GREYHAWK: MONSTERS & TREASURE

MONSTER REFERENCE TABLE, HOSTILE & BENIGN CREATURES (Addition)

NUMBER APPEARING:
ARMOR CLASS:
MOVE IN INCHES:
HIT DICE:
% IN LAIR:
TYPE OR AMOUNT OF TREASURE:

* See the paragraph regarding this monster for its possible treasure.
** Number after slash (/) is mounted or Flying Speed.

Druids
NUMBER APPEARING: 1-4+
ARMOR CLASS:  Variable
MOVE IN INCHES: Variable
HIT DICE: Variable
% IN LAIR: 15%
TYPE OR AMOUNT OF TREASURE: A, Variable
 

Tritons
NUMBER APPEARING: 5-30+
ARMOR CLASS:  6 to 4
MOVE IN INCHES: 15/24
HIT DICE: 5 to 7
% IN LAIR: 25%
TYPE OR AMOUNT OF TREASURE: Variable
 

Bugbears
NUMBER APPEARING: 5-20
ARMOR CLASS: 5
MOVE IN INCHES: 9
HIT DICE: 3+1
% IN LAIR: 30%
TYPE OR AMOUNT OF TREASURE: B
 

Ogre Magi
NUMBER APPEARING: 1-6
ARMOR CLASS: 4
MOVE IN INCHES: 9/15
HIT DICE: 5+2
% IN LAIR: 40%
TYPE OR AMOUNT OF TREASURE: E

Giants, Storm
NUMBER APPEARING: 1-8
ARMOR CLASS: 4
MOVE IN INCHES: 15
HIT DICE: 15
% IN LAIR: 30%
TYPE OR AMOUNT OF TREASURE: 5000 G.P. + Type E

Titans
NUMBER APPEARING: Variable
ARMOR CLASS: Variable
MOVE IN INCHES: Variable
HIT DICE: Variable
% IN LAIR: Variable
TYPE OR AMOUNT OF TREASURE: Variable

Shadows
NUMBER APPEARING: 2-20
ARMOR CLASS: 7
MOVE IN INCHES: 9
HIT DICE: 2+2
% IN LAIR: 50%
TYPE OR AMOUNT OF TREASURE: F

Will O' Wisp
NUMBER APPEARING: 1
ARMOR CLASS: -8
MOVE IN INCHES: 18
HIT DICE: 9
% IN LAIR: 1%
TYPE OR AMOUNT OF TREASURE: A

Liches
NUMBER APPEARING: 1-4
ARMOR CLASS: 3
MOVE IN INCHES: 6
HIT DICE: 10+
% IN LAIR: 100%
TYPE OR AMOUNT OF TREASURE: A

Harpies
NUMBER APPEARING: 2-12
ARMOR CLASS: 7
MOVE IN INCHES: 6/15
HIT DICE: 3
% IN LAIR: 20%
TYPE OR AMOUNT OF TREASURE: C
 

Dragons
NUMBER APPEARING: 1-4
ARMOR CLASS: 2/-2
MOVE IN INCHES: 9/24
HIT DICE: 5 to 21
% IN LAIR: 60%
TYPE OR AMOUNT OF TREASURE: H
 
 

Lizard Men
NUMBER APPEARING: 10-40
ARMOR CLASS: 5
MOVE IN INCHES: 6/12
HIT DICE: 2+1
% IN LAIR: 40
TYPE OR AMOUNT OF TREASURE: D
 
 

Dopplegangers
NUMBER APPEARING: 3-12
ARMOR CLASS: 5
MOVE IN INCHES: 9
HIT DICE: 4
% IN LAIR: 25%
TYPE OR AMOUNT OF TREASURE: E
 

Lycanthropes (Wererat or Rat Man)
NUMBER APPEARING: 8-32
ARMOR CLASS: 7
MOVE IN INCHES: 12
HIT DICE: 3
% IN LAIR: 35%
TYPE OR AMOUNT OF TREASURE: C
 

Lammasu
NUMBER APPEARING: 2-8
ARMOR CLASS: 6
MOVE IN INCHES: 12/24
HIT DICE: 6+2
% IN LAIR: 40%
TYPE OR AMOUNT OF TREASURE: A3

Salamanders
NUMBER APPEARING: 2-5
ARMOR CLASS: 3/1
MOVE IN INCHES: 9
HIT DICE: 7+3
% IN LAIR: 65%
TYPE OR AMOUNT OF TREASURE: F
 
 

Beholders
NUMBER APPEARING: 1
ARMOR CLASS: 4/2
MOVE IN INCHES: 3
HIT DICE: Special
% IN LAIR: 90%
TYPE OR AMOUNT OF TREASURE: I (treasure), F (magic)
 

Umber Hulks
NUMBER APPEARING: 1-4
ARMOR CLASS: 2
MOVE IN INCHES: 6
HIT DICE: 8
% IN LAIR: 50%
TYPE OR AMOUNT OF TREASURE: E
 

Displacer Beasts
NUMBER APPEARING: 2-5
ARMOR CLASS: 4
MOVE IN INCHES: 15
HIT DICE: 6
% IN LAIR: 35%
TYPE OR AMOUNT OF TREASURE: D
 

Blink Dogs
NUMBER APPEARING: 4-16
ARMOR CLASS: 5
MOVE IN INCHES: 12
HIT DICE: 4
% IN LAIR: 30%
TYPE OR AMOUNT OF TREASURE: C
 

Hell Hounds
NUMBER APPEARING: 2-8
ARMOR CLASS: 4
MOVE IN INCHES: 12
HIT DICE: 3 to 7
% IN LAIR: 25%
TYPE OR AMOUNT OF TREASURE: C
 
 

Phase Spiders
NUMBER APPEARING: 1-6
ARMOR CLASS: 6
MOVE IN INCHES: 6/15
HIT DICE: 5
% IN LAIR: 80%
TYPE OR AMOUNT OF TREASURE: E
 

Rust Monster
NUMBER APPEARING: 1-2
ARMOR CLASS: 2
MOVE IN INCHES: 12
HIT DICE: 5
% IN LAIR: Nil
TYPE OR AMOUNT OF TREASURE: Nil
 

Stirges
NUMBER APPEARING: 3-30
ARMOR CLASS: 7
MOVE IN INCHES: 18
HIT DICE: 1
% IN LAIR: 55%
TYPE OR AMOUNT OF TREASURE: D
 

Giant Tick
NUMBER APPEARING: 3-12
ARMOR CLASS: 4
MOVE IN INCHES: 3
HIT DICE: 3
% IN LAIR: Nil
TYPE OR AMOUNT OF TREASURE: Nil
 
 

Carrion Crawler
NUMBER APPEARING: 1-6
ARMOR CLASS: 3/7
MOVE IN INCHES: 12
HIT DICE: 3+1
% IN LAIR: 60%
TYPE OR AMOUNT OF TREASURE: B
 
 

Gelatinous Cubes
NUMBER APPEARING: 1
ARMOR CLASS: 8
MOVE IN INCHES: 6
HIT DICE: 4
% IN LAIR: Nil
TYPE OR AMOUNT OF TREASURE: * See the paragraph regarding this monster for its possible treasure.
 
 

Giant Slug
NUMBER APPEARING: 1
ARMOR CLASS: 8
MOVE IN INCHES: 6
HIT DICE: 12
% IN LAIR: Nil
TYPE OR AMOUNT OF TREASURE: Nil
 

Homunculi
NUMBER APPEARING: Variable
ARMOR CLASS: 7
MOVE IN INCHES: 6/18
HIT DICE: 2
% IN LAIR: Variable
TYPE OR AMOUNT OF TREASURE: Variable
 

Golems
NUMBER APPEARING: Variable
ARMOR CLASS: Variable
MOVE IN INCHES: Variable
HIT DICE: Variable
% IN LAIR: Variable
TYPE OR AMOUNT OF TREASURE: Variable
 

NUMBER APPEARING:
ARMOR CLASS:
MOVE IN INCHES:
HIT DICE:
% IN LAIR:
TYPE OR AMOUNT OF TREASURE:
 

MONSTER DESCRIPTIONS: (Additions and Corrections)

VAMPIRES:
All vampires are affected by the cross, despite any former religious
background, as it is sovereign against them. It must be noted, however, that the Vampire
will not flee from such a symbol but merely try to position itself so that the cross (or
whatever) no longer interposes its powers between the Vampire and its intended prey.
There are other similar symbols of power vs. vampiric creatures, and they can be introduced
if the referee so desires. Vampires from the region of the Middle East are invisible,
but they are not able to Charm.

ELEMENTALS:
Elementals are impervious to normal weapons and to magical
weapons under +2. They are impervious to attack by creatures which do not have
magical abilities, i.e. Kobolds, Orcs, etc., unless the attacking creature is of 4 or more
HD in STR.

DRUIDS:
These men are priests of a neutral-type religion, and as such they differ
in AC & HD, as well as in movement capability, and are combination
clerics/MUs. Magic-use ranges from 5th to 7th level, while clericism ranges
from 7th to 9th level. Druids may change shape three times per day, once each to
any reptile, bird and animal respectively, from size  as small as a raven to as large as a
small bear. They will generally (70%) be accompanied by numbers of barbaric followers
(fighters), with a few higher-level leaders (2-5 fighters of 2nd-5th levels) and a body of
normal men (20-50).

TRITONS:
Similar to Mermen in appearance, Tritons are more powerful in all
ways. They range from 5-7 HD, and their ability to USE spells is commensurate with
their HD, ranging from 2nd to 4th level ability. Thus a 5 HD Triton could USE 5
spells up to 2nd level, a 6 HD Triton could USE 6 spells up to 3rd level, and a 7 HD
Triton could USE a total of 7 spells p to 4th level. They MOVE 15"/turn in water, but they
do not venture on land at all. When mounted on sea horses their movement increases to
24". AC varies from 6-4. Magical resistance is very high at 90%; in Lair 25%.
Treasure varies according to STR, 5 HD Tritons have Type F, 6 HD Tritons
have Type G, and 7 dice Tritons have Type H.
 

BUGBEARS:
These monsters are of the "giant class," being great hairy goblin-giants.
Despite their size and shambling gait, they MOVE very quietly, thus increasing
their chance to surprise a party by 16 2/3%.
 

OGRE MAGI:
These are properly Japanese Ogres, far more powerful than their
Western cousins! An Ogre Mage has the following abilities in addition to those of a normal
ogre: 1) become invisible; 2) fly, as a Flying spell allows: 3) cause darkness in a 1"
radius; 4) polymorph self into a human form; 5) regenerate at 1 point/melee round; 6)
employ a single Charm Person and a single Sleep spell once per day; and 7) use a Cold
spell of 8 dice value once per day. These abominations lure or raid for human
victims to pillage, devour, or enslave.
 

STORM GIANTS:
These creatures are found only in out-of-the-way places.
Typically their abode will be a castle built underwater or on a mountain or upon a cloud.
They are intelligent, about 24' tall, and 3+3 dice damage (unless the alternate
damage system is used). These giants are able to employ a Control Weather spell in order
to cause a storm--their favorite kind of weather--when angry or in battle.
 

SHADOWS:
Non-corporeal intelligent creatures which can be harmed only with
magical weawpons. They hunger after the life energy of living things, and their touch (any hit
scored) causes a loss of 1 point of STR due to the chilling effects of the touch.
This lasts for eight turns. If any creature is brought to 0 STR it becomes a Shaddow itself.
Shadows are not "Undead" per se, so they are not affected by items which affect that
class. Sleep and Charm spells do not work against Shadows.

TITANS:
Appearing as Giants, these creatures are far more handsome and intelligent.
In fact, Titans are typically more intelligent than men. They are equal to Storm
Giants in attack, although they may employ spells instad. Armor varies from class 2 to
-3. They normally MOVE 15" per turn, but certain Titans (10%) MOVE at 21" per TURN. HD
vary from 75 to 100 points possible damage. Spell USE incl. up to 7th level Cleric
and 7th level MU, total spells 2 per level. Usu. only 1 will appear, but there are 10 total.
    In lair 05%.
    Treasure Type A' +1.

WILL O'WISPS:
These creatures are highly clever and seek to lure their intended
victims into some spot where they will be trapped and expire, and when their life force
leaves them the Will O'Wisps feed upon this force. They commonly inhabit deserted
places which have areas of quicksand, mires and the like. Any metal weapon will harm a
Will O'Wisp--providing it can hit the creature. If cornered the Will W'Wisp will strike
at its opponents doing 2-12 points of electrical damage per hit. These creatures can alter
shape, become bright or dim, or disappear entirely at will. In order to save their lives
they will reveal where their treasure is hidden, but the Will O'Wisp has to be at 3 or
fewer HP to so reveal its treasure.

LICHES:
    These skeletal monsters are of magical origin, each Lich formerly being a
very powerful MU or MU/Cleric in life, and now alive only by means of
great spells and will because of being in some way disturbed. A Lich ranges from 12th
level upwards, typically being 18th level of Magic-Use. They are able to employ whatever
spells are usable at their appro. level, and in addition their touch causes
parlization, no save. The mere sight of a Lich will send creatures below 5th
level fleeing in fear.

HARPIES:
Harpies have the lower bodies of eagles and the upper bodies of humamn
females. They are always opposed to mankind and its like, and will attempt to kill all
they can. By means of their singing the Harpies lure men to them, then enchant them
with powerful charms, and kill and devour them. Any creatures not making its save
vs. magic will immed. proceed towards the Harpy, and if the Harpy touches it
it will Charm the creature.

DRAGONS
These additional varieties of Dragogns conform to the typical characteristics
of their species except where noted. There is only one King of Lawful Dragons,
just as there is only one Queen of Chaotic Dragons (Women's Lib may make whatever
they wish from the foregoing).
 

Brass
ARMOR CLASS: 2
NUMBER WHICH ARE LAWFUL/NEUTRAL: 1-2/3-6
BREATH WEAPON, RANGE AND SHAPE: Sleep 7" x 2" cone or Fear 5" x 4" cloud
HIT DICE: 6-8
CHANCE OF TALKING/SLEEPING/SPELL USE/LEVEL: 35%/55%/10%/2nd

Copper
ARMOR CLASS: 1
NUMBER WHICH ARE LAWFUL/NEUTRAL: 1-3/4-6
BREATH WEAPON, RANGE AND SHAPE: Acid 7" x 1/2" line or Slow 3-18 creatures
HIT DICE: 7-9
CHANCE OF TALKING/SLEEPING/SPELL USE/LEVEL: 50%/50%/25%/3rd

Bronze
ARMOR CLASS: 0
NUMBER WHICH ARE LAWFUL/NEUTRAL: 1-4/5-6
BREATH WEAPON, RANGE AND SHAPE: Lightning 10" x 1/2" line or Repulsion 3" in front
HIT DICE: 8-10
CHANCE OF TALKING/SLEEPING/SPELL USE/LEVEL: 65%/30%/50%/4th
 

Silver
ARMOR CLASS: -1
NUMBER WHICH ARE LAWFUL/NEUTRAL: 1-5/6
BREATH WEAPON, RANGE AND SHAPE: Cold 8" x 3" cone or Gas 5" by 4" cloud
HIT DICE: 9-11
CHANCE OF TALKING/SLEEPING/SPELL USE/LEVEL: 80%/15%/75%/5th
 

Platinum
ARMOR CLASS: -3
NUMBER WHICH ARE LAWFUL/NEUTRAL: (King of Lawful (and Neutral) Dragons)
BREATH WEAPON, RANGE AND SHAPE: Cold 8" x 3" cone or Gaseous Form 5" x 4" cloud or Disintegrate 3-18 creatures
HIT DICE: 21
CHANCE OF TALKING/SLEEPING/SPELL USE/LEVEL: 100%/0%/100%/8th

Chromatic
ARMOR CLASS: 0
NUMBER WHICH ARE LAWFUL/NEUTRAL: Queen of the Chaotic Dragons
BREATH WEAPON, RANGE AND SHAPE: As specificed for White, Black, Green, Blue & Red Dragons
HIT DICE: 16
CHANCE OF TALKING/SLEEPING/SPELL USE/LEVEL: 100%/0%/100%/*
    * 2 each of 1st through 5th level spells, each head having two spells, the White one having two 1st level and so on.

Golden
ARMOR CLASS: -2

    Breath Weapon: Sleep, Fear and Gaseous Form breath weapons have a save
vs. Magic, with a 15% reduction of the chance to save if the Dragon is of middle
size (3-4) and a 30% if large (5-6). Note that the sleep affects all levels.

    Special Characteristics:
    Brass Dragons are found mainly in sandy desert regions.
    Copper Dragons are found primarily in aird, rocky places which are warm.
    Bronze Dragons will be found nea seacoasts, and those which are able to talk and
USE magic can make themselves appear in animal guise.
    Silver Dragons abide mainly in aerial domains, ie.e mountain peaks or clouds or
behind winds. If they are able to USE magic they are also able to appear in human guise,
usu. taking the form of an old man or a fair damsel.
    The Dragon King: The Platinum Dragon dwells  in a great palace behind the east
wind, although he may appear in more mundane places at times. He may Shape
Change freely, although none of the other 9th level spells are usable by him. The Dragon
King is served by a guard of seven Gold Dragons. His primary aim is to confront and
defeat the ruler and hosts of the Chaotic Dragons.
    The Dragon Queen: The Chromatic Dragon is a huge creature with five heads, one
of each color of the five Chaotic Dragons. Her body is striped in these same colors, and
her tail is that of a Wyvern. She can employ all heads at once, either to breath or CAST
spells. Her major abode is in a stupendous cavern far beneath the earth. Her guard consists
of five dragons, each of largest size, of the five Chaotic types of dragons. Her major
aim is to spread evil.

ARMOR CLASS:
NUMBER WHICH ARE LAWFUL/NEUTRAL:
BREATH WEAPON, RANGE AND SHAPE:
HIT DICE:
CHANCE OF TALKING/SLEEPING/SPELL USE/LEVEL:

LIZARD MAN:
These aquatic monsters hav ea rude intelligence, using weaopns
such as spears & clubs. They are fond of human flesh, and they will generally capture
as many humans as they can when offered the opportunity in order to take them to their
lair and have  atribal feast. They live either wholly under water or in very wet places (65%/35%).

DOPPLEGANGERS:
These are creatures with mutable form, able to shape themselves
into the double of any person that tey can observe. Once in this likeness they will
attack--or if psb. assume the role as well as the shape, and attack by suprise and at
great advantage. Dopplegangers are subject to neither Sleep or Charm spells. They ar e
also magic-resistant, saving against all forms of magical attack as if they were 10th level fighters.

LYCANTHROPES:
The Wererat or Rat Man has the general characteristics of all
Lycanthropes. They are extremely intelligent, and whenever psb. they will capture
and hold persons of ransom. They commonly employ all forms of weapons. They can
assume the shape of a normal man in order to dupe persons, but they prefer to maintain
a rat-like shape, although nearly man-sized. They MOVE very quietly (as a 7th level
Thief). They can control rats as a Vampire does.

LAMMASU:
These creatures are human-headed, winged lions which are highly
lawful in nature and very magical. These intelligent creatures will aid lawful persons,
protect them, and generally befriend them. Lammasu are able to 1) become invisible; 2)
Dimension Door; 3) use Cleric spells as if they were of 6th level Cleric status; and 4) continually
emanate a Protection From Evil 10' Radius. They speak all human languages
which are lawful or neutral in nature.

SALAMANDERS:
These a re form of free-willed Fire Elementals, and as such
conform generally to the characteristics of that type of creature. Salamanders are highly
intelligent. They are found in places of intense heat & fire since they prefer temperatures
ranging from 300 degrees upwards. They normally employ weapons. Their
touch alone causes 1-6 points of damage to creaturs subject to fire, and their snake-like
tail can constrict for 2-16 points of normal damage. Their upper body resembles a
human's, and its AC is 5, while the snake-like lower body has an AC of
3. Salamanders are chaotic.

BEHOLDERS: These monster are AKA Spheres of Many Eyes, or as Eye
Tyrants. The body of these creatures is a great globe of about 3' in diam.. Atop it are
ten eye stalks, while in the center of the spherical body is a great eleventh eye. The body
can sustain 40 points of damage, each eye stalk 10 points, and the central eye can
withstand up to 20 points. The AC of the body is 0, the eye stalks 2, and the eyes
proper 7. Each eye functioning is a different manner: From 1-4 of the small eyes are able to
function at one time.
 
Eye Number Function
1 Charm Person Spell
2 Charm Monster Spell
3 Sleep Spell
4 Telekinesis
5 Flesh-Stone Ray
6 Disintegrate Ray
7 Fear Ray
8 Slow Spell
9 Serious Wound Spell
10 Death Ray
11 Anti-Magic Ray

    In addition, the Beholders are able to levitate themselves and float slowly about.
These monsters are avaricious. They are neutral in nature, although they tend to be
chaotic.

UMBER HULKS:
Of shape somewhat similar to humans, an Umber Hulk can be
mistaken int he dark for soemthing less deadly than it really is. Typically they are 8' tall,
5' wide, with heads resembling bushel baskets, and gaping maws flanked by pairs of xceedingly sharp
mandibles. It travels about on two legs. If it is viewed squarely its four eyes
cause confusion (save vs. magic or confused). Its claws are harder than iron, causing
terrible damage when used as weapons, but they are used primarily by the beast for
burrowing through rock (1'/turn). They prize highly human flesh.

DISPLACER BEASTS:
A Displacer Beast somewhat resembles a puma, although
it has six legs and two tentacles grow from its shoulders. It color is blackish, and its eyes
glow a hellish green. They always appear to be 3' from their actual position, so for purposes
of hitting them, or when they must make saves, they are treated as a man
wearing a displacer cloak as far as penalties and bonuses are concerned. Their magical
resistance is high, equalling that of a 12th level fighter. Its primary weapons of attack
are the two tentacles which are armed with rough, horney edges which inflict horrible
wounds. There is great enmity between Displacer Beasts and Blink Dogs.

BLINK DOGS:
Blink Dogs closely resemble African wild dogs, but they have high
INT and the ability to employ a limited teleportation. They travel in packs, and
when in combat they will teleport around their opponent(s) in a random fashion at random
intervals (die 1-8 for direction, 5 out of 8 indicates the creature is teleporting.
When reappearing they will come from 1' to 4' from their opponent(s), being able to attack
in the same TURN they teleported. This teleporting is known as "blinking." An inborn
instinct prevents a blink into a solid object. The entire pack will blink out of
seriously threatened, and they will not reappear. Blink Dogs are basically lawful and
will always attack Displacer Beasts.

HELL HOUNDS:
These are reddish-brown hounds of evil disposition which have
the ability to breath fire. The damage caused by their fiery breath corresponds to the
# of HD they have; HD range from a low of 3 to a high of 7 (6-sided dice).
They move with great stealth, and they are able to detect hidden and invisible objects/creatures
75% of the time. They are often found as companions of Fire Giants.
They are fairly intelligent.

PHASE SPIDERS:
Although these monsters appear to be nothing more than very
great spiders, they are something quite beyond this. When attacking or being attacked,
the Phase Spider is able to shift out of phase with its surroundings, bringing itself back
only when it is ready to deliver its poisonous bite. When out of phase they are impervious
to nearly all forms of attack, although a Phase Door spell will cause one to remain in
phase for 7 melee rounds. Oil of Etherealness and Armor of Etherealness also put their
wearers into the same phase as this monster when it shifts out of phase.

RUST MONSTERS:
These seeming in offensive creatures are the bane of metal with a ferrous content,
for as their name implies they have the effect of rust upon such
substances, and this happens narly instantaneously. Any hits by or upon a Rust Monster
cause even magical weapons to rust and fall to flakes. Armor is affected in a like
manner. The creature is very fast, being attracted to the smell of the iron-based metals,
and when alone it will devour the rust it has causeed.

STIRGES:
Large, bird-like monsters with long, dangling proboscuses, the Stirges
might call to mind evil-looking, feathered ant eaters. Stirges are attracted to warm-blooded
creatures, and when a hit is scored by one it indicates it has attached itself to its
prey in order to suck its blood. Thereafter it will drain the blood at the rate of 1-4
points/melee round until the prey is a bloodless corpse, the Stirge growing bloated in the
process and moving out of the AREA to digest its repast. Note: Stirges are considered as
attackings as 4th level fighters for purposes of determination of attachment although
they have but 1 HD.

GIANT TICK:
These are simply over-grown insects which live on the blood and/or
sap of other living things. A hit by one of these large monsters indicates it has attached itself,
and it will thereafter drain blood at the rate of 4 points/melee round until its victim is dead.
They must be killed or forced to detach themselves by fire in order to save
the creature to which they have attached themselves. It is also necessary to Cure Disease
after a  hit by a Giant Tick, or the creature hit will spread a disease which will pove fatal
in 2-8 days. Giant Ticks are ambulatory and pursue, as well as DROP upon, their prey.

OWL BEARS:
Creatures of horrid visage and disposition, Owl Bears will attack
whatever they see and fight to the death. They deliver a "hug" just as a Werebear, for
example, as well as great damage from beak, tooth, and claw. A large male will stand 8'
tall, weigh 1,500 pounds, and have claws over 2" long. Bodies are furry, tending towards
feathers over the cranial region, and the skin is very thick.

CARRION CRAWLERS: These scavengers will usu. attack in order to insure
that there will continue to be a supply of corpses to scavenge. They are worm-shaped,
about 9' in length, 3' high at their head end, and MOVE quickly on multiple legs. Their
mouths are surrounded by eight tentacles of about 2' length, and their touch causes
paralization (save vs. or paralized). The Carrion Crawler is able to climb/MOVE along
walls or ceilings as readily as floors, thus allowing it to compete with Ochre Jellies, Black (or Gray) Puddings,
and the like.

GELATINOUS CUBES:
As their name implies, these monsters are shaped very
much like cubes, typically being about 10' per side so as to be able to SWEEP clean of all
living materials (as well as dead cells) the floor & walls of the layrinthine dungeon
passages. Any flesh which comes in contact with a Gelatinous Cube becomes
anesthetized unless a save vs. paralization is made. The touch also causes 2-8
points of damage as the creature seeks to dissolve & devour flesh. These creatures are
subject to normal weapons and fire, but lightning, cold, paralization, fear, and polymorph
attacks do not harm them. Many 'Cubes have rich treasures within their semi-transparent
bodies, for they pick up metallic and otherwise non-digestible objects in
their rounds, and these items often remain within the body for long periods of time
before being redeposited.

GIANT SLUGS:
Because of their size & structure, these beasts are not affected
by blunt weaopnis, so they must be atttacked by sharp-edged ones or magically. They have
thick, rubbery hide, and their tremendous power allows them to break down doors with
ease. Giant Slugs are able to eat substances like wood or burrow through very hard earth
using their rasp-like tongues. Although they are of great bulk, Giant Slugs are able to
squeeze through very narrow or very low openings, for they have no bones to prohibit
such alteration ofshape. Although able to bite with effect, the major weapon of these
creatures is a highly acid saliva which they are able to spit with considerable accuracy at
great distances. Normal range is 6", with a basic 50% chance of striking their TARGET. For
every 1" the range is lessend the base chance of hitting is increased by 10%; ranges over 6"
decrease the probability of hitting by 10%. Fortunately, the Giant Slug is always inaccurate
on its first attack, and there is only a 10% chance of hitting its TARGET on the
first spitting of acid; once the range is then determined, second and following attacks are
at normal probabilities. As they are of great size these creatures can sometimes be
caught in a narrow corridor where they are unable to TURN, and if they are then attacked
from behind they can often be slain without loss to the attackers.

GOLEMS:

Flesh
DEFENSIVE CAPABILITY: Affected only by +1 magic weapons, spells have no effect save for fire or cold which slows movement by 50%. Lightning restores damage.
OFFENSIVE CAPABILITY: Strength allows them to crash-though  wooden structures and the like. They strike twice/turn for 2-16 points damage.
HIT POINTS:
MOVEMENT:

Stone
DEFENSIVE CAPABILITY: Affected only by +2 magic weapons, spells which affect rock, and fire which slows movement by 50%. Reversed Rock to Mud spell restores damage.
OFFENSIVE CAPABILITY: STR is twice that of Flesh Golems. Able to place Slow spell on one opponent/turn.  They strike once/TURN for 3-24 points damage.
HIT POINTS: 60
MOVEMENT: 6"

Iron
DEFENSIVE CAPABILITY: Affected only by 3 weapons and no other magic save lightning which slows movement for 3 turns. Fire restores damage.
OFFENSIVE CAPABILITY: STR thrice that of Flesh Golems. Able to breathe 1" square of  poison gas. They strike for 4-40 points once per turn.
HIT POINTS: 80
MOVEMENT: 4"
 

MAGIC/MAPS DETERMINATION TABLE: (Additions and Changes)

SWORDS:
01-30, Sword +1
31-35, Sword +1, +2 vs. Lycanthropes
36-40, Sword +1, +2 vs. MUs and Enchanted Monsters
41-45, Sword +1, Locating Objects Ability
46-50, Sword +1, +3 vs. Trolls (Clerics)
51-55, Sword, Flaming:
    +1
    +2 vs. Trolls (Pegasi, Hippogriffs, & Rocs)
    +3 vs. Undead (Ents)
56-60, Sword, Wishes Included (2-8 Wishes)
61-65, Sword +1, +3 vs Dragons
66-68, Sword +2
69-70, Sword +2, Charm Person Ability
71-72, Sword +3
73, Sword, One Life Energy Draining Ability
74, Sword +2, Nine Steps Draining Ability
75, Sword +4
76, Holy Sword +5
77-78, Sword, of Cold:
    +3
    +5 vs. Fire Using/Dwelling Creatures
79-82, Dragon Slaying Sword +2
83, Sword +1, Cursed
84-97, Sword -2, Cursed
98, Dancing Sword
99, Sword of Sharpness
00, Vorpal Blade
 

MISCELLANEOUS WEAPONS:
01-15, 10 Magic Arrows +1
16-25, 3-30 Magic Arrows +1
26-29, 2-12 Magic Arrows +2
30, 1-8 Magic Arrows +3
31, Arrow of Slaying
32-34, 2-16 Magic Crossbow Bolts +2
35-45, Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins and Kobolds
46-50, Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins, and Kobolds
51-55, Magic Bow
56-57, Crossbow of Accuracy (+3)
58-59, Crossbow of Speed
60-61, Crossbow of Distance
62-66, Axe +1
67, Axe +2
68, Axe +3
69-80, Mace +2
81, Mace of Disruption
82-86, War Hammer +1
87-89, War Hammer +2
90, War Hammer +3, 6" Throwing Range with Return
91-95, Spear +1
96, Spear +2
97, Spear +3
98-00, Cursed Spear of Backbiting

ARMOR:
01-20, Shield +1
21-40, Armor +1
41-50, Armor & Shield +1
51-57, Shield +2
58-64, Armor +2
65-70, Armor & Shield +2
71-73, Shield +3
74-76, Armor +3
77-78, Armor Shield +3
79-80, Shield +4
81-82, Armor +4
83, Armor & Shield +4
84-85, Shield +5
86, Armor +5
87, Armor & Shield +5
88-93, Shield of Missile Attraction -1
94-99, Armor of Vulnerability
00, Armor of Etherealness

POTIONS:
01-03, Growth
04-06, Diminuation
07-10, Giant Strength*(F)
11-13, Invisibility
14-16, Gaseous Form
17-19, Polymorph (Self)
20-23, Speed (F)
24-26, Levitation
27-29, Flying
30-32, ESP
33-35, Delusion**
36-39, Healing
40-42, Longevity
43-45, Extra-healing
46-49, Oil of Slipperiness
50-52, Clairvoyance
53-55, Clairaudience
56-58, Animal Control
59-63, Undead Control
64-66, Plant Control
67-69, Human Control
70-72, Giant Control*
73-75, Dragon Control*
76-79, Poison**
80-83, Invulnerability (F)
84-87, Fire Resistance (F)
88-90, Treasure Finding
91-94, Heroism (F)
95-97, Super-heroism (F)
98-00, Oil of Etherealness

* Referee to roll to determine which one of the various types will apply to the effects of
the potion.
** Referee will mislead players to the best of his ability in order to either make them
believe it is a useful potion or to taste the poison, for even a small sip will suffice to kill.
    (F) Fighters only may use.

RINGS:
01-05, Invisibility
06-10, Mammal Control
11-15, Weakness
31-35, Protection, +1
36, Protection, +3
37-40, Three Wishes
41-60, Delusion
61-65, Water Walking
66-70, Fire Resistance
71-72, Protection, +2, 5' Radius
73-74, Regeneration
75-76, Djinn Summoning
77-78, Shooting Stars
79-80, X-Ray Vision
81-82, Telekinesis
83-95, Contrariness
96-97, Spell Turning
98-99, Spell Storing
00, Many Wishes

WANDS, STAVES, AND RODS (All wands usable by M-Us only):
01-10, Metal Detection
11-15, Enemy Detection
15-20, Magic Detection
21-25, Secret Doors & Traps Detection
26-30, Illusion
31-35, Fear
36-39, Cold
40-43, Paralization
44-47, Fire Balls
48-51, Lightning Bolts
52-55, Polymorph
56-59, Negation
60-63, Staff of Healing (C)
64-67, Staff of Commanding (C, M)
68-71, Snake Staff (C)
72-75, Staff of Striking (C, M)
76-77, Staff of Withering
78, Staff of Power (M)
79, Staff of Wizardry (M)
80-89, Rod of Cancellation (All)
90-91, Rod of Beguiling (M, T)
92-93, Rod of Absorption (M)
94-98, Rod of Lordly Might (F)
99, Rod of Rulership (All)
00, Rod of Resurrection (C)

( ) Letter in parentheses indicates classes which may employ the items.

MISCELLANEOUS MAGIC:

Table I: 01-30
01-05, Crystal Ball
06-09, Crystal Ball with Clairaudience
10-12, Crystal Ball with ESP
13-15, Crystal Hypnosis Ball
16-20, Medallion of ESP, 3" Range* (All)
21-25, Medallion of ESP, 9" Range* (All)
26-30, Medallion of Thought Projection
31-33, Amulet vs. Crystal Balls and ESP (All)
34-35, Amulet of Inescapable Locating (All)
36-40, Scarab of Protection from Evil High Priests (All)
41-42, Scarab of Enraging Enemies (All)
43-45, Scarab of Insanity (All)
46-47, Scarab of Death
48-49, Bag of Holding (All)
50-51, Bag of Tricks (All)
52-55, Bean Bag (All)
56-58, Bag of Transmuting (All)
59-61, Bag of Devouring (All)
62-63, Censor Controlling Air Elementals
64-67, Censor Summoning Hostile Air Elementals
68-69, Stone Controlling Earth Elementals (All)
70-71, Luckstone (All)
72-75, Loadstone (All)
76-77, Brazier Commanding Fire Elementals
78-80, Brazier of Sleep Smoke
81-82, Bowl Commanding Water Elementals
83-85, Bowl of Watery Death
86-88, Elven Boots (All)
89-92, Boots of Speed (All)
93-95, Boots of Levitation (All)
96-98, Boots of Traveling and Leaping (All)
99-00, Boots of Dancing (All)

Table II: 31-60:
01-02, Efreet Bottle (All)
03-08, Flask of Curses (All)
09-10, Jug of Alchemy (All)
11-15, Decanter of Endless Water (All)
16-17, Beaker of Plentiful Potions (All)
18-23, Broom of Flying (All)
24-29, Animated Broom (All)
30-34, Helm of Reading magic and Languages (All)
35-37, Helm of Telepathy (All)
38-39, Helm of Teleportation
40-41, Helm of Brilliance (All)
42-47, Helm of Chaos (Law) (All)
48-49, Flying Carpet (All)
50-55, Rug of Smothering (All)
56-57, Drums of Panic (All)
58-60, Drums of Deafness (All)
61-62, Horn of Blasting (All)
63-65, Horn of Collapsing (All)
66-70, Horn of Valhalla, Silver (All)
71-73, Horn of Valhalla, Bronze (F, C)
74-75, Horn of Valhalla, Iron (F)
76-80, Horn of Bubbles
81-84, Gauntlets of Ogre Power (F, C, T)
85-87, Gauntlets of Swimming and Climbing (F, C, T)
88-90, Gauntlets of Dexterity (All)
91-93, Gauntlets of Fumbling (All)
94, Girdle of Giant Strength
95-96, Girdle of Femininity/Masculinity (All)
97-98, Necklace of Missiles (All)
99-00, Necklace of Strangulation (All)

Table III: 61-75:

01-05, Cloak of Protection +1 (M, C, T)
06-09, Cloak of Protection +2 (M, C, T)
10-11, Cloak of Protection +3 (M, C, T)
12-14, Displacer Cloak (All)
15-20, Elven Cloak (All)
21-25, Poisonous Cloak (All)
26-29, Mirror of Mental Prowess (All)
30, Mirror of Life Trapping
31-35, Mirror of Opposition
36-37, Trident of Warning (F, C, T)
38-39, Trident of Commanding Water Creatures (All)
40-41, Trident of Submission
42-45, Trident of Yearning (All)
46-50, Eyes of Charming (All)
51-55, Eyes of Petrification (All)
56-57, Gem of Brightness (All)
58-61, Gem of Seeing (All)
62-65, Jewel of Attacks upon the Owner (All)
66-70, Bracers of Defense, Armor Class 6 (All)
71-75, Bracers of Defense, Armor Class 4 (All)
76-80, Bracers of Defense, Armor Class 2 (All)
86-87, Rope of Entanglement (All)
88-89, Rope of Climbing (All)
90-91, Rope of Constriction (All)
92-93, Dust of Appearance (All)
96-97, Dust of Sneezing and Choking (All)
98, Talisman of Lawfulness (All)
99, Talisman of Chaos Supreme (All)
00, Talisman of the Sphere

Table IV: 76-90:

01-15, 2-5 Javelins of Lightning (F)
16-20, Arrow of Direction (All)
21-25, Saw of Mighty Cutting (F)
26-30, Mattock of the Titans (F)
31-35, Spade of Colossal Excavation (F)
36-40, Wings of Flying (All)
41-42, Cube of Force (All)
43-45, Portable Hole (All)
46-50, Horseshoes of Speed (All)
51, Sphere of Annihilation
52-58, Chime of Opening
59-63, Pipes of the Sewers (All)
64-65, Lyre of Building (All)
66-70, Figurines of Wondrous Power, Ebony Fly (All)
71-73, Figurines of Wondrous Power, Onyx Dog (All)
74-75, Figurines of Wondrous Power, Marble Elephant (All)
76-80, Figurines of Wondrous Power, 2 Golden Lions (All)
81-84, Figurines of Wondrous Power, 3 Ivory Goats (All)
85-88, Wizard's Robe
89-94, Robe of Blending (All)
95-98, Robe of Eyes
99-00: Robe of Powerlessness

Table V: 91-00:

01-05, Manual of Puissant Skill at Arms (F)
06-10, Manual of Gainful Exercise (All)
11-15, Manual of Bodily Health (All)
16-20, Manual of Stealthy Pilfering (T)
21-25, Manual of Golems
26-30, Manual of Quickness of Action (All)
31-35, Book of Exalted Deeds (C)
36-40, Book of Vile Darkness (C)
41-45, Book of Infinite Spells (M, C, T)
46-50, Libram of Silver Magic
51-55, Libram of Gainful Conjurations
56-60, Libram of Ineffable Damnation
61-65, Tome of Understanding (All)
66-70, Tome of Clear Thought (All)
71-75, Tome of Leadership and Influence (All)
76-00, Deck of Many Things (All)

EXPLANATIONS OF MAGIC ITEMS: (Additions)

SWORDS:

    Sword +2, Nine Steps Draining Ability: This Weapon appears to be a typical +2
sword, but it also drains energy in progressive steps from 1 to 9 on any hit of 20. Thus, on
the first time a 20 is scored it will drain 1 level, the next time it will drain 2, and so on until
on the ninth 20 it will drain 9 levels! It thereafter reverts to a normal +2 sword and
can never be made anything else.

    Holy Sword +5: As a Holy Sword this weapon will display its true worth only in the
hands of a Paladin. Wielded by a Paladin it negates all spells (incl wands &
staves and he like) in a radius of 1", thus making the Paladin virtually magic-proof.

    Sword of Cold: In addition to the bonus shown vs. creatures of fiery origin, the
weawpon scores triple damage whenever a 20 is rolled. It is able to dispell a Wall of Fire and
gives its user the same prot. as a Ring of Fire Resistance.

    Dragon Slaying Sword +2: Determine what type of Dragon this sword is meant to
be used against primarily (the +2 applies to all types, of course), and it hits such a
dragon it does 4-40 points of damage.

    Sword +1, Cursed: Once grasped, this weapon will never willingly leave the holder's
hand, and it will immed. force him to seek battle w/ as many monsters as psb.
A Remove Curse || a Wish (Limited incl.) will remove the influence.

    Sword +1, Cursed: As above.

    Dancing Sword: The Dancing Sword is a truly marvelous weapon. It has a basic
bonus of +3, and in addition after being used in melee for three rounds it will leave the
hand and fight on its own. When the sword is so "dancing" it cannot be hit, and it fights
just as if its owner were wielding it, i.e. if he is a 6th level fighter it will fight as a 6th level
fighter. The sword will so "dance" for three more melee rounds, during which time its
owner can employ some other weapon or psb. step out of combat. After each three
rounds of "dancing" it will return to its owner for three rounds.

    Sword of Sharpness: This is another Holy Sword, and although it has only a +1
bonus hit probability any attack employing it which scores 20% (4 or better), over the
req. #, or a 19 or 20 in any event, indicates it has severed a limb || a neck --
in cases of multiple possibilities assign probabilities and dice to see what the result is.
Like the Holy Sword +5 it performs this function, as well as the function of anti-magic,
only in the hands of a Paladn.

    Vorpal Blade: The Vorpal Blade differs from a Sword of Sharpness in several ways:
        1) its bonus hit probability is +2
        2) it needs only 10% over the req. score to hit, or an 18 through 20 ni any any event
            to sever, and it will always sever the neck; and
        3) it will perform in the hands of any L F, although it req. a PAL
            in order to act in its anti-magic capacity.

ARMOR:

    Armor/Shield +4: These items are magical in nature and made of mithral.

    Armor/Shield +5: These items are magical in nature and made of a strange alloy known as "adamantite."

    Shield of Missile Attraction -1: This item will appear to be a perfectly genuine +1 to
        +5 shield until missiles from true enemies are shot at its user in anger. It will attract
        such missiles and reduce the person's AC by 5% (-1).

    Armor of Vulnerability: Armor which seems to be genuine magic armor with a
        prot. factor of +1 to +4, but it is actually -1 to -4. The vulnerability of such armor
        will not be revealed until an enemy strikes a blow in anger at its wearer.

    Armor of Etherealness: The most magical of all forms of armor, this suit of plate
        allows the wearer to TAKE either of 2 options:
            1) he can either wear it as normal +3 armor; or
            2) he can decide to become ethereal.
        In the latter case he can MOVE through solid objects
        and is subject to attack only by those creatures which are able to also become out of
        phase and spells such as Phase Door will negate the etherealness of the armor. Attacks
        while ethereal are not psb. The armor can be made ethereal a total of 49 times, and
        then it becomes merely +3 armor. It can never be either recharged or restored.
 

MISCELLANEOUS WEAPONS:

    Arrows of Slaying: Special magical arrows which are specifically enchanted to slay
monsters with a single hit. The DM may distinguish them by basic types if he wishes,
or they may each slay any monster. Basic types would be: Giant Class, Undead Class,
Flying Monsters, Other Monsters, Enchanted Monsters (Invisible Stalkers, Elementals,
Golems, Aerial Servants, and so on).

    Crossbow of Speed: When employing this weapon thie user can get his missile shot
away from the crosbow despite surprise. It otherwise allows +3 on init. dice. It fires
as quickly as a bow, for it cocks itself.

    Crossbow of Distance: A magical weapon which has double the range of a normal
light crossbow, thus short range is 12".

    Mace of Disruption:  A mace which appears to be nothing more than a +1 mace,
but when it strikes any Undead creature it will disrupt its molecular structure unless the
creature is able to save on the Clerics vs. Undead Monsters as if attacked by a
Patriarch, i.e. a Vampire must roll 7 or better, a Spector must roll a 9 or better, a Mummy
must roll 11 or better, and all other Undead are automatically disrupted.

    Cursed Spear of Backbiting: This weapon appears to be a +1, +2 or +3 magic
spear until it is used in anger in melee against an enemy. At that time if it is thrown it
will curve and strike at its thrower's back; if thrust it will curl in an arc and stab at its
user.

    POTIONS:

    Extra-Healing: A Healing potion which cures 3-18 points of damage.

    Oil of Slipperiness: Rather than being used as a potion, this must be rubbed over
the body. When so anointed a person will not be subject to webs, strands, tied knots,
hugs and the like. The oil takes 24 hours to wear off, or it can be removed with wine at
will.

    Super-Heroism: A potion which resembles Heroism except that it increases 1st-3rd
level fighters by 4 levels, 4th-7th level fighters by 3 levels, and 8th-11th level fighters by 2
levels.

    Oil of Etherealness: When anointed with this substance the user is able to go
through solid substances at will as if he wore Armor of Etherealness. Note that when so
anointed the used is not able to handle normal objects as his hands simply pass through
them.

    RINGS:

    Shooting Stars: This ring functions only during the hours of darkness when the
wearer is under the open sky. It will cast Light spells for a distance of 24", throw a fireball
of 12 points damage, or hurl a soild missile of 12 points damage.

    Contrariness: When this ring is put on it cannot be removed without a spell to
Remove Curse, and the wearer will not wish to remove the ring. It makes the wearer absolutely
contrary, and he will act in the opposite fashion of normal/requested.

    WANDS, STAVES, AND RODS: Unlike Wands and Staves, Rods typically have but 25
charges unless otherwise noted. They may be recharged.

    Staff of Striking: (Correction) The staff does require the use of an energy charge
each time it is used, and this also applies to the striking functions of Staves of Power and
Wizardry.

    Rod of Cancellation: A staff-like device which functions but once. It is wielded as if
it were a Staff of Striking, and if it scores a hit on any magic item it causes the item
struck to lose all of its magical properties permanently.

    Rod of Beguiling: By using this item all enemies in a radius of 20' are beguiled into
believing that its owner is their most trusted friend or respected mentor. Beguilement
lasts from 4 to 16 turns.

    Rod of Absorption: This instrument allows its owner to employ it in a manner so as
to absorb hostile spells directed at him. The rod then allows its user to redirect a similar
or different spell back at the enemy who originated the spell. Thus, if the rod absorbed a
5th level spell its user could redirect any spell up to 5th level, so long as he knew the spell
to be redirected. The Rod of Absorption will absorb up to 100 spell levels either as 100
1st level spells, 50 2nd level spells, and so on. Once the rod has absorbed 100 spell levels
it will no longer function, although it will continue to discharge spells until all spell
levels formerly absorbed are used up. It cannot be recharged or reused thereafter.

    Rod of Lordly Might: Although this weapon appears to be some form of Staff or
Rod for magical employment, it is a fighter's arm. When being carried it is a mere 4' in
length, but by merely pressing a catch a 2' blade (glaive-guisarme) springs forth from its
end; pusing the catch a second time extends the rod to 15'. When the blade is out the
handle can also be shortened to 1' or 2'. A second catch causes the rod to extend up to
50' in length, while three inch long projections sprout from its sides at intervals proper
for climbing, and the spike of the blade fastens it securely even in granite, so an excellent
mode of ascent is provided. The Rod of Lordly Might also has highly magical properties.
At a word of command it acts as a Flaming Sword, overall length 3½'; at nother command
it becomes the equal of a +2 axe, overall length 2½'; and when it is extended to 6'
or greater length it will function as a +3 spear. Furthermore, in any of these capacities it
will have the following effect upon enemies: All threatened by it must save vs.
Paralization, or be paralized; and if they do save they must make a second save
vs. fear, or else run away. If both saves are made they need not check again during the
encounter.

    Rod of Rulership: When employed this device allows its user to command a
multitude of creatures, regardless of their intelligence or size. The # of creatures
which it will influence is variable, ranging from 200 to 500 levels, i.e. from 400 to 1,000
Kobolds, 200 to 500 Orcs, 100 to 250 Gnolls, or even a single creature of 200 or more
dice! Its power extends in a radius of 10'. It lasts 10 turns. It has 10 charges only and
cannot be recharged.

    Rod of Resurrection: A rod which allows its user to resurrect just as if he were a
<>
 

MISCELLANEOUS MAGIC

    Crystal Hypnosis Ball: A trick device indistinguishable from a deirable Crystal
Ball. It will hypnotise its user and leave in such a state from 3-24 turns, unless there
is also a Magic Mouth spell placed upon the item. In the latter case the user of the item
will carry out the instructions given by the Magic Mouth immed., conforming to the
limits given for a Suggestion spell.

    Medallion of Thought Projection: This item is indistinguishable from an ESP
Medallion. It operates in the reverse of the latter, however, projecting the wearer's
thoughts to any creatures behind doors or walls within its range. I functions as an ESP
Medallion on a roll of 6, as well as wehn it is tried for the first time.

    Amulet of Inescapable Location: This item is indistinguishable from an Amulet vs.
Crystal Balls && ESP. It is the reverse of the latter, however, and its wearer located with
ease.

    Scarab of Enraging Enemies: This device causes all enemies within a 6' radius of its
wearer to become completely enraged when it is uncovered. There is a 50% chance that
they will simply attack the nearest creature to them, friend || foe. The effects of this
device last for 6 turns. Enraged enemies will never check morale and will fight until
dead. It contains 24 charges.

    Scarab of Insanity: Similar to the Scarab of Enraging Enemies, this device causes all
creatures within a 3" radius to fall into total insanity for 12 turns when the scarab is
displayed. All creaturse with 10 or HD have a 25% chance of resisting insanity.
The device contains 12 charges.

    Scarab of Death: A scarab which appeas to be any of the other types, but when it is
held in the hand for a full TURN, or when it is placed in a pack, a bag, or some other place
near a person's body it turns to a horrible burrowing monster which digs directly to the
person's heart and kills him.

    Bag of Tricks: When looked into this bag seems empty, but when a player reaches
inside he may pull out any one of the following beasts. However, he may pull out no
other until the one has been killed in combat. The animal pulled out will fight for the
owner of the bag, and when it is killed it disappears back into the bag, and the very same
animal may be pulled forth again:
 
Die Roll Animal AC Damage Caused HD
1 Bear 5 1-3/1-3/2-8 + hug 6
2 Lion 6 1-4/1-4/1-10 5
3 Bull 6 1-6/1-6 4
4 Ram 7 2-8 3
5 Wolf 7 1-6 2
6 Jackal 8 1-2 ½

    Bean Bag: Another apparently empty bag, but when reaching inside its owner will
find a number of beans. These must be taken to a patch of soil and planted. There is an
80% chance that all but 1 will bring monsters or various curses, a 90% chance that only 2
are beneficial, and only on a roll of 00 will 3 be beneficial. Max. # of beans is
optional, but 6 recommended. The referee must decide on what treasures and monsters/curses
will be gained when the beans are planted, as space does not permit us to list
the many possibilities here.

    Bag of Transmuting: A bag which appears to be a Bag of Holding, but it turns
precious metals to lead. It will hold as much as a bag of holding, but after being loaded
it will burst asunder in about 10 turns.

    Bag of Devouring: An empty bag which is actually the xtension of an ultra-dimensional
monster. Anything placed inside which is devoured in 7-12 turns. Its
capacity is the same as a Bag of Holding, and it emanates an aura of magic.

    Censor of Summoning Hostile Air Elementals: The user of this item conjures an Air
Elemental which immediately attacks him.

    Luckstone: A stone resembling a Stone Controlling Earth Elementals which, when
carried on his person, adds to its owners luck from 5% to 20%; so when any rolls for
treasure, either determination or division, are made he will gain any more favorable
result if it is psb. by adding from 5% to 20% to his roll. The most favorable will
always be gained.

    Loadstone: A stone which appears to be a Luckstone until the owner is being pursued
by hostile enemies/monsters. In the case of such pursuit the Loadstone slows his
movement by 50%.

    Brazier of Sleep Smoke: Indistinguishable from its cousin which commands Fire
Elementals, this device emits a smoke which casues all in a 1" radius to sleep until a
Dispell Magic is used to awaken them. Note that a M-U must conjure over it as if
he were summoning an Elemental.

    Bowl of Watery Death: This item is exactly like a Bowl Commanding Water
Elementals, but when it is used to try and summon an Elemental its user is shrunk to the
size of a snail and plunged into the watery container. Drowning will occur in 2-5 turns
unless a Growth/Animal spell is CAST at the shrunken M-U or a Growth potion is
poured into the bowl.

    Boots of Dancing: These boots appear to be any of the others listed before them,
and they will continue to so function until their wearer is in a situation where an enemy is
in pursuit with intent to kill or some similar situation. When this happens the boots
cause the feet of the wearer to dance a jig, soft shoe, tap, and an occasional Shuffle off
to Buffalo. Naturally, he is then unable to flee or otherwise escape.

    Flask of Curses: This container looks just like the bottles, jugs, decanters, and
beakers. When it is opened some form of a curse is loosed--the list of curses for scrolls
is recommended as a good START for a list of psb. curses.

    Jug of Alchemy: A container which when opened will pour forth a stream of
whatever liquid is desired. Psb. liquids are: water, wine, oil, acid, poison. Only one
sort of liquid may be poured each day, and such liquid may be poured only 7 times
per day. Each pouring expells approx. 10 gallons of water, 5 gallons of wine, 2
gallons of oil, 1 gallon of acid, and 1 quart of poison.

    Decanter of Endless Water: When the stopper fo this container is removed a stream
of water gushes forth, and it will continue to send out a stream of water until the stopper
is replaced or the entire AREA is completely filled with water. Approx. output is 10
gallons per TURN.

    Beaker of Plentiful Potions: Thsi container contains from 2-5 psb. types of
potions, and upon command it will fill itself with the desired potion if it is psb. (the DM
must determine which potions the container can hold). It will pour forth its
potions once per week, but it is psb, for example, that it could contain 5 of the same
sort of potion!

    Animated Broom: A broom which exactly resembles a Broom of Flying, but when
such an attempt is made the broom will attack the user, beating him severely about the
head && shoulders with the bald-headed end of itself. Only destruction of the broom
will make such abuse cease.

    Helm of Brilliance: When placed upon the head this helm becomes crown-like, set
with many fiery-colored gems of 50k gp value if the item is immed. sold.
Otherwise it will provide the following benefits to its wearer: It acts as a double value
Ring of Fire Resistance. It creates a Wall of Fire around its wearer upon command.
Fighters wearing it may command any sword they hold to flame, thus gaining the
benefits of a Flaming Sword in addition to any other magical properties which the sword
might possess. M-Us wearing it add +1 to each die of Fire Ball spells CAST by
them. Clerics are empowered to CAST double the number of Light and/or Continual Light
spells they would normally have as well as cause inflammable objects within 3" of them
to be set ablaze. The Helm of Brilliance adds +2 to all bargaining dice when dealing
with fire-using or dwelling creatures, and conversely it causes all cold-using or dwelling
creatures to become very hostile to its wearer.

    Rug of Smothering: A carpet which exactly resembles a Flying Carpet, but when an
attempt to USE it is made the item rolls itself around all seated upon it. It will smother
and kill them in 2-5 turns unless a spell to Animate objects is CAST upon it.

    Drums of Deafness: Drums which seem to every test to be Drums of Panic until
beaten. When so beaten they will deafen the user as well as those within a 6" radius, and
this deafness will last until Remove Curse spell is CAST upon them.

    Horn of Collapsing: An instrument which seems to be a Horn of Blasting, but when
it is winded it will cause the ceiling immed. above the user to collapse upon him,
causing from 6-60 points of damage. If blown in the open it causes a rain of rocks to fall
from the sky upon its user, and from 5-30 of such missiles will shower down, doing from
1-3 points damage each.

    Horn of Valhalla: The various types of this horn summon fighters from Valhalla to
fight for the owner of the horn until they are dead or ordered by him to return. All are
usable but once per week. Each type summons a progressively stronger type of fighters:
        Silver--summons 2-8 Berserk Warriors
        Bronze--summons 2-8 Berserk Swordsmen
        Iron--summons 2-8 Berserk Heroes

    Horn of Bubbles: This device exactly resembles a Horn of Valhalla, but when it is
sounded it will bring forth a cloud of bubbles which surround its holder, completely
obscuring his vision for 4-12 turns.

    Gauntlets of Fumbling: These gauntlets appear to be any of the other types listed
until they are used in a situation where an enemy is attacking, a hostile monster is in
pursuit, or life && death is at stake. At this time their true nature manifests itself,
causing their wearer to fumble, drop things, lose from 2-5 points of dexterity, and so on.
They cannot thereafter be removed with a spell to Remove Curse.

    Gauntlets of Swimming and Climbing: These gauntlets allow the wearer to swim as
a Merman and climb as would a 9th level Thief.

    Gauntlets of Dexterity: When worn these add +2 to the dexterity rating.

    Girdle of Femininity/Masculinity: Although this item appears to be a Girdle of
Giant Strength, as soon as it is worn it changes the sex of its wearer. It can be removed
only with a Wish.

    Necklace of Missiles: This appears to be a normal piece of rather low-value jewelry,
but when it is placed around the neck its wearer can detach the pendant beads and hurl
them as Fire Balls. The necklace can contain either 5, 7, or 9 missiles. The 5 will be 1
Fire Ball of 9 dice, 2 of 7 dice, and 2 of 5 dice. If it has 7 missiles they are of the following
strengths: 1 of 10 dice Fire Ball, 2 of 8 dice, 2 of 6 dice, and 2 of 4 dice. If it contains 9
missiles they are: 1 of 11 dice, 2 of 9 dice, 2 of 7 dice, 2 of 5 dice, and 2 of 3 dice.

    Necklace of Strangulation: A device which is identical to a Necklace of Missiles, but
when placed about the neck will strangle and kill its wearer in 2-5 turns. it requirs a
Limited Wish or Wish to remove it.

    Poisonous Cloak: A cloak indistinguishable from others which are magical. When
it is put on it immed. kills its wearer by poison. No save is psb..

    Mirror of Mental Prowess: This skrying device has Clairaudience, Clairvoyance,
ESP. It will answer one question per week regarding any image summoned to its
surface.

    Mirror of Opposition: When a person views himself in this mirror and exact
duplicate will spring forth from the mirror that is the viewer's opposite, and it will immed.
attack him.

    Trident of Warning: A trident which allows its possessor to know the location,
depth, type and number of hostile or hungry sea creatures.

    Trident of Commanding Water Creatures: This device functions in the same manner
as a Staff of Commanding, but it functions only w/ regard to water-dwellers
within a 6" radius of its user. It functions for 12 turns each time it is used, and it has 24
charges. It may not be recharged.

    Trident of Submission: When any creature is struck with this weapon it must save
vs. magic or surrender to the wielder of the Trident. Submission lasts from 3-12 turns.

    Trident of Yearning: When this trident is picked up its holder immed. conceives
an unquenchable longing to immmerse himself in as great a deph of water as
psb.. He cannot loose his hold from the trident without a Dispell Magic spell. The
item cannot be recognized until gripped firmly.

    Eyes of Charming: When these cusps are placed over the eyes their user Charms as
if he were a Vampire.

    Eyes of Petrification: When the user of these lenses, incidentally indistinguishable
from Eyes of Charming, puts them on he is immed. turned to stone.

    Gem of Brightness: If looked into this stone reduces the looker's hit probabilities by
20% (1-4) permanently. A Cure Serious Wound spell will remove this blindness. A
Darkness spell will negate the gem's effectiveness for 1-4 turns, and a Continual Darkness spell
will darken it for from 1-4 days. The beam is directional and has a 1"
range. Hit probability when directed over a distance is 90% minus 5% for each foot of
distance beyond 1', i.e. at 10' it has a 45% chance of affecting its TARGET.

    Jewels of Attacks Upon the Owner: Any person possessing this gem brings double
the chances for monsters, and if a monster comes it has 50% greater probability of pursuit.

    Bracers of Defense: Magical wrist guards which endow their wearer with the various
ACs listed. They do not add to the capabilities of a person wearing any form of
armor, but they do work in combination with Rings of Protection and the like.

    Bracers of Defenselessness: These wrist guards exactly resemble the above, but
when an enemy attacks in anger they immed. lower their wearer's AC to 12.

    Rope of Entanglement: A magical rope which will entwine itself around from 2-8
man-sized opponents (reduce or expand accordingly for other sizes of opponents). It can
be hit only on a 20, and it can take 20 damage points before it is destroyed.

    Rope of Climbing: A rope of very thin but very strong material which will climb in
any direction upon command and fasten itself or unfasten itself upon command. It is 50'
long.

    Rope of Constriction: A rope which resembles xactly either of the 2 ropes above,
but when commanded to perform it lashes itself firmly about its user, as well as from 1-5
others nearby, and will crush the life out of all of them in 2-5 turns unless a Dispell Magic spell is CAST.

    Dust of Appearance: This dust comes in a bag containing a quantity sufficient for
25 uses. When thrown into the air it will cause any invisible or displaced or out of
phase or astrally projected figure to become totally and completely visible for 12 turns.
Its range is within a 1" radius of its user.

    Disappearance Dust: When this powder is sprinkled it will cause all objects within
range of its effects to become totally invisible for from 5-30 turns. This invisibility is undetectable
by means which detect normal kinds of invisibility. There are sufficient pinches
of dust in a bag of this item for 25 usages. Its range is a radius of 1" from its user.

    Dust of Sneezing and Choking: Dust which appears to be either of the two sorts
listed above, but when it is dispersed it will cause all within a radius of 1" to sneeze and
choke; unless they save vs. poison they will die.

    Talisman of Lawfulness: This small silver device will cause any Patriarch to have
the ability to sink an Evil High Priest to the center of the earth forever. It contains 7 such
charges. It may never be recharged. If an evil Cleric touches it, it will deliver from 5-50
points of damage, and any other persons who touch a Talisman of Lawfulness, other
than Lawful Clerics, take from 5-30 points of damage.

    Talisman of Chaos Supreme: A device which looks exactly like a Talisman of
Lawfulness but functions in exactly the opposite manner and has a total of 6 charges.

    Talisman of the Sphere: A black, metallic device which adds 20% to the possibility
of controlling a Sphere of Annihilation. If touched by a non-M-U it delivers from
3-30 points of damage.

    Javelins of Lightning: Javelins which when thrown create a bolt of lightning of 20
points damage. Range is 9", and the stroke of lightning is ½" wide by 3" long.

    Arrow of Direction: This magical device is usable but 7 times per week. To employ
it the user merely states what sort of direction is desired, i.e. the nearest way out of the
dungeons, the nearest way down, the closest cave, or whatever. The arrow is then tossed
into the air, and when it comes down it points the way. It will continue to so point for 7
turns.

    Saw of Mighty Cuting: A magical saw which will cut through a normal-sized tree in
but 6 turns. Consider a normal tree to be approx. 18 inches in diam..

    Mattock of the Titans: A great mallet which drives great piles into the ground with
but a single blow. It will sunder a standard portal (8' high, 4' wide, 2" thick) with one
swing. It is too massive to be used in combat by any except Giants, Titans, and the like.

    Spade of Colossal Excavation: This shovel will excavate a hole one cubic yard in size
in but one turn.

    Wings of Flying: These wings may be attached to the back so as to enable their user
to fly as if he were a Gargoyle. After using the wings for one hour the person must REST
for a like period of timem, however, or he will be overcome with weakness.

    Cube of Force: The device which projects this force cube is a small carnelian cube,
about one inch per side. Three times per day the cube may be pressed so as to cause it to
emanate the force field about its possessor. It will enclose an AREA of 64 cubic feet (8' x 8' x 8').
It moves at a max. of 6" per TURN. Nothing can pass through the force cube,
and only the following will bring it down:
 
Flaming oil or fire in mass Disintegrate
Fire Balls Pass Wall
Lightning Time Stop
Phase Door 4 Blasts from a Horn of Blasting

The user of the cube may lower the force field at any time he wishes.

    Portable Hole: This is a cloth-like piece of very magical material of generally disc-shape.
It is approx. 6' in diam. when spread out fully. It creates an xtra-dimensional hole
10' deep. THe hole can be picked up from the inside or outside, thus
either "pulling it in after you" or folding it and storing it like a scarf. There is no oxygen
in the extra-dimensional space, so living things can remain in the hole only a short time
when it is closed.

    Horseshoes of Speed: When attached to a horse these horseshoes double its movement SPEED.

    Sphere of Annihilation: An absolutely black globe of nothingness, 2' in diam..
Anything which comes in contact with it is completely and irrevocably destroyed, wishes
notwithstanding. Control of this item is based on both INT and level of M-U.
Base probabilities are shown below by level of M-U, and for every factor of INT
over 12 add 2%.
 
Level of Magic-Use Probability of Control/Turn
under 8th 25%
9th 30%
10th-11th 45%
12th-13th 55%
14th-16th 65%
17th 70%
above 17th 75%

    The sphere moves 3"/turn. When it is not controlled during any turn it moves directly
towards the person attempting to control it. If two or more persons attempt to
control the sphere the probability of either controlling it is reducced 10%, and it will MOVE
towards the weaker of the two parties. Always check the stronger for control first.

    Chime of Opening: A small chime which causes any locked, stuck, held or otherwise
held door or portal to open. It is silver and jewel encrusted, and if not used it may be sold
for 30k gp.

    Pipes of the Sewers: Small wooden pipes which when played summon from 10-60
giant rats in from 1-4 turns. There is a 95% chance of the obeying the piper unless he
is distracted from his tune. For each TURN of distraction chance for obedience drops 15%.

    Lyre of Building: When this instrument is strummed it will negate the effects of a
Horn of Blasting for 6 turns. When played to build treat it as if 100 men had labored for a
week. In its first capacity it is playable once per day; in its second it is usable twice per
week.

    Figurines of Wondrous Powers: These figurines do various things.

    Ebony Fly is a tiny figurine of a fly which upon command grows to gigantic size. A
man may ride upon its back and travel at the SPEED of a Dragon (24"/turn). It will shrink
back to tiny size upon command also. The fly has an AC of 5 and 4 HD. If it
is killed it is destroyed. Usable once per week for up to one day's time.

    Marble Elephant is a statuette about the size of a person's hand. Upon command it
will grow to the size of the largest elephant (10' tall and over 6 tons weight) and transport
the owner and others, or serve as a war elephant or fighter in general, for up to one week's
time. AC is 4, and its HD are 8. If killed the figurine is destroyed. It
shrinks upon command also. It can be used once per month.

    2 Golden Lions are small figurines when tossed into a melee become real
lions and fight for their possessor until slain. In the latter event they return to their
original state as figuines and may be picked up as such. They are usable once per week.

    Onyx Dog is a small statuette that has the combined power of a Hell Hound's
sensing ability and a Robe of Eyes. When performing alive and in this capacity it will not
stop until it has found what the wielder of the statuette wants. It will perform this duty
12 times and then refert to a normal statuette without magical powers. If killed (treat as
a regular wolf for attack/defense 2-8 HP) all magical properties are lost forever.

    3 Ivory Goats are separate carvings, each with a different purpose. The correct one
must be grasped in order to have it do the desired thing. After use the statuette reverts to
a non-magical figurine. THE GOAT OF FLEEING grows to a large animal which
travels at 48"/turn even with two riders upon its back. It will travel until it reacehs the
haven named or for one full day. THE GOAT OF FIGHTING grows to a bull-sized
animal with an AC of 2 and 10 HD. It gets 4 attacks/turn: 2 for each horn
which are capable of 2-16 points of damage each, and 2 for each front hoof which are
capable of from 1-8 points of damage each. If it charges into battle an additional 5-20
points of damage are given to whatever creature it impacts against, horn damage is
added, and hoof attacks are ignored that round. THE GOAT OF SLAYING becomes a
horse equivalent to a Paladin's mount, while the former horns of the statuette become a lance
which delivers double damage upon whatever it srikes and a sword which delivers
quadruple damage, when a monster is confronted. If either the possessor of the figurine
or the monster is slain, the magical weapons and the horse resume goat-like shape and
all magical properties are forever lost.

    Wizard's Robe: When garbed in this robe a Wizard has a 95% chance of success
when casting the following spells: Charm, Hold, Polymorph. There is a 60% chance the
robe will be white (Lawful); a 30% chance it will be gray, and a 10% chance it will be
Chaotic (black).

    Robe of Blending: This garment is an almost perfect camouflage device, for the
wearer matches his surroundings when garbed in the robe. Thus, if in a rocky AREA he
resembles a rock, among Orcs the Orcs believe him to be one of their number, and so on,
even to having a correct odor. Creatures above the 10th level, or with 11 HD or that
equivalent, have a 10% chance/level or die above 10 of detecting a Robe of Blending,
and rechecks must be made every 6 turns if the wearer lingers within the area of such
creatures. Friendly members of the wearer's party, if any, can detect him without difficulty.

    Robe of Eyes: Invisibility, Disappearance Dust, or even a Robe of Blending are
useless against any Magic-User cloaked with this garment. He views 24' in all directions
as if Appearance Dust covered wherever his alighted. The hundreds of eyes which
adorn the robe make detection unavoidable. He can track enemies to their hiding places
if they have passed the spot within one day's time. Ambush and surprise is not possible
when a Robe of Eyes is worn, for its wearer easily detects hidden enemies.

    Robe of Powerlessness: A garment which resembles any one of the other robes listed
above, but when it is slipped on the wearer becomes weak, stupid and foolish. Any spells
known are forgotten. It requires a Remove Curse to be able to shed this robe.

    Manual of Puissant Skill at Arms: This set of instructions in the arts of fighting is
such that any Fighting Man who reads it will go up one level immed. after completing
such a reading. If a Cleric or Thief reads it he will incur neither gain nor harm,
but if a M-U peruses even a small section he will lose 10,000 XP as
it is so opposed to his discipline.

    Manual of Gainful Exercise: Any person who reads this treatise will immed.
acquire another point in their strength rating.

    Manual of Bodily Health: Any person who reads this work will immed.  gain
another point in their CON score.

    Manual of Stealthy Pilfering: A guide to thievery so learned that any Thief who
scans its pages will immed. acquire another level of ability. A Fighting Man or
M-U who handles it will merely lose 2,000 and 5,000 XP respectively. A Cleric
who glances inside its pages loses 7,000 XP and suffers from 5-30 points of damage.

    Manual of Golems: A study which explains how to build a GOlem. There is a 60%
chance it will tell how to construct a Flesh GOlem, 30% that it will be for the construction
of a Stone GOlem, and but 10% it will instruct the M-U on the forming of an Iron
Golem. Any Fighting Man or Thief who handles the Manual of GOlems will take from 5-
30 points of damage. A Cleric will lose one level of experience if he handles this work. IT
takes from 1-3 months to build the Golem, and the cost is 1,000 gold pieces per HP.

    Manual of Quickness of Action: Perusing the pages of this work cause any reader to
immed. gain 1 point in his DEX score.

    Book of Exalted Deeds: Any Lawful Cleric who reads this epistle will immed.
go up 1 experience level. A Neutral Cleric will suffer the loss of one level of
experience. A Chaotic Cleric will lose two levels, and there is also a 505 chance that he
will repent of his evil ways and forevermore become Lawful. If a Thief reads it he will
take 4-40 points of damage. Fighting Men suffer no damage when handling it and cannot
understand its contents. M-Us who read it suffer 5-20 points of damage and
the loss of 10,000 XP.

    Book of Vile Darkness: The reverse of the Book of Exalted Deeds, except that a
Lawful Cleric will be driven permanently insane if he reads it, and a Neutral Cleric
stands a 50% chance of becoming permanently Chaotic. Thieves who read this unspeakable
text have a like chance of becoming permanently Chaotic, and they take 2-20
points of damage in any event. Lawful Fighting Men who handle it take 5-30 points of
damage, and Paladins must have a Remove Curse and Dispell Evil and Bless spells read
over them within 24 hours or else they lose their Paladinhood forever.

    Book of Infinite Spells: Any non-M-U takes 5-20 poitns of damage when
initially handling this work, but thereafter may handle it unharmed. It has 24 pages, at
least 6 of which are blank. From 3-18 spells can be contained therein. These spells can
be either Magical (70%) or Clerical (30%). They can be of any level. When a page with a
spell upon it is turned to the possessor of the work is able to cast as many of these spells as
he wishes -- providing that the spell is one which he could otherwise use, i.e. M-Us
cannot use a Cleric spell and the reverse holds true. If the page is turned it can
never be turned back. Each time a spell is used from this book there is a 10% (non-cumulative)
that the page will turn of its own accord. Of course, wind, accidental turning,
and t he like can cause the pages to turn also. The possessor need not have the
book with him to benefit from this magic.

    Library of Silver Magic: A monograph on good magic which causes Lawful M-Us
to gain a full level of experience immediately upon studying it. Neutral M-Us
take the risk of becoming permanently Lawful if they should page through it (50%
chance). Chaotic M-Us lose 1 experience level and take 3-30 points of damage
from its study. Any others who touch it take 2-20 damage points.

    Libram of Gainful Conjurations:  Neutral M-Us gain a full level of experience
from reading this work. Both Lawful and Chaotic M-Us who glance
through it take 5-30 damage points.

    Libram of Ineffable Damnation: The reverse of the Libram of Silver Magic.

    Tome of Understanding: Any person who carefully follows the instructions contained
in this tome immed. gains 1 point in his Wisdom score.

    Tome of Clear Thought: Any person who peruses the contents of this work immed.
gains 1 point in his INT score.

    Tome of Leadership & Influence: Any individual reading the pages of this study
immed. accrues the addition of 1 point in his CHA score.

    NOTE: All  Manuals,  Books,  Librams,  and Tomes listed above are indistinguishable
from one another until opened. Their covers are blank and impenetrable
by either Commune or Contact Higher Plane spells, although a wish will
reveal its general contents, and a second Wish would reveal its exact nature. After being
read by one individual the work vanishes completely, unless the reader gained no benefit
from the contents. In the latter case he cannot rid himself of the item and must hide it
away and guard it against USE by someone who would gain from it.

    Deck of Many Things: This device is a pack of 18 parchment cards, 4 each of four
kinds and 2 jokers. Each of the four in each kind is different. One-half bring beneficial
things, and one-half cause hurtful things. The person possessing such a deck may select
cards from it four times (or more if jokers are drawn), and whatever is revealed by the
card selected takes place. The cards are:
 
A of Hearts Immed gain 50,000 XP
K of Hearts Gain Misc. Magic item from the Table of your choice
Q of Hearts Gain 1-3 wishes to be taken when you like
J of Hearts Help from a Superhero with +3 armor, shield, and sword for one hour when you call him
A of Diamonds Immed. gain map to richest treasure on any dungeon level
K of Diamonds Gain 5-30 pieces of jewelry immed.
Q of Diamonds Gain Scroll of 7 Spells, no 1st level spells on it
J of Diamonds Add 1 point to any ability score you wish, i.e. STR, INT, WIS, DEX, etc. 
A of Spades Lose 1 experience level immed. 
K of Spades Lord with +4 armor, shield, and sword attacks you*
Q of Spades Immed. death, no save
J of Spades Monster from 5th level Underworld Monster Table attacks by surprise
A of Clubs Change alignment immed.
K of Clubs Lose your most prized magic item immed.
Q of Clubs Turn to stone, no save
J of Clubs Lose 1 point from your Prime Requisite
JOKER Gain 25,000 XP immed. or select two additional cards

*all magic items disappear when attacker is defeated

    After each draw the card is returned to the pack and it is shuffled again before
another draw is made. All four draws need not be made, but the moemnt the possessor
of the deck states he has no intention of ever drawing further cards, or after the
max. number or draws in any event, it disappears. Note: The referee may make up
his own deck using the guidleines above.