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Posted

An island in the far south of the Outer Ocean. Ice surrounds it on several sides. The west side is free of ice most of the year. A deep warm current upwells out in the ocean, mostly keeping this side free of ice.

The west side has been used as an invasion route more than once.

The destruction of the Telkha-Nar-An People came about in this way. The ruins locations are where they once lived.

Thkh Mountains ?

An explorer had come in and tried to tell the people there the horror he had seen, but they thought he was naming the mountains. So they added it to the map and he left.

The empty lands is the south-west corner of the Southern Continent, Bellshar

Map updated: Dec 16, 2014.

Increased map sixes form 1200 pixels to 2000 pixels. Feb 2, 2019.


Detail of western part of this island.


Author

Posted

I decided to come up with a list of AD&D magic items not mentioned in the official books.

Magic armor has a 12” movement rate.

If an item is listed as ‘spear’ then it could be a 5’, 6’, 7’ or 9’ spear. Many +6 items are unique. If the characters break them, the items are gone forever. Note that in my campaign, an Identify can only note generalities about an item. So a long sword +1 would Identify as a long sword with few pluses. Few means +1 or +2, Several is +3 or +4, Many is +5 or +6. A Wish or Limited Wish can be used to get the exact number.

I haven’t listed all of the items I came up with for my campaign. I don’t want the players to know what they are yet.

See the books for items not in the list.

item exp gold pieces worth if sold

chain +4 2800 14,500
chain +5 3600 16,900
chain +6 4800 18,000 (unique)

leather +2 650 5,000
leather +3 1100 7,000
leather +4 1600 9,000
leather +5 2100 10,500
leather +6 3200 12,000 (unique)

ring mail +3 2100 6,000
ring mail +4 2900 7,500
ring mail +5 3500 9,200
ring mail +6 4800 12,000 (unique)

scale mail +4 2900 7,500
scale mail +5 3500 9,200
scale mail +6 4800 12,000 (unique)

splint +5 4100 21,000
splint +6 5000 23,000 (unique)

studded leather +2 750 3,400
studded leather +3 1050 6,500
studded leather +4 1175 7,600
studded leather +5 2300 9,000
studded leather +6 3300 11,700 (unique)

shield +3/ +5 vs. missiles 1200 7,000

arrow +4 110 675
arrow +5 165 1,012
arrow +6 200 1,518 (unique)

battle axe +1/ +3 vs. Ogres, Orcs, and Hobgoblins 900 4,250
battle axe +2 900 5,200
battle axe +3 1800 8,000
battle axe +4 2700 10,800
battle axe +5 3600 13,600
battle axe +6 4500 15,400 (unique)

bolt +1 20 120
bolt +3 75 300
bolt +4 110 450
bolt +5 165 675
bolt +6 225 790 (unique)

bow +2 1200 5,000
bow +3 2880 6,424
bow +4 3700 8,250
bow +5 4753 10,599
bow +6 (unique) 6106 13,610

dagger +3 vs. small /+2 vs man-sized/+1 vs. large 275 1,800
dagger +2/+3 vs cold-using creatures 500
dagger +3 300 3,000
dagger +4 450 4,000
dagger +5 650 5,500
dagger +6 800 6,800 (unique)

flail +2 1000 9,000
flail +3 1552 13,000
flail +4 2400 15,750
flail +5 3600 17,650
flail +6 4500 19,550 (unique)

hammer +4 2100 18,000
hammer +5 3100 26,000
hammer +6 4200 32,000 (unique)

heavy crossbow +1 750 2,700
heavy crossbow +2 1000 4,000
heavy crossbow +3 1350 5,925
heavy crossbow +4 1500 7,200
heavy crossbow +5 1800 8,100
heavy crossbow +6 2300 11,000 (unique)

javelin +1 500 3,400
javelin +3 1100 7,500
javelin +4 1700 11,600
javelin +5 3300 15,700
javelin +6 3900 19,800 (unique)

light crossbow +2 500 2,000
light crossbow +3 1000 3,000
light crossbow +4 1500 4,000
light crossbow +5 2000 5,000
light crossbow +6 2500 6,000 (unique)

mace +3 1400 14,000
mace +4 1800 16,000
mace +5 1950 18,000
mace +6 2300 20,000 (unique)

military pick +2 525 3,750
military pick +3 780 5,625
military pick +4 1200 7,800
military pick +5 2100 10,000
military pick +6 3300 12,000 (unique)

morning star +2 900 7,000
morning star +3 1200 9,360
morning star +3/+5 vs. magic-using and enchanted creatures 1690 11,500
morning star +4 1500 11,200
morning star +5 2800 12,800
morning star +6 4100 15,000 (unique)

scimitar +1 360 2,880
scimitar +3 1560 12,500
scimitar +4 3250 20,000
scimitar +5 6000 28,125
scimitar +6 12500 36,000 (unique)

sling +2 500 5,000
sling +3 1000 6,500
sling +4 1400 7,300
sling +5 1900 8,400
sling +6 2300 9,500 (unique)

spear +4 3000 15,000
spear +5 4500 18,000
spear +6 6200 21,000 (unique)

sword +6 4500 22,500 (unique)



Author

Posted

xpgp is prorated by me from 0.1 up to 2 times. This depends on difficulty of the encounter, what they had to do to defeat any monsters, how many characters tried valiantly and died anyway, etc. I had a Sinclair ZX81 program, and later on an AmigaBASIC program, to help me calculate this. It went out to 4 decimal places, as I knew that the fractions add up. The xp/gpxp sheet I gave the players the following week, showed 2 decimal places.

The majority of the time, it was 0.3 to 1.0 times the total gp value, then divided up by number of characters.

So if two encounters were the same monsters, but one encounter was difficult for the characters, then that group got a higher percentage.

If the encounter was easy, the percentage was low.

Same with monster xps. I had a chart, not sure which box it is in right now, which had an area in the middle of the chart where the characters got what the monster gave for killing it.

Above that, the percentage went up. Below that, one fighter killing 5 giant rats as an example, the percentage of xp the character got was low.

Most of the players, with the exception of some game store Monty Haulers, liked the system once they understood it.

The home game players were happy to get 0.67 xp from one adventure… they happened to find some magicked Fool’s Gold coins, that turned to lead when they got back to town. They sold it, and got the 0.67 gpxp per character.




Author

Posted

These are from various other people on Dragon’s Foot forums. Used with their permission. Ulan Dhor and Smithy

An example of one I made up would be Wall of Fog for Druids. In AD&D 1E, its a Magic-User spell. But since Druids can affect weather, they should be able to create fog. There are many other examples.


Here are some of the spells, in spell name alphabetical order:

  1. Animate Dead 1. Animated skeletons of non-humanoid creatures/monsters turn as an undead equal to their HD/2, so an animated skeleton of a hill giant would turn as a shadow. 2. Recently dead animated monsters are zombies, have ¾ the HP of the original monster, move at ¾ movement, flying creatures can fly, and all physical attacks remain the same. So a reanimated 8HD zombie ankheg would attack as a 8HD creature, have ¾ its original HP, turn as a shadow, have one attack per round and do 3-18 damage, but would not spit acid. 3. Long dead skeletons animated have ½ the HP of the original monster, move at ½ movement, flying creatures cannot fly, and all physical attacks remain the same. So a reanimated 8HD skeleton ankheg would attack as a 8HD creature, have ½ its original HP, turn as a shadow, have one attack per round and do 3-18 damage, but would not spit acid. 4. A cleric can reanimate up to his level in HD of creatures, either singly or collectively. 5.A rival cleric (but not MU) can attempt to take control of animated dead with a successful turn attempt, the original cleric can attempt to reassert control in the same way.



  2. Clauda Ring of Friendship : this small gold ring is fashioned as two arms ending with clasped hands around a crowned heart. When worn it will provide +1 saves vs Charm & Fear type spells/Rolls. Aswell as this it provides +1 to all Charisma based Rolls for friendship or persuassion. The user may also “friend” another character, which allows once a day for the wearer to take a blow or damage for the named friend as long as they are close by or within LoS. Only damage caused from non-magic sources may be taken ie. No spell damage and only the physical damage from a magic weapon. The magic bonus will always hit home on the original character. All that is required is a hand shake between the friends. The gift lasts until the ring is removed and no character may chose another BF until the old one is dead.



  3. Color Spray The spell description is altered as follows: Explanation/Description: Upon casting this spell, the illusionist causes a vivid fan-shaped spray of clashing colors to spring forth from his or her hand. From 1 to 6 creatures within the area of effect can be affected. Affected creatures are struck unconscious for 2 to8 rounds if their level is less than or equal to that of the spell caster; they are blinded for 1 to 4 rounds if their level or number of hit dice is 1 or 2greater than the illusionist; and they are stunned (cf. power word, stun, seventh level magic-user spell) for 2 to 8 segments if their level or number of hit dice is 3 or more greater than the spell caster. All creatures above the level of the spell caster and all creatures of 6th level or 6 hit dice are entitled to a saving throw versus the color spray spell. The material components of this spell are a pinch each of powder or sand colored red, yellow and blue.



  4. Dimension Door A dimension door will allow the caster to go past a globe of invulnerability or an anti-magic shell, but not within. If the caster touches a victim with a successful to hit roll they can dimension door them as well. Recovery from use of a dimension door spell (for caster and any victim) requires 7 segments, during which no attacks or actions may be possible.



  5. Dispel Magic Works on illusions as if the caster was 2 levels below their current casting level..



  6. ESP If the magic user wishes they can use this spell to anticipate the attacks of an opponent in melee. The victim gets a save, if they fail the magic user gains a +2 to hit, +2 on saves and 2 point AC bonus against that opponent only for the duration of the spell. Once this is done the spell may not be redirected to any other opponent..



  7. Fireball Wandering Monster Checks: When a Fireball is cast the flash and subsequent fires (as well as the pressure changes underground) may trigger a wandering monster check. Ongoing fire damage: when a Fireball is cast in an outdoor environment (say a forest) or an indoor environment with combustibles, there will be a fire raging afterwards. As long as there are objects to burn, the AOE of the Fireball will deal out 1 hp per level of MU damage to all in the AOE for 1d6 rounds. In addition, there is a 5% chance per round of passing out from the smoke when outdoors, 20% per round inside. Obscurement: smoke will reduce visibility in the AOE for 1d3 rounds (-2 to hit against anyone in the AOE) outside and 1d6 rounds inside. Morale: Low Intelligence monsters and animals will likely panic when they see fire, it is a natural reaction. A Fireball and the subsequent fire should trigger a morale check. In addition, when a Fireball takes out large numbers of foes in a single shot, it should routinely trigger a morale check.



  8. Flame Arrow Range: Touch, Duration: 1 rd/level, Area of Effect: Each missile touched, Components: V, S, M , Casting Time: 3 segments, Saving Throw: special Explanation/Description: Once the magic-user has cast this spell, he or she is able to touch one missile per level, each such missile so touched becomes surrounded by flame and is considered “magical”, although it gains no bonuses "to hit". All missiles must be discharged by the end of the spell's duration. Any creatures hit by an enchanted missile that are not immune to fire damage will take regular arrow damage + 1 and must make a save versus spell. If they fail the arrow has ignited them and they will take an extra 1-4 damage. In addition, the target's items must save against normal fire or be destroyed. The material components for this spell are a drop of oil, a small piece of flint and a feather for an arrow, dart or bolt enchantment, a piece of sharpened iron for an axe or hammer, sand for a sling stone or a shard of wood for a spear or javelin.



  9. Heston’s Cold Dead Hand : The enchanted metal hand of one ancient adventurer named Heston, lost long ago. It appears palm out, with preserved human skin covering it. A large key protrudes from the wrist end and small holes appear to be drilled into the finger tips. For those who have knowledge of it, there is also a small trigger mechanism hidden in the thumb. When the trigger is used small poison darts fly from each finger, one at a time or in a volley. It has a poor Range of effect being S = 6ft / M = 12’ / L = 18’. On firing it recharges at midnight.
    Humanoids will take d2 damage and must save vs poison at +1 (Large creatures – Ogres/Giants etc at +3) or be partially enfeebled. Each hit causes stats to drop -1 To Hit /-2 Damage and slows them by 50% with 10% chance of unconciousness. Each hit is partially cumulative -2/-4, -3/-6, up to -4/-6. Slowed by up to 75% max. Each hit increases chance of unconciousness by 10% though. If a save is made no further extra penalties are applied or saves required. If all 4 darts hit, and no save is made, there is also a 20% chance of immediate death.
    These effects are bad for living beings, undead are affected even more. Any hit and failed save on Skeletons/ zombies (save at -3) means instant disintegration. If save take d4 damage. Other corporal undead (not higher than Shadows) not saving will take 2d4 damage, save for 50% dmg. A second hit on same creature with a second fail also causes instant destruction. A volley of 4 shots all hitting their target, will overwhelm any undead (up to Shadow level) and no save is possible.

    The key attached can be used by Thieves as a skeleton key, giving +25% to pick locks and lock any door magically at 2 levels above its normal strength. (Even a locks original key will not open it automatically.) This ability is only useful to Thieves, while the “hand-gun” may only be used by them and Clerics.



  10. Illusionary Script
    Illusionists may write this script on their bodies as tattoos. The chance of an opponent viewing the script during combat are as follows:

    Completely Surprised – 9 in 10 chance of viewing script
    Surprised – 7 in 10 chance of viewing script
    Viewing illusionist – 5 in 10 chance of viewing script
    Attacking normally – 3 in 10 chance of viewing script
    Avoiding script – 1 in 10 chance of viewing script (-2 to hit)

    If the target views the script they get a save against magic with modifiers for wisdom (mental attack) and dexterity (pulling away quickly) to this saving throw.



  11. Invisibility 10’ Radius Invisibility 10 radius is a zone of effect spell centered on the designated target. All those things in the zone become invisible, person or object. No two targets in the zone may see each other, but the designated target of the spell and the caster can see all. The maximum capacity for the spell is 100 man sized creatures, 1 large creature or 200 small creatures. If the group is to move and stay invisible every 1” of movement (up to maximum of slowest member) reduces the total maximum number of participants by 10, so a movement rate of 10” is possible for at most 10 individuals, anything faster would lead to complications. Those in the AOE of the spell who wish to move must have some way of communicating (e.g. walking while holding the shoulder of the one in front) to avoid collision. Any missile fire directed from the invisible group must be randomly targeted amongst all ahead of themselves in the AOE. The AOE of the spell can be exited and re-entered, and entering after it has been first cast still conveys invisibility.



  12. Protection from Evil Hedges out undead as well (as “enchanted” creatures or creatures created by magic).



  13. Shocking Grasp This spell may “sit” for one round per level before being discharged. If the magic user has a metal object in their hands (e.g. a dagger) they may conduct the electricity through the object for additional damage. The spell may also be discharged through liquids, at a maximum distance of 1” per 4 levels of the caster.



  14. Web Adjacent PC’s can free a trapped victim but must save versus spells or be trapped. Using a blunt or bladed weapon can double progress through the web.




Author

Posted

Some of these I found in early White Dwarf magazines and modified. Others I made up.

An example of one I made up would be Wall of Fog for Druids. In AD&D 1E, its a Magic-User spell. But since Druids can affect weather, they should be able to create fog. There are many other examples.


I’ll use the same format as the 1E PHB.

Here are some of the spells, in spell name alphabetical order:

  1. Cone of Good Cleric 4: (Invocation) Reversible (Cone of Evil) 6" ; Instantaneous ; 6" long x 3" diameter at end, 1/2" at start end ; VSM ; 3 segments, Negate. Causes an invisible cone of goodly force from the finger tips of the cleric's pointing hand. (One hand holds the holy symbol and the other points.) Any evil creature in range must SR or be forced back 6" from the cleric. Once forced back, the creatures will then shun the cleric for 1d6 turns. Material is a holy symbol. The reverse forces good creatures back from an evil cleric.



  2. Detect Curse Cleric 7: (Abjuration/Summoning) 2" ; 1 round ; one object, etc. ; VSM ; 9 segments ; yes, if fail SR the curse activates. Detects intensity ; 1%/level to detect curse ; holy relic or holy artifact in possession of caster +20% to roll. If caster fails to SR vs. magic, curse transfers to caster. Wish to remove curse. Materials are 3 vials of holy water and one holy symbol (silver), and one 15,000 gp gem. Materials vanish after casting.



  3. Detect Undead Cleric 2: (Divination) 3" ; 1 turn/level ; 1" path ; VSM ; 1 segment ; none. Spell enables the cleric to detect the presence of any undead creatures. Material is a holy symbol held forth.



  4. Flash Magic-User 2 or Illusionist 1: ( Evocation, - ) 4" ; Instantaneous; 1/2" radius; VSM ; 1 segment ; half damage; a small ball of bat guano and sulphur ; Victim suffers second degree burns and takes 2d6 hp damage/3 levels of the caster, must also SR vs. magic or be blinded for 2d4 rounds. ( That would be 3rd level/2d6; 6th/4d6; 9th/6d6; 12th;8d6; 15th/10d6; 21st/14d6).

    One magic item that came out of this was a Dagger +1/+2 vs. large that could cast 5 Flash spells, one per round, via a push button on the dagger’s handle. Can be used by non-spell casters. But only M-U or Illusionist can recharge it.



  5. Nebanself's Eye of Back Seeing Cleric 5 or Magic-User 4: (Alteration) touch ; 2 hours + 1hour/level ; personal ; VSM ; 5 segments ; None. Forms an eye out of pineal gland. With this spell in affect, dexterity bonuses apply to rear attacks. Thieves striking silently at user of spell at +2 istead of +4 to hit and damage is halved. Pickpocket attempts are at minus 40%. Other character classes get no plus to hit from behind. The eye can also have infravision and permanency cast on it. The eye takes 3 turns to form after the spell is cast. Material is eye of an Umber Hulk or a small one from a beholder.



  6. Light of Cutting Magic-User 6: (Evocation) 18" ; 2 segments ; beam of tiny width ; VSM ; 4 segments ; SR negate (misses). Beam of intense light springs from a ruby of 500 gp worth held in the caster's hand. Can be used for amputation of an infected limb of a stationary being. 70% chance of a clean cut with no serious bleeding. Can cut through one inch of iron in 1/4 segment or one inch steel in 1/2 segment. As a weapon it does 2d6+1 hp/level above 12th. Any who save have dodged the beam. Shields, Leomund's Tiny Hut, and Wall of Fire have no affect on this spell. Wall of Ice stops the beam but a 1/2" hole is cut in the ice. Mirror surfaces or gaze reflection spells deflect the beam and bright red clothes may do so. 50% chance to deflect for very clean highly colored robes. Material is a ruby which shatters after spell completion. No damage is taken from the shattering jewel.



  7. Magic Messenger Magic-User 3: (Conjuration/Summoning) zero ; until fullfilled ; creates a sphere ; VS; 6 segments ; None. Creates a silvery sphere with a mouth on it. It can be instructed to carry a message at any specified time. The short message can be anything the caster wants to send. The sphere travels at a 28" movement speed by the most direct route possible to its destination where it materializes and delivers the message.



  8. Oath Cleric 1: (Conjuration/Sumoning) touch ; until broken ; creatures touched ; VSM ; 1 round ; none. Used to seal a bond, bargain, or verbal agreement between 2 or more willing participants, not including the caster. If anyone subsequently wants to break the oath must SR vs. spells at (-1/level of caster.) or take 1d4 hp. The oath is then broken and negated for the other participants. Material is a holy symbol.



  9. Wall of Fog Druid 2: (Alteration) 5” ; 3d4 rounds + 1 round/level ; 2” cube/level ; VSM ; 3 segments ; None. Creates a misty wall of vapors that obscures all sight even infravision beyond 2 feet. Material is mistletoe.




Author


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