Slow-Starter Weapon

This is a magical weapon designed to grow in power over the course of a battle. In the first round or two of combat, it isn’t that impressive, but in extended fighting, its wielder is likely to become a major force on the battlefield.

D&D

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is +1 to hit and damage. On the second it is +2; it is +3 on the third, and so on, all the way up to +7 on the seventh round. On round 8, the bonus for the weapon does not change, but it does do an additional d6 in damage on a critical roll. This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the crit bonus after 1 round without use, then losing a +1 per round until it is down to +1.

Note also that the weapon only works this way if it is used in combat against a real opponent who means to harm them.

***

Tunnels and Trolls

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is normal. On the second it gains 2 adds over and above anything normal for its weapon type; On the 3rd, it adds 4 more total, and so on, all the way up to +20 on the 11th round. On round 12, the adds do not change, but its wielder does do 2 on any spite damage inflicted with the weapon. This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the spite bonus after 1 round without use, then losing a 2 adds per round until it is down to normal.

Note also that the weapon only works this way if it is used in combat against real opponent who means to harm them.

***

Worlds of Hurt

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is +1 to hit and damage. On the second it is +2; it is +3 on the third, and so on, all the way up to +8 on the eighth round. On the 9th round, the bonus does not change, but the value of the third dice is tripled (instead of doubled) in the event of a critical success on an attack.  This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the crit bonus after 1 round without use, then losing a +1 per round until it is down to +1.

Note also that the weapon only works this way if it is used in combat against a real opponent who means to harm them.

A Slow-Starting weapon always has the trait of “Stalwart.”

Ninja (D&D, First Edition)

How do you make a ninja in first edition D&D?

Well, as I recall, Dragon Magazine published something to that effect a time or two, but my own friends and I found it preferred our own version cobbled together from conventional classes out of the Player’s Handbook. We just had to tweak a few core rules, but the essential concept was simple.

Run the character as a Multiclassed Monk-Assassin. This of course ignores either the rule saying that Monks have to be human or the rule that only other races can be multi-classed. I guess, you could ignore both, but you have to ignore at least one of them to do this. My preference is to say Ninjas have to be human, but that this specific combination is allowed.

We didn’t really think of this as one character combining two different skill sets. We thought of it as one skill set that simply tracked through the rules system as two different classes.

As to alignment, the Ninja can be true Neutral or Lawful Evil.

Any weapons appropriate to ninjas are automatically allowed.

That’s it.

Vek (D&D, First Edition)

A General narrative about Vek can be found here. What follows are stats for the game of Tunnels and Trolls.

***

FREQUENCY: Rare.

NUMBER APPEARING: 10-60.

ARMOR CLASS: 6

MOVE: 12”.

HIT DICE: 1d8.

PERCENT IN LAIR: 25%.

TREASURE TYPE: D.

NUMBER OF ATTACKS: 2 or 1.

SPECIAL ATTACKS: Tail spikes.

DAMAGE OF ATTACKS: (2) claws for 1d4 each, or (1) tail spike for 1d4, or by weapon type.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: Standard.

INTELLIGENCE: Average.

ALIGNMENT: Neutral.

SIZE: Medium (6’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

Vek may attack (twice per round) using their claws or (at normal rates of attack) with manufactured weapons or once per round with tail spikes. They possess 1 tail spike per point of their Constitution plus their level. They generate new spikes at a rate of 1 per week, dropping old ones at about the same rate.

Character Stats: Vek would have the following adjustments to attributes in first edition D&D: Strength is +1, Dexterity is +1, Constitution is +1, Intelligence is normal, Wisdom is normal, Charisma is normal.

Critical Hits

A house rule for first edition, D&D.

Daniel S. Wall

Whenever a character scores a critical hit, roll a die 20 and consult the chart below. If more than one option is listed for a result, the first option applicable to the situation is the one that counts. If no listed options could apply, then the result defaults to Option ‘O.’

Note that some monsters may not be affected by options listed on this table. A goo cannot be subjected to a called shot and some monsters may be immune to stunning, etc. In such cases, the critical hit is meaningless.

Definitions

Ally: Any character, monster, or construct actively helping the principal attacker. This does not include bystanders unless they are actively attacking the same opponent.

Attack (the): The attack which scored a critical hit and landed you on this table to begin with.

Enemy: The target of the attack and/or anyone clearly allied with that target and/or fighting the principal attacker and her allies.

Attacker: The person launching the attack which scored a critical hit.

Target: The individual attacked on the critical hit.

 

 

 

Die

Roll

Missile

Attacks

Melee Attacks
Crowded One-on-One
Basic Attack Called Shot Basic Attack Called Shot Basic Attack Called Shot
1 A B A B A B
2 C C C C C C
3 D D D D D D
4 E E E E E E
5 F F F F F F
6 D D G G G G
7 H H H H H H
8 M I I I I I
9 F F J G G G
10 A B G G G G
11 H H H H H H
12 I I I I I I
13 A B J J A B
14 C C J J C C
15 F F K K G G
16 F F K K G G
17 L L L L L L
18 M M M M M M
19 N N N N N N
20 O O O O O O

 

Results

A: Shot counts as a kill shot (i.e. a called shot intended to kill an opponent outright in one shot).

B: Improved Odds of success on a called shot. (If the initial damage qualifies for a percent chance of automatic success, then the called shot is automatically successful. If it does not, then attack qualifies for a percent chance of automatic success anyway.)

C: The attack scores maximum damage.

D: Add 1d12 to the final damage after all relevant multiplications have already been calculated.

E: If possible, the target will bleed for 1 point per round until dead or magically healed. A viable form of non-magical healing has a slight chance of stopping the flow of blood. The chance is equal to the Intelligence of the healer +1% per level of the character, 2% if the healing character has any healing spells or relevant professional skills (such as doctor).

F: Add 1 point per level of the attacker to the damage of the attack for those rolling on the fighter attack chart, 1 per 2 levels for those rolling on the Cleric attack chart, and 1 per 3 levels for those rolling on the thieves and assassins attack chart, and 1 per 4 levels for those fighting on the magic users and illusionist’s attack chart, but every character gets a minimum bonus of  1.

G: The attacker may immediately take an extra attack on the target. If the character dies from the first attack, she may take any relevant actions she cares to take as if she did not attack on that segment after all.

H: The target is stunned for 1 round, as per the rules for a monk.

I: Knock opponent down if possible. If not, then the critical hit has no effect.

J: Give an ally an extra attack on the target (if that is possible)*. Otherwise, take an extra attack on a different enemy*.

K: Take an extra attack on a different enemy if that is possible*. Otherwise, give an ally an extra attack on the target*.

L: Chance to disarm the opponent attacked. This is calculated by making opposed attack rolls. If the character scoring the critical hit has a disarming weapon such as a trident, she may roll this at a +5. If the opponent is unarmed, the critical hit has no effect.

M: Roll an extra die 6 in damage. Opponent will also move at half rate for an equal number of rounds.

N: Until the opponent activates for their next turn, any attack scored on them will count as a backstab. If any such attacks would have counted as a backstab anyway, then the attacker add 1d6 in damage.

0: attacker adds 1d6 to the overall damage.

 

*Whenever shifting targets as a result of a critical hit, the new target must be within immediate reach for a melee attack.

Traveling Amulets (DnD, 3.5 Edition)

© Daniel S. Wall, April 28, 2026.

***

The general features of Traveling Amulets are listed here. The following is a set of rules intended to adapt the amulets to the specific rules of D&D, 3.5 edition.

              Manufacture: CL 17, the Craft Wonderous Item feat, Eagle’s Splendor (Mass), Freedom of Movement, Heroism (Greater), Mass Heal, Owl’s Wisdom (Mass), Transformation, Wish, Creator Must speak at least 10 languages; Weight ½ pound. Cost: 250,000 g.p.

Note that when crafting a Traveling Amulet, its principal creator may choose the trait she wishes to leave on the Amulet, leaving either her own alignment with respect to Law or Chaos, her own alignment with respect to Good or Evil, or her highest attribute. Neutral alignment on either moral dimension may not be used for a trait.

Triggering: Triggering an Amulet is a free action requiring only a moment of concentration.

Traits: Each Traveling Amulet will list either a component of Alignment belonging to its principal creator (Law, Chaos, Good, Evil) or an Attribute which was the principal creator’s highest attribute score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). To gain the extra boost when using the Amulet, a character must either possess the component of alignment, or they must possess a natural bonus to attribute in question (most likely as a result of the character’s race).

Colors: The specific benefits of the Traveling Amulet are as follows:

Black: A Travelling Amulet turns black when it is received from am undead. This is a pretty standard category in 3rd edition D&D. The undead status of a given monster will be noted in its description.

The power for this color affects the Amulet Bearer and up to 1 ally per level of the Amulet Bearer. Once triggered, the power enables each affected character to continue functioning at a negative hit point status equal to or less than her normal hit points for up to 1 round per level. This does nothing to heal the characters, and any character not healed to a positive hit point status by the end of the duration will die immediately when the duration is up. Furthermore, any character taken below negative hit point status during the use of this power will incur 1 point of malaise +1 more per 20 points of damage taken at her lowest hit point status while the power is activated. This malaise will take effect as soon as the power ceases operation.

Note that when using this ability, each character is actually considered Undead while in negative hit point status. They can be turned or otherwise be affected by magic targeting Undead, but they suffer no additional penalties for light, etc. This effect does not modify healing for the characters in question.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she is personally immune to any attack by Undead for the balance of the game session. Should she personally attack a given Undead, this effect no longer applies.

Blue: A Travelling Amulet turns blue when it is received from an angel, deva, or any other designated benign creature residing with the gods and/or serving as a messenger for them. Note that such entities will normally be designated as outsiders in the description of the creature, but a GM may have to rule on the specific implication that they are celestial.

Once triggered, the power prevents a designated character (usually an NPC), her allies, or her subordinates from attacking the one triggering it or her known allies in any way for a full game session. The GM will simply avoid such an attack regardless of prior planning or any other considerations of the storyline. The designated character(s) will take no further aggressive action towards the Amulet Bearer for the balance of the game session.

This effect is immediately canceled in the event that the Amulet Bearer or any of her known allies attacks those affected by the power in question.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she will be aware of the location of the designated character to which she applied the ability for the balance of the game session.

Clear: Whenever the source of an amulet does not fall into one of the designated classes of creatures turning an amulet a designated color, the amulet becomes completely translucent.

The power for this color will bring the Amulet Bearer treasure equal to half of her experience points at the moment the power is triggered plus 1,000 to 100,000 more gold pieces in value. It will arrive in that game session by means of whatever plot point the GM wishes to use, but its arrival will be public.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she will find one gem worth 100 gold per level + 1d6x100 more gold. When she finds the item, she will be the only one aware of it, and she will be in a position to take it without being seen.

Gold: A Travelling Amulet turns gold when it is received from a full dragon. This does not include pseudo-dragons, dragon-turtles, or draconic humanoids, etc., but it certainly does include Asian dragons. The status of an individual as a dragon will be noted in the description of the creature, but the GM may need to rule on exceptions.

The power for this color may be used to enable the Amulet Bearer and up to 1 ally per level to go directly to a single location of their choice through 1 minute of apparently conventional travel (such as walking, riding horses, rowing a boat, etc.). They will arrive at the location, being placed so long as it is possible on a spot that will not harm them or give them clear and obvious tactical advantages or disadvantages versus any possible enemies. Of course, the sudden arrival itself may be a huge advantage, but the GM will not place them directly behind a target, nor will she set them up on a trap, etc. As much as possible, their placement will be neutral with respect to the tactical features of the location itself.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she may also take one full round of movement once she has landed in the new location before anything else happens. She is not immune to traps, and she may neither attack nor cast spells (or trigger items or special abilities) during this turn, but she can move as she sees fit during that round.

Green: A Travelling Amulet turns green when it is received from a Fey. This is a standard creature type in 3rd edition DnD.

The power for this color affects the Amulet Bearer and up to 1 ally per level of the Amulet Bearer. Once triggered, it enables all characters affected by it to gain bonus experience points equal to 50% of the total experience they would otherwise get for that game session (rounded high).

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she doubles her own experience points for that game session instead of getting just half again.

Purple: A Travelling Amulet turns purple when it is received from an elemental. When a creature fits into this category, this is usually noted in its description.

This power enables the Amulet Bearer and up to 1 ally per level of the Amulet Bearer to avoid being surprised for a single game session. If approached, even by stealthy means, they will not be surprised. They may not see a hidden creature, but they will know that someone or something has arrived.

In addition, the Amulet Bearer and her designated allies can automatically achieve maximum possible surprise in one encounter (at the choice of the person triggering it) during that game session. This assumes that the Amulet Bearer arrives only with those covered by the power. Any other characters present may trigger the normal surprise checks and thereby disrupt the complete surprise. Should the Amulet Bearer and her allies wish more re-enforcements, they may need to leave those not covered by the power behind a round or two, just far enough to keep them from disrupting the surprise effect.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, she is effectively invisible for the first 2 rounds of any encounter for that game session.

Red: A Travelling Amulet turns red when it is received from a netherspawn. In first edition D&D, this normally means a Demon, a Devil, or a Daemon. Such creatures will be of the Outsider type, but a GM may have to rule on whether or not they count as netherspawn.

The power for this color affects the Amulet Bearer and up to 1 ally per level of the Amulet Bearer. Once triggered, the power increases the odds of a critical hit on an attack roll by 1, and gives them a +1 per level in damage in the event of a critical hit by normal standards. Thus, a character who would normally gain a critical hit on a 20, for example, will gain 1 on a 19 or a 20 it gives them an extra 1 point of damage per level on such an attack with a roll of a natural 20. Furthermore, any saving throw for half damage results in no damage in the event of a natural 20.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she gains an additional bonus equal to her own level on any critical hit during the encounter in question, even those that would not normally have been critical hits.

Silver: A Travelling Amulet may turn silver when it is received from any creature possessing inherent psionic abilities. To qualify, the ability must be included in the description of the monster type itself, not one that is gained by the character through class abilities.

The power for this color affects the Amulet Bearer and up to 1 ally per level of the Amulet Bearer. When triggered, the power immediately brings one ally of the Amulet Bearer’s choice back from the dead, removes all damage and disease from the Amulet Bearer and heals half of all standard damage done to the remainder of the allies affected by the power.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she gains an additional number of temporary hit points equal to 5 times her level. This lasts for the balance of the game session, but these points may not be restored.

White: A Travelling Amulet turns white when it is received from a giant. This is a standard creature type in 3rd edition DnD.

The power for this color enables the one triggering it to determine the outcome of two die rolls during the game sessions; one for herself, and one for another character. She literally places the dice on the table with whatever result she sees fit to assign it.

If the Amulet Bearer triggering this item possesses the trait matching the Amulet, once she triggers the ability, she gains the option to place one damage die on the table as she sees fit per round for the balance of the game session. This can be on any damage die roll, but it only applies to one die, even if several dice would normally be rolled as damage for the attack. Someone rolling 3d8 for damage for example, could place 1d8 on the table, but other two would be rolled normally.