| 1d20 | Map type |
| 1-6 | Map of mapping |
| 7-8 | Map of misleading |
| 9-11 | Map of magic |
| 12-13 | Map of illusions |
| 14-15 | Map of secret doors |
| 16 | Map of navigation |
| 17-18 | Map of traps |
| 19 | Map of distortion |
| 20 | Mudd's marvelous map (see Table 2) |
Among the many lost and nearly forgotten
treasures of Oerth are certain unique
devices created in ages past by two sorcerers,
Madd and Ztxar (pronounced "zar").
Though famed for their great skill at
dweomercrafting, their only surviving
works are a lejendary set of magical
maps, which have since been copied by
others, The two men were known to have
lived in the portion of the world presently
called the Sea
of Dust, prior to the Rain of
Colorless Fire. During the holocaust, Madd
fled with eight of the magical maps,
though Ztxar perished with the rest of
their works in the disaster.
Madd's symbol
After Madd escaped from the Rain of
Colorless Fire, he settled down in an
unknown city and led a peaceful life,
teaching magical arts and experimenting
with various forms of magic. A month
before his death, Madd completed the
creation of a new magical map and added
it to the other eight in his collection,
Sensing
that his end was near, he handed his
maps to his favorite apprentice, an intelligent
fellow named Dane. This lad then
retreated to a reclusive life, during which
he mastered the techniques of duplicating
magical items. Applying these techniques
to the maps, Dane was successful in duplicating
them all.
Dane's symbol
Following news of his success, magicusers
from all over the Flanaess came to
see Dane, begging him to sell them the
duplicates of the maps. Dane refused to
do
so and asked all the magic-users to leave.
Soon after, he disappeared altogether with
the maps and all their duplicates. What
became of Dane and the original maps
thereafter remains a mystery ? but duplicates
of his maps have appeared on occasion,
and the duplicates have themselves
been duplicated time and again. Because
some of them have surfaced in the Free
City of Greyhawk, these maps are generally
called the Magical Maps of Greyhawk.
Description
and properties
All of the maps appear to be similar at
first glance, but careful examination
reveals that the inscriptions, designs,
and
handwriting are distinguishing characteristics
for each. Each of the original maps is
made from ancient parchment which is
still in superb condition. The left end
of
each parchment is attached to an old,
ornately carved, round wooden stick. Each
end of the stick is embedded with one gem
of roughly 1,000 gp in value. Replicas
are
similarly decorated; it has become a tradition
in the creation of these maps.
The symbol of Madd is imprinted on the
original maps, though some of these originals
have probably been destroyed. Most
of the first-generation replicas bear Dane?s
symbol, and other replicas made by Dane?s
disciples either bear their own symbols
or
have no symbol at all.
These maps have several common properties
other than their individual functions
(including those duplicates made by Dane).
The first property is that the maps cannot
be cut, burnt by normal fires, or
destroyed in any way except through the
use of a rod of cancellation, Mordenkainen’s
disjunction, magical fires of any
sort, powerful magical items like artifacts,
wishes, or through other means as noted
below. A saving throw as per parchment
at + 6 vs. magical fire is applicable if
subjected
to magical flame. If this saving
throw is failed, the whole map is burnt
to
ashes which have no special properties
whatsoever.
The second property of the maps is that
no runes, words, or inscriptions (magical
or not) can be written on a map. If a wish
spell or any other powerful magic, such
as
from an artifact, is used to write upon
a
map, a magical fire springs into existence,
destroying the map. No saving throws are
allowed. Other spells cannot harm the
map.
Most of these maps have a limited number
of magical charges placed into them
during their creation. In order to use
such
a map, the bearer (who may be of any
class or race) holds the map in his hands,
looks at his surroundings, then utters
a
command word that expends a charge of
the device. Each time a charge is used,
a
new diagram is created upon the map?s
surface, erasing any previous map diagram.
None of the charges can be
replaced; even a wish cannot recharge one
of these maps. When all the charges of
a
map are used up, the map disintegrates
into a powder. Every two days, the map
erases itself. This erasure can also be
voluntarily performed by the user before
the two-day limit, using the command
word.
FINALLY(yes), the last property of the maps
is
that, whenever one of the maps is activated,
the user (but no onlookers) must
make a saving throw vs. death magic or
be
stunned for 1-10 rounds. During this period,
the user simply stares at the map,
unable to perform any other actions. Only
remove
curse, dispel magic, negation,
limited wish, or wish can bring the user?s
state of mind back to normal during that
time. A charge is used, however, and the
map functions normally. (Optionally, the
Dungeon Master may have a charge spent
but no map diagram appear in order to
control the use of these maps.)
Brief descriptions of each magical map
follow. Assume a 5% chance exists that
a
magical map found in the WORLD
OF
GREYHAWK?
fantasy setting is actually
one of these maps.
Map of mapping
In a dungeon, this map records whatever
the user is able to see, given normal
illumination and no upper sighting limit.
Upon command, the map changes its scale
to a suitable size and is therefore able
to
map features over a great area. Everything
is mapped the way the user sees it. For
example, the illusion of a door is mapped
as a door. If the illusion is discovered
as
such or dispelled, the map of mapping will
not record it again for that user. Traps,
hidden or invisible items, and living beings
do not appear on the map. A concealed or
secret door appears on the map only if
located. To simulate this item?s effect,
the
DM should sketch out an accurate (though
limited) map for the players as they progress
through an underground or interior
environment, creating a new map with
each charge expended (see below). Some
maps of this sort may have more limited
indoor mapping ranges (generally out to
120? or so). Given the limited sighting
ranges of most underground environments,
this map is usually of limited use in
dungeons and caves.
In the wilderness, the map of mapping
records the area in a 10-mile radius, taking
the spot the user is standing upon as the
center. Again, illusions and concealed
elements, such as hallucinatory
terrain,
are mapped as they appear. These ?errors?
disappear once the illusion is dispelled
or
discovered. The map only shows terrain
features like forests, deserts, roads,
tracks,
cities, towns, villages, etc.; no living
beings, vehicles, snares, or traps are
mapped out. Then, too, only features that
are immediately visible to the user are
mapped (thus, the map is of limited use
in
a valley). This item has 30d4 charges.
Initial charges: 30-120
XP value: 3,500
GP value: 21,000
Map of misleading
This map appears to be exactly the same
as a map of mapping until it is used, but
the map records many terrain features
falsely. There is a 1% chance per level
of
any magic-user using an identify spell
for
the true nature of the map to be detected.
Unless the user makes a saving throw vs.
spells upon using a charge, he believes
the
map is entirely accurate, despite whatever
sort of terrain he actually sees (the user
believes the actual terrain to be an illusion
or hallucination). Anyone besides the user
who looks at the map is required to make
a saving throw as above at +2 or fall
under the map?s spell. The map?s user,
of
course, believes nothing contrary to his
own delusions. Though the user does not
resist having the map taken from him, the
loss or destruction of the map will not
cure his delusions of seeing doors which
don?t exist, walls in open spaces, etc.
After
a week, the user will not be able to function.
Onlookers are similarly affected.
A remove
curse followed by a dispel
magic are required to ward off these ill
effects. The remove curse should be cast
on the person currently using the map.
It
affects everyone else under the map?s spell
if this is done; otherwise, only one onlooker
is so freed from the map?s power. The
dispel magic spell then entirely removes
the map?s ill effects from any one victim
(or from all at once if cast upon the map?s
user). If only the remove curse spell is
cast
on the victim, he returns to his former
delusions unless dispel magic is cast upon
him within a day. Dispel magic alone is
useless. It is believed that the improper
creation of a map of mapping results in
the production of a map of misleading.
These maps have no charges as such.
Initial charges:
-
XP value: -
GP value: 500
Map of magic
This map functions as a map of mapping
in every way except that it can also detect
magical dweomers and auras (which are
highlighted on the map in pulsating red).
The exact sort of dweomer is not shown
on the map or made known to the map?s
user. The map of magic contains 20d4
charges; each use for mapping (which
includes the detection and location of
magic) drains one charge. Magical items
carried on living beings can be detected
and located; invisible objects can be detected
as well. Area-effect spells like mass
invisibility, certain illusions, or stinking
cloud which are still in effect can be
seen
on the map as zones of red. Only areas
which can be seen within 120? indoors (or
120 yards outdoors) can be examined for
such dweomers and auras, though the
map will faithfully record areas much
larger in size, out to the limits of a
map of
mapping.
Magic which is a permanent characteristic
of a living creature (such as the magical
resistance of a dragon
or a wizards ability
to cast spells) cannot be detected. Magical
items or areas hidden from view cannot
be mapped.
Initial charges:
20-80
XP value: 5,000
GP value: 30,000
Map of illusions
This map also functions as a map of
mapping, although
it can also detect any
form of illusion/phantasm spell within
range. A map like this contains 20d4
charges; the expenditure per usage (which
includes the mapping and detection functions
simultaneously) is one charge. Magical
(but not psionic) invisibility can be
detected by this type of map, but only
one
function of this map may be used at any
one time, either detecting for illusions
or
invisibility.
It is possible to dispel invisibility
on a certain object or being by using an
additional charge from this map. A saving
throw vs. spells is allowed if the target
is a
living being and is unwilling to have its
invisibility dispelled. This latter use
does
not erase the existing diagram on the map,
but it cannot be used unless the map itself
has detected the invisible target. The
range of this device is 120? indoors or
underground, and 120 yards outdoors, for
purposes of detecting illusions; the map
will still diagram areas out to the limits
of
a map of mapping.
Initial charges:
20-80
XP value: 6,000
GP value: 36,000
Map of
secret doors
The functions of a map
of mapping can
also be found in a map of secret doors.
As
its name implies, this map has the ability
to locate secret doors, which are shown
as
bright yellow dots on the map. The map
contains a total of 20d4 charges. Each
use
to map an area and locate secret doors
uses one charge. Traps of any sort cannot
be detected, but concealed doors are
revealed. The ranges of the detection
functions of this map are 60? indoors and
60 yards outdoors; other mapping limits
are as per a map of mapping.
Initial charges:
20-80
XP value: 5,500
GP value: 33,000
Map of
navigation
This map can be used to record nearby
areas on land or at sea. On land, the map
shows a 20-mile radius around the user,
recording only normal terrain features
(forests,
cities, villages, roads, trails, etc.)
as per a map of mapping. However, this
map was actually designed by Madd and
Ztxar to work only on bodies of water.
Somehow, the two made a mistake in the
enchantment of this map, which led to the
map?s ability to work on land as well.
The
map is more potent when used from a
waterborne ship. Usually, 30d4 charges
are contained within.
The map of navigation has a 30-mile
radius of effect when used from a ship.
In
this event, however, it will map no land
features beyond a 20-mile radius. Thus,
an
island 22 miles away would be missed, as
would features on a shoreline 27 miles
away. A lake only two miles beyond the
shoreline mentioned above would not
appear, either.
Other information, like sea currents,
ocean depths, ice floes, and so forth,
may
be gained from casting legend lore while
using the map of navigation. The DM may
add other useful or interesting navigational
information as desired in this event.
Additionally, ships within a 30-mile range
are displayed on the map when legend
lore is cast, and sea creatures over 20?
in
length and avian creatures over 25? long
are shown as well. Each major feature
appears in pictorial form with its own
distinctive shape and coloration. The user
automatically understands how to read the
map and knows what each symbol means,
though onlookers cannot see them.
Initial charges:
30-120
XP value: 5,000
GP value: 30,000
Map of traps
Like the other maps, this map is similar
to the map of mapping.
The map of traps,
however, has the ability to detect traps
which are within the range of sight, 60?
indoors or 60 yards outdoors. This map
contains a total of 20d4 charges. One use
to detect traps drains a charge.
Traps which have already been detected
by the use of the map can be disarmed by
draining one or two charges from the
map. The person using the map must
make a saving throw vs. death magic to
disarm or deactivate a trap. The saving
throw is at -2 if the trap is of a magical
nature.
Nonmagical traps are permanently deactivated
or disarmed using this map (crossbow
traps jam, poison is neutralized, pits
are covered over by a wooden lid, etc.).
Magical traps like explosive runes can
be
detected, but two charges are required
to
deactivate them permanently. If only one
charge, perhaps the last one, is available,
then the magical trap is only deactivated
for 2d4 turns. Only one trap of the user?s
choice may be deactivated per charge.
Initial charges: 20-80
XP value: 5,500
GP value: 33,000
Map of
distortion
This map exhibits all the properties of
a
map of mapping
when examined. There is
a 1% chance per level of a magic-user
identifying the map to discover the map?s
true nature. The map?s ill effects are
not
noticed by the user or any other person
under its spell. Anyone looking at the
map
or so much as catching a glimpse of the
diagram it displays must make a saving
throw vs. spells or fall under the map?s
power. No saving throw is allowed to the
user. This map has no charges as such.
As
with the map of misleading, it is thought
that errors in the creation of a map of
mapping result in a map of distortion.
The distances shown on the map differ
from the actual distances to landmarks
by
10-80%. (1d8 x 10) in any direction. All
those under the spell of the map see the
actual distance as being the distance
shown on the map, even if they previously
knew the true distances to the mapped
landmarks. The user and all others who
are affected perceive no inconsistencies
between what the map shows and what
the world shows them; if the user walks
eight miles to get to a hill that the map
shows as being four miles away, the user
believes he has walked four miles. The
effects from a single use of this map last
for two days, at which time the map
erases itself (unless it has already been
erased). Erasing the map before two days
are up has no effect on the duration of
the
user?s or onlooker?s confusion. However,
if
the user activates this map more than
once, he must make a saving throw vs.
death magic (as is normally done upon
each use of one of these maps) or else
be
feebleminded as per the sixth-level druid
spell. No onlookers are affected in any
way by this second activation.
If the person using this map has activated
it only once, that person (and all
others affected by the map) suffer other
visual distortions as well during the two
days that the map?s effects occur, even
if
the mapped area is left behind. If attacking,
those affected by this map roll to hit
at -4 and can be hit at +4. The players
should not know of this adjustment.
To get rid of the ill effects, each person
must be cured individually. A remove
curse followed by a dispel magic spell,
both being cast on only one person at a
time, must be employed. Anyone under a
feeblemind can be cured by a heal or wish
spell. Throwing these spells on the map
itself has no effect whatsoever. Only after
all these steps are taken will the map
lose
its control over the minds of those affected.
Destroying the map is of utmost importance,
as failing to do so causes anyone
who was once feebleminded by the map to
become feebleminded again within 2-8
days. If the map is destroyed, all of its
victims are cured of whatever afflictions
the map gave them.
Initial charges:
-
XP value: -
GP value: 500
Madd's
marvelous maps
Madd’s marvelous maps are combinations
of some of the maps listed above.
Except for the map of mapping and magic
the other maps listed below are all the
creation of Dane, Madd?s disciple. Madd
actually created only one prototype of
a
marvelous map, which has since been
destroyed. After Dane mastered the technique
of creating magical maps, he duplicated
the original before its destruction,
and created even more versions by combining
the functions of several maps.
It is worth noting that, during the creation
of these maps, an unfortunate flaw is
sometimes produced because of the instability
of the magic involved. Upon expiration
of a marvelous map’s charges, the
map might explode, causing magical damage
as listed in each map?s description.
This inherent flaw was not detected by
the creators, although it may be detected
by any magic-user employing an identify
spell on the map (which allows a 10%
chance per level of noting the map?s flaw).
Not all of the maps created have this particular
magical flaw.
Map
of mapping and magic
This map initially functions in all ways
as a map of magic. After 20d4 charges
have been used, however, the map has an
85% chance of becoming a map of mapping
(with 10d4 charges) and a 15%
chance of exploding in magical flame,
causing everyone within 10? of the explosion
to take 2d4 +2 hp damage (save vs.
spells for half damage).
Initial charges:
20-80/10-40
XP value: 6,000
GP value: 36,000
Map
of mapping and illusions
This map functions at first as a map
of
illusions.
After 20d4 charges have been
used, the map has an 80% chance to
change into a map of mapping (with 10d4
charges) and a 20% chance that it
explodes, causing 2d8 +2 hp damage to
everyone within a 10? radius of the blast
(save vs. spells for half damage).
Initial charges:
20-80/10-40
XP value: 6,500
GP value: 39,000
Map
of mapping and secret doors
This map works like a map
of secret
doors with
20d4 charges. When the
charges are gone, there is an 85% chance
that the map becomes a map of mapping
(10d4 charges) and a 15% chance that the
map explodes, inflicting 2d4 + 2 hp damage
to each person within a 10' radius (save
vs.
spells for half damage).
Initial charges:
20-80/10-40
XP value: 6,250
GP value: 37,500
Map of mapping and traps
At first, this map functions as a map of
traps with 20d4
charges. With the expiration
of the charges, this map has a 70%
chance of becoming a map of mapping
(10d4 charges) and a 30% chance of being
destroyed, inflicting 2d4 + 8 hp damage
to
every person within a 10? radius (save
vs.
spells for half damage).
Initial charges:
20-80/10-40
XP value: 6,250
GP value: 37,500
Map
of magic and illusions
This map functions as a combination of
the 2 types of maps mentioned in its
name. Contained within the map are
10d4+10 charges. Each charge can be
used to detect either magic,
illusions, or
invisible objects, with all of the range
penalties and abilities noted for the two
map types of which this map is composed.
Additionally, charges may be used to render
invisible objects visible as per the map
of illusions. The map explodes when all
of
the charges are used up, causing 1d10 +
10
hp damage per person in a 10? radius. A
save vs. spells applies for half damage;
however, the user gains no save and
always takes maximum damage, unlike
with other sorts of exploding maps.
Initial charges:
20-50
XP value: 7,500
GP value: 45,000
Map
of magic and secret doors
This map has all of the same functions
as
those mentioned in the map
of magic and
the map of
secret doors. A single charge
may be used to either detect magic or
secret doors, but not both at once. Like
the map of magic and illusions, this map
has 10d4 + 10 charges. Upon expiration
of
these charges, the map explodes,, causing
1d12 + 8 hp damage to every person within
a 10? radius. A saving throw vs. spells
is
allowed, though the user gains no save
and always takes maximum damage.
Initial charges:
20-50
XP value: 8,000
GP value: 48,000
Map
of magic and traps
This map is also similar in description
to
the map of magic
— the added advantage
being all of the abilities listed in the
map
of traps. This map also has 10d4 + 10
charges, each of which may be used to
detect either magic or traps, or to negate
any traps so detected. When these charges
are expended, the map explodes, causing
2d4 +4 hp damage to all within 15?. A
saving throw vs. spells is applicable for
half damage, though the user takes maximum
damage with no saving throw.
Initial charges:
20-50
XP value: 8,000
GP value: 48,000
Map
of illusions and secret doors
This map functions as a combination of
a
map of illusions
and a map of secret doors,
with a single charge either detecting illusions,
invisibility, or secret doors, or dispelling
the invisibility on an object or
being. This particular map has 10d4 + 10
charges. When all the charges have been
expended, this map explodes, causing
1d12 + 10 hp damage to each person within
a 10? radius (save vs. spells for half
damage, except for the user who takes full
damage with no saving throw).
Initial charges:
20-50
XP value: 8,750
GP value: 52,500
Map of illusions and traps
This map has 10d4 + 10 charges and
functions as both of the map types noted
in its name <(map
of illusions, map of traps)>. A single charge
will either
detect illusions, traps, or invisible objects,
and charges can be used to dispel invisibility
on objects or persons. When all
charges have been used, the map
explodes, doing 2d6 +4 hp damage to all
within 15?, with a saving throw vs. spells
for half damage. The user, of course, gains
no saving throw and always takes maximum
damage.
Initial charges:
20-50
XP value: 8,750
GP value: 52,500
Map
of secret doors and traps
This map works as both a map
of secret
doors and
a map of traps and has
10d4 + 10 charges. One charge may be
used to detect either secret doors or traps,
or charges may be used to disarm traps
as
per the map of traps. When all charges
have been used, the resulting explosion
does 3d4 +4 hp damage to all within 10?,
with a saving throw for half damage. The
user takes maximum damage and gains no
save against it.
Initial charges:
20-50
XP value: 8,250
GP value: 49,500
Dane’s version
This map was created by Dane through
the use of the various techniques taught
to
him by Madd. This map has 20d6 charges.
For the most part, this map works as a
map of
magic and illusions, as noted
above. Additionally, Dane’s version has
the
ability to cast one permanent illusion
or
one programmed illusion per day, and one
veil per week, as a 16th-level illusionist.
Each spell drains one charge from the
map. The illusions last until dispelled
or
until the time limit expires, as given
for
the spells. Any attempts to disbelieve
illusions created by this map are made
at
-2. This map is one of the rarest, as the
services of an extremely powerful illusionist
are required by the magic-user creating
it (Dane was lucky enough to be both
himself). When all charges have been
used, the map bursts into flame as per
a
fireball from a 12th-level magic-user.
Saving
throws vs. spells are allowed for all
within 20? for half damage, except for
the
user, who takes maximum damage without
a saving throw. All items carried by the
user take a - 6 on their saving throws
vs.
fireball if this occurs.
Initial charges:
20-120
XP value: 9,500
GP value: 57,000
SEPTEMBER 1987