penalty, and losing its magical bonus against such attacks as well.

Copyright GA Norris 2011

Finders Keepers: Wand of Lethargy

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Wand of Lethargy (M): This spell has an effect similar to the spell sleep (cf.); however, a wand of lethargy is able to put to sleep opponents of more than 4+4 hit dice. Up to a total of 12 hit dice worth of creatures can be put into a comatose state by employing a wand of lethargy, but each creature is entitled to a saving throw (albeit at a -2 penalty). Thus, up to twelve 1 hit die creatures could be put to sleep, or a single creature of 12 hit dice. One charge is drained for every hit die worth of creatures put to slumber, but the wand is rechargeable by the usual means. Such wands will have from 1-100 charges when found.

Wandering Monster: CTHULHI (Starspawn)

The following text & stats are designated Open Gaming Content as per the terms of the OGL:

Cthulhi (Starspawn)

Freq.
Rare
Num.
d4
Lair%
50%
Horde
2, 19-21
Move
12"
Int.
Genius
Align.
LE
Size
M (6' tall)
L/XP
1,800+12
AC
5
HD
8d8+4
Attk.
2
Dmg.
d3/d3
S.A.
See below
S.D.
None
N.A.
Infravision
R.M.
0%
Psi Pts.
241-340
Psi Attk.
Mind blast
Psi Def.
Empty mind
Though shield
Mental barrier
 
Combat: Cthulhi attack with two claws every round for d3 points of damage each; if both claws land against an opponent, the cthulhi will draw its victim to itself and attack with its tentacles. Each tentacle deals a point of damage every round thereafter until the victim is slain outright or d4 rounds elapse, after which time the cthulhi has burrowed through its victim's skull to reach the brain and the victim is immediately slain. The cthulhi will then proceed to suck the brains from the cranial cavity of its victim.

Note that cthulhi avoid physical combat whenever possible, preferring to employ their formidable arsenal of psionic powers instead. A cthulhi is able to send forth a mind blast in a cone that is 6" long and 2" wide at its terminus. Further, a cthulhi is able to employ the following psionic abilities; astral projection, body equilibrium, detect magic, domination, esp, levitation, probability travel, telekinesis, and suspend animation. as though they had 7th level of ability.

Cthulhi will retreat from any battle that they are losing, abandoning their allies, minions, and slaves to ensure their own escape.

Description: Cthulhi, or "star spawn" as they are sometimes referred to in ancient tomes, are said to have come to the material plane from "beyond the stars," although there is conjecture that they are from a different plane of reality.

They are notoriously of evil and cruel disposition, hating all other living beings, and consider them as nothing more than chattel useful only for enslavement or as food. However, they will sometimes make common cause with other intelligent beings when it furthers their own unfathomable ends, though it is well known that they are untrustworthy, willing to betray an ally without qualm if it is to their own advantage.

Cthulhi have their own strange language which none have ever deciphered, and usually speak the tongues of several other underworld races. Their contact with men has been rare, as few have dared the deep passageways of the underworld where these horrors are found. It is said that there are entire cities of star spawn deep beneath the earth, from which they send forth small contingents to establish outposts to further their own ends.

It is thought that cthulhi live for several centuries at the least, but their numbers seem to suggest a slow rate of propagation (which is fortunate for other beings). Their methods of reproduction are entirely unknown.

Cthulhi are able to see into the infravisual spectrum to a range of 6", and although they are able to see perfectly well in light conditions normal to the underworld (torches, lanterns, or even a light spell), they prefer the dark. Sunlight blinds them instantly and causes them pain (albeit with no lasting injury). Although they are air breathers, they are able to survive underwater indefinitely and in a complete vacuum for short periods of time (as long as 3 turns), hinting at both their extraterrestrial origin and their cthuloid heritage.

Sages say that the race of star spawn are descendants of the horrid demigod Cthulhu, and bear his resemblance. Cthulhi are six feet tall on the average, and range from gaunt to corpulent in build. Skin color ranges from a sickly greenish hue to a bluish cast, while their eyes are dead black without any other coloration. The head is ovoid in shape, with eyes set wide apart, and where the nose and mouth of a man would be there are d4+2 small tentacles that cover a small sucker-like mouth. Growing from the back of a cthulhi are vestigial, bat-like leathery wings, remnants of a distant era when the race was capable of flight. The mere sight of a cthulhi sickens the eye and terrifies the heart, and is enough to unman even the stoutest campaigner.

Sorcerous Scrolls: Alizaar's Arc of Lightning

Alizaar's Arc of Lightning

Level: 1
Type: Evocation
Range: 1
Duration: Instantaneous
AoE: 1 creature
Comp: V, S, M
Speed: 1 segment
Save: ½ damage

Explanation/Description: This spell allows the caster to produce an arc of electricity that can hit only a single opponent. The arc does 1d4 points of damage, plus 1 point per level of the caster. The arc of lightning strikes automatically (i.e., no attack roll is necessary), but the victim is allowed a save against breath weapons to avoid the strike. The material component for this spell is a living lightning bug.

Copyright GA Norris 2011

Djeryv's Graveyard: AD&D Dungeon Key Generator

A very cool dungeon key generator for AD&D has been posted over at Djeryv's Graveyard. It allows you to select monsters by level from the Monster Manuals and Fiend Folio, and the generator will create up to 100 rooms, complete with treasure and traps, as well as a random encounter table! There's a generator for outdoor encounters, a dungeon map generator that uses geomorphs, and other goodies as well. Check out Djeryv's Graveyard for the AD&D/OSRIC link in the side bar that will take you to the dungeon generator page. This could be really useful for a last-minute megadungeon gaming session, or simply to get some ideas while working on dungeon levels.

I showed it to my wife who is currently refereeing our home campaign, and she was practically drooling over it.