New Monsters

Some new monsters for use in my Barrowmaze campaign.

Beetle, Giant Scarab
No. Enc: 3d6 (3d10)
Alignment: Neutral
Move: 120 (40)
AC: 6
Hit Dice: 1d4 HP
Attacks: 1
Damage: 1d3, disease
Saves: F41
Morale: 8
Hoard: XX
XP: 8
Notes: A 3’ long flesh eating scarab beetle. Bite may (1 on d20) transfer disease which will slowly (over 1d6 days) turn the victims skin whitish, leathery and hard, effectively paralyzing him after this time. A successful save vs Poison will change this to a temporary -2 on DEX for 1d6 days after the first 1d6 days. Cure Disease removes this.

Blood Worm
No. Enc: 2d4 (3d4)
Alignment: Chaotic
Move: 60 (20)
AC: 5
Hit Dice: 3
Attacks: 1
Damage: 1d4*
Saves: F4
Morale: 10
Hoard: None
XP: 100
Notes: Slimy 8’ long worms with a face full of fangs. The Blood Worms burrow beneath the ground, preferably old burial grounds, and try to surprise their prey (surprise on 1-3). While burrowing their AC count as 0 and they can pass below opponents in search of better prey. They tend to attack bleeding (damaged) targets first. On a successful attack they fasten themselves to the victim and drain blood for 2d4HP each round. There’s a 10% chance a victim bitten by a Blood Worm will contract a wasting disease, losing 1 CON each day for 2d6 days. 1 lost CON returns each day after the disease has passed.

Bog Zombie
No. Enc: 1d6
Alignment: Chaotic
Move: 90 (30)
AC: 7
Hit Dice: 2
Attacks: 1 (fist)
Damage: 1d8
Saves: F1
Morale: 12
Hoard: None
XP: 38
Notes: The flesh of this zombie has become dark-brown and sticky with resin and silt from the bog where it was buried. It moves even slower than a normal Zombie and always acts last in the round, but any edged or piercing weapon damaging it will stick in the wound until someone takes a full action to pull it free.

Copper Skull
No. Enc: 1d4
Alignment: Chaotic
Move: 120 (40)
AC: 2
Hit Dice: 4
Attacks: 1
Damage: 1d8
Saves: F4
Morale: 12
Hoard: None
XP: 150
Notes: These copper piece covered skulls levitate into their opponents like massive metal wrecking-balls. In addition. Once per combat they are able to fire streams of hot copper pieces (2d6x10 CP) from their eyes, in a cone 10’ wide and 20’ long, doing 1d6 damage to everyone in the cone. A successful save vs Petrification halves the damage.

Corpse Fat
No. Enc: 1d4 (1d6)
Alignment: Chaotic
Move: 120 (40)
AC: 8
Hit Dice: 3
Attacks: 1
Damage: 1d6*
Saves: F4
Morale: 12
Hoard: None
XP: 100
Notes: A vaguely humanoid mass of rotting white-yellow fat. It attacks by grabbing its opponent (this attack ignores armor AC-modifiers ) and pulling his face into its soft stinking breast, silencing and suffocating him for 1d6 hit points each round (after the first). During this time the grabbed character can only attack with really small hand weapons like fists or daggers, or try to break loose (as a full action) by succeeding by rolling below their STR-4 with a d20. The Corpse Fat takes no damage from piercing weapons and only half damage from blunt weapons. Damage from fire-based attacks sets the Corpse Fat on fire for an additional 1HP each round until it is destroyed, but any PC grabbed during this time will also take 2HP fire damage each round it is held.

Cranopede
No. Enc: 2d6
Alignment: Chaotic
Move: 60 (20)
AC: 7
Hit Dice: 1-1
Attacks: 1 (bite)
Damage: 1d4
Saves: F1
Morale: 12
Hoard: None
XP: 17
Notes: This horrible undead creature consists of only a skull with attached spinal column, moving about on the elongated remains of its ribs. They will attack in groups and attempt to tear the flesh from the bones of the living. Two Cranopedes are able to move and attack from the same 5’x5′ square.

Crawling Horror
No. Enc: 1d4
Alignment: Chaotic
Move: 120 (40)
AC: 3
Hit Dice: 4
Attacks: 1d4
Damage: 1d6
Saves: F3
Morale: 12
Hoard: None
XP: 150
Notes: This crawling 10’x10′ ball of undead bones consist of nothing but animate skeletal arms and legs fused together. If reduced to half HP it breaks down into two 5’x5′ 2HD Crawling Horrors with 1 attack each.

Foul Vapor
No. Enc: 1d4
Alignment: Chaotic
Move: 90 (30)
AC: 9
Hit Dice: 2
Attacks: Suffocation*
Damage: -1 CON/round
Saves: F1
Morale: 12
Hoard: None
XP: 30
Notes: These are suffocating miasmas of evil and undeath that have risen out of a corrupted swamp. They are almost impossible to see (surprise on 4-6) except as a vague purplish haze, the first inkling of their presence is when their horrible stench fills the lungs of their victim. They attack by covering the victim (no attack roll is necessary) and slowly suffocating it. Foul vapors are immune to all attacks except fire (torches do 1HP/attack) or fire-based magical attacks. Lost CON returns at the rate of 10% of base CON (round up) per turn after the Foul Vapor is gone.

Ghost Face
No. Enc: 1
Alignment: Chaotic
Move: 120 (40)
AC: 5
Hit Dice: 6
Attacks: 1
Damage: 1d6 (bite)*
Saves: F4
Morale: 12
Hoard: None
XP: 300
Notes: A 3’ high semi-transparent disembodied head with a twisted and leering face floating 3’ above ground. The Ghost Face only takes damage from magical weapons and attacks, and all such damage is halved. As it feeds on magical energies any magical weapon attacking it boosts the Ghost Face’s damage by its magical bonus for one round. Note that this boost is cumulative if several weapons hit it in a round. The Ghost Face can once per round use a spell that has damaged it since its last initiative. The Ghost Face is turned as a lvl 8 Undead.

Pig Thing
No. Enc: 1d6
Alignment: Chaotic
Move: 150 (50)
AC: 5
Hit Dice: 3
Attacks: 2
Damage: 1d4
Saves: F4
Morale: 10
Hoard: None
XP: 100

Notes: Demonic mixes of pig and man made by Orcus. The Pig Things have long sinewy arms ending in rusting hooks of black iron. They are fast and vicious fighters who can leap and bound up to 20’ over opponents with such speed that no attacks of opportunity can be done.

Pillar of Hate
No. Enc: 1
Alignment: Chaotic
Move: 90 (30)
AC: 3
Hit Dice: 6
Attacks: 1d3
Damage: 1d6
Saves: F4
Morale: 12
Hoard: None
XP: 600
Notes: A 6’ tall pillar made from compressed fossilized skeletons hovering 3’ over the ground. A dozen red-glowing eyes glare out from its incorporated skulls. Black lightning flicker across it and sometimes flare out and down into the ground. This horrifying necromantic construct is created around a magical crystal. As long as that crystal has not been cleansed by Holy Water the Pillar will rebuild itself in 1d10 days even if smashed apart. A cleansed crystal is worth 3d6x100 GP. There is a 30% chance a cleansed crystal will turn out to be a random Ioun-stone. The Pillar takes only full damage from blunt weapons or spells designed to affect or break apart stone. All other attacks do half damage. The Pillar will also reflect spells back on the caster 40% of the time. Anyone directly touching the Pillar (even through gloves) or hitting it with metal weapons will take 1HP of damage. The Pillar can do 1d3 attacks with its black lightning each round, reaching out to 10’ from itself. A Pillar damaged below half its hit points can be instantly destroyed by splashing Holy Water on its crystal through the cracks.

Unholy Bones
No. Enc: 1d2
Alignment: Chaotic
Move: 60 (20)
AC: 7
Hit Dice: 2
Attacks: 1
Damage: 1d6
Saves: F2
Morale: 12
Hoard: None
XP: 50

Notes: Similar to a common undead skeleton but covered in spidery Dark Script creating a conduit for unholy energies. The Unholy Bones makes any undead within 30’ count as 2 levels higher when a Cleric tries to Turn them. The Unholy Bones count as 5HD when Turned.

Zombie Boar
No. Enc: 1d6
Alignment: Chaotic
Move: 120 (40)
AC: 6
Hit Dice: 4
Attacks: 1
Damage: 2d4
Saves: F2
Morale: 12
Hoard: None
XP: 60
Notes: The thick hump of rotting flesh across its back will absorb much trauma making blunt weapons only do half damage (round down).

Zombie Crocodile
No. Enc: 1d4
Alignment: Chaotic
Move: 90 (30)
AC: 4
Hit Dice: 3
Attacks: 1 (bite)
Damage: 1d8
Saves: F1
Morale: 12
Hoard: None
XP: 40
Notes: If the Zombie Crocodile manage to damage an opponent it locks its jaws and slowly (15’ move) tries to drag it into the nearest body of water to drown it. The only way to break free is to kill it.

New Magical Items

I’ll be adding some new magical items to my Barrowmaze campaign, and as I refer to them in my random tables I’ll add them here if someone else wants to use them.

POTIONS

Potion of Pale Visage
Cost: Not sold
Weight: as bottle
The skin of anyone drinking this potion takes on a deathly pallor and the drinker will be ignored by mindless undead (like skeletons, zombies etc.) for the duration of the potion, unless the undead are specifically ordered to attack the drinker. Overtly attacking an undead will break the effect for all undead present.

Potion of Purging
Cost: Not sold
Weight: as bottle
Any harmful effects affecting the drinker, like poison, curses, level-drain etc., will be violently removed in an explosion of magical power. The drinker takes 1HP of damage and is unconscious for 1d6 rounds. This potion cannot be consumed in a half dose.

Potion of Stasis
Cost: Not sold
Weight: as bottle
Anyone drinking this potion is put into suspended animation for 2d4 days. This means that the drinker is unconscious and all internal bodily processes, like hunger, thirst, poisoning etc, are put on hold until the duration has passed. Any damage done to the person will break the stasis. This potion cannot be consumed in a half dose.

Potion of Neutralize Poison
Cost: Not sold
Weight: as bottle
Works as the Cleric spell with the same name.

Potion of Cure Disease
Cost: Not sold
Weight: as bottle
Works as the Cleric spell with the same name.

Potion of Restoration
Cost: Not sold
Weight: as bottle
Works as the Cleric spell with the same name.

Potion of Infravision
Cost: Not sold
Weight: as bottle
The drinker is able to see in darkness as if the recipient of an Infravision spell (60′ range, duration 24hours). This potion can not be split.

Potion of Recall
Cost: Not sold
Weight: as bottle
A Magic-User, Illusionist or Elf drinking this potion may restore the last spell he cast.

Potion of Clear Mind (Cursed)
Cost: Not sold
Weight: as bottle
A Magic-User, Illusionist or Elf drinking this potion loses all spells memorized, and cannot memorize new ones until after a 1d4 hour long meditation-session.

Potion of God’s Favor
Cost: Not sold
Weight: as bottle
A Cleric, Druid or Paladin drinking this potion may restore the last spell he cast.

Potion of Desecration (Cursed)
Cost: Not sold
Weight: as bottle
A Cleric, Druid or Paladin drinking this potion loses all spells memorized, and cannot memorize new ones until after a 1d4 hour long cleansing ritual.

Potion of Perfection
Cost: Not sold
Weight: as bottle
Anyone drinking this potion will gain +4 on the next melee or ranged attack roll, and if that hits it will do maximum damage.

Potion of Smoke
Cost: Not sold
Weight: as bottle
If the content of this bottle is poured out on the floor (or the bottle is broken) it will immediately evaporate into a thick cloud of greenish smoke. The cloud fills a sphere with 10′ radius and is impossible to see through with any type of vision. The cloud disappears in 3 rounds. If someone drinks the potion they only get a bad case of flatulence. It is easy to identify this potion as it will start to smoke gently as soon as the bottle is opened.

Potion of Flint Skin
Cost: Not sold
Weight: as bottle

If a Dwarf drinks this potion his or her AC is temporarily lowered by 3. If a Human or Halfling drinks it their AC is temporarily lowered by 2. If an Elf drinks it his or her AC Is temporarily lowered by 1.

Potion of Iron Bones
Cost: Not sold
Weight: as bottle

If a Dwarf drinks this potion his carrying capacity is tripled. If a Human or Halfling drinks it their carrying capacity is doubled. It has no effect for an Elf. This potion lasts for 2d4 hours (1d4 hours if split).

Potion of Restful Sleep
Cost: Not sold
Weight: as bottle

Anyone drinking this potion will immediately fall asleep and wake 4 hours later feeling as if he has had a full 8 hour rest. The only way to waken someone affected by this potion before the 4 hours has passed is to do at least 1 HP of damage to them. This potion cannot be split and the whole potion must be consumed for it to have any effect.

Potion of Weakness (Cursed)
Cost: Not sold
Weight: as bottle

Anyone drinking, or sipping, this potion have their Strength halved.

Potion of Clumsiness (Cursed)
Cost: Not sold
Weight: as bottle

Anyone drinking, or sipping, this potion have their Dexterity halved.

Potion of the Masquerade
Cost: Not sold
Weight: as bottle

Anyone drinking this potion while focusing on a particular person (must be a humanoid) will take on the exact physical appearance of that person (clothes and equipment not included) for the duration of the potion. Note that this may include the appearance of any wounds present on the target as the potion is imbibed.

Potion of Courage
Cost: Not sold
Weight: as bottle

Anyone drinking this potion will only fail saves related to fear or terror on 1:s for the duration.

Potion of the Hound
Cost: Not sold
Weight: as bottle

Anyone drinking this potion will get a 50% chance of tracking a target by smell only. Rangers or Druids drinking this potion get a 100% chance of tracking a target and reduces the To Hit penalty of being blind by half.

Potion of Sun’s Might
Cost: Not sold
Weight: as bottle

Anyone drinking this potion is infused by pure sunlight. A slight glow will play across their skin and extend along their weapons. Any melee attack done by them against Undead creatures do normal damage even if only magic, fire etc would do full damage according to the creatures description.

Potion of Sensitivity
Cost: Not sold
Weight: as bottle

Anyone drinking this potion will succeed on all rolls to detect secret doors or traps for the duration. Any attempts to detect them still take the normal time (usually 1 turn/10’ square).

Potion of Recuperation
Cost: Not sold
Weight: as bottle

Anyone drinking this potion will regain 1d4 hit points each turn for the duration, up to their normal maximum HP.

Potion of Sound Mind
Cost: Not sold
Weight: as bottle

This potion removes any insanity and confusion effects on the drinker.

RINGS

Ring of Striking +2
Cost: Not sold
Weight: –
A person wearing this ring have +2 To Hit and Damage with his unarmed attacks and the attack counts as magical.

Ring of Holiness
Cost: Not sold
Weight: –
A cleric wearing this ring count as 1 level higher for the purpose of Turn Undead.

Ring of Unholiness
Cost: Not sold
Weight: –
Cursed (or not , depending on your purpose). Any undead within 30’ of a person wearing this ring count as 1 Hit Die higher when targeted by a Turn Undead.

Ring of the Taker
Cost: Not sold
Weight: –
Every time an ally (must be a sentient) within 20’ of the wearer of this ring is damaged the ally will lose an additional 1 HP which is transferred to the ring bearer and used to heal any wounds (up to the ring bearers normal HP max). If the ring bearer is at full health the transferred HP gathers as a faint reddish mist around the ring bearer for a moment before dissipating. Every time an ally dies due to this ring there is a 1 in 6 chance of the ring bearer changing alignment to Evil.

Ring of the Giver
Cost: Not sold
Weight: –
The wearer of this ring can, as a full action, transfer a part of his life-force (1d6*level Hit Points) to a recipient which he touches. If it is a living creature the recipient will heal (up to his normal max) the same amount of HP as is lost by the ring bearer. An undead creature will lose the same amount of HP as the ring bearer. The ring can be used once per day.

Caleidoscope Ring
Cost: Not sold
Weight: –
Once per day the wearer of this ring may activate it to have his outline break up into a swirling mass of many-colored shards for 6 rounds. This affects any attacker as a Blur spell, i.e. all opponents suffer -4 to hit the wearer with melee and missile weapons the first round of combat, and -2 on subsequent rounds. The wearer also gains +1 to saving throws versus spell-like devices or spells that require a successful attack to take effect.

Twin Rings of Steel Weaving
Cost: Not sold
Weight: –
These two rings have no power unless worn by two persons. In such case they give the two wearers +2 on all attacks against an opponent which they simultaneously attack.

Ring of Featherfall
Cost: Not sold
Weight: –
The wearer of this ring may once per day activate a Featherfall spell on himself, i.e. the rate of falling is reduced to 10’/round for 3 rounds. After this time has passed the normal falling speed is resumed.

Shielding Ring
Cost: Not sold
Weight: –
Once per day the wearer of this ring may activate a Shield spell for 2 turns. Against missile attacks, the ring grants the wearer an AC of 2, against all other attacks the wearer has an effective AC of 4. Note that if the wearers AC is already lower than this (due to armor or other effects) it is the lowest AC that counts.

Ring of Shock
Cost: Not sold
Weight: –
Once per day the wearer may touch (succeed with an attack ignoring armor AC-bonus) an opponent with the hand wearing the ring and deal 1d8+2 damage.

Ring of Strength
Cost: Not sold
Weight: –
Once per day the wearer may activate the ring to grant himself extra strength for 1 turn. It confers a temporary STR bonus, which varies depending on the wearer’s class. Druids, clerics, thieves, and assassins receive +1d6; magic-users, illusionists, and monks receive +1d4; fighters, paladins, and rangers receive +1d8. A character’s STR may not go above 18.

Ring of Rage (Cursed)
Cost: Not sold
Weight: –
Once per day the wearer may activate the ring to grant himself +3 To Hit and on damage, as well as 10 temporary extra HP, for 6 rounds. But there is a 1 in 6 chance that the wearer goes into a homicidal frenzy and will attack his allies if no enemies are still conscious.

Ring of Frost Resistance
Cost: Not sold
Weight: –
The ring wearer is impervious to all forms of ordinary cold. Furthermore, this ring reduces damage from other kinds of cold, for example magical effects, by –1 per die of damage (minimum of 1 hp damage per damage die). If exposure to this type of cold requires a saving throw, it is made at +2 to the die roll.

Ring of Beauty
Cost: Not sold
Weight: –
Once per day the wearer may activate this ring to cast an Allure spell with 220′ radius and a duration of 10 rounds. Any intelligent beings within the radius must save vs Spells. A fail means they perceive the wearer as if he had an additional 2d4 CHA and feel good will, generosity and liking for him. They will help him within reason. A success on the save means they perceive the wearer as if he had 1d4 less CHA and will dislike him.

Praetorian’s Ring
Cost: Not sold
Weight: –
The wearer of this ring has +3 (up to a max of 12) on Retainer Morale.

Whisperer’s Ring
Cost: Not sold
Weight: –
These heavy silver rings are fitted with a round emerald etched with an owl. By touching the emeralds together on two rings they are magically attuned to each other. Once per day a ring’s wearer can whisper up to 12 words into the emerald which are transmitted to the wearer of the other attuned ring. The words will be clearly heard by the receiver, but not by anyone else in the vicinity.

Dorian Ring
Cost: Not sold
Weight: –
The wearer of this ring will only age one year for every two years it is worn. If the ring is ever removed the former wearer regains his natural age.

Gray Ring (Cursed)
Cost: Not sold
Weight: –
This ring appear as a Dorian Ring which slow down aging, and the wearer is convinced it is, but this cursed ring will age its wearer three years for every one year it is worn. If the ring is ever removed the former wearer regains his natural age.

Ring of Health
Cost: Not sold
Weight: –
The wearer of this ring gets +2 on all Saves vs Disease or Poison.

Ring of Sanctuary
Cost: Not sold
Weight: –
Once per day the wearer may activate the ring to receive a Sanctuary spell (Cleric, lvl1). The spell is active for 3 rounds and prohibits enemies from directly attacking the wearer unless they succeed with a save vs Spells. Once they succeed with the save they are no longer affected by the effect. The effect is also broken if the wearer take any offensive actions during the duration (buffing or healing his allies doesn’t count as offensive).

Ring of Decay (Cursed)
Cost: Not sold
Weight: –
The wearer of this ring loses 1 HP each round. Like with all cursed items the wearer will not remove the ring willingly. For an undead creature the ring works as a Ring of Regeneration. i.e. the wearer regenerates 1 HP/round unless the damage has been done by acid or fire. The ring stops working at 0 HP, i.e. a destroyed creature is not brought back to unlife.

Ring of Frost and Fire
Cost: Not sold
Weight: –
Once per day its wearer can cast either a Frost Gust or a Burning Hands spell as if having a caster level of 3. The spell is cast as a free action, but requires a free hand.

SCROLLS

RODS, STAVES AND WANDS

Wand of Wasps
Cost: Not sold
Weight: ?
This wand will release a small cloud of aggressive wasps at a target for each charge expended (it can have a maximum of 10 charges and is rechargeable). The wasps will inflict 1HP of damage to the target and irritates it enough to give it -2 on all attack rolls and +2 on its AC for the next two rounds before the wasps disappear. The modifiers from multiple clouds of wasps are not cumulative. Undead and constructs (like Golems) are immune to this wand.

MISCELLANEOUS MAGIC ITEMS

Amulet of Augury
Cost: Not sold
Weight: –
The wearer of this amulet may once per day activate it to tell whether a particular action will bring good or bad results in the wearers immediate future. The base chance to get a true result is 75% (secretly rolled by the GM). The effect only takes into account the next 3 turns so anything happening beyond that is not taken into account.

Tremor Sphere
Cost: Not sold
Weight: 2 lbs
A 3” sphere made from a silvery metal. Its surface is covered by swirling magical script spelling out its name to someone using Read Magic. If touching the ground the Tremor Sphere will produce a shockwave through the ground that will make everyone standing within a 30’ radius (except for someone standing right next to the sphere, i.e. in the same 5’ square) fall down. Fragile structures (like already damaged walls or crumbling dungeon roofs) may collapse due to the shockwave. The Sphere uses 1 charge each time it is used and has 1-3 charges when found. It can be recharged (with for example the spell Recharge Item).

Spider Silk Bandages
Cost: 10GP
Weight: –
Made by Valeron in Helix from spider silk retrieved at the ancient ruins. He only has 2d4 bandages available each week.The Spider Silk bandages takes one action to apply and returns 1HP.

Helm of Fearsome Visage
Cost: Not sold
Weight: 5 lbs
This iron helmet is wrought in the shape of a snarling wolf’s head. Once per day its wearer may activate a Fear spell in the direction they are looking. The item is slightly faulty though, there is 1 in 6 chance of it also affecting everyone within a 5’ radius of the wearer, in which case the spell’s cone is also reduced in range from 60’ to 30’.

SWORDS

Sword +1, Gate Piercer
Cost: Not sold
Weight: as sword type
This sword has 1d10 charges and can be recharged (for example with the Recharge Item spell). When driven into a door the sword expends a charge to cast a Knock on it.

Sword +1, Spell Cutter
Cost: Not sold
Weight: as sword type
This sword has 1d6 charges when found and can be recharged (for example with the Recharge Item spell). If the sword hits a target any ongoing spells on it will be subject to a Dispel Magic as if cast by a level 6 magic-user and 1 charge will be used up. Permanent magical items on the target will have their magic suppressed for 1d6 rounds.

Sword +3, Drainwielder (Cursed)
Cost: Not sold
Weight: as sword type
This sword drains 1d4 HP from its wielder each time it damage a target.

Legion Sword
Cost: Not sold
Weight: 2lbs
A double-edged short sword made from iron and marked with the winged skull of Argonia. It weighs 2 lbs and do 1d6 damage. These swords were made in large numbers for the Argonian Legions. A faint magical aura can be detected around it. When 5 or more Legion Swords are within 20′ of each other they all count as +1 magical weapons, if 10 or more Legion Swords are within 20′ of each other they all count as +2 magical weapons.

MISCELLANEOUS WEAPONS

Bolt of Pure Sunlight
Cost: Not sold
Weight: –
A crossbow bolt enchanted to transform into a ray of pure sunlight when fired. It has no effect on living creatures but undead creatures take normal crossbow damage plus are affected by a Turn Undead as if by a 7th level cleric.

Sickle of Reaping
Cost: Not sold
Weight: 2 lbs
A hand sickle made from dark iron with spiky runes scratched into its surface. It does 1d4 damage. If the wielder damage a target he may make an additional attack against another target directly adjacent to the wielder. If the wielder hits the next target he may select a third one etc. as long as he has targets he has not already damaged.

Sickle of Reaping (Cursed)
Cost: Not sold
Weight: 2 lbs
A hand sickle made from dark iron with spiky runes scratched into its surface. It does 1d4 damage. If the wielder damage a target and has an ally standing next to him he must make an additional attack against that ally. If the wielder damage the ally and there are additional allies next to him he must continue attacking the next ally etc. until he misses an ally or has damaged all adjacent allies.

Hammer, 2-handed +2, Unrushed (Cursed)
Cost: Not sold
Weight: as sword type
The bearer of this 2-handed hammer always act last in a round.

Hammer, 2-Handed of Impact
Cost: Not sold
Weight: 12 lbs
A target damaged by this 2-Handed Hammer takes 1d8 damage, is driven back 5’ (in a straight line away from the wielder) and get -2 To Hit on its next attack.

Dagger +1, Faith’s Bane
Cost: Not sold
Weight: 1 lbs
Any cleric damaged by this dagger loses the ability to cast spells and turn undead for 1 turn.

Dagger +1, Serpent’s Tongue
Cost: Not sold
Weight: 1 lbs
The wielder of this dagger always act first in a round when attacking with it.

Dagger +1, Darting
Cost: Not sold
Weight: 1 lbs
This dagger can, once per day, be unerringly thrown up to 30’. It will automatically hit its target.

The Iron Claws of Dhraion
Cost: Not sold
Weight: –
A pair of black iron claws engraved with leopards. They weigh 1lbs each and used single they do 1d4 damage. But when used one in each hand they allow their wearer to make two attacks without any negative modifier and do 1d6 damage each. They also count as +1 magical weapons for the purpose of damaging creatures immune to normal weapons. In addition, the wearer can, once per day, for 4 rounds climb and travel on vertical surfaces or even traverse ceilings as well as a spider does at half his normal speed. Nothing else beside the claws can be held in the hands.

Battle Axe +1, Shieldbreaker
Cost: Not sold
Weight: 6 lbs
If an attack with this weapon damage a target wearing a shield it also destroys the targets shield. Magical shields roll a d6 and add their magical bonus. On a result of 1-4 they are destroyed.

Spear +1, Longreach
Cost: Not sold
Weight: 6 lbs
Three times per day the spear can be made to extend, making it possible to attack a target up to 10′ away. It is possible to attack through an area occupied by an ally in this way.

ARMOR

Legion Shield
Cost: Not sold
Weight:10lbs
A square iron and wood shield marked with the winged skull of Argonia. It weighs 10 lbs. These shields were made in large numbers for the Argonian Legions. A faint magical aura can be detected around it. When 5 or more Legion Shields are within 20′ of each other they all count as +1 shields, if 10 or more Legion Swords are within 20′ of each other they all count as +2 shields.

Robe of Scales
Cost: Not sold
Weight: 5 lbs
This robe is covered in 2’ long scales from some reptilian monstrosity. It gives its wearer an AC of 8.

New Spells for Labyrinth Lord

I’ll be adding a few new spells to my Barrowmaze campaign, mostly for flavor, and since my random generators will be referring to them I’ll add them here if someone else want to use them.

Cleric Spells

Fist of Orcus
Level: 1
Duration: Instant
Range: 0
Cracks of deepest darkness appear around the Acolyte’s mace. As it hits its target armor buckles and bones break.
Used by the Acolytes of Orcus. The caster must use a mace. When damaged by the mace the target take an additional 1d6 damage, +1 damage per the caster’s level.

Turgid Flesh
Level: 1
Duration: 1 round per caster level
Range: 0
The Acolyte’s flesh bloats and turns the pale bluish color of a drowned corpse. As arrows strike him he grins and pulls the shafts from his flesh.
Used by the Acolytes of Orcus. Any non-magical missile (like arrows, crossbow bolts, javelins etc) damage to the Acolyte is reduced by 2 for the spell’s duration, but his To Hit chance is reduced by 1 as his limbs stiffen.

Magic-User Spells

Set’s Fang
Level: 1
Duration: 1 Round
Range: 0
A greenish taint covers the Necromancer’s dagger. As he strikes ashes and dust falls from the wounds instead of blood!
Primarily used by the Necromancers of Set. The caster must use a dagger. On his next round after casting the spell a magical poison gather around the dagger’s tip and if he succeed in doing damage to a target with the dagger that round it will take an additional 1d4 damage beside weapon damage. If the target fails a Save vs Poison it will take another 1d4 damage each round for caster level rounds/2 (round up).

Strengthen Undead (reversible)
Level: 1
Duration: Caster level rounds
Range: 10’
Pale streamers of mist form around the skeleton’s bones as the Necromancer chants. Its crumbling bones bind together and it moves with renewed strength!
Primarily used by the Necromancers of Set. The caster gives an undead creature an additional +1 To Hit and reduce AC by as much for the duration of the spell. The reverse of Strengthen Undead is Weaken Undead which gives the target undead creature -1 To Hit and increase AC by as much for the duration of the spell.

Recharge Item
Level: 3
Duration: Permanent
Range: Touch
As the emerald powder trickles over the wand it pulses with power.
Used to recharge magical items using charges, like for example rods, wands and staffs, in those cases where the item description does not say otherwise. Each casting of the spell recharges the item with 1 charge, takes 1 hour and use up powdered emerald with a value of 100GP.

Soothe the Dead

Level: 1

Range: 20’ + 10’/lvl from caster

Duration: 1 round/lvl

When you cast this spell, by playing on a specially made flute, any mindless undead (skeletons, zombies etc) with 2 or less Hit Dice within the range becomes passive and only sways from side to side at the spot for the duration (the caster must keep playing the flute as a full action). Mindless undead under the control of someone will only be affected if their controller has more fewer levels than the caster of this spell. Any interaction with the undead (attacking, touching, turning etc) will break the spell for that target. Requires a flute made from a human thigh bone.

Bone Powder

Level: 1

Range: touch

Duration: 1 day/lvl The caster fills a brittle flask with 1 lbs of finely ground human bone and enchants it (this takes 1 turn). For the duration of the spell this flask can be thrown as a ranged attack (as an oil flask) at the ground (AC 10), creating a small cloud of swirling bone dust. Anyone in the 5’ square hit by the flask takes 2d4 cold damage. The cold damage affects the 5’ square for a total of 2 rounds.

Frost Gust

Level: 1

Duration: 1 Round

Range: 3’

This spell causes a 3’ long cone of frigid air to shoot out from the caster’s fingertips. The cone shoots out in a 120 degree arc centered on the caster. Any creature in the area of cold takes 1 point of cold damage per caster level (no saving throw) and has its initiative lowered 1 step (to a minimum of zero) for caster level rounds