TEXT: The siege 
  perilous 
  The Siege Perilous 
   
  Game Referee’s Guide 
  Authored by Michael S / Chgowiz (chgowiz@gmail.com) 
  An interpretation of the Ultima: Age of Darkness Games (1-3) 
  using Swords & Wizardry Whitebox and Swords & Wizardry Companion 
   
  
  Table of Contents 
  Monsters ........................................................................................................................................................................ 3 
  Monster “to-hit” Rolls ............................................................................................................................................... 3 
  Monster Saving Throws ............................................................................................................................................. 3 
  Reading Monster Entries ........................................................................................................................................... 3 
  Monsters Entries ........................................................................................................................................................ 4 
  Treasure ....................................................................................................................................................................... 28 
  How Much Treasure? .............................................................................................................................................. 28 
  Treasure Items ......................................................................................................................................................... 28 
  Potions ..................................................................................................................................................................... 30 
  Scrolls ...................................................................................................................................................................... 32 
  Magic Weapons and Armor ..................................................................................................................................... 33 
  Miscellaneous Magic Items ..................................................................................................................................... 36 
  Settings Information .................................................................................................................................................... 51 
  Towns ...................................................................................................................................................................... 51 
  Cities ........................................................................................................................................................................ 51 
  Castles...................................................................................................................................................................... 51 
  Dungeons ................................................................................................................................................................. 51 
  Shrines and Ancient Places ...................................................................................................................................... 51 
   
   
   
   
   
   
   
   
   
   
   
  These rules and settings use content from the first three Ultima CRPG games: Ultima I – The First Age of Darkness, 
  Ultima II – Revenge of the Enchantress and Ultima III – Exodus. These three games were released from 1980 
  through 1983 and formed the basis for the wildly popular Ultima series and the Ultima On-line MMORPG.  
   
  Any content stemming from the Ultima games is used without permission and all copyrights, registered trademarks 
  and licenses are property of Electronic Arts and Origin Systems. I am doing this interpretation as a fan derivative 
  work. I hold no license to any content save the adaptations to the Swords & Wizardry Whitebox rules that are my 
  own.  The sole purpose of this work is to add to the pleasure and experience of the Ultima world and to bring new 
  fans to enjoy the fantastic story and setting that was created almost 30 years ago.  
   
  Ultima® & Lord British® are Registered Trademarks of Origin Systems, Inc. & Richard Garriott. Ultima I – The 
  First Age of Darkness © 1980 Sierra On-line and Origin Systems. Ultima II – Revenge of the Enchantress  © 1981 
  Sierra On-line and Origin Systems  Ultima III - Exodus © 1982 Origin Systems, Inc. All rights reserved. Swords & 
  Wizardry, Copyright 2008, Matthew J. Finch. Swords & Wizardry: Whitebox by Matt Finch and Marv Breig, 
  Copyright 2008, Matthew J. Finch. Swords & Wizardry Companion, Copyright 2009 Salvatore Macri. Minimal 
  Space Combat, Copyright 1996 Timothy Swenson. All other content is Copyright 2009 Michael Shorten.  
  
  Monsters 
  The lands of Sosaria are filled with all sorts of dangerous beasts, hateful Men  and evil creatures, bent on Chaos and 
  destruction. Since the ascendance of Mondain, the depredations of monsters and Bestials have become a daily 
  occurrence, adding much to the woe and misfortune of all who inhabit the lands. If an adventurer is to survive 
  encounters with these creatures, they must use their wits and skills and know when it is time to fight, and when it is 
  time to flee! 
  Some of the descriptions may not be complete with details. That’s to allow you, the Ultima Game Referee, the 
  flexibility in creating the Ultima that you have in your head. 
  DESIGN NOTES: An Ultima GM can use additional monsters from SW/WB or any source compatible with OD&D. 
  These monsters are the ones present from the U1-3 setting. Some monsters from SW/WB are adapted to the setting, 
  others are “as-is”. 
  Monster “to-hit” Rolls 
  If you’re using the Ascending System AC, monsters roll a d20 to attack, add their Hit Dice to the number (maximum 
  bonus of +15), and if the result is equal to or higher than the defender’s AC, the attack hits and does damage. 
  If you’re using the Descending AC System, monsters roll a d20 to attack, add their hit dice to the number (maximum 
  bonus of +15), and the die roll is compared to the table below. If the attack roll is equal to or higher than the number 
  on the table, the attack hits and does damage. 
  Attack roll required to hit opponents using descending armor class (AC)1    
  AC 
  +9 +8 +7 +6 +5
  +4
  +3
  +2
  +1
  0 
  -1 
  -2 
  -3 
  -4 
  -5 
  -6 
  -7 
  -8 
  -9 
  Required Roll 
  10 11 
  12 13 14
  15
  16 17
  18
  19
  20
  21
  22
  23 24 25 26
  27
  28
  1 The attack roll includes the BHB and other bonuses  
  Monster Saving Throws 
  Monster saving throws, like player saving throws, are a number rolled on a d20 to avoid a spell or effect. For 
  monsters, the number needed is based on their Hit Dice. This number is found by taking 19 minus the hit dice of the 
  monster. 
  Reading Monster Entries 
  Armor Class: Values given for both Descending and Ascending (in brackets) Armor Class methods. 
  Hit Dice: This is the number of dice (d6) rolled to determine an individual creature’s hit points. If there is a plus or 
  minus next to the number, you add or subtract that number from the total, only once. For a creature with 4+1 hit 
  dice, you’d roll 4d6, and then add one more HP. 
  Attacks: This entry shows you the number of attacks and the damage they inflict. Monsters have 1 attack and inflict 
  1d6 damage—but there are exceptions. 
  Special: This is just a “flag” for the Referee to remind him that the monster has a special ability. 
  Move: This number is the monster’s movement rate, and it’s handled just as movement rates are handled for 
  characters. 
  Occurrence: Indicates how common or rare the monster is – serves as a guidance on how often they’ll be found in 
  Sosaria. Very Rare (VR), Rare (R), Uncommon (U), Common (C) 
  
  Hit Dice Equivalent (HDE): This is used to separate the monsters into “difficulty levels,” so that when you’re 
  creating an adventure you’ve got some guidelines about what the characters can handle. XP tells you how many 
  experience points the adventuring party gains as a result of killing the creature. 
  Some monsters have multiple HDE's listed. This is because certain monsters have a range of hit dice. Order is 
  always from lowest HD to highest HD. 
  Monsters Entries 
  Bat, Giant 
  Armor Class:  
  7 [12] 
  Hit Dice: 
  4 
  Attacks:  
  bite (1d6)  
  Special:  
  10% chance of disease 
  Move:  
  4 (18 when flying) 
  Occurrence: 
  Uncommon 
  HDE/XP: 
  5/240 
  The Giant Bats of Sosaria are massive, man-sized cousins of the normal bat. They live on a diet of animal blood and 
  count adventurers as a favorite meal. Their bite is deadly and one in ten bats carry disease. 
  Bear 
  Armor Class:  
  7 [12] 
  Hit Dice: 
  4+1 
  Attacks:  
  claw (1d6)  
  Special:  
  If the bear scores maximum damage with attack, it also hugs for additional 1d6 damage. 
  Move:  
  9  
  Occurrence: 
  Common 
  HDE/XP: 
  4/120 
  The bears from the hills and forests of Sosaria originally were content to live on the slopes of the tallest mountains. 
  Now with the evil malice of Mondain filling the air, these normally protective beasts have become extremely bad-
  tempered and liable to attack upon sight. These creatures are taller than any human and can rend the hardiest warrior 
  with its claws. 
  Bobbit 
  Armor Class:  
  8 [11] 
  Hit Dice: 
  1 
  Attacks:  
  weapon (1d6)  
  Special:  
  None 
  Move:  
  9  
  Occurrence: 
  Common 
  
  HDE/XP: 
  1/15 
  Statistics above are for the common Bobbit with no particular unusual characteristics. Most Bobbits are peaceful and 
  do not engage in the martial activities, but there might be the occasional bad apple. Do not bother to treat more 
  powerful NPC Bobbits as character types; just assign the right number of hit dice and abilities (if any). If you need 
  to generate a character type, determine the class and level, roll d12 +6 for the class’s Primary Attribute and 
  determine spell points, if needed. 
  Bradle 
  Armor Class:  
  4 [15] 
  Hit Dice: 
  4 
  Attacks:  
  bite (1d6)  
  Special:  
  Poison (save) 
  Move:  
  9  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  5/240 
  Once only the stuff of legends, creatures like the bradle have become a scourge in the dungeons beneath Sosaria. 
  Bradles are the larger cousins to the pinchers, and smaller sibling to the snatch. Bradles have the appearance of 
  large, leathery, balloon-like creatures with dwarf sized legs and arms. Their mouths contain hundreds of teeth.  If 
  poisoned, an adventurer loses 1d6 hp a turn until cured or dead. A saving throw avoids being poisoned. 
  Corpse Creeper 
  Armor Class:  
  3 [16] Head, 7[12] Body 
  Hit Dice: 
  3+1 
  Attacks:  
  bite (0 – see special)  
  Special:  
  Paralysis (save) 
  Move:  
  12  
  Occurrence: 
  Common 
  HDE/XP: 
  4/240 
  The Corpse Creeper is a disgusting, segmented, worm-like scavenger found in most dungeons. They feed on the 
  corpse of any creature they find. In times of desperation or hunger, they may attack living creatures, paralyzing them 
  to feed upon them. A Corpse Creeper has a well armored head, making a face to face attack a difficult endeavor. 
  Their less protected bodies are covered with numerous barbed legs, allows them to move quickly on walls and 
  ceilings, as well as the floor. These creatures sometimes work in numbers. 
  Cyclops 
  Armor Class:  
  0 [20] 
  Hit Dice: 
  9+3 
  Attacks:  
  hammer (2d6+2) 
  Special:  
  Hurl boulders 
  Move:  
  12  
  Occurrence: 
  Rare 
  
  HDE/XP: 
  10/1400 
  One-eyed giants, Cyclops dwell in caves and underground, isolated mountains or near rocky coastlines. They have 
  existed in Sosaria long before the other races came to the lands. They wish to return in numbers and drive the races 
  out, so they have allied with Mondain. They throw rocks for 3d6 points of damage, and can be quite crafty in setting 
  up ambushes in their native terrain — travelers who wander into the territory of Cyclops seldom return. 
  Demon 
  Demons are creatures of the lower planes of existence. Once unknown to Sosaria, Demons have appeared since the 
  advent of Mondain. The more intelligent varieties might also be interrupted while carrying out plots of their own.  
  Demon, Baalrog 
  Armor Class:  
  -1 [20] 
  Hit Dice: 
  12 
  Attacks:  
  sword (2d6+2) or whip (2d6) 
  Special:  
  See Below 
  Move:  
  6 (15 when flying)  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  14/2600 
  These powerful demon lords somewhat resemble vast minotaurs with great, spreading bat-wings; they burn with the 
  fires of hell and are wreathed in flame. The spells of casters below 6th level do not affect them, and against higher-
  level spell casters they are yet 75% immune to all spells. In combat, a baalrog uses whip and sword; the whip can be 
  used to reach great distances—on a successful hit the victim is pulled close to the baalrog and burned by the fires of 
  the demon’s body (3d6 hit points). Baalrogs are able to cast sleep and poisoned magic-missles as a 10th level magic-
  user with 18 INT (32 spell points). Those who do not save against the poison will die in 1d6 turns unless cured. 
  Demon, Daemon 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  6 
  Attacks:  
  Two handed trident (1d6+1) 
  Special:  
  See Below 
  Move:  
  12 (24 when flying)  
  Occurrence: 
  Rare 
  HDE/XP: 
  8/800 
  Daemons are fierce, bat-winged horrors.  Their appearance is so terrible as to cause fear (saving throw).  Daemons 
  carry a trident, which, if it hits, causes paralysis (saving throw).  Daemons are immune to fire and cold, and have a 
  magic resistance of 25%.  
  Demon, Mane 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  3 
  Attacks:  
  claw (1d6) 
  
  Special:  
  Regenerate (1 HP/round) 
  Move:  
  3  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  5/240 
  Manes are human-sized, vaguely humanoid demons with bat-wings, but their flesh is mud-like, shifting and soft 
  upon their horrible bodies. These are lower forms of demons, the fleshly manifestations of damned souls. These 
  demons can only be permanently destroyed by sprinkling their disgusting bodies with holy water. They can cast 
  magic missile as a 5th level magic-user with 13 INT (11 spell points). 
  Dark Knight 
  Armor Class:  
  2 [17] (plate + shield) 
  Hit Dice: 
  3 to 5 
  Attacks:  
  sword (1d6+1), two handed sword (1d6+2) 
  Special:  
  See below 
  Move:  
  6  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  3/60, 4/120, 5/240 
  The evil influence of Mondain has worked its foul temptations on the virtuous knights and paladins of Sosaria and 
  called them to his fold. These paladins have turned from their vows and now prowl the lands, stealing, looting and 
  murdering all in the name of Evil and Chaos.  
  A Dark Knight has several opposite powers to a Paladin, as the evil has twisted the good things these men once did. 
  Once per day, a Dark Knight can cause fear within 15’ of him (saving throw negates). He can also cast the 
  equivalent of Insum once per day and Injux for as many times as he has HD per day. Just like a paladin, they gain a 
  +2 versus all non-melee (including missile) attacks. There is a 25% chance that a 4 or 5 HD Dark Knight has 
  retained his mount, which is now as twisted as he is – War Horse: HD 4; AC 5[14]; Atk: hooves (1d6); Save 15; 
  Move 18; CL/XP 5/240; Special: High intelligence, Trained for combat. 
  Devil 
  Devil, Acherai 
  Armor Class:  
  1 [18] 
  Hit Dice: 
  8 
  Attacks:  
  talons (2d6) 
  Special:  
  See below 
  Move:  
  12 (Fly 18)  
  Occurrence: 
  Rare 
  HDE/XP: 
  10/1400 
  Acherai look like fifteen feet tall birds with four stilt like legs. They attack with their cruel talons. Three times a day, 
  they can breathe a black cloud of gas, inflicting 1d6 points of damage and requiring a saving throw to prevent being 
  affected as if by the Exanman spell. They are immune to fire. They are also immune to magic 50% of the time. 
  
  Devil 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  6 
  Attacks:  
  trident (1d6+1) 
  Special:  
  See below 
  Move:  
  12 (Fly 18)  
  Occurrence: 
  Rare 
  HDE/XP: 
  8/800 
  Resembling tall, feathered humans with vulture heads and dark-feathered wings, devils prowl the lands at the behest 
  of Mondain. Devils are not very smart, but vain. They can paralyze with a successful hit of their trident (saving 
  throw applies) and they are immune to fire. They are also immune to magic 25% of the time. 
  Devil, Orcus 
  Armor Class:  
  -3 [22] 
  Hit Dice: 
  11 
  Attacks:  
  staff (2d6+2) 
  Special:  
  See below 
  Move:  
  9 (Fly 20)  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  14/2600 
  The devil princes, the Orcus have the body of an enormous gorilla, the head of a boar, and cloven hooves.  These 
  massive, brutish demons are extremely intelligent, despite their appearance, an incongruity that has deceived and 
  doomed many who would attempt to control or enslave them.  The Orcus can cast Zxkuqyb and Ad Injux as a 10th 
  level cleric with 19 WIS (34 Spell Points).  The Orcus is also 75% resistant to all magic spells, immune to fire and 
  charms and can cause fear (save applies) within a 15 ft radius at will.  
  Dragon 
  All dragons have a breath weapon of some kind, which can be used three times in a day. The Referee chooses when 
  a dragon will use the breath weapon, or may roll a 50% chance in any given round. 
  Do not roll hit points for dragons as normal. Instead, determine the age category of the dragon, and that will tell you 
  both the dragon’s hit points per die and how many points of damage per hit die the dragon’s breath inflicts: 
  Very young dragon: 1 hit point per hit die, 1 hit point per die inflicted by breath weapon. 
  Young: 2 hit points per hit die, 2 hit points per die inflicted by breath weapon. 
  Immature: 3 hit points per hit die, 3 hit points per die inflicted by breath weapon. 
  Adult: 4 hit points per hit die, 4 hit points per die inflicted by breath weapon. 
  Old: 5 hit points per hit die, 5 hit points per die inflicted by breath weapon. 
  Very Old (100 years old): 6 hit points per hit die, 6 hit points per die inflicted by breath weapon. 
  Aged (100-400 years old): 7 hit points per die, 7 hit points per die inflicted by breath weapon. 
  Ancient (400+ years old): 8 hit points per die, 8 hit points per die inflicted by breath weapon. 
  Note that dragons, while they are dangerous opponents, are not by any means invincible.  
  
  Breath weapons come in three different types:  
  • 
  A cloud-shape for gaseous exhalations. 
  • 
  A cone shape for fiery-type breath. 
  • 
  A line for spitting dragons.  
  The dimensions of a dragon’s breath differ according to the dragon’s type. 
  Dragon, Black 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  6–8 
  Attacks:  
  bite (1d6) 
  Special:  
  Spits acid 
  Move:  
  12 (24 when flying)  
  Occurrence: 
  Rare 
  HDE/XP: 
  8/800, 9/1100, 10/1400 
  Black dragons spit a deadly, corrosive acid rather than breathing fire. The acid covers everything in a line 5 ft wide 
  and 60 ft long. 
  Dragon, Blue 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  8–10 
  Attacks:  
  bite (1d6) 
  Special:  
  Spits lightning 
  Move:  
  12 (24 when flying)  
  Occurrence: 
  Rare 
  HDE/XP: 
  10/1400, 11/1700, 12/2000 
  Blue dragons spit a blast of electric lightning in a line 5 ft wide and 100 ft long, affecting everything in its path. A 
  saving throw indicates half damage. 
  Dragon, Green 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  7–9 
  Attacks:  
  bite (1d6) 
  Special:  
  Breathes poisonous gas 
  Move:  
  12 (24 when flying)  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  9/1100, 10/1400, 11/1700 
  Green dragons breathe a cloud of poisonous gas, 50 ft in diameter. A successful saving throw indicates half damage. 
  A fail takes full damage, plus the loss of 1d6 hp a turn until cured or dead. 
  
  Dragon, Red 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  9–11 
  Attacks:  
  bite (1d6) 
  Special:  
  Breathes fire 
  Move:  
  12 (24 when flying)  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  11/1700, 12/2000, 13/2300 
  Red dragons are the fire-breathing wyrms of legend. They breathe fire in a cone-shape 90 ft long and roughly 30 ft 
  wide at the base. 
  Dragon, White 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  5–7 
  Attacks:  
  bite (1d6) 
  Special:  
  Breathes cold 
  Move:  
  12 (24 when flying)  
  Occurrence: 
  Rare 
  HDE/XP: 
  7/600, 8/800, 9/1100 
  White dragons are usually found in cold regions, where they can camouflage themselves in ice and snow, lying in 
  wait for prey. They breathe a cone of intensely cold air and frost, with a length of 70 ft and a base of 30 ft. 
  Dragon Turtle 
  Armor Class:  
  0 [19] 
  Hit Dice: 
  12 
  Attacks:  
  bite (1d6) 
  Special:  
  Breathes steam 
  Move:  
  3 (Swim 12)  
  Occurrence: 
  Rare 
  HDE/XP: 
  13/2300 
  These aquatic dragons live in the Sosaria oceans and are a great menace to ships and sailors. The dragon turtle 
  cannot move fast on land, but is a good swimmer and is protected by an extremely tough shell. They can bite or 
  breathe a cloud of scalding steam, 50 ft in diameter, inflicting damage equal to its own full hit points (save for half 
  damage). Dragon turtles are extremely difficult to defeat in combat by a single ship. 
  Dwarf 
  Armor Class:  
  4 [15] 
  Hit Dice: 
  1+1 
  Attacks:  
  warhammer (1d6) 
  
  Special:  
  None 
  Move:  
  6  
  Occurrence: 
  Common 
  HDE/XP: 
  1/15 
  Statistics above are for the common Dwarf with no particular unusual characteristics. A Dwarf-at-arms would 
  usually have a full 7 hit points, reflecting skill and general toughness. Stronger Dwarves (sergeants-at-arms, for 
  example) might have more hit dice or unusual bonuses to-hit. Do not bother to treat more powerful NPC Dwarfs as 
  Fighters or character types; just assign the right number of hit dice and abilities (if any). If you need to generate a 
  character type, determine the class and level, roll d12 +6 for the class’s Primary Attribute and determine spell points, 
  if needed. 
  Elf 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  1 
  Attacks:  
  sword or longbow (1d6) 
  Special:  
  None 
  Move:  
  12  
  Occurrence: 
  Common 
  HDE/XP: 
  1/15 
  The example above is for a typical Elf; trained warriors would likely have the maximum 6 hit points. Obviously, 
  Elves encountered in the course of a party’s adventuring will have a variety of powers and different attributes. The 
  Referee will assign such powers as he sees fit, in accordance with the way he envisions elves. If you need to 
  generate a character type, determine the class and level, roll d12 +6 for the class’s Primary Attribute and determine 
  spell points, if needed. 
  Ettin 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  10 
  Attacks:  
  weapon (2d6+2) 
  Special:  
  Hard to surprise 
  Move:  
  12  
  Occurrence: 
  Rare 
  HDE/XP: 
  10/1400 
  The arguments of the two-headed giant, known as an Ettin, has been known to fool the most careful of adventurer. 
  Ettins are rarely surprised though, and are able to keep watch all around them when they are on guard. They use 
  their powerful arms to smash weapons into foes.  
  Gargoyle 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  4+4 
  Attacks:  
  claw (1d6) 
  
  Special:  
  Flight 
  Move:  
  9 (15 when flying)  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  6/400 
  Gargoyles are winged creatures resembling the carven monstrosities that bedeck the walls of cathedrals and many 
  subterranean dungeons. They can be vicious predators. 
  Gelatinous Cube 
  Armor Class:  
  8 [11] 
  Hit Dice: 
  4 
  Attacks:  
  attack (1d6) 
  Special:  
  Paralysis, lighting and cold immunity 
  Move:  
  6  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  5/240 
  Gelatinous cubes are semi-transparent cubes that slosh through subterranean passages, engulfing debris and carrion 
  to digest. Their entire substance is acidic: if the cube hits successfully, the victim must make a saving throw or 
  become paralyzed (6 turns) for the cube to devour. Most gelatinous cubes contain various metallic treasures or gems 
  that they have engulfed but not yet digested. 
  Ghoul 
  Armor Class:  
  6 [13] 
  Hit Dice: 
  2 
  Attacks:  
  claw (1d6+paralysis) 
  Special:  
  Immunities, paralysis 
  Move:  
  9  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  3/60 
  Ghouls are pack-hunting undead, corpse eaters. They are immune, like most undead, to charms and sleep spells. The 
  most dangerous feature of these horrid, cunning creatures is their paralyzing touch: any hit from a ghoul requires a 
  saving throw or the victim becomes paralyzed for 3d6 turns. 
  Giant 
  Armor Class:  
  4 [15] 
  Hit Dice: 
  8+2 
  Attacks:  
  club (2d6+2) 
  Special:  
  Hurl boulders 
  Move:  
  12  
  Occurrence: 
  Uncommon 
  
  HDE/XP: 
  9/1100 
  Most giants are brutish cave-dwellers who dress in pelts and uncured hides. They throw rocks for 2d8 points of 
  damage. They have been known to throw their lot in with the various Bestial forces that march under the flag of 
  Mondain. 
  Goblin 
  Armor Class:  
  7 [12] 
  Hit Dice: 
  1-1 
  Attacks:  
  weapon (1d6) 
  Special:  
  -1 “to-hit” in sunlight 
  Move:  
  9  
  Occurrence: 
  Common 
  HDE/XP: 
  < 1/10 
  Goblins are the product of twisted magic that mutated creatures of the known races into foul, small, brutish 
  creatures. Goblins are the weakest of the Bestial creatures.  Goblins can be turned or dispelled by the Repond spell. 
  They attack at -1 in the full sunlight. 
  Golem 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  12 
  Attacks:  
  fist or hammer (2d6) 
  Special:  
  See Below 
  Move:  
  6  
  Occurrence: 
  Rare 
  HDE/XP: 
  16/3200 
  Golems are massive stone, iron or crystal statues animated by very powerful magics (much more than just animate 
  object, in other words). They are slowed by fire spells, and damaged/healed by rock to mud spells and the reverse. 
  Spells that affect rock (and fire spells) are the only magic that affects them. They can only be hit by +2 or better 
  weapons. 
  Gremlin 
  Armor Class:  
  6 [13] 
  Hit Dice: 
  ½ HD (1-3hp) 
  Attacks:  
  None 
  Special:  
  See Below 
  Move:  
  18  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  1/10 
  Gremlins are stealthy, mischievous and voracious pests, found mainly in packs in the dark underground. Gremlins 
  are nearly invisible and can surprise on a 5 in 6. Gremlins do not pose a threat physically, but their stealth and speed 
  
  allow them gang up on a hapless victim to steal and eat their food in no time. A Gremlin that scores a successful hit 
  on an adventurer (no DEX modifiers can apply to a victim’s AC) will steal and consume 1 days worth of food. 
  When a gremlin is killed, it dissolves into a paste that can be eaten – two gremlins can provide a day’s worth of food 
  for one being. 
  Griffon 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  7 
  Attacks:  
  bite (1d6) 
  Special:  
  Flight 
  Move:  
  12 (27 when flying)  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  9/1100 
  Griffons have the body of a lion, with the wings, head, and fore-talons of an eagle. These creatures can be tamed and 
  ridden as mounts. They usually nest in high mountain aeries, where they lay their eggs and hunt their prey. Because 
  the fledglings can be tamed, young griffons and griffon eggs command a very high price in the marketplaces of the 
  great cities, or to barons and wizards. Three times per day, they may cast Mittar as a 5th level magic-user.  
  Guards 
  Armor Class:  
  1[18] 
  Hit Dice: 
  4 
  Attacks:  
  weapon (2d6) 
  Special:  
  See Below 
  Move:  
  9  
  Occurrence: 
  Common 
  HDE/XP: 
  5/240 
  Town and castle guards usually travel in groups of 3 to 8. They are the best and brawniest of the soldiers and 
  militiamen of Sosaria, given special powers by the regents or towns that they serve. Guards are relentless in their 
  pursuit of lawbreakers and murderers within the confines of the castle or town they serve in. At one time, guards 
  were considered paragons of integrity, but dark rumors have arisen that Mondain’s influence has led some guards to 
  be less than honest in their dealings. 
  Due to the nature of their ensorcellment, guards are extremely difficult to face in battle and hit far harder than 
  normal humans. It is said that once their term of service is up, the magics leave their bodies and they return to being 
  simple citizens of their ruler’s lands. Guards are not affected by charm type spells (such as Juxman). 
  Hobgoblin 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  2 
  Attacks:  
  weapon (1d6) 
  Special:  
  None 
  Move:  
  9  
  
  Occurrence: 
  Common 
  HDE/XP: 
  1/15 
  Hobgoblins are also the results of Mondain’s Bestial mutation magic, worked on larger creatures than those that 
  resulted in goblins. Hobgoblins are typically stronger and smarter than goblins or orcs and will often be in command 
  of both in Mondain’s armies.  Hobgoblin leaders are great brutes with additional hit dice, and magic-using shamans 
  may also be found within their ranks. Most goblins and orcs hate each other, and will fight savagely unless 
  restrained by a powerful and feared hobgoblin. 
  Horse 
  Armor Class:  
  7 [12] 
  Hit Dice: 
  Riding Horses 2, Warhorses 3 
  Attacks:  
  Hooves (1d6) 
  Special:  
  None 
  Move:  
  18  
  Occurrence: 
  Common 
  HDE/XP: 
  2/30, 3/60 
  Horses are usually found in the care of civilized races, but there are places where some wild horses run free. Most 
  domesticated horses are tame and will attack only as a last resort. Warhorses are more aggressive by nature, but 
  found only with knights and other martially-minded beings. 
  Human 
  Armor Class:  
  7 [12] 
  Hit Dice: 
  1 
  Attacks:  
  weapon (1d6) 
  Special:  
  None 
  Move:  
  12 
  Occurrence: 
  Common 
  HDE/XP: 
  1/15 
  Humans are the most common race of Sosaria, which means that any number of “monsters” and NPCs can be made 
  from them. Berserker warriors, tribesmen, cavemen, princesses, evil high priests, captains of the guard, foot-
  soldiers, and tavern-keepers are all different human “monsters.”  
  Mondain’s influence has spread far and wide over the lands of Sosaria and it has lured many to his cause. You may 
  encounter humans (as well as other races) who have turned against the rule of law and good.  
  The above stats can be set up humans as NPCs, wandering monsters or encounters. Rather than do a complete 
  character generation, determine what class and level (HD) you wish these humans to be, and generate the primary 
  attribute as d12 + 6. You can then use that to determine spell points, if necessary. 
  A good rule of thumb is to give magic-user based classes an AC of 9[10], clerics an AC of 5[14] (chain), fighters 
  4[15] (chain plus shield), thieves 7[12] (leather). Weapons would be by class, but an average of 1d6 is a good one. 
  Movement is based on armor, AC9[10]  to AC 4[15] is movement rate of 9, AC 3[16] and better is movement rate of 
  6. 
  Some different types of human “monsters” using the above stats are:  
  
  Hidden Archer - Hidden Archers are men well trained in the art of missile weapons, but living as foul assassins 
  or snipers. They often work with bandits or other foul ilk, plying their trade of raining death upon the unsuspecting 
  traveler.  Attacks: Missile Weapons or Daggers 
  Bandits - Bandits are roving groups of thieves, sometimes organized into small armies led by more powerful 
  bandit chiefs and captains with higher hit dice. Bandits may be armed with any sorts of weapons. 
  Brigands – Brigands man the pirate ships that ply the oceans of Sosaria with their foul trade. They are fierce 
  fighters and give no quarter, expecting none in return. 
  Human, Hoods  
  Armor Class:  
  7 [12] 
  Hit Dice: 
  1+2 
  Attacks:  
  weapon (1d6) 
  Special:  
  Berserking 
  Move:  
  12  
  Occurrence: 
  Common 
  HDE/XP: 
  2/30 
  Hoods are normal humans, warped by the corrupt influence of Mondain. They fight with astounding ferocity. A 
  bonus of +2 is added to their attack rolls. They do not wear armor heavier than leather armor. 
  Human, Necromancer 
  Armor Class:  
  8 [11] 
  Hit Dice: 
  4 
  Attacks:  
  weapon (1d6) 
  Special:  
  Spells 
  Move:  
  9  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  5/240 
  As Mondain released his armies to ravage Sosaria, he also let forth his arcane students. Trained in foul magicks,t 
  hese evil servants to Mondain specialize in wreaking havoc upon the peaceful races.  
  The starting point of 4 HD reflects a 4th level magic-user. For Intelligence and spell points, assume values of 14 and 
  10 respectively. These values should be changed if a more powerful necromancer is desired. When determining 
  spells known, assume the more attack/death oriented spells are known. 
  Human, Sergeant-at-Arms 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  3 
  Attacks:  
  weapon (1d6) 
  Special:  
  None 
  Move:  
  12  
  Occurrence: 
  Uncommon 
  
  HDE/XP: 
  3/60 
  Human sergeants are normally found in command of 1d6+5 human fighters. These are the leaders of small military 
  groups in castles and armies, or of bandits and brigands. 
  Invisible Seekers 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  8 
  Attacks:  
  bite (1d6) 
  Special:  
  Invisible 
  Move:  
  12  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  9/1100 
  Invisible seekers are horrific assassins let loose upon the land by Mondain. They lurk the dark dungeons beneath the 
  Sosarian land. Few can see these slayers until the wounds start opening up on the bodies of their victims. Once an 
  invisible seeker has chosen prey, it is relentless in its pursuit of murder. 
  Liche 
  Armor Class:  
  0 [20] 
  Hit Dice: 
  12 
  Attacks:  
  touch (1d6+paralysis) 
  Special:  
  See Below 
  Move:  
  6  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  15/2900 
  Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the 
  result of other magical forces (possibly including their own magics gone awry). To determine the INT of the liche, 
  roll d6+12 and assume 10th level magic-user for spell points.  A liche’s touch causes paralysis with no saving throw, 
  and the very sight of one of these dread creatures causes paralysis in any being of 4 HD or below. Liches are highly 
  malign and intelligent. 
  Lizardmen 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  2+1 
  Attacks:  
  claws or sword (1d6) 
  Special:  
  Underwater 
  Move:  
  6 (12 when swimming)  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  2/30 
  Mondain has performed many unspeakable experiments on his followers to breed the perfect soldier. Lizardmen are 
  a result of one of those experiments in crossing humans with fierce reptiles. Lizardmen are usually found living in 
  
  tribal villages in the depths of fetid swamps when they are not campaigning for Mondain. Some can hold their 
  breath for long durations (an hour or more), while other can actually breathe underwater. Some lizardmen wield a 
  wicked sword made of sharp bone. 
  Man-o-war 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  20 
  Attacks:  
  tentacles (3d6) 
  Special:  
  Poison 
  Move:  
  18 (Swim)  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  22/8400 
  Of all the creatures that mariners encounter, none are more feared than the Man-o-War. Swimming in large groups, 
  these creatures can take vast amounts of damage without dying. Fleets have been known to go out of their way for 
  many days to avoid these creatures. A lone ship attacked by these beasts has little chance of survival. 
  A Man-o-war will attack with its long giant tentacles or its ability to project magic. Three times a day, a Man-o-War 
  can cast Dag Mentar (no INT bonus) or Noxum. If a Man-o-War hits, the victim must save versus poison or die 
  within 1d6 turns, unless cured. 
  Mimic 
  Armor Class:  
  6 [13] 
  Hit Dice: 
  7 
  Attacks:  
  tentacle (1d6) 
  Special:  
  Glue 
  Move:  
  2  
  Occurrence: 
  Rare 
  HDE/XP: 
  8/800 
  Mimics are formless creatures that imitate surrounding features they have seen, luring in unsuspecting dungeon 
  delvers.  In subterranean settings, they might be disguised as an archway, treasure chest, door, etc.  When touched, 
  they glue themselves to the victim with a strong adhesive, while striking with a suddenly-formed tentacle. 
  Mind Whipper 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  8 
  Attacks:  
  tentacle (2hp) 
  Special:  
  See below 
  Move:  
  12  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  12/2000 
   
  
  Mind whippers are a deep-dwelling, chthonic race of ancient and very evil beings, awoken from their slumber by 
  Mondain’s evil.  They have a tentacled, cephalopodic head upon a tall but human-like body coated in protective 
  slime.  This race considers all other intelligent races as nothing more than a source of slaves and of the mind eaters’ 
  food source – brains.  Mind whippers attack with their face-tentacles.  If even one of these hits, it worms its way 
  toward the victim’s brain, yanking it forth from the skull in 1d4 rounds.  In addition, the mind whipper uses a 
  version of Dag Mentar: a 60ft cone 5ft wide at the point of emanation and 20ft wide at the end (see below for 
  effects).  This power can be used once per day.  Mind whippers have magic resistance of 90%, and their mental 
  powers allow them to evoke the effects of the following spells: Hurus, Juxen, Kalwis, and Dag Acron. 
  Effect of Mental Blast: 
  1-2 creatures in area: Natural 1 on saving throw = death, Failed save = stunned 3d6 turns, Successful save = panic 
  for 2d6 rounds. 
  3-4 creatures in area: Natural 1 on saving throw = stunned 3d6 turns, Failed save = panic for 3d6 turns, Successful 
  save = confused for 2d6 rounds. 
  5+ creatures in area: Natural 1 on saving throw = panicked for 3d6 turns, Failed save = confused for 1d6 turns, 
  Successful save = confused for 1d6 rounds. 
  Minotaur 
  Armor Class:  
  6 [13] 
  Hit Dice: 
  6+4 
  Attacks:  
  weapon (1d6) 
  Special:  
  Never lost in labyrinths 
  Move:  
  12  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  6/400 
  The minotaur is another result of Mondain’s experiments, this time by crossbreeding humans and the famed 
  Baratarian fighting bull. The result is a creature with the head of a bull and the body of a massive human, covered in 
  shaggy hair. Sometimes they wield large axes. Most are not particularly intelligent. 
  Orc 
  Armor Class:  
  6 [13] 
  Hit Dice: 
  1+1 
  Attacks:  
  weapon (1d6) 
  Special:  
  None 
  Move:  
  12  
  Occurrence: 
  Common 
  HDE/XP: 
  2/30 
  Orcs are stupid, brutish humanoids, some of the first mutated creatures as the result of Mondain’s experiments with 
  the In Xenort  spell. Orcs are subterranean dwellers, and fight with a penalty of -1 in sunlight. Mondain has created 
  great numbers of these creatures: war-bands or even entire tribes that issue forth from the underground or tunnels of 
  Mt. Drash to raid and pillage by night. It is said that orcs, more than the other bestial, relish the taste of human flesh.  
  Pincher 
  Armor Class:  
  7 [12] 
  
  Hit Dice: 
  2 
  Attacks:  
  bite (1d6)  
  Special:  
  Poison (save +2) 
  Move:  
  12  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  3/60 
  Pinchers are the smaller cousin to the bradle and snatch. Pinchers have the appearance of small, leathery, balloon-
  like creatures with tiny legs. Their mouths contain many tiny teeth.  If poisoned by a pincher’s bite, an adventurer 
  loses 1d6 hp a turn until cured or dead. A saving throw avoids being poisoned. 
  Rat, Giant 
  Armor Class:  
  7 [12] 
  Hit Dice: 
  1-1 
  Attacks:  
  bite (1d6) 
  Special:  
  5% are diseased 
  Move:  
  12  
  Occurrence: 
  Common 
  HDE/XP: 
  < 1/10 
  Giant rats are often found in dungeons, and are about the size of a cat or a lynx. The bite of some (1 in 20) giant rats 
  causes disease. A saving throw vs. poison is allowed. The effects of the disease are decided by the Referee. 
  Sea Serpent 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  30 
  Attacks:  
  bite (4d6) 
  Special:  
  Swallow 
  Move:  
  18 (Swim)  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  30/8400 
  These huge beasts were once thought to be nothing but the tales of drunken mariners. The attacks by these sea-faring 
  behemoths upon our frigates and merchant vessels have shown that they do indeed exist. An average serpent is 
  roughly 60 feet in length and able to destroy an entire ship if provoked. A sea serpent is capable of swallowing a 
  human whole on a natural attack roll of no more than 14. A character swallowed whole is digested within, perhaps, 
  three hours. 
  Skeletons 
  Armor Class:  
  8 [11], 7 [12] with shield 
  Hit Dice: 
  1 
  Attacks:  
  weapon or strike (1d6) 
  Special:  
  None 
  
  Move:  
  12  
  Occurrence: 
  Common 
  HDE/XP: 
  1/15 
  Skeletons are animated bones of the dead, usually under the control of an evil necromancer or undead lich. 
  Snatch 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  6 
  Attacks:  
  bite (1d6)  
  Special:  
  Poison (save at -2) 
  Move:  
  12  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  7/600 
  A snatch is the largest and most deadly of creatures similar to the bradle and pincher. Snatches have the appearance 
  of very large, leathery, balloon-like creatures with stout legs and arms. Their huge mouths contain a fearsome 
  amount of teeth.  If poisoned by a snatch’s deadly bite, an adventurer loses 1d6 hp a turn until cured or dead. A save 
  prevents the poison from affecting the victim, but the poison is so deadly, the save is at -2. 
  Spiders, Giant 
  Armor Class:  
  6 [13] 
  Hit Dice: 
  2+2, 4+2 
  Attacks:  
  bite (1d6+poison) 
  Special:  
  See Below 
  Move:  
  18  
  Occurrence: 
  Common 
  HDE/XP: 
  4/120, 7/600 
  Giant spiders are aggressive hunters. Only the greater giant spiders are web builders. Giant spider webs require a 
  saving throw to avoid becoming stuck. Those who make their saving throw can fight and move (5 ft per 
  round) in the webs. Giant spiders surprise on a roll of 1-5, being able to hide well in shadows. A spider’s bite is 
  very poisonous, -2 to the roll to save vs. poison or lose hp a turn until cured or dead (for 2+2 spider: 1hp/turn, for 
  4+2: 1d6hp/turn) 
  Squid, Giant 
  Armor Class:  
  7 [12] head/tentacles, 3[16] body 
  Hit Dice: 
  12 
  Attacks:  
  tentacles (1d6), bite (2d6) 
  Special:  
  See Below 
  Move:  
  0 (Swim 20)  
  Occurrence: 
  Rare 
  HDE/XP: 
  13/2300 
  
  Long have tales of the Giant Squid or Kraken been traded in Sosarian pubs, but every now and again, such beasts do 
  rise from the depths. Woe to the ship that is caught in their huge tentacles and dragged beneath the waves.  
  Upon a successful hit, the squid’s tentacles continue to constrict for 1d6 damage, and they pull food to the creature’s 
  deadly beak, which it keeps below the water.  When a tentacle hits, roll 1d6: 1= both arms pinned, 2= right arm 
  pinned, 3= left arm pinned, 4-6= arms are not pinned.   
  A giant squid’s tentacles can take 10hp of damage before being severed, but attacking tentacles does not affect the 
  squid’s actual hit point total – only attacks to the body and head affect the squid’s true hit points. 
  Tangler 
  Armor Class:  
  5[14] 
  Hit Dice: 
  3 to 7 
  Attacks:  
  vines (1d6) 
  Special:  
  See Below 
  Move:  
  0  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  3/60 to 7/600 
  Tanglers make their home in dirty, earth covered areas of subterranean chambers, growing among various fungi, 
  plants and molds. They look like tree stumps, but any adventurer daring to walk through such areas may be attacked 
  by the tangler’s vines. They ensnare adventures with a successful hit, causing 1d6 constriction damage until the 
  victim ceases struggling. The monstrous creature then feeds on the corpse. A tangler can vary in size. 
  Titan 
  Armor Class:  
  2[17] 
  Hit Dice: 
  16 
  Attacks:  
  weapon (4d6) 
  Special:  
  See Below 
  Move:  
  0  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  18/3800 
  Rarely seen, but fearsome in legend, Titans are incredibly powerful beings – some say they are true descendants of 
  Sosarian’s first race. Titans have immense strength and stature and wield huge weapons able to crush men in single 
  blows. Titans also can cast either magic-user or cleric spells as a 7th level magic-user. To determine spell points, roll 
  1d6+12 to calculate INT and WIS, then grant spell points on the larger of the attribute. Each Titan has its unique 
  personality and traits and should be treated with extreme respect. 
  Trent 
  Armor Class:  
  2 [17] 
  Hit Dice: 
  7–12 
  Attacks:  
  strike (2d6, 3d6, 4d6) 
  Special:  
  Control trees 
  Move:  
  12  
  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  7/600, 8/800, 9/1100, 10/1400, 11/1700, 12/2000 
  Trents are tree-like protectors and “shepherds” of Sosarian trees. As the depredations of Mondain’s Bestials lay 
  waste to the woods and trees, the trents have reacted with anger and now are hostile to almost all who dare to enter 
  the dark forests. Druids have maintained an alliance with the trents and are allowed free passage still. 
  Depending upon their size, they have different hit dice and damage; treants of 7 to 8 hit dice inflict 2d6 points of 
  damage with each strike of their branch-like hands, treants of 9–10 hit dice inflict 3d6 points, and treants of 11–12 
  hit dice inflict 4d6 points. All treants can “wake” trees within 60 ft, allowing them to walk at a rate of 3, and 
  possibly to attack (no more than two trees at a time can be awake at the behest of a single treant). 
  Trolls 
  Armor Class:  
  4 [15] 
  Hit Dice: 
  6+3 
  Attacks:  
  claw/teeth (1d6) 
  Special:  
  Regenerates 
  Move:  
  12  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  8/800 
  Trolls are the largest Bestial creature to be made by Mondain’s evil mutations. Trolls attack with claws and teeth 
  instead of weapons. Trolls regenerate; damage inflicted upon them heals within minutes (3 hit points per round). The 
  only way to utterly kill a troll is to submerse it in acid or burn it. Trolls can even re-grow lopped-off heads and 
  limbs. Trolls can be turned or dispelled by the Repond spell, but it requires the strongest of mages to do this. 
  Viper 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  1 
  Attacks:  
  bite (1hp) 
  Special:  
  Poison (save at +2) 
  Move:  
  18  
  Occurrence: 
  Common 
  HDE/XP: 
  2/30 
  The viper is not particular big, but has a nasty habit of striking suddenly at any who venture too close. Its venom is 
  not particularly powerful, but can still be deadly. Those bit by the snake must make their saving throw or lose 1d6 
  hp a turn until cured or dead. 
  Viper, Giant 
  Armor Class:  
  5 [14] 
  Hit Dice: 
  4 
  Attacks:  
  bite (1d6-1) 
  Special:  
  Poison (save) 
  Move:  
  12  
  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  6/400 
  The giant viper is 10’ long and extremely deadly. Aquatic varieties of the giant viper can swim at 27. Those bit by 
  the snake must make their saving throw or lose 1d6 hp a turn until cured or dead. 
  Wandering Eyes 
  Armor Class:  
  0 [19] Body, 2 [17] Eye stalks, 7 [12] Eyes 
  Hit Dice: 
  12 + 3 (see below)  
  Attacks:  
  No physical attacks 
  Special:  
  Gaze/magic attacks 
  Move:  
  12  
  Occurrence: 
  Very Rare 
  HDE/XP: 
  14/2600 
  The Wandering Eyes are a feared creature of the depths of Sosarian dungeons. Their nature isn’t fully understood by 
  even the most learned of sages, but the legends are clear in one thing. Should a dungeon delver find themselves 
  before Wandering Eyes, they may soon find themselves at the mercy of the hypnotic spell from the main eye. They 
  will be helpless then from the magical onslaught from the ten smaller eyes surrounding the being’s body. It is highly 
  intelligent and exists for its own purposes. It is said that Mondain himself may be held up short should more than 
  one of these creatures face him. 
  This creature has a central spherical body of tough leathery skin. Within the center of the body is a great central eye, 
  with ten smaller eyes spaced around the globe. A large mouth can be found near the bottom of this creature. This 
  creature moves by floating above the ground.  
  Although this creature fights as a 12+ HD monster, it has a set number of hit points for each section of its body: 42 
  for the body, 18 for the central eye and 12 for each eyestalk/eye, for a hp total of 180. 
  Each of the ten eyes can cast a single spell. Up to 4 smaller eyes may cast their spells at any one time. The Central 
  Eye can cast any of the ten spells, as long as one of the eyes is not casting the same spell: 
  1. Juxman (Charm Person) 
  2. Juxen (Charm Monster) 
  3. Zu (Sleep) 
  4. Kallemus (Telekenesis) 
  5. Necorp (Cloudkill) 
  6. Decorp (Death – 1 person) 
  7. Mentar (Mental Attack) 
  8. Altair (Alter Time) 
  9. Anort (Dispel Magic) 
  10. Fulgar (Fireball) 
  Wraiths 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  4 
  Attacks:  
  touch (1d6+level drain) 
  
  Special:  
  See Below 
  Move:  
  9  
  Occurrence: 
  Rare 
  HDE/XP: 
  6/400 
  Wraiths are powerful undead, created from the souls of dead evil clerics. Wraiths are immune to all non-magical 
  weapons other than silver ones (which inflict only half damage). Arrows are particularly ineffective against them, 
  for even magical and silver arrows inflict only one hit point of damage per hit. They drain 1 level per hit. Wraiths 
  can be found riding well-trained battle steeds or more unusual mounts that will tolerate their presence. 
  Wyverns 
  Armor Class:  
  3 [16] 
  Hit Dice: 
  8 
  Attacks:  
  bite or sting (1d6) 
  Special:  
  Poison, sting, flight 
  Move:  
  6 (24 when flying)  
  Occurrence: 
  Uncommon 
  HDE/XP: 
  9/1100 
  A wyvern is the two-legged form of dragon, and these creatures are smaller and less intelligent than true four-legged 
  dragons, not to mention that they do not have a breath weapon. Wyverns have a poisonous sting at the end of their 
  tails, but they are not coordinated enough to attack with both bite and sting in a single round. In any given round, the 
  wyvern is 60% likely to use its tail, which can lash out to the creature’s front even farther than its head can reach. 
  Those stung must make a saving throw against the poison or lose 1d6 hp a turn until cured or dead. 
  Zombies 
  Armor Class:  
  8 [11], 7 [12] with shield 
  Hit Dice: 
  2 
  Attacks:  
  weapon or strike (1d6) 
  Special:  
  Immune to sleep, charm 
  Move:  
  6  
  Occurrence: 
  Common 
  HDE/XP: 
  2/30 
  Zombies are mindless creatures, the walking dead. Zombies are slow, always losing initiative in a battle. 
  Zorn 
  Armor Class:  
  -2 [21] 
  Hit Dice: 
  7 
  Attacks:  
  bite (3d6) 
  Special:  
  Immune to fire/cold, half damage from electrical, travel through stone 
  Move:  
  9  
  Occurrence: 
  Very Rare 
  
  HDE/XP: 
  8/800 
  The Zorn seems to originate from a place that is far unlike our own Sosaria – some say that the creature’s bizarre 
  nature breaks the law of nature as we understand it. It can burrow through solid rock as if it were swimming in 
  water, and it will eat anything, including rock, precious stones and metals, as well as plant and flesh. The Zorn 
  seems to have a rocklike structure, looking like a barrel with 3 arms, 3 legs, 3 sets of eyes and a mouth on it’s top. 
  Once the Zorn is killed, it seems to quickly evaporate, leaving nothing behind. 
  These creatures are immune to fire and cold damage, and take only half damage from electrical attacks (no damage 
  when saving throws are successful). Zorn are particularly vulnerable to spells that affect earth and stone. Rel 
  Terrylem spells weaken the xorn’s elemental structure, increasing the creature’s AC to 8 until the xorn concentrates 
  for a full round to readjust its composition. Inlacun spells inflict 1d10+10 points of damage with no saving throw. 
  Monster Occurrence and HD Equivalents 
  The following charts list the various monster types by their Hit Dice Equivalents and show their occurrence. This is 
  meant to give some guidance to the Game Referee when attempting to stock their dungeons, plan out their 
  encounters or create their wandering monster/random encounter tables. The HDE is not a hard and fast equivalent, 
  but merely a guideline into how tough the monster is equivalent to character levels.  
  Animals and Monsters: 
   
  HDE 
  Occurrence 
  Gremlin 
  1 
  U* 
  Rat, Giant 
  1 
  C 
  Lizardmen 
  2 
  U 
  Viper 
  2 
  C 
  Horse 
  2-3 
  C 
  Pincher 
  3 
  U 
  Tangler 
  3-7 
  U 
  Bear 
  4 
  C 
  Corpse Creeper 
  4 
  C* 
  Bat, Giant 
  5 
  U 
  Bradle 
  5 
  VR* 
  Gelatinous Cube 
  5 
  U* 
  Gargoyle 
  6 
  U* 
  Minotaur 
  6 
  U 
  Viper, Giant 
  6 
  U 
  Snatch 
  7 
  VR* 
  Trent 
  7-12 
  U 
  Mimic 
  8 
  R* 
  Giant 
  9 
  U 
  Griffon 
  9 
  VR 
  Invisible Seekers 
  9 
  VR* 
  Wyverns 
  9 
  U 
  Cyclops 
  10 
  R 
  Ettin 
  10 
  R 
  Spiders, Giant 
  4 and 7 
  C 
  Golem 
  16 
  R 
  * Indicates that the creature is found exclusively in dungeons or other underground locations. 
  Undead 
   
  HDE 
  Occurrence 
  Skeletons 
  1 
  C 
  Zombies 
  2 
  C 
  
  Ghoul 
  3 
  U 
  Wraiths 
  6 
  R 
  Lich 
  15 
  VR 
   
  Men/NPCs 
   
  HDE 
  Occurrence 
  Bobbit 
  1 
  C 
  Dwarf 
  1 
  C 
  Elf 
  1 
  C 
  Hidden Archer 
  1 
  C 
  Human, Hoods 
  2 
  C 
  Human, Sergeant-at-Arms 
  3 
  U 
  Dark Knight 
  3-5 
  U 
  Guards 
  5 
  C 
  Human, Necromancer 
  5 
  U 
   
  Special 
   
  HDE 
  Occurrence 
  Demon, Mane 
  5 
  U 
  Dragon, White 
  7-9 
  R 
  Demon, Daemon 
  8 
  R 
  Devil 
  8 
  R 
  Zorn 
  8 
  VR* 
  Dragon, Black 
  8-10 
  R 
  Dragon, Green 
  9-11 
  U 
  Devil, Acherai 
  10 
  R 
  Dragon, Blue 
  10-12 
  R 
  Dragon, Red 
  11-13 
  U 
  Mind Whipper 
  12 
  VR* 
  Demon, Baalrog 
  14 
  VR 
  Devil, Orcus 
  14 
  VR 
  Wandering Eyes 
  14 
  VR* 
  Titan 
  18 
  VR 
  * Indicates that the creature is found exclusively in dungeons or other underground locations. 
  Bestials: 
   
  HDE 
  Occurrence 
  Goblin 
  1 
  C 
  Hobgoblin 
  1 
  C 
  Orc 
  2 
  C 
  Trolls 
  8 
  U 
   
  Sea Creatures: 
   
  HDE 
  Occurrence 
  Dragon Turtle 
  13 
  R 
  Squid,Giant 
  13 
  R 
  Man-o-war 
  22 
  VR 
  Sea Serpent 
  30 
  VR 
   
  
  Treasure 
  How Much Treasure? 
  The amount of treasure a monster owns or guards is usually related to the monster’s HDE. That’s not necessarily 
  realistic, but keep in mind that treasure is one of the ways the game reflects what a character has done: it’s used in 
  awarding experience points. Too many large treasures and the characters will become powerful without actually 
  having done very much. Too many monsters with small treasures and the characters won’t gain levels to reflect their 
  achievements. 
  As a general guideline, the monetary value of a treasure ought to be about 2–3 times the monster’s value in 
  experience points, and keep in mind that hunting and patrolling monsters likely won’t be carting their treasure 
  around with them. Here is a table a Referee can use as a guideline to help them create treasure: 
   
  Treasure Values 
  Roll d6 
  Possible Value for Treasure (in gold crowns) 
  1 
  1x HP value of the monsters (50% cp, 30% sp, 20% gc) 
  2–3 
  2x XP value of the monsters (20% cp, 50% sp, 30% gc) 
  4–5 
  3x XP value of the monsters (10%cp, 40% sp, 50% gc) 
  6 
  4x XP value of the monsters (25% sp, 75% gc) 
   
  If the characters can’t find the monster’s lair, they may get none of the treasure. Also, it obviously doesn’t make 
  sense for every wild boar and wolf to have a cache of treasure hidden away somewhere. Averaging the treasure out 
  over several of the monsters in an adventure is a good way of making sure the characters get the right amount of 
  experience points from treasure. Perhaps the goblin treasure hoard contains some “extra” treasure to account for the 
  wolves in the area. If the characters avoid the wolves and kill the goblins, so much the better. If they have to fight 
  the wolves and never find the goblins, then the treasure is there for them to find next time. 
  Also remember that coins found are not always gold crowns – there might be a mixture of copper pence (cp) and 
  silver pieces (sp) in the treasure as well. The treasure breakdown given in the Treasure Values table is a suggested 
  guideline to how you might consider breaking up the treasure. Remember that 1 gold crown (gc) is worth 10 silver 
  pieces (sp) or 100 copper pence (cp). 
  Treasure Items 
  In addition to coins, treasures might contain gems, jewelry, and magical items. Treasures should be interesting: 
  endless series of “another treasure worth 100 gc in total” is a surefire recipe for boring your players. 
  • 
  For every 100 gc in value, there is a 10% chance of a minor item being part of the treasure. If present, 
  reduce the total coin value by 100 gc. 
  • 
  For every 1,000 gc in value, there is a 10% chance of a medium item being part of the treasure. If present, 
  reduce the total coin value by 1,000 gc. 
  • 
  For every 5,000 gc in value, there is a 10% chance of a major item being part of the treasure. If present, 
  reduce the total coin value by 5,000 gc. 
  Calculate the total percentage and roll d100 (percentage) to see if there are items. Remember to check for lesser 
  items, even if you roll the presence of a major item. Any % chance over 100% means there is the automatic presence 
  of that item. For each 100% chance, there are that many items. Reduce the total value of coins by the appropriate 
  number. 
  
  Example: You populate an area with 5 skeletons. Their total XP value is 75. You roll against the treasure values 
  table and dice a 4. The treasure value is 225. That means there is a 20% chance of a minor item (225 / 100 = 2  * 
  10% = 20%). If you dice under 20%, then reduce the treasure value by 100gc to 125gc.  
  Example 2: You place a fearsome minotaur in a locked dungeon room. Its total XP is 400. You dice against the 
  Treasure Values table and get a 6. The treasure value is 2400. There is a 20% chance of a medium item, and a 200% 
  chance of a minor item. Based on those chances, there are automatically 2 minor items in the minotaur’s treasure 
  horde.  Reduce the 2400 treasure value to 2200. If you roll and do get a medium item, reduce the 2200 gc treasure 
  value by 1000 coins. If the players defeat the minotaur, they will gain 2 minor items, a medium item and 1200gc in 
  coins.  
  Always remember that these charts are merely guidelines – if you desire the placement of a particular item or type of 
  treasure, then make it so! If you don’t wish the inclusion of magic, then just leave the treasure horde at coins.These 
  charts are merely here to help if you wish it. 
   
  DESIGN NOTES: I like the S&W Whitebox approach, but I didn’t like the way it was explained, and I didn’t like the 
  way it tried to do the miscellaneous items as strange dice rolls with modifiers to separate the item tables. I just made 
  them different tables. I came up with the automatic lesser items concept based on just reasoning that after 1,000 gp, 
  there’s automatically a minor item, by the buyout logic. Of course, all this stuff is optional. Hopefully the examples 
  help. 
  Minor Items 
  If you roll indicates a minor item, or you have automatic placement of one or more items, roll a d20. A roll of 2–19 
  on a d20 means a roll on the Minor Gem/Jewelry table. A roll of 20 results in rolling on the Minor Magic Item table. 
  A roll of 1 indicates a treasure map has been found. Roll as many times as you have minor items.  
   
  Minor Gem/Jewelry 
  Roll d6 
  Treasure 
  1 
  Gem or jewelry worth 1d6 gc 
  2–3 
  Gem or jewelry worth 1d100 + 25 gc 
  4–5 
  Gem or jewelry worth 1d100 + 75 gc 
  6 
  Gem or jewelry worth 1d100 * 10 gc 
   
  Minor Magic Item 
  Roll d6 
  Treasure 
  1-2 
  Roll once on the potions table 
  3-4 
  Roll once on the scrolls table 
  5 
  Roll once on the weapons and armor table 1 
  6 
  Roll once on the miscellaneous minor table 
  1 Excluded from rolling Exotics. 
  Medium Items 
  If you roll indicates a medium item, or you have automatic placement of one or more items, roll a d20. A roll of 2–
  18 on a d20 means a roll on the Medium Gem/Jewelry table. A roll of 19-20 results in rolling on the Medium Magic 
  Item table. A roll of 1 indicates a treasure map has been found. Roll as many times as you have medium items.  
   
  Medium Gem/Jewelry 
  Roll d6 
  Treasure 
  1 
  Gem or jewelry worth 1d100 * 10 gc 
  2–3 
  Gem or jewelry worth 1d100 * 10 + 250 gc 
  4–5 
  Gem or jewelry worth 1d100 * 10 + 750 gc 
  
  6 
  Gem or jewelry worth 1d100 * 100 gc 
   
  Medium Magic Item 
  Roll d6 
  Treasure 
  1 
  Roll 1d4 on the potions table 
  2 
  Roll 1d4 on the scrolls table 
  3 
  Roll 1d4 on scrolls table and 1d4 on potions 
  table 
  4 
  Roll 1d4 on the weapons and armor table 1 
  5 
  Roll on the miscellaneous medium table  
  6 
  Roll once on each table: potions, scrolls, 
  weapons/armor, medium miscellaneous 
  1 Excluded from rolling Exotics. 
  Major Items 
  If you roll indicates a major item, or you have automatic placement of one or more items, roll a d20. A roll of 2–17 
  on a d20 means a roll on the Major Gem/Jewelry table. A roll of 18-20 results in rolling on the Major Magic Item 
  table. A roll of 1 indicates a treasure map has been found. Roll as many times as you have major items.  
   
  Major Gem/Jewelry 
  Roll d6 
  Treasure 
  1 
  Gem or jewelry worth 1d100 * 100 gc 
  2–3 
  Gem or jewelry worth 1d100 * 100 + 2500 
  gc 
  4–5 
  Gem or jewelry worth 1d100 * 100 + 7500 
  gc 
  6 
  Gem or jewelry worth 1d100 * 1000 gc 
   
  Major Magic Item 
  Roll d6 
  Treasure 
  1 
  Roll 1d4 on scrolls table and 1d4 on potions 
  table 
  2 
  Use #1 above and reroll. 
  3 
  Roll 1d4 on the weapons and armor table1 
  4 
  Use #3 above and reroll. 1 
  5 
  Roll on the miscellaneous major table 
  6 
  Use #1, #3 and #5 above, reroll. 1 
  1 May roll any/all items on weapons/armor table, including Exotics. 
  Potions 
  All potions have duration of 1d6+1 turns, unless they mimic a specific spell, then that spell’s duration applies.  
  Roll d100 
  Magic Potion 
  1–3 
  Bestial Control 
  4–6 
  Know Thoughts 
  7–9 
  Eyes of the Wizard 
  10–12 
  Diminution 
  13–15 
  Monster Control 
  
  16–18 
  Ethereality  
  19–21 
  Fire Resistance 
  22–24 
  Flying 
  25–27 
  Gaseous Form 
  28–30 
  Giant Strength  
  31–33 
  Growth  
  34–36 
  Heroism  
  37–39 
  Invisibility  
  40–42 
  Invulnerability 
  43–45 
  Levitation  
  46–48 
  Plant Control  
  49–55 
  Poison  
  56–58 
  Slipperiness  
  59–61 
  Treasure Finding 
  62–64 
  Undead Control  
  65–75 
  Extra Healing  
  76–00 
  Healing  
   
  Potion Descriptions 
  Bestial Control: 1d3 bestials  of a specific type (determined randomly by the Referee) are affected as per the arcane 
  spell Juxen. 
  Know Thoughts: Results as per the arcane spell Kalwis. 
  Know All: Results as per the divine spell Vieda. 
  Diminution: Imbiber shrinks to 6 inches tall. 
  Monster Control: 1d3 monsters of a specific type (determined randomly by the Referee) are affected as per the 
  arcane spell Juxen. 
  Ethereality: The imbiber of this potion can move through solid objects but cannot attack. Equipment also becomes 
  ethereal.  
  Extra Healing: Cures 3d6+3 HP of damage. 
  Fire Resistance: Grants immunity to normal fire, +2 saving throws against fire attacks, half damage to magic fire 
  attacks that do not permit saving throws.  
  Flying: Results as per the arcane spell Vas Hurus. 
  Gaseous Form: The user’s body turns to a mist that he controls, allowing him to access any place that isn’t airtight.  
  Equipment is left behind; only the body becomes gaseous. 
  Giant Strength: Character gains strength above and beyond 18. Gains an additional 1d6 to damage rolls and +4 to-
  hit. 
  Growth: Character grows to 30 ft in height.  
  Healing: Cures 1d6+1 HP of damage. 
  Heroism: +2 to attacks and damage.  
  Invisibility: Results as per the arcane spell Relquas. 
  Invulnerability: +2 saving throws, opponents attack at -2.  
  
  Levitation: Results as per the spell Hurus. 
  Plant Control: Plants within a 30’ radius fall under the control of the imbiber. They may animate and attempt to hold 
  persons or creatures similar to the arcane spells Exanmen or Exanxen. Effect lasts for 2 hours. 
  Poison: Save or die. This potion will initially taste like another potion, but if carefully questioned or investigated, its 
  true nature will be discerned. 
  Slipperiness: Except for the soles of the feet and the palms of the hands, the character has a virtually frictionless 
  surface.  
  Treasure Finding: Character can detect hoards of treasure within 400 ft.  
  Undead Control: 2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the imbiber’s control as 
  per the Juxen spell. 
  Scrolls 
  Roll 1d6 for type (1-3 is Arcane, 4-6 is Clerical); re-roll any results that indicate spell levels above 5. 
   
  Roll d20 
  Scroll 
  1 
  1 spell, level 1 
  2 
  1 spell, level 1d3 
  3 
  2 spells, level 1d2 each 
  4 
  3 spells, level 1 each 
  5 
  Cursed Scroll 
  6–7 
  Protection Scroll (normal duration) 
  8 
  2 spells, level 1d4 
  9 
  2 spells, level 1d6 each 
  10 
  1 spell level 1d4+2 
  11 
  5 spells, level 1d3 each 
  12 
  Cursed scroll 
  13–14 
  Protection Scroll (double duration) 
  15 
  5 spells, level 1d6 each 
  16 
  6 spells, level 1d6 each 
  17 
  7 spells, level 1d6 each 
  18 
  8 spells, level 1d6 each 
  19 
  Cursed scroll 
  20 
  Protection Scroll (triple duration and 
  double effect if applicable, will include 
  most powerful of type as well.) 
   
  Cursed Scrolls 
  A cursed scroll takes effect immediately upon reading the scroll, even the title. The nature of the curse is up to the 
  Game Referee, some examples are given on the random table below. Any and all effects can be reversed via the 
  arcane spell Anort Jux or divine spell Al Deprecu. 
  Roll d6 
  Curse 
  1-2 
  Wandering/Random Monster immediately appears. 
  Referee’s choice or use appropriate random table. 
  3-4 
  Reader suffers from deadly disease. Death in 1d6 
  
  turns unless cured. 
  5 
  Reader is transformed into another creature similar 
  to Rel Xenylem. Referee’s choice or use appropriate 
  random table. Effects last until dispelled. 
  6 
  Those within 60’ radius of reader are immediately 
  teleported in random direction for random distance. 
   
  DESIGN NOTES: These were inspired  from OD&D Book II: Monsters & Treasure. 
  Protection Scrolls 
  Roll d8 
  Scroll 
  1 
  Demons 
  2 
  Drowning 
  3 
  Bestials 
  4 
  Magic 
  5 
  Metal 
  6 
  Poison 
  7 
  Undead 
  8 
  Devils 
   
  Demons: All within a 10 ft radius around the reader are protected from the attacks of 1 demon per round for a period 
  of 40 minutes, except the most powerful. 
  Drowning: All within a 10 ft radius of the reader gain the ability to breathe underwater for 1 full day. 
  Bestials: This scroll protects against a single bestial type (randomly determined by Referee), and lasts for a duration 
  of 40 minutes. 
  Magic: Anti-magic shell surrounds and moves with the reader, having a radius of 10 ft. Spells cannot pass in or out 
  of the shell. Duration: 1 hour. 
  Metal: Metal cannot harm the reader for duration of 1 hour. 
  Poison: Poison cannot harm the reader for a period of 6 hours, and any poison in his system is removed. 
  Undead: All within a 10 ft radius of the reader are protected against undead, but only to a limited degree. In any 
  given round, 2d12 undead with HD fewer than 4, and 2d6 undead with hit dice 4–5, and 1d6 undead with hit dice of 
  6+ are foiled by the protection of the scroll. Thus, the scroll is effective against all but a true horde of undead. 
  Devils: All within a 10 ft radius around the reader are protected from the attacks of 1 devil per round for a period of 
  40 minutes, except the most powerful. 
  Magic Weapons and Armor 
  Note: If coming from the Minor Item table, roll 1d8. If from the Medium Item table roll 1d20, ignore Exotic results. 
  If from Major table, roll 1d20, all results available. 
   
  Roll 
  Magical Weapon/Armor 
  1 
  Cursed armor or shield 
  2 
  +1 enchanted missile weapon(s) 
  3 
  +1 shield 
  4–6 
  +1 enchanted weapon 
  
  7–8 
  +1 armor 
  9 
  Cursed weapon 
  10 
  +2 enchanted missile weapon(s) 
  11 
  +2 shield 
  12 
  +2 enchanted weapon 
  13 
  +2 armor 
  14 
  Magical weapon 
  15 
   
  +3 enchanted missile weapon(s) 
   
  16 
  +3 enchanted weapon 
  17 
  +3 shield 
  18 
  +3 armor 
  19 
  Exotic weapon or re-roll 
  20 
  Exotic armor or re-roll 
   
  Enchanted Weapons  
  These are weapons who provide the extra ability to hit an opponent, providing a +1-3 bonus on the “to hit” roll. 
  Game Referee may choose any weapon type at random to enchant. 
  Cursed Weapons 
  These weapons have been ‘tainted’ and make it more difficult for a wielder to strike an opponent, extracting a -1 to -
  3 penalty on the “to hit” roll. Roll d6 and divide by 2 to determine the penalty. Cursed weapons cannot be put down 
  unless reversed via the arcane spell Anort Jux or divine spell Al Deprecu. Game Referee may choose any weapon 
  type at random to curse. 
  Magical Weapons 
  These weapons have an unusual ability or they provide an additional enchantment against a specific type of foe.  
  Roll d12 
  Magical Weapon 
  1 
  +1 Blunt weapon that destroys undead 
  2 
  +1 thrown weapon returns to hand 
  3 
  +1 weapon, grants 1 additional attack once 
  per day 
  4 
  +1, +2 vs. particular type of foe 
  5 
  +1, +4 vs. particular type of foe 
  6 
  +2, +3 vs. particular type of foe 
  7 
  Weapon flames 
  8 
  Weapon is cold 
  9 
  Battle Staff 
  10 
  Triangle 
  11 
  Dancing Weapon 
  12 
  Intelligent Sword 
   
  
  +1 Blunt weapon that destroys undead: Lesser types (under 4HD) don’t get a saving throw, more powerful types do. 
  (mace, hammer, sling, staff) 
  +1 thrown weapon returns to hand: Axe, javelin, or hammer 
  Weapon vs. particular type of foe: These weapons provide the extra “to hit” bonus for all creatures, but also provide 
  a “to hit” and damage bonus to the named foe: Bestials, undead, giants, orcs, dragons, etc. Game Referee’s choice as 
  to type of weapon and named foe. 
  Weapon flames: Additional 1d6 fire damage. Roll 1d6 and divide by 2 for “to hit” bonus 
  Weapon is cold: Additional 1d6 cold damage. Roll 1d6 and divide by 2 for “to hit” bonus 
  Dancing weapon: Fights in the air for 3 rounds against specified target. Roll 1d6 and divide by 2 for “to hit” bonus. 
  Battle Staff: Used only by mages. Roll 1d6 and divide by 2 for “to hit” bonus. Does 1d6+1 damage  
  Triangle: A magical dagger only usable by mages. Roll 1d6 and divide by 2 for “to hit” bonus. Can be thrown 10’ 
  and will automatically return, does 1d6+1 damage when used for melee attack or as hurled weapon. 
  Intelligent sword: Roll 1d6 and divide by 2 for to-hit bonus. There is a 50% chance that the sword is the sworn 
  enemy of a particular type of foe and has a 1d4-1 to-hit/damage bonus against such. There is a 10% chance that such 
  a weapon may have the ability to cast a spell once per day. Such swords generally can communicate with their 
  bearers, and often (25% chance) can speak audibly. Such swords will work to fight and defeat such foes. It is up to 
  the Game Referee as to how the sword acts and who it is in league with.  
  Exotic Weapons  
  Exotics are weapons of ancient or otherworldly origin. They are available to use by all classes unless otherwise 
  noted. These weapons are dangerous to use, often-times as dangerous to the wielder as they are to the opponent. 
  Game Referees must be careful when and how to use them, and how much they allow such weapons to be part of the 
  world. These weapons cannot be found for sale and only the most evil, curious or richest of collectors would 
  consider buying them. 
   
  Roll d4 
  Exotic Weapon 
  1 
  Pistol 
  2 
  Light Sword 
  3 
  Phazor 
  4 
  Blaster 
   
  Pistol – a strange weapon that casts small pieces of hot metal at the target. It is shot as a missile weapon and has a 
  firing rate of once per round. Its range is 50’. It does 1d6 damage (no strength bonus), if a six (6) is rolled, then 
  reroll damage again, adding the new roll to the previous amount. If further sixes are rolled, the total continues to 
  accumulate. This weapon has 1d6 shots and then is completely useless. The only way it can be reloaded is from 
  another pistol’s ammunition, or be reloaded (up to 6 shots) through a Wish.  
  Light Sword – usable by fighter based classes only. This sword casts a beam of light which negates Armor Class by 
  2 (add 2 to a target’s AC if using Descending, or subtract 2 from the Ascending Armor Class). This effect is not 
  applicable against exotic armors. It does 2d6 damage. Its powers last a total of only 2d6 rounds, at which point it is 
  useless. If the wielder rolls a 1 on the “to hit” roll, the sword explodes, causing the wielder 1d6 points of damage. 
  Phazor – this weapon casts a beam of light like a missile weapon. The beam negates Armor Class by 2 (add 2 to a 
  target’s AC if using Descending, or subtract 2 from the Ascending Armor Class). This effect is not applicable 
  against exotic armors. It does 2d6 damage. Its fires 1d6 times, at which point it is useless. If the wielder rolls a 1 on 
  the “to hit” roll, the sword explodes, causing the wielder 1d6 points of damage. 
  Blaster – this legendary weapon is an extremely dangerous weapon to use. It acts like a missile weapon and can 
  destroy targets on impact. It has a range of 100’. It ignores all armor except magical armor (apply the magical bonus 
  to the base AC (9 or 10, for Descending/Ascending respectively) and exotic armor. It does 2d6 damage to the target 
  
  and 1d6 blast damage to any within 10’ (saving throw negates collateral blast damage). However, each shot requires 
  a saving throw or it explodes, causing the wielder 2d6 damage. It can be shot up to 1d6 times, at which point it is 
  useless. 
  Magical Armor 
  Magical armor and shields confer protection against the “to-hit” throw of anyone attacking the wearer. The Armor 
  Class is the same as non-magical armor of the same type, but the bonus (+1 to +3) is subtracted from the “to-hit” 
  roll. Shields perform a similar function as magical armor.  
  Roll d4 
  Armor  
  1 
  Cloth 
  2 
  Leather 
  3 
  Chain 
  4 
  Plate 
  5 
  Gauntlets 
  6 
  Helmet 
   
  For cursed armor and or shields, roll for the type on the table. Cursed armor been ‘tainted’ and makes it easier for an 
  opponent to hit the wearer, adding a +1 to +3 bonus on the opponent’s “to hit” roll. Roll d6 and divide by 2 to 
  determine the curse. Cursed armor cannot be taken off unless reversed via the arcane spell Anort Jux or divine spell 
  Al Deprecu.  
  Example: Dupre has found a suit of Leather +1. He wears it and faces a goblin shortly thereafter. The goblin still 
  makes its attack against AC 7[12] but its roll is reduced by 1, the value of the armor. Had the leather been cursed at -
  1, then the goblins attack roll would have gained a bonus of 1. 
  Exotic Armor 
  Exotics are items of ancient or otherworldly origin. They are available to use by all fighter-based and cleric-based 
  classes. The DM can choose which suit to use, but understand that these suits may make players almost 
  invulnerable. Ensure that you know what you’re doing when you hand these out. 
  Reflect Suit – This suit provides -8[+8] to AC but weighs only 25lbs. It is effective against all weapons, including 
  exotic. However, if an exotic weapon scores a critical hit (natural 20) or a magical attack/spell of flame or cold is 
  used against a reflect suit, it loses 1 point of AC effectiveness.  
  Power Suit – This is an extremely rare suit of armor. It provides -8[+8] to AC. It weights over 200lbs, but to the 
  wearer, it feels like 50lbs. It is effective against all weapons, including exotic weapons. It also provides either a +2 
  to STR or +2 to DEX every day (player’s choice). The power suit requires a White Diamond gem to operate.  
  If an exotic weapon scores a critical hit (natural 20) or a 5th level arcane or divine attack/spell such as P or Excuum 
  is used against the wearer, they must make a saving throw or the suit ceases to function, effectively imprisoning the 
  wearer inside a 200lb metal suit of armor. The gem powering the suit crumbles. The bearer suffers a 1d4 loss of 
  CON (and suffers any negative effects to the attribute reduction). The wearer must recover CON with complete rest 
  at 1 point a day.  
  Miscellaneous Magic Items 
  Roll d20 
  Minor Miscellaneous Item 
  1 
  Lesser Wand 
  2 
  Lesser Ring 
  3–20 
  Misc. Lesser Magical Item 
  
   
  Roll d20 
  Medium Miscellaneous 
  Item 
  1- 2 
  Lesser Wand 
  3 
  Greater Wand 
  4 - 5 
  Lesser Ring 
  6 
  Greater Ring 
  7–20 
  Misc. Medium Magical Item 
   
  Roll d20 
  Major Miscellaneous Item 
  1 – 2 
  Greater Wand 
  3 – 4 
  Greater Ring 
  5 – 6 
  Staff 
  7–20 
  Misc. Greater Magical Item 
   
  Lesser Wands 
  Roll d6 
  Lesser Wand 
  1–2 
  Spell, level 1, holds 10 charges 
  3–4 
  Spell, level 2, holds 5 charges 
  5–6 
  Spell, level 3, holds 2 charges 
   
  Wands are usable by magic-user based classes only. The Referee randomly chooses which arcane spell the wand 
  contains.  
  Greater Wands 
  Roll d12 
  Greater Wand1 
  1 
  Spell, level 3, holds 1d10 * 10 charges1 
  2 
  Spell, level 4, holds 1d10 * 10charges1 
  3 
  Spell, level 5, holds 1d10 * 10charges1 
  4 
  Spell, level 6, holds 1d10 * 10charges1 
  5 
  Wand of Detection, enemies 
  6 
  Wand of Detection, metal 
  7 
  Wand of Detection, magic 
  8 
  Wand of Detection, traps and secret doors 
  9 
  Wand of Polymorph 
  10 
  Wand of Fear 
  11 
  Wand of Cold 
  12 
  Wand of Paralyzing 
  1 Greater Spell Wands can be recharged by casting a 
  spell into it. There is a 5% chance per wand recharge 
  that the wand will be destroyed. The number of 
  charges is 1d10 * 10 
   
  Wands are usable by magic-user based classes only. The Referee randomly chooses which arcane spell that spell 
  wands contain.  
  
   
  Wand of Detection, enemies: Detects enemies in a radius of 60 ft, provided that the enemies are actually thinking 
  hostile thoughts. Always active when held, does not use charges. 
   
  Wand of Detection, metal: Detects large caches of metal, with a range of 20 ft. The wand’s user also gets a vague 
  sense of the metal’s type. Always active when held, does not use charges. 
   
  Wand of Detection, magic: Functions as a Wisort spell with a range of 20 ft. The wand’s user gets a vague sense of 
  what sort of magic is being detected. Always active when held, does not use charges. 
   
  Wand of Detection, traps and secret doors: Detects traps and secret doors with a range of 20 ft. Always active when 
  held, does not use charges. 
   
  Wand of Rel Xenylem: Casts Rel Xenylem on either self or others, carries 10 charges. (Cannot be recharged). 
   
  Wand of Fear: Causes creatures in a cone-shaped path to flee (saving throw). There is a 60% chance that they will 
  drop whatever they are holding. The cone extends 60 ft to a base 30 ft across. Holds 25 charges (cannot be 
  recharged). 
   
  Wand of Cold: Casts a cone of cold 60 ft to a base 30 ft across. Creatures in the cone take 6d6 damage (saving throw 
  for half damage). Holds 25 charges (cannot be recharged). 
   
  Wand of Paralyzing: Casts a cone of paralysis 60 ft to a base 30 ft across. Creatures in the cone are paralyzed for 
  3d6 turns. Holds 25 charges (cannot be recharged). 
  Lesser Rings 
  One magic ring can be worn on each hand, for a total of 2 Lesser, or 2 Greater, or one each. 
  Roll d6 
  Lesser Ring 
  1 
  Protection, +1 
  2 
  Protection, +2 
  3 
  Invisibility 
  4 
  Control 
  5 
  Fire Resistance 
  6 
  Poison Resistance 
   
  Protection: Provides bonus to AC and saving throws. 
   
  Invisibility: Works as the Relquas spell. 
   
  Control: Works as the Juxman spell, except against any HD 2 or less humanoid/bestial species. 
   
  Fire Resistance: +5 to saving throws versus magical fire, immune to normal fire 
   
  Poison Resistance: +5 to saving throws versus poison. 
  Greater Rings 
  One magic ring can be worn on each hand, for a total of 2 Lesser, or 2 Greater, or one each. 
   
  Roll d10 
  Greater Ring 
  1 
  Human Control 
  2 
  Three Wishes 
  
  3 
  Regeneration 
  4 
  Daemon Summoning 
  5 
  Shooting Stars 
  6 
  Passage 
  7 
  Telekinesis 
  8 
  Spell Turning 
  9 
  Spell Storing, Arcane 
  10 
  Spell Storing, Divine 
   
  Daemon Summoning: The wearer of the ring can summon a daemon, who will do his bidding for 1 task. The daemon 
  will do everything in its power to ursurp or warp the task to its favor, depending on the exact nature of the words 
  used to describe the task. This power can be used no more than 3 times. 
   
  Human Control: Allows the wearer to cast Charm Person once per day, and maintain the charm on up to 3 
  individuals at a time. 
   
  Passage: This ring allows the wearer and any within 10’ to pass through force fields, magical barriers or barriers 
  such as doors, gates, bars or windows. This also includes magical walls created by the spells Insirap and Val Insirap. 
   
  Regeneration: The wearer regenerates one hit point per combat round, and thus cannot die unless the ring is 
  removed or his body is burned. 
   
  Shooting Stars: Once per day this ring can summon d6 flaming meteors from the depths of space. Each meteor can 
  target a separate enemy and does 3d6 damage. If used underground or indoors the meteors will strike whatever is 
  directly above their target. 
   
  Spell Storing, arcane: The ring contains 1d6 magic-user spells. Roll 1d6 for each spell to determine the spell level. 
  The wearer (if he is a magic-user) can cast these spells as if they were his own memorized and prepared spells. Once 
  the spell is cast, it cannot be cast a second time until the wearer has rested for 8 hours. 
   
  Spell Storing, divine: The ring contains 1d6 clerical spells. Roll 1d4 for each spell to determine the spell level. The 
  wearer (if he is a cleric) can cast these spells as if they were his own memorized and prepared spells. Once the spell 
  is cast, it cannot be cast a second time until the wearer has rested for 8 hours. 
   
  Spell Turning: Any spell (other than from a wand or other item) directly aimed at the wearer of the ring is partially 
  reflected back at the caster. Roll a percentile die to see how much of the spell’s power bounces back; the exact 
  determination of what happens is up to the referee. 
   
  Three Wishes: Grants the wearer three wishes. Beware of outrageous wishes; they backfire. 
   
  Telekinesis: Works as per the spell Kallemus. 
  Staffs 
  The number of charges in a staff is 1d20 * 10, unless otherwise given in description or not needed. 
  Roll d20 
  Staff 
  1-3 
  Healing 
  4-6 
  Striking 
  7-9 
  Command 
  10-11 
  Snake, the 
  12-13 
  Withering 
  14-15 
  Beguiling 
  
  16-17 
  Absorption 
  18 
  Power 
  19 
  Lordly Might 
  20 
  Wizardry 
   
  Absorption: Absorbs spells cast directly at the wielder, and allows the wielder to cast a spell from his own memory 
  using that power (and thus not losing the spell from memory). Once the staff has absorbed 50 levels of spells 
  (whether or not the power has been cast back out again), it no longer absorbs spells. Cleric based and magic-user 
  based classes may use this staff. 
   
  Beguiling: Casts Juxman in a radius of 20ft from the wielder (uses one charge). The duration of the charm is one 
  hour. Only magic-user based classes can use this staff 
   
  Command: A charge can be used to control humans (as per Juxman), plants (see Potion of Plant Control) or 
  monsters (as per Juxen). Cleric based and magic-user based classes may use this staff. 
   
  Healing: Cures 1d6+1 hit points of damage per charge. Only cleric-based classes may use this staff. 
   
  Power: Can cast Dag Lorem (no charge used), Fulgar (4d6 damage – charge used), cold as a Wand of Cold (charge 
  used), Lorgar (4d6 damage – charge used), Kallemus (charge used). If used as a weapon, it hits for 2d6 damage (no 
  charge used). Only magic-user based classes can use this staff. 
   
  Lordly Might: These staffs only carry 10 charges, but a charge may be used to cast Santu Mani. Only cleric-based 
  classes may use this staff. 
   
  Snake, the: When used as a weapon, the staff does +1 to hit and +1 damage. When commanded (by using a charge) 
  the staff coils around the target with a successful hit and pinions the victim for 1d4 x10 minutes. The victim must be 
  about the size of a human or smaller to use this power. The staff will slither back to its owner afterwards at a speed 
  of 24. Only cleric-based classes can use this staff. 
   
  Striking: Inflicts 2d6 points of damage with a successful hit (does not use charges). Cleric based and magic-user 
  based classes may use this staff. 
   
  Withering: Adds ten years of physical aging with a successful hit, using a charge. Victim must make a saving throw 
  or lose 1 point of CON and 1 point of STR. Only magic-user based classes can use this staff.  
   
  Wizardry: The most powerful of staffs. It is a Staff of Power with additional abilities. At the cost of one charge each 
  use, it casts Val Relquas, Exanman, Insirap, Inlacun, Porjux, Vas Hurus or works as a Ring of Daemon Summoning. 
  Miscellaneous Magic Items (Minor) 
  Roll d100 
  Minor Magic Item 
  1-5 
  Cursed Item 
  6-10 
  Bag of Holding 
  11-15 
  Boots of Elvenkind 
  16-20 
  Boots of Protection vs. Paralyzation 
  21-22 
  Boots of Speed 
  23 
  Boots of Leaping 
  24-25 
  Boots of Levitation 
  26-30 
  Bracers of Defense, AC 6 [13] 
  31-35 
  Cloak of Elvenkind 
  36-40 
  Cloak of Freedom 
  
  41-45 
  Cloak of Protection, +1 
  46-50 
  Decanter of Endless Water 
  51-53 
  Dust of Appearance 
  54-55 
  Dust of Disappearance 
  56-60 
  Dust of Sneezing and Choking 
  61-65 
  Gauntlets of Swimming and Climbing 
  66-70 
  Horseshoes of Speed 
  71-75 
  Key of Opening 
  76-80 
  Luckstone (+1 saving throws and attack 
  rolls) 
  81-82 
  Magic Gem – Sun Ruby 
  83 
  Magic Gem –Forest Emerald 
  84 
  Magic Gem – Sapphire of the Sea 
  85 
  Magic Gem – Ethereal Diamond 
  86-90 
  Rope of Climbing 
  91-95 
  Rope of Entanglement 
  96-00 
  Spade of Excavation 
   
  Miscellaneous Magic Items (Medium) 
  Roll d100 
  Medium Magic Item 
  1-4 
  Cursed Item 
  5-8 
  Amulet Against Scrying 
  9-12 
  Armor of the Stars 
  13-16 
  Bracers of Defense AC 4[15] 
  17-20 
  Carpet of Flying 
  21-24 
  Cloak of Displacement 
  25-28 
  Cloak of Protection, +2 or +3 (50%) 
  29-32 
  Figurine of the Onyx Dog 
  33-36 
  Gauntlets of Ogre Power 
  37-40 
  Green Idol 
  41-44 
  Helm of Reading Magic and Languages 
  45-48 
  Helm of Seeing 
  49-52 
  Hole, Portable 
  53-54 
  Horn of Valhalla, Bronze 
  55-60 
  Horn of Valhalla, Silver 
  61-64 
  Jug of Alchemy 
  65-68 
  Manual of Quickness 
  69-72 
  Manual of Beneficial Exercise 
  73-76 
  Medallion of ESP 
  77-80 
  Mirror of Mental Scrying 
  81-84 
  Robe of Blending 
  85-88 
  Robe of Eyes 
  89-92 
  Robe of Wizardry 
  
  93-96 
  Strange Coins 
  97-00 
  Tent of Repose 
   
   
  Table 49: Misc. Magic Items (Greater Items) 
  Roll 
  Greater Magic Item 
   
  Cursed Item 
   
  Amulet of Demon Control 
   
  Beaker of Potions 
   
  Crystal Ball 
   
  Deck of Many Things 
   
  Efreeti Bottle 
   
  Figurine of the Golden Lions 
   
  Gauntlets of Dexterity 
   
  Gem of Seeing 
   
  Girdle of Giant Strength 
   
  Helm of Fiery Brilliance 
   
  Helm of Teleportation 
   
  Horn of Blasting 
   
  Horn of Valhalla, Iron 
   
  Lenses of Charming 
   
  Libram, Magical (level gain)  
   
  Manual of Golems 
   
  Manual of Intelligence 
   
  Manual of Wisdom 
   
  Necklace of Firebaubles 
   
  Scarab of Death 
   
  The following descriptions are in alphabetical order: 
  Amulet Against Scrying: Protects the wearer from all scrying, such as Kalwis or Vieda or being viewed through a 
  crystal ball. Usable by: All Classes. 
  Amulet of Demon Control: Functions as a Nasxul spell, and allows the wearer to attempt to cast Juxen upon a 
  demon. Success means that the demon is enslaved for 1d6 weeks, whereupon it becomes free. Usable by: Magic-
  users and Clerics. 
  Armor of the Stars: This armor is silvery and made of a strange material, usually accompanied by a helmet of clear 
  material. It provides only a -2[+2] to Armor Class, but it is said to allow one to travel to the stars. Such things are 
  merely of legend, of course. Usable by: All Classes. 
  Bag of Holding: The inside of this bag is larger than the outside. The inside dimensions are roughly 10x5x3 ft, but 
  the bag cannot carry more than 1,000 pounds of weight. If it is not empty, the bag weighs 50 pounds, no matter how 
  much weight it actually contains. Usable by: All Classes. 
  Beaker of Potions: This small jug fills itself with the requested potion, out of the 1d4+1 potions it knows how to 
  produce. The jug can be used as many times per week as the number of different potions it can produce. Usable by: 
  All Classes. 
  Boots of Elvenkind: The wearer moves with complete silence. Usable by: All Classes. 
  Boots of Freedom: Protects wearer by providing a +4 to save vs. paralyzation. Usable by: All Classes. 
  
  Boots of Levitation: These boots allow the wearer to levitate as per the spell Hurus, with unlimited duration. Usable 
  by: All Classes. 
  Boots of Speed: Boots of speed double the wearer’s movement rate, but require complete rest for a period of time 
  equivalent to the amount of time they were used. Usable by: All Classes. 
  Boots of Leaping: Boots of Leaping allow the wearer to make prodigious leaps 10 ft high and up to 30 ft 
  horizontally. These boots also double movement rates, but outdoors only and for only 4 hours. They do not require 
  the wearer to rest after using them. Usable by: All Classes. 
  Bracers of Defense: These bracers improve the wearer’s armor class (whatever part of it is due to actual armor) to 
  the stated level—there is no effect if the wearer is already armored to the same or higher degree. The armor class 
  granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes. 
  Carpet of Flying: the carpet can carry as many as three people, and travels at a speed of 18 when it has more than 
  one passenger. With only one rider, the carpet moves at a rate of 30. Usable by: All Classes. 
  Cloak of Displacement: The wearer appears to be in a slightly different location than he really is. His armor class 
  improves by 2, and he gains a -2 saving throw against any targeted attack upon him. Usable by: All Classes. 
  Cloak of Elvenkind: The wearer is almost, but not quite, invisible. Usable by: All Classes. 
  Cloak of Freedom: Protects wearer by providing a +4 to save vs. paralyzation. Usable by: All Classes. 
  Cloak of Protection: This cloak improves the wearer’s armor class by the amount stated (1, 2 or 3), and grants a 
  bonus of the same amount on saving throws. Usable by: all but Fighters. 
  Crystal Ball: Allows the user to see what he desires to see, over a considerable distance. A crystal ball may not be 
  used more than thrice per day, or the user will be driven mad. Certain spells and other precautions may be used to 
  prevent being seen through a crystal ball. Some crystal balls communicate sound or even thoughts from the area 
  being scryed, although these are rare. Usable by: Magic-users. 
  Cursed Item: (See next section) 
  Decanter of Endless Water: This jug pours out one gallon of water per minute when unstoppered. Usable by: All 
  Classes. 
  Deck of Many Things: An ordinary-seeming deck of hand-painted cards, this item bears tremendous and varied 
  enchantments, one per placard in the deck. The deck contains all the aces and face cards, plus one Joker (the Fool). 
  A character may draw as many cards as he likes (with the deck re-shuffled each time), but once he stops drawing 
  cards, the deck disappears in a sound of faintly malevolent laughter. Usable by all classes. The results of the cards 
  are as follows: 
  The Hearts: Ace: Gain 50,000 XP; King: Gain magic item from the Misc. Greater Magical Items Table; 
  Queen: Gain 1d3 wishes; Jack: Gain the ability to summon an 8 HD warrior with +3 weapon, shield, and 
  sword, to serve for a total of 1 hour. 
  The Clubs: Ace: The character’s alignment is changed. If the game does not use alignment, the character 
  receives a dangerous Quest (per the spell); King: The character’s most powerful magic item is sucked into 
  the void and disappears; Queen: The character is instantly turned to stone, a look of great surprise upon his 
  face; Jack: The character loses one point from his Prime Attribute. 
  The Spades: Ace: Lose a level of experience; King: A warrior with 9 HD, a +4 weapon, +4 shield, and +4 
  armor appears and attacks. When he is killed, his body and all his possessions disappear again; Queen: The 
  character dies instantly; Jack: The party is attacked by a random monster, with 1d4+6 HD. The monster 
  gains one round of surprise, for it appears from thin air. 
  The Diamonds: Ace: Gain a map to a significant treasure; King: Gain 5d6 items of jewelry; Queen: Gain a 
  scroll of seven spells, all 2nd level or higher; Jack: Add one point to a single attribute of the player’s 
  choice. 
  The Joker: Gain 25,000 XP or choose to draw two more cards. 
  
  Dust of Appearance: Dust of Appearance is tossed in a radius of 10 ft around the user, and makes any invisible, 
  astral, displaced, out-of-phase, or dimensional thing completely visible. The dust generally comes in a pouch, with 
  enough for 20–30 uses. Usable by: All Classes. 
  Dust of Disappearance:. When sprinkled in a 10 ft radius, everything therein becomes invisible for 5d6 turns. 
  Normal means of detecting invisibility (such as a Wisqua spell) are not strong enough to work against the dust’s 
  powerful enchantment. Usable by: All Classes. 
  Dust of Sneezing and Choking: Pouches containing this dust ordinarily contain only enough for one “dose.” When 
  scattered in a radius of 10 ft, the dust causes all in the area to make a saving throw or die. If the nature of the dust is 
  identified before it is experimented with, it can be used as a devastating thrown weapon. Usable by: All Classes. 
  Devil’s Bottle: Upon whispering the name of a specific devil into this bottle, the devil will appear and serve the 
  bottle’s owner for 1d6 weeks, upon which it will then be free. Usable by: Magic-users and Clerics. 
  Figurine of the Golden Lions: A small stone figurine that transforms into a lion when the command word is spoken, 
  fighting at the owner’s orders. If they are slain, they turn back into figurines, but may be used again. The figurine 
  may be used once per week, and no more. Usable by: All Classes. 
  Figurine of the Onyx Dog: This stone figure transforms into a living hound of stone when its command word is 
  spoken. It will seek whatever the owner tells it to find, without stopping until it succeeds or is killed. It has a 75% 
  chance to detect objects that are invisible or hidden (and of course its sense of smell detects invisible and hidden 
  creatures with almost perfect success). For purposes of defense and attack, the stone dog is treated as a wolf. It may 
  be used twelve times before the statuette becomes non-magical. Usable by: All Classes. 
  Gauntlets of Dexterity: When worn, these gloves grant a bonus of +2 to the wearer’s dexterity (to a maximum of 
  18). Usable by: All Classes. 
  Gauntlets of Ogre Power: These gauntlets raise the wearer’s strength to that of an ogre. Hit probability is not 
  increased above normal, but damage bonuses from strength are increased to +6 (not cumulative with the wearer’s 
  existing strength bonus, if any). Usable by: all but Magic-users. 
  Gauntlets of Swimming and Climbing: These gloves permit the wearer to swim at a rate of 18, and climb sheer walls 
  with a 95% chance of success per ten feet of climbing. Usable by: all but Magic-users. 
  Gem of Seeing: A gem of seeing is used as a lens, and shows the truth of what it sees, cutting through illusions of all 
  kinds, even very powerful ones. If combined with an Ethereal Diamond or Helm of Seeing, the vision of the place 
  seen is sharp and perfect, with all secrets revealed. Usable by: All Classes. 
  Girdle of Giant Strength: This wide belt grants the wearer the strength of a hill giant (+8 strength damage, not 
  cumulative with any existing strength bonuses). The girdle does not increase to-hit probability. Usable by: All 
  Classes. 
  Green Idol: The bearer of this idol can resist the effects of Zu up to 3 times, at which point the idol crumbles to dust. 
  Helm of Fiery Brilliance: This prodigiously powerful helm grants many benefits to the wearer. He gains a +6 on 
  saving throws against fire damage. Fighter based classes wearing the helm may command a weapon in hand to flame 
  (+1d6 damage) thrice per day. Magic-user based classes wearing the helm can add +1 to each die of damage 
  inflicted by Fulgar. Cleric based classes wearing the helm can cast two Luminae or Sominae spells for each one 
  actually prepared. Thieves do not gain any additional powers. Usable by: All Classes. 
  Helm of Reading Magic and Languages: The wearer can read all languages, including magic script. Upon reading, 
  the wearer must rest 1d6 turns before attempting another reading. Usable by: All Classes. 
  Helm of Seeing – This helm allows the wearer to “see” a fuzzy, imperfect, but fairly accurate image of anyplace that 
  the viewer wishes to see, whether it is a level of a dungeon or an area outside. The image is viewable for roughly 10 
  minutes, at which point the wearer must rest 1d6 turns before attempting another viewing. Usable by: All Classes. 
  Helm of Teleportation: When the wearer casts a teleportation (such as Dag Acron or Tag Acron) spell on himself, 
  while wearing the helm, he may teleport himself without error, anywhere he desires. The helm does not permit the 
  casting of a teleportation spell on anyone other than the wearer. Usable by: Magic-users. 
  Hole, Portable: A piece of dark cloth about five feet in diameter. It is actually the mouth of an inter-dimensional 
  hole 10 ft deep—items and people can fall through it or climb down into it once it is placed on the ground. The piece 
  
  of cloth can actually be pulled in from the inside to close the hole off entirely, although there is no source of fresh 
  air within, and staying inside will asphyxiate the inhabitant in a short time. The piece of cloth can be picked up and 
  carried off whenever desired—hence the name “portable.” Usable by: All Classes. 
  Horn of Blasting: This horn, when blown, has the same effect on structures as a catapult, and causes 2d6 points of 
  damage to creatures, deafening them for 10 minutes as well. The cone of sound is 100 ft long, and widens to a base 
  of 20 ft (the “point” of the cone, at the horn’s mouth, is 10 ft wide). Usable by: All Classes. 
  Horn of Valhalla, Bronze: Summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn. Usable by: 
  Fighters and Clerics. 
  Horn of Valhalla, Iron: Summons 2d4 berserk warriors (4 HD) to assist the one who winded the horn. Usable by: 
  Fighters. 
  Horn of Valhalla, Silver: Summons 2d4 berserk warriors (2 HD) to assist the one who winded the horn. Usable by: 
  All Classes. 
  Horseshoes of Speed: These double a horse’s movement rate. Usable by: horses. 
  Jug of Alchemy: This jug produces whatever liquid is desired, in a commonly used large quantity (e.g., 10 gallons of 
  water, but only five gallons of wine). It may be used no more than seven times per day, and will only produce the 
  liquid first requested in that day. It does not produce magical liquids. Usable by: All Classes. 
  Key of Opening: Using this key opens any door, even if the door is barred or wizard locked. Usable by: All Classes. 
  Lenses of Charming: These lenses, when placed over the eyes, give the wearer the ability to charm those who look 
  into his eyes (as per the spell Juxman). The saving throw against the power of the lenses is made at-2. Usable by: All 
  Classes. 
  Libram, Magical (level gain): Magical librams grant a level of experience to the reader, if the reader is of the right 
  class. Randomly determine the class for which the libram is written. Usable by: varies. 
  Luckstone: This stone grants +1 to saving throws and attack rolls. Usable by: All Classes. 
  Magic Gems: These special gems will appear as the finest gems for their color, worth at least 10,000 gc.  
  • 
  Sun Ruby (Red), - cast Ad Sanctu 1x day, or Santu Mani once then gem crumbles 
  • 
  Forest Emerald (Green),  - cast Repond 1x day, or dispel same number as CON then gem crumbles 
  • 
  Sapphire of the Sea (Blue) – cast Pontori 1x day or dispel same number as CON then gem crumbles 
  • 
  Ethereal Diamond (White) – can view a fuzzy, imperfect but fairly accurate image of their 
  surroundings or current level of the dungeon, then crumbles after 10 minutes of viewing. Can also be 
  used to charge Power Armor 
  Manual of Beneficial Exercise: Reading this tome increases the reader’s strength by 1 point (to a maximum of 18). 
  Usable by: All Classes. 
  Manual of Golems: This book contains the basic instructions and formulae for creating a single type of golem. The 
  process is expensive, and the creator must have achieved a certain level of magical expertise in order to use the 
  book, but these are priceless repositories of forgotten lore. Such books are often warded, by the original owner, from 
  the touch of anyone not of the Magic-user class, enchanted to inflict damage or even the loss of a level. Usable by: 
  Magic-users only. 
  Manual of Intelligence: Reading this tome increases the reader’s intelligence by 1 point (to a maximum of 18). 
  Usable by: All Classes. 
  Manual of Quickness: Reading this tome increases the reader’s dexterity by 1 point (to a maximum of 18). Usable 
  by: All Classes. 
  Manual of Wisdom: Reading this tome increases the reader’s wisdom by 1 point (to a maximum of 18). Usable by: 
  All Classes. 
  Medallion of ESP: Allows the wearer to be able to read the thoughts of one creature within 30ft (75%), 60 ft (50%) 
  or 90 ft (25%). The wearer can also use this to cast Mentar once per day. Usable by: All Classes. 
  
  Mirror of Mental Scrying: This hand-mirror (it might also be found as a smaller mirror on a necklace) allows the 
  user to cast the divine spell Vieda, with the normal range, but for an unlimited time. The mirror will also answer a 
  question about what it portrays (the answer is likely to be cryptic), but only one question per week is possible. 
  Usable by: All Classes. 
  Necklace of Firebaubles: This necklace is hung with 3d4 little baubles. When thrown, the baubles explode into 6d6 
  fireballs (per the spell Fulgar). Usable by: All Classes. 
  Robe of Blending: These robes make the wearer appear to be a part of his surroundings, including the ability to 
  appear as another one of a group of nearby creatures. He will appear to be a small tree when in forest surroundings, 
  a sand formation in the desert, etc. Creatures with 10+ hit dice (or levels of experience) have a 10% chance per level 
  (or HD) above 9th to perceive the wearer as a robed figure rather than a part of the surroundings. Usable by: All 
  Classes. 
  Robe of Eyes: Hundreds of eyes are woven and embroidered into the fabric of these magical robes, granting the 
  wearer tremendous powers of supernatural perception. In a radius of 240 ft, anything he looks upon is seen for what 
  it is: he sees invisible creatures, he perceives illusions, and his sight even extends into the astral plane. He cannot be 
  ambushed or otherwise taken by surprise, and he can follow the trail of anything that has passed by within the last 
  day. Usable by: Magic-users only. 
  Robe of Wizardry: This robe grants the wearer the ability to cast Juxman, Rel Xenylem and Exanman with a 95% 
  chance of success. The robes may be tied to specific alignments. Usable by: Magic-users only. 
  Rope of Climbing: A 50 ft length of rope that leaps magically upward and can tie and untie itself upon command. 
  Usable by: All Classes. 
  Rope of Entanglement: This rope, on command, twines itself around as many as 2d4+1 human-sized foes. The rope 
  cannot be hit except with a natural roll of 20 (it is magical), and can sustain 20 hit points of damage before fraying 
  and becoming useless. Usable by: All Classes. 
  Spade of Excavation: This ordinary-looking spade digs by itself when commanded, shoveling out one cubic yard (27 
  cu ft.) per ten minutes (1 turn). Usable by: Fighters only. 
  Strange Coins: Upon rubbing the coin, enabling the bearer to negate time. The effect is to speed the bearer up for a 
  short period of time. (1d6 rounds) Anything that they do will have an instantaneous effect. Only instantaneous effect 
  spells will work if cast while in negated time. The coin disappears as soon as rubbed.  
  Scarab of Death: This is a carving of a scarab-beetle, or perhaps the petrified remains of a real one. When the scarab 
  is displayed, it is the same as casting Decorp. The scarab may be used 1d12 times, after which it crumbles to dust. 
  At the option of the Referee, it might be recharged using a Decorp spell, but with a 5% chance per charge that the 
  item will be destroyed. Usable by: All Classes. 
  Tent of Repose: Group of up to 10 people can rest inside undisturbed, even in the middle of an enemy infested area. 
  Every character gets back all their hit points. The tent is susceptible to flame when not in use – if the person carrying 
  it is subject to a flame attack, the tent will automatically be destroyed, unless magically protected. 
  Cursed Items 
  Cursed items come in many shapes and forms—most likely they are ancient magical items whose magic has 
  deteriorated or changed with age, although some of them were clearly fashioned to serve as traps for the unwary (or 
  for the maker’s enemies, perhaps). The items that follow are examples of cursed items – one can quickly create a 
  cursed item by rolling on the same magic item table, looking at the result and reversing its intended effect into 
  something disastrous for the user. Cursed items are usable by any class. 
  Cursed items cannot be removed or their power reversed unless through the use of the arcane spell Anort Jux or 
  divine spell Al Deprecu.  
  Roll d100 
  Cursed Item 
  1-4 
  Amulet of Insanity 
  5-8 
  Bag of Devouring 
  
  9-12 
  Boots of Stone 
  13-16 
  Cloak of Poison 
  17-20 
  Cloak of Vulnerability 
  21-24 
  Crystal Ball of Suggestion 
  25-28 
  Dancing Boots 
  29-32 
  Flask of Stoppered Curses 
  33-36 
  Gremlin’s Compass 
  37-40 
  Gauntlets of the Coward 
  41-44 
  Helm of Arrogance 
  45-48 
  Helm of Opposites 
  49-52 
  Horn of Collapse 
  53-56 
  Horn of Valhalla, Tainted 
  57-60 
  Manual of Weakness 
  61-64 
  Manual of  Sickliness 
  65-68 
  Manual of Clumsiness 
  69-72 
  Manual of Stupidity 
  73-76 
  Manual of Foolishness 
  77-80 
  Manual of Vanity 
  81-84 
  Medallion of Projecting Thoughts 
  85-88 
  Mirror of Opposition 
  89-92 
  Necklace of Choking 
  93-96 
  Robe of Feeblemindedness  
  97-00 
  Yellow Idol 
   
  Amulet of Insanity: Upon wearing this amulet, the wearer loses 1d4 in CHA and 1d6 divided by two of WIS and 
  INT. The wearer also begins to suffer from a phobia, the nature of which is up to the Game Referee. Any activity or 
  encounter will result in the wearer running away or becoming catatonic until the situation is resolved. Once the 
  amulet is removed, the lost attributes are regained. 
  Bag of Devouring: Functions as a bag of holding, but devours any item placed into it within 1d4+1 hours. 
  Boots of Stone: These boots slow the user to half their former movement rate. The user is also unable to climb or 
  jump unless assisted by another. 
  Cloak of Poison: Upon donning this cloak, the wearer’s body is suffused with magical poisons of many kinds, and 
  dies instantly, without the chance of a saving throw. 
  Cloak of Vulnerability: While appearing to be a Cloak of Protection, this cloak actually reduces the effectiveness of 
  the wearer’s Armor Class by 1 to 3 (add 1 to 3 for Descending, subtract 1 to 3 for Ascending Armor Classes. To 
  determine amount, roll1d6 and divide by 2). It also adds a penalty to the wearer’s saving throws by the same 
  amount. 
  Crystal Ball of Suggestion: Does not function as a crystal ball, but implants a suggestion in the viewer’s mind. 
  Powerful versions of this item might even implant a Quest. 
  Dancing Boots: These boots function as boots of Elvenkind or speed, until the wearer is in combat or fleeing. 
  Suddenly at that point he will begin to dance a jig, or perhaps a stately waltz. 
  Flask of Stoppered Curses: This flask releases a curse of some kind when its seal is broken. 
  Gremlin’s Compass: When brought into a dungeon and used to tell direction, it attracts gremlins. Upon rolling a 6 
  for a normal wandering monster check (or 1 if using 6 to indicate wandering monster), indicates the presence of a 
  gremlin. 
  
  Gauntlets of the Coward: While having the appearance of extremely finely made and strong gauntlets, they in fact 
  cause the wearer to lose strength and become a weakling. -4 strength damage penalty (not offset by any existing 
  strength bonuses).  
  Helm of Arrogance: This helm appears as a finely crafted helmet worthy of the most powerful warrior, but it takes 
  away any “to-hit” bonuses for all attacks and any ability for multiple attacks per round. The wearer still performs the 
  extra attacks but all of them automatically miss. 
  Helm of Opposites: The wearer of such a helm reverses their declared alignment (or becomes Chaotic or Lawful if 
  formerly Neutral, whichever is reverse of their most recent moral action).  
  Horn of Collapse: When sounded, this horn causes a blast of destruction straight upwards, destroying any ceiling 
  overhead and causing it to collapse. 
  Horn of Valhalla, Tainted: Has the same appearance as other Horns of Valhalla, but instead of the summoned 2d4 
  berserk warriors (3 HD) helping, they attack the blower. 
  Manual of Weakness, Sickliness, Clumsiness, Stupidity, Foolishness, Vanity: Upon reading one these texts, the 
  reader loses 1 point of Strength, Constitution, Dexterity, Intelligence, Wisdom or Charisma, respectively.  
  Medallion of Projecting Thoughts: The wearer’s thoughts can be “heard” by all nearby. 
  Mirror of Opposition: All persons looking into this mirror are attacked by evil versions of themselves, exact 
  duplicates including spells and magic items. When the mirror-opposites are slain, their bodies and equipment 
  disappear into mist, and return to the mirror. 
  Necklace of Choking: Upon wearing the necklace, the victim must make a saving throw or die of asphyxiation in 4 
  minutes (4 rounds). If the victim makes their save, this necklace proves to be a hindrance to speaking (preventing the 
  casting of spells or of yelling) and prevents extreme physical activity (no running at double movement, must “rest” 
  every other combat round, etc.) 
  Robe of Feeblemindedness: Anyone donning this cloak has his intelligence reduced to that of a garden snail. 
  Yellow Idol: Each idol has a unique feature of some particular creature. The person who has the idol in their 
  possession suffers from an unreasonable fear of that creature and will run away from them as fast and as far as 
  possible until the creature is out of sight.  
  Artifacts 
  Artifacts can be game changing in nature, therefore a Game Referee should approach them with caution and with 
  understanding of the possible ramifications such powerful things can have on a campaign. Several artifacts are 
  outlined here which legend and fact have combined into Sosarian mythology – only the most intrepid and astute of 
  adventurers will be able to find these items, if they indeed exist. 
  Black Ruby - Gem of Immortality 
  The black Gem of Immortality is Mondain's source of power and his key to immortality. Mondain has his soul 
  bound to it, and as long as the gem exists, he also exists, with unbelievable powers. However, this is also the biggest 
  weakness of the Gem. The Gem came into being when Mondain turned his father's Sun Ruby Gem into it. With its 
  help, he waged war against Sosaria, It is not known how to sunder Mondain from the Gem or what would happen if 
  Mondain was somehow killed. (Note to Game Referee – this is where you get to decide what happens!) 
  The Marks 
  It is said that in ages past, Kings, Mages and Priests all strong in their craft delved into the dungeons and dark holes 
  that Mondain now controls. In some places, the very Land itself rose up to oppose these strong adventurers, and was 
  beaten back. Such places are now said to be marked by red hot metal rods sticking out of the wall or floor, 
  surrounded by lava, the Earth’s blood, or present in shrines built on top of these ancient grounds – allowing only the 
  most worthy inside to gain advantage of the Marks.  
  
  A brave adventurer, if worthy and strong enough, can reach out and be “marked” by the rod, imparting some power 
  to the bearer of the brand left behind. Upon placing an arm or leg onto the rod, the character will suffer an 
  immediate wound of an amount equivalent to ¾ of their maximum hit points. Note that if the damage forces the 
  character below 0 hp, then they die. If they survive the damage, they will be in a coma from the shock of the burn 
  for 1d6 hours and unable to perform strenuous activity for a week.  
  A Game Referee may also make it so that the Marks “move” after one use, requiring the characters to find it again 
  for more characters to gain its benefits. 
  There are 4 Marks of Legend: 
  Mark of Fire: The bearer of this Mark is now a master of fire. Once per day, they may choose one of the following 
  powers: 
  1. No fire or heat, including lava, will harm the bearer. When struck with fire or fire based spells, they regain 
  1d6 hit points.  
  2. They are able to create a wall of fire (as per the spell Insirap)  
  3. They may command a weapon in hand to flame (+1d6 damage).  
  4. They may also cast the spell Fulgar once per day or gain an extra casting of it for each time it is 
  memorized. It will do at least 6d6 damage unless the caster is already of a magic-user based class of higher 
  than 6th level. 
  Finally, they may cause things to ignite at command within 30’ at will. 
  Mark of Kings: The bearer of this Mark becomes stronger and more regal in their class. They instantly gain the 
  following effects: 
  1. Gains a level and enough XP to go 25% towards the following level.  
  2. For the new level, they gain a full 6 hp plus any appropriate bonus, instead of rolling the new HD. (If the 
  Game Referee uses the houserule of rerolling all HD upon leveling up, then reroll all dice showing 1 or 2) 
  3. The bearer also gains +1 to two of the three attributes: Str, Wis, and/or Cha. (Roll 2d6, 1-2 Str, 3-4 Wis, 5-6 
  Cha – no repeats of same attribute) 
  It is rumored that this Mark, above all others, is the most difficult to obtain.  
  Mark of Snake: The bearer of this Mark will find the skin around the mark has a scaled appearance and gains the 
  following abilities, of which they may perform one power once a day: 
  1. Cast Virgla Certa. 
  2. Can cast Rec Su and Rec Du 3 times each. 
  3. Able to neutralize poison on self or others 
  4. Can cause poison in an enemy by touching them, that enemy must save at -2 or die.  
  5. They may climb sheer surfaces or burrow in ground for up to 30’, at will. 
  They also are ignored by any snakes, including snakes under control of others. They will never be attacked by 
  snakes, even in defense. 
  Mark of Force: The bearer of this Mark can cast one of the following spells once per day, or gain an extra casting of 
  it if already memorized: 
  1. Fulgar (6d6 damage),  
  2. Cold as a Wand of Cold (6d6 damage) 
  3. Lorgar (6d6) 
  4. Kallemus  
  5. Dag Mentar (6d6 damage) 
  
  The bearer and any within 10’ may also pass through force fields or barriers created by magic. This also includes 
  walls created by the spells Insirap and Val Insirap. 
  Quicksword   
  Legend of the Quicksword, the famed blade of the Master Thief Linone, has spread far and wide, especially the 
  circles of thieves and pirate crews. It is said that only a thief of true ability and worth can command the blade and 
  control it to have it do the bearer’s bidding. Regardless of the legends, should anyone come into contact with the 
  famed and powerful Quicksword, they are sure to become the focus of new legends – and many jealous thieves and 
  pirates! 
  The Quicksword is an intelligent and vain long sword of Neutral alignment. It cares not for foes aside from the foes 
  that will bring riches to the wielder and fame and notoriety to the legend of the sword. The sword will only respect 
  and obey a thief who shows extraordinary abilities (judgement of the Game Referee) and be of a high enough level 
  to command other thieves (at least level 7.)  
  It has the ability to: 
  • 
  Detect Traps 
  • 
  Locate Secret/Concealed Doors and Passages 
  • 
  Boost the wielder’s Dexterity to 1 to 4 times normal once per day 
  • 
  Negate time similar to the effects of Strange Coins once per day. 
  None of these powers are accessible unless the wielder uses the command word: "Enilno”.  (or an appropriate word 
  that the Game Referee decides upon, should eager players have read the Game Referee’s Guide.) It should also be 
  noted that if the sword decides to go into a snit or is angry at the player, it will work against the player until the 
  sword is mollified. 
  The sword also provides a +2 to-hit versus all opponents at all times.  
  Skull of Mondain 
  The Skull of Mondain is a very evil Artifact.  
  If the one bearing it so desires, he or she may cast the spell of P at will – the victims are all destroyed by the sheer 
  power of the evil within this skull. However, as it is with such evil, the price is high, as each casting of P reduces the 
  Cha of the user by 1 if they fail a saving throw. Once the character’s Charisma is reduced to 0, they die and their life 
  force becomes tangled into the skull. 
  This skull also has the powers of a Staff of Wizardry and a Staff of Absorption. If the Skull absorbs 50 levels of 
  spells, it will discharge a casting of the spell of Decorp at a random victim, including possibly the bearer of the 
  skull! 
   (Note to DM: Obviously, Mondain must die, or be already dead in your campaign, for this artifact to come to light. 
  According to what is known in Ultima 2, when Mondain died, other dark mages were greedy to get his remains, as 
  the dark power within them was great. Minax was horrified, and in the last second saved the most powerful part 
  from being defiled: her lover and mentor's skull, enshrining it in her fortress.) 
   
  
  Settings Information 
  [[To do – all of this]] 
  Towns 
  Cities 
  Castles 
  Dungeons 
  Shrines and Ancient Places 
  U1 
  Southern Sign Post 
   
   
  +10% Charisma 
  Sign Post 
   
   
  +10% Stamina 
  Grave of the Lost Soul 
   
   
  +10% Stamina 
  Pillars of Protection 
   
   
  +10% Agility 
  Tower of Knowledge 
   
   
  +10% Intelligence 
  Pillar of Ozymandias 
   
   
  +10% Wisdom 
  Pillars of the Argonauts 
   
   
  Weakest weapon you don't already have 
   
  Eastern Sign Post 
   
   
  Nothing 
   
  Mondain’s Fortress in “Time of Legends” 
   
  U2 
   
  Moongates 
   
  
  Shadowguard is the fortress of Minax in the “Time of Legends”. The castle has various rooms, like a museum of 
  Minax' triumphs, but at the same time, it is full with the most horrible monsters, and protected by force fields, which 
  instantly kill, if not having the Force Field Ring. 
  Sun  
  4  
  4  
  4  
  None 
  Mercury  
  5  
  4  
  5  
  Water, Swamp 
  Venus  3  
  3  
  4  
  Water, Swamp, Grass 
  Earth  
  6  
  6  
  6  
  All varieties 
  Mars  
  6  
  2  
  3  
  Mountains 
  Jupiter  1  
  3  
  4  
  Water, Grass 
  Saturn  2  
  8  
  5  
  Water, Grass 
  Uranus  9  
  4  
  6  
  Forest, Grass 
  Neptune  
  4  
  0  
  5  
  Grass 
  Pluto  
  0  
  1  
  4  
  Mountains 
  Planet X  
  9  
  9  
  9  
  All varieties 
   
   
   
  U3 
   
  Moongates 
   
  the phases of the twin moons, Trammel and Felucca are represented by numerals as follows: 
   0 - New Moon  
  4 - Full moon  
   1 - Crescent waxing  
  5 - Gibbous waning 
   2 - First quarter  
  6 - Last quarter  
   3 - Gibbous waxing  
  7 - Crescent waning 
   
  Trammel takes 24 days to complete all phases, Felucca does it in 8.  
   
  0,0 
  0,1 
  0,2 
  1,3 
  1,4 
  1,5 
  2,6 
  2,7 
  2,0 
  3,1 
  3,2 
  3,3 
  4,4 
  4,5 
  4,6 
  5,7 
  5,0 
  5,1 
  6,2 
  6,3 
  6,4 
  7,5 
  7,6 
  7,7 
   
  Ambrosia – lost land – shrines of STR, INT, WIS, DEX 
   
  Devil’s Gulch – pirates/thieves 
   
  Castle of Death – beyond the Great Earth Serpent in the Isle of Fire. 
   
   
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW - Swords & Wizardry - White Box/White Box Based RPGs/Siege Perilous, Ultima RPG (WhtBx)/The Siege Perilous Referee Guide (WhtBx).pdf