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\begin{center}
{\Huge \bf Magic Items \\}
\vspace{.075in}
{\Large \em (slightly screwy) \\}
\vspace{.1in}
{\large \sf \copyright \ 1990 Aaron Miaullis. All Rights Reserved.}
\end{center}
\vspace{.3in}

{\bf WARNING:} These magic items to be used at characters' \& DM's own risk. \\

\vspace{.2in}



	


	1)	Arrow of recall:\\

		        The arrow of recall is a magical item that would stick
		in a living target (+3 to hit) and cause a blinding blue/green
		energy arc around the target.  The arc is powered by the stats
		of the character; for every round the arc is in existance, it
		drains one point from a random (d6) stat.  The other pitfall
		of the arc is for every round the happless victim must make
		a save vs. spells.  Two missed saves causes the character to
		be teleported to the lair of the mage that created the arrow.
		For that reason, it is called the arrow of recall - the 
		victim is being recalled for a ``private conference" of pain.\\

	2)	Lecrucia the Thristy:\\

			Lecrucia is a magical dagger of grey stone.  The dagger
		was crafted by a ancient, matronly, ogre mage for really painful
rites of summoning. The ogre cast her soul into the dagger
		when her temple was overwhelmed by troops of the good order.
		She has been causing more trouble ever since.\\

			Lecrucia has inteligence of 17, wisdom of 17, ego of
		17.  Her powers are:\\

\begin{center}
\parbox{4in}
{\begin{enumerate}
\item{+0 base to hit/damage}\\
\vspace*{-.2in}
\item{+2 vs. high elves}\\
\vspace*{-.2in}
\item{+3 vs. grey and drow elves (rare treats)}\\
\vspace*{-.2in}
\item{+1 vs. things with blood}\\
\vspace*{-.2in}
\item{+6 vs. Vampires (they have lots of blood)}\\
\vspace*{-.2in}
\item{2d12 blood drain AT LECRUCIA'S WHIM (substains her lifeforce)}\\
\end{enumerate}}
\end{center}

			Lecrucia will turn against her master if he won't let
		her drink.  If she gains control, she will plunge herself into
		her slaves heart and drain him or her completely.  Lecrucia
		is Lawful Evil and will try to pervert anyone who uses her.
		She can only drain blood eight times per day, the number of
		diamonds on the hilt.  When she drains blood, a diamond turns
		red.\\

\newpage
\begin{center}
{\Huge \bf MALTA'S MAGNIFICENT SPELLS\\}
\vspace{.075in}
{\large \sf \copyright \ 1990 by Dean Dretske. All Rights Reserved. \\}
\vspace{.3in}
\end{center}

\begin{tabbing}
{\bf Malta's Pattern Creation} \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \=Level: 2 \\
  Casting Time: See Below  \>Duration: Permanent\\
  Component: V,S,M         \>Saving Throw: None\\
  Range: 0                 \>Area of Effect: See Below\\
\end{tabbing}
  Description:\\

With this spell, the caster can create a pattern for use with the spell 
Malta's Pattern Transport.  The Pattern can be any image with any colors, but 
it must include a circle which forms the outer edge.  The Pattern can be any 
radius, but the cost of making the Pattern is dependent on the materials used - 
so bigger Patterns cost more.  The Pattern can be woven into cloth, painted 
onto cloth or a hard surface, or inlaid into a hard surface.  The Pattern must 
be at least 1 yard in diameter with no maximum size.  The cost to make a 
Pattern is equal to the square yards of the Pattern times the amount below:\\

\begin{center}
\begin{tabular}{||l|l|l|r||}
\hline
     Material & Cost  &  Time   &  Save  \\
\hline
     Painted on Cloth: &5 Silver  &   1 hour   &    15  \\
     Woven into Cloth: &1 Gold    &  10 hours  &    12  \\
     Woven into Rug:   &2 Gold    &  15 hours  &    10  \\
     Painted on Wood:  &1 Gold    &   3 hours  &    10  \\
     Painted on Stone: &2 Gold    &   4 hours  &     8  \\
     Inlaid in Wood:   &3 Gold    &  12 hours  &     5  \\
     Inlaid in Stone:  &5 Gold    &  16 hours  &     2  \\
\hline
\end{tabular}
\end{center}

Patterns cannot be repaired, they must be remade completely.  Patterns can be
moved (assuming the material can be moved as one unit) without damage.  The 
Save listed is the save the Pattern must make when used for transport (See 
Malta's Pattern Transport for details) - the material saves normally for any 
other damaging situation.\\  

\begin{tabbing}
{\bf Malta's Pattern Image}\ \ \ \ \ \ \ \ \ \ \ \=Level: 2\\
  Casting Time: 1 hour  \>Duration: See Below\\
  Component: V,S,M     \>Saving Throw: None\\
  Range: 0     \>Area of Effect: One Pattern\\
\end{tabbing}
  Description:\\

  With this spell, the caster can imprint the size and image of an undamaged
Pattern.  This imprinted image can later be used by the caster to create a 
matching Pattern of his own.  The imprinted image can be recalled by the caster 
for up to 1 month per caster's level (at casting time).  If this time is 
exceeded, or the caster creates a matching Pattern (even if different size), 
then the imprinted image is dispelled.  This spell is necessary to create an 
exact size matching Pattern if the original Pattern is not present for the 
creation of the matching Pattern.  The caster can have up to one imprinted 
image/size per level at a time.\\

\newpage
\begin{tabbing}
{\bf Malta's Pattern Transport}\ \ \ \ \ \ \ \ \ \ \ \=Level: 3 \\
  Casting Time: 1 turn     \>Duration: Instantaneous\\
  Component: V,S,M     \>Saving Throw: None\\
  Range: 0     \>Area of Effect: See Below\\
  Description:\\
\end{tabbing}

  With this spell, the caster can move himself and other materials from one 
Pattern to another Pattern.  The two Patterns must have the same image and the
destination Pattern must be at least as big in radius as the source Pattern.  
Both Patterns must be known to the caster (current locations) and they must be 
partially).  The  destination Pattern must also be uncovered such that there 
is room for the incoming creatures/objects.\\

  If all of the above conditions exist, then casting the spell will transport 
the caster and any objects/creatures which are completely supported by the 
source Pattern to the destination Pattern.  All objects transported will end 
up on the destination Pattern at the same ratio of distance to the edge as on 
the source Pattern.  That is, if an object is halfway from the center to the 
edge on the source Pattern, then it will be halfway from the center to the edge
on the destination Pattern (regardless of the size of the destination Pattern).
An object is considered to be completely supported by the pattern when its 
weight is supported by the material inscribed in the outer circle of the 
Pattern or by something which is itself completely supported.  That means that 
a person held in the air by another will be transported only if the holder is 
completely supported.  Flying creatures must not be flying at the time of 
transport.\\

  To cast the spell, the caster must stand in the center of an undamaged Pattern
and cast the spell.  In the first round of the casting, the Pattern will begin
to glow (each color of the Pattern will emit its own color).  Over the next 
eight rounds, the Pattern brightness will increase to approximately the same as
outside on a sunny day.  As the last word of the spell is stated, the brightness
of the Pattern doubles and all completely supported objects/creatures are 
transported to the destination Pattern.  If the destination Pattern is not 
available (see above), then the transported objects/creatures are returned to 
the source Pattern after one second (and the source Pattern's save is at -4).\\

  The source Pattern is subjected to some heat and other energies in the course
of the transport.  These energies cause the source Pattern to make a save or 
be damaged (a single crack or burn mark will alter the Pattern and render it
unusable).  The destination Pattern is not subjected to the same amount of 
energy, so it does not need to make a saving throw.\\

  The lighting conditions at the destination Pattern do not change, so the 
transported creatures will have to adjust to the current lighting (1-2 rounds,
depending on lighting).\\

Some notes:

\begin{enumerate}
\item {Tossing a rug over an inlaid Pattern prevents incoming transports.}
\item {Rolling up a rug/cloth Pattern prevents incoming and makes is easier to transport the Pattern. }
\item {The only bi-directional Patterns are exactly the same size (hence the Pattern Image spell).}
\item {The caster must remain in the middle for all of the casting, but creatures/objects also transported only have to be on the Pattern in the last segment.}
\end{enumerate}

\newpage
\begin{center}
{\huge \bf Rules For Fallinggg......  \\}
{\sf \large By Jim Vassilakos \\}
\end{center}
\vspace{.1in}

{\hspace{1in}  An individual falls at 10m/s/s, so that's roughly:   \\}
\begin{center}
\begin{tabular}{||r|r|r|r|r|l||}
\hline
Sec & Seg & \multicolumn{2}{c|}{Distance} & Rate & Damage (save)  \\
        &    &    m &   ft  & m/sec  &  \\
\hline
        &    &   10 &       &        &  d3 (dex for neg)  \\
        &    &      &    20 &        &     d6 (dex for 1/2)  \\
     1  &    &   10 &    30 &   10   &    2d6 (1/2dex for 1/2)  \\
        &    &      &    40 &        &    3d6 (no save)  \\
        &    &      &    50 &        &    4d6 (1/2dex or double)  \\
        &    &      &    60 &        &    6d6 (1/2dex or double)  \\
        &    &      &    70 &        &    8d8 (1/2dex or fatal)  \\
        &    &      &    80 &        &    10d10 (80\% fatal)  \\
     2  &    &   30 &    90 &   20   &    12d12 (90\% fatal)  \\
        &    &      &   100 &        &    fatal  \\
     3  &    &   60 &   180 &   30   & \\
     4  &    &  100 &   300 &   40   & \\
     5  &    &  150 &   450 &   50   & \\
     6  & 1  &  200 &   600 &   60   & \\
        & 2  &  750 &  2250 &  120   & \\
        & 3  & 1650 &  5000 &  180   & \\ 
\cline{5-6} 
        &    &      &  \multicolumn{3}{l||}{5000 ft/seg  hereafter }  \\
\hline
\end{tabular}
\end{center}
\begin{center}
\parbox{5.5in}
{
(How's that for beating an undead horse? BTW, what did we
decide terminal velocity was at one gravity \& one atm? I'm
proly exceeding it by several factors.)
}
\end{center}
\vspace{0.15in}
\begin{center}
{\huge \bf Rules for the Gestation of Babies \\ }
{\large \it (so's we's can eats them)  \\ }
{\large \sf By Jim Vassilakos \\}
\end{center}

{\hspace{2in} Let Mean gestation period =  $ \sqrt{(Life\div120) \times  (9 months)} $   \\ }
\vspace{.1in}
{\hspace{2in}   where Life = Maximum Venerable Age as per DMGv1 pg13  \\  }

\begin{center}
\begin{tabular}{||l|r|r||}
\hline
  Race       &  Life  &   Gestation    \\
             &  (yrs) &     (mos)    \\
\hline
  Human      &   120  &       9    \\
  Mnt Dwarf  &   525  &      19    \\
  Wood Elf   &  1350  &      30    \\
  Gray Elf   &  2000  &      37    \\
  Drow Elf   &  1000  &      26    \\
  Half-Elf   &   325  &      15    \\
  Halfling   &   200  &      12    \\
  Half-Ork   &    80  &       7    \\
\hline
\end{tabular}
\end{center}
\vspace{.1in}
\begin{center}
\parbox{5.5in}
{
This chart came in real handy when the drow elf got pregnant...
demon semen  :-)  (Okay, so I run a strange game... sue me.) } 
\end{center}
\begin{center}
\parbox{5.5in}{
Actually, gestation periods probably correlate better with
body weight than anything else... but that would involve
research (shudder). } 
\end{center}
\newpage

\begin{center}
{\Huge \bf THE BILL AND TED REPORT \\}
\vspace{.075in}
{\large \sf \copyright \ 1990 Brian Wiley Yip. All Rights Reserved.}
\end{center}
\vspace{.3in}

	The Lance Corporation was founded four years ago in California by ace
autoduelist, John Steinathan, now president of Lance Corp.  Originally, 
Lance Corp. dealt only with arena events (including prize money, salvage
rights, product endorsements, etc.) and small share holdings just like any
other autoduel corporation.  Now, Lance Corp. has entered the automotive
market by introducing two designs of their own, available commercially.\\

	These two automobiles, the Blowout-2036 and the Puppeteer, are the
focus of this report.  Due to the fledgeling nature of Lance Corp. in this
area, these two cars are off an assembly line that is disproportionately
non-automated.  That is, perhaps 20\% of each are assembled by hand, so 
both are very limited in production, and the price is a bit steeper than
what one might expect from similar cars until you actually drive one.\\

	Bill and I flipped to see who would get the driver's seat on the
Blowout-2036: Bill won.  Our findings were as follows: the Blowout-2036
is a mid-sized car with a lot of interesting features.\\

	The driver's set is extremely comfortable, the economic designing
was well done here, right down to the beverage recepticle between the
gunner's and driver's position.  The displays are clear and the field of 
view excellent.  My one complaint about the interior design is the off-line,
asymetrical configuration of the gunner's position.  This particular design
feature makes turns and accelerations feel funny like I was going to fall
out and although we did no crash tests, I am skeptical of its safety in a
head-on collision.\\

	Coming standard with the Blowout is its front searchlight. A rather
unusual accessory on such a car already, it is covered by a sort of 	 
venetian blind system called the ``searchlight screen" in the owner's
manual.  This screen opens on activation of the searchlight and closes when
not in use to keepm aerodynamic soundness and keep dust off.  Besides this,
the screen contributes to what I think this automobile's most attractive
features: its archaic look.  The screen looks much like the old radiator 
grills one might find 20th century cars.\\

	The tinted windows, too, add to its aesthetics.
Naturally the car does not really have windows,
that would be unsafe, but the ``windows" do serve
the same purpose as real windows did.  Instead of using the standard cameras,
Lance Corp. designers put a special photosensitive layer under the plastic
armor where windows would be.  Not only does this look good, but it is 
practical as well.  It is this feature that provides the occupants with an
excellent field of view.  In addition, the fact that the car's visual 
receptors are spread out over a large area, there is almost no way a single
penetration will turn your screens into a dead channel as hitting a camera
would, so there need not be backup cameras.\\

	One other interesting thing about the Blowout is the selection of
armament.  This is not a heavy-firepower car, nor is it especially well
armored, save the front.  The main armament is the two grenade launchers
in the external weapons pods.  This vehicle is intended to immobilize a
forward opponent at long range.  The VMG in the turret is a backup.\\

	The Blowout-2036 is an automobile with a couple of innovations,
while the Puppeteer is an innovation in itself.  Most cars are built 
with the duelist in mind.  The Puppeteer is an option for that commuter
coming home from a long day's work.  Those familiar with Larry Niven's
Known Space universe will understand why it is called the Puppeteer.  I
got to drive this one.\\

	The Puppeteer is not actually a car, but a reversed trike --
two wheels in front, one wheel in back.   It has
heavy armament, but only to the rear.  The Puppeteer is fast and handles
better than any vehicle I've driven on or off the road.  Its low profile
makes it hard to hit.  All of these things make clear what the Puppeteer
is designed for: running away, and I dare say that it does this very well.\\

	One is apt to feel very safe in a Puppeteer.  The radar system
gives you fair warning of traffic around the vehicle.  The powerful engine
is enough to provide twice the acceleration and 150\% the speed of most 
of the juggernauts on the road today.  Very little technology was spared in 
its making, there's even a \$2500 stereo entertainment system!\\   

	Are there any problems with the Puppeteer?  Well, for one, there's
so much electronics in the thing that the panels are almost cluttered.  Is
the Euro-Business Machine Holo-game and Auto Secretary really necessay? But
perhaps the hardest thing to get used to seems to be what is almost
trademark of Lance Corporation -- the asymetrical arrangement.  There is one
recoiless rifle mounted on the Puppeteer's left side, giving a firing arc that
extends to the left and rear, but there is no matching set on the right side.
Given time, however, one would be able to adjust this.  The most demerits come
with its \$40,000 price tag!\\

	Bill thinks that the price is too much for a purely defensive-stlye
trike, but I think that the sound system more than makes up for this.\\

\vspace{.2in}
\begin{center}
{\Huge \bf Puppeteer \\}
\vspace{.075in}
{\large \sf \copyright \ 1990 Brian Yip. All Rights Reserved.}
\end{center}
\vspace{.1in}

   	Puppeteer --- Medium Reversed Trike with Carbon-Aluminum frame,
Super Power Plant with Thunderkit fuel cells, Platinum Catalysts, and
Super Conductors.  Hvy. suspension, 3 OR solid tires, driver only, 
RR right with APFSDS warheads, Flaming Cloud Projector back, Radar System,
No Paint Windshield, Long Distance Radio, Hi-Res Single Weapon Computer 
(for RR), Anti-Lock Brakes, HD Shock Absorbers, Spoiler, Vehicular Computer,
Stereo Entertainment System.  Cargo Capacity: no space and 5 lbs. Armor:
sloped armor, Flame-proof, F17, R19, L19, B35, T10, U10.  Accel. 10,
HC3 on and off-road, 2215 Lbs., \$35,340. \\

(NOTE: the Stereo Entertainment System is not official, cost: \$2,500, no
space, no weight, a supplement for the vehicular computer.  Note also:
the actual cost is \$40,000 due to uniqueness and hand-crafting.) \\

\vspace{.2in}
\begin{center}
{\Huge \bf Blowout--2036 \\}
\vspace{.075in}
{\large \sf \copyright \ 1990 Brian Yip. All Rights Reserved.}
\end{center}
\vspace{.1in}

	BLOWOUT-2036 --- Mid-sized, x-hvy chassis, Hvy. suspension, 
Large Power Plant, PR tires. Driver and gunner, VMG in turret, two
Linked Grendade Launchers with Explosive Grenades (one in left EWP
and one in right EWP) facing forward, one Searchlight front, one
Smoke Discharger left, one Smoke Discharger right.  Armor: F50, R30,
L30, B25, T15, U10, 6pts. armor on each EWP, 3pt. Wheel Guards on rear
wheels, 3pt. Armored Wheel Hubs on front wheels.  Accel. 5, HC3,
5856 Lbs., \$16,780.  Up to 1 space and 104 lbs. cargo.\\

(NOTE: Price is actually \$18,780, due to limited manufacture and
hand-craftsmanship) \\
\newpage
\begin{center}
{\Huge \bf MONSTERS!! MONSTERS!! MONSTERS!! \\}
\vspace{.075in}
{\large \sf \copyright \ 1990 by Aaron Sher. All Rights Reserved. \\}

\vspace{.5in}


\begin{tabular}{||l||c|c|c||}
\hline
\multicolumn{4}{||c||}{Phaseling }\\
\hline
      &  Normal   &   Warrior   &  Spellcaster\\
\hline
HD    &   1+1     &     3+1     &     2+1\\
AC    &   3       &     1       &     2\\
\hline
Size  & \multicolumn{3}{|c||}{ S(4')}\\
\hline
MR    &   5\%      &     10\%     &     15\%\\
Int   &   Avg     &     Avg     &     High\\
\hline
\#At   & \multicolumn{3}{|c||}{ by weapon}\\
\hline
Dam   & \multicolumn{3}{|c||}{ by weapon}\\
\hline
\end{tabular}
\end{center}
{ 
 Phaselings are a race of humanoids who appear as short, stocky elves,
hairless, with a deep blue coloration (Beware: players tend to call them
Smurfs).  They have one racial ability:  to phase.  Phasing is not the
same thing as a phase spider does; there is no extraplanar involvement.
Basically, phasing is a line-of-sight teleport, to a maximum of 10 feet.
Normal phaselings are much like anyone else, not using their power for 
anything special, but some phaselings take up the art of war for a 
profession.  These warrior phaselings attack as 3+1 hit dice monsters, and
normally use either a longsword (two-handed), or a shortsword-dagger
combination (which they can do without penalty).  However, they can also
use their phasing power in battle, making them almost impossible to hit.
This also makes shields useless against them, and only one-half DEX bonus
is applied to armor class (round up) because the attacker doesn't know 
where the attack is coming from.  Occasionally a phaseling will have some
magical skills, but this is very rare.  No phaseling will have better than
second-level mage or first-level cleric skills, and they will never be
specialists.  Spells are normally inscribed on scrolls, which they carry in
a scroll tube on their person.  The magic resistance of phaselings is
constant, regardless of caster level. \\

}


\begin{center}
\begin{tabular}{||l|r||}
\hline
\multicolumn{2}{||c||}{Phazer}\\
\hline
HD& 3+1\\
AC& See Below\\
THAC0& 17\\
Size& S(4')\\
MR& Std\\
Int& Avg\\
\#At& by weapon\\
Dam& by weapon\\
\hline
\end{tabular}
\end{center}
{
   Phazers (no relation to phaseling, despite the similarities) appear as
dwarves, except that their skin is normally a neutral gray color.  They
are often mistaken for duergar.  They possess the special ability to alter
their body's density at will.  On the following chart, I have divided it
into seven stages of density.  A phaseling can go two steps per round (for
example, to get from five to one would take two rounds). \\

\begin{center}
\begin{tabular}{||c|l|r|c|c|c|l||}
\hline
Number & Skin Color  & AC & Missile &Blunt &Edged   &  Equivalent \\
\hline
  1    &  white      & 8  &    0    &  2   & 1.5    &  soft cloth(velvet) \\
  2    &  pale       & 7  &   0.5   & 1.5  &  1     &  hard cloth(denim)  \\
  3    &  gray       & 6  &    1    &  1   &  1     &  flesh \\
  4    &  dark gray  & 5  &   -1/d  &  1   & -1/d   &  soft wood \\
  5    &  black      & 4  &   -2/d  &  1   & -2/d   &  hard wood \\
  6    &  shiny black& 3  &   0.5   & -2/d & 0.5    &  stone \\
  7    &  silver     & 2  &    0    & 0.5  & 0.25   &  metal \\
\hline
\end{tabular}
\end{center}

The three columns labeled "Missile", "Blunt", and "Edged" represent how
much damage a phazer will take from the specified type of attack at that
density.  A plain number (0.5) is a multiplier; for instance, 0.5 means
half damage, and 0 means no damage.  If the entry is of the -X/d format,
that means that X points of damage per die should be subtracted.  The
"Equivalent" column lists an equivalent density for convenience.  The
DM should note that texture is not duplicated, only density; "hard cloth
(denim)" will feel soft and squishy. \\

{\em Additional Note}:  Phazers were designed for a plane on which denser objects
   would pass through less dense objects.  On this plane, their
density-changing ability would let them walk through walls, etc. They might not
   be particularly well suited for a normal campaign world.

\begin{center}
\begin{tabular}{||l|r||}
\hline
\multicolumn{2}{||c||}{Spiker}\\
\hline
HD& 2+1  \\
AC& 3 (but see below)  \\
\#At& 1-4  \\
Mv& 15"  \\
Dam& 1d4 plus special  \\
Int& Animal  \\
MR& Standard  \\
\hline
\end{tabular}
\end{center}

   A spiker appears as a ball (averaging about 7' diameter) composed 
entirely of thin metal shafts, radiating outwards from the center. 
Spikers can extend any of their "spikes" to a length of at least 10',
sometimes more, and they travel by rolling, propelling themselves with
their back spikes.  Spikers are predators; they normally consume small
animals (squirrels, mice, groundhogs, etc) but they will attack anything
that comes within range.  They "see" by sensing body heat and by tactile
perception from their spikes (thus a spiker in a forest may seem to be
bouncing from tree to tree - they prefer open plains).  They attack by
spearing prey with 1-4 spikes roll randomly each round), then secreting
digestive juices down the spikes.  The juices are highly corrosive, thus
if the spiker strikes the target's armor or shield the object must make
a save vs. acid or drop 1 AC value from corrosion (note a shield will
be ruined); if the armor reaches AC 10, it is destroyed.  To determine
what the spike struck, use the following chart:  \\
  \\
\-AC 10  \\
   Dexterity  \\
   Shield  \\
   Armor  \\
\-True AC  \\
  \\
Thus, if the spiker hits AC 10 but fails to hit the target's AC adjusted
for dexterity, the spike has been dodged.  If it hits the dexterity-
adjusted AC exactly, it is assumed to have struck a shield (if applicable),
or armor (if not).  A person with a 17 DEX wearing banded mail and using
a shield would look as follows:  \\

\begin{center}
\begin{tabular}{||c|c|c|c|c|c||}
\hline
AC Struck & $>$ 10 & $>$ 7 & 7 & $>$ 0 & 0 or less \\
\hline
Object Hit & Nothing & Dodged & Shield & armor & Person \\
\hline
\end{tabular}
\end{center}

The outer spikes are as hard as steel, so the only vulnerable spot is in
the center, where the new spikes are soft (spikes are periodically shed,
as new spikes grow outwards and harden).  A weapon must be at least 4'
long to strike this safely.  If someone attacks with a weapon from 3 to 4
feet in length, they will take 1-2 damage from acid to the arm.  Spikers
are dusky brown and make a rustling sound as they move.  \\


\begin{center}
\begin{tabular}{||l|r||}
\hline
\multicolumn{2}{||c||}{Lirana (Hunters in the Night)}\\
\hline
HD&2 \\
\#At&3 \\
Dam&1-3/1-3/1-6 \\
SA&spit acid \\
SD&hide in shadows, illusions \\
Mv&6"/15" \\
AC&0 \\
Int&See Below \\
\hline
\end{tabular}
\end{center}

{ \em Note}:  Kudoes to Barbara Hambley, for her Darwath Trilogy.  \\

   The Lirana, or Hunters in the Night, are quasi-material beings from the
Plane of Shadow.  They can change their size, from less than a foot long
to about twenty feet long, and their bodies are somewhat malleable, so they
can go through holes smaller than their length.  They attack with a claw/
claw/tail attack routine, and if pressed will spit acid for 2d6 damage, save
for half.  They will not approach light, but they have the power to cast
a darkness zone, draining the power of any light within the zone.  Lirana
typically attack in large numbers, but they are almost impossible to count.
from 50\% -- 90\% of the lirana present will attack each round, but they will
flee if they lose more than half their original number.  They possess a
communal intelligence, and are very clever.  They live in great underground
caverns, usually on the ceilings.  They can become almost impossible to
see in any shadows (though note they will never venture forth during the 
day, and even strong moonlight can drive them off), hiding with a 90\%
chance of success.  They generally do not use this ability to ambush,
preferring to cast darkness over their victims and attack during the
confusion.  \\

}
\newpage
\begin{center}
{\Huge \bf THE AIRWOLF\\}
\vspace{.075in}
{\large \sf \copyright \ 1990 Gregory J. LeVee. All Rights Reserved.}
\end{center}
\vspace{.1in}
\begin{center}
\begin{tabular}{||l|l||}	
\hline
climate/terrain & Temperate / Forest\\
	Frequency       & Uncommon \\
	Organization    & Packs \\
	Activity cycle  & Night \\
	Diet            & Carnivorous \\
	Intelligence    & Low \\
	Treasure        & R \\
	Alignment       & Neutral Evil \\
\hline
	No. appearing   & 5 - 50 \\
	Armor Class     & 0 (4,8) \\
	Movement        & FL 25 (B) \\
	Hit Dice        & 3 \\
	Thac0           & 17 \\
	\# of Att        & 4 \\
	Dam/Att         & @ 1-6 \\
	Special Attacks & None \\
	Special Defenses& None \\
	Magic Resistance& 5\% \\
	Size            & S (3'x3'x3') \\
	Morale          & 11 \\
	XP Value	& 650 \\
\hline
\end{tabular}
\end{center}
\vspace*{-.1in}
      \underline{Description}:\\
	
	Air Wolves are small furry magical mammals.  Air Wolves look like large
	balls of fluff with two eyes and a large mouth.  They have light brown
	to black fur.\\

     \underline{Combat}:\\

	Air Wolves attack by diving into the ranks of their prey from all sides.
	If possible an Air Devil will split its attacks up among it's enemies,
	with no penalty.  This tactic is what gives it such a high armor class,
	if attacking a single opponent their armor class drops to a four and if
	held immobile (or surprised) their armor class is an eight.  These
	tactics also give them a 50\% chance of attacking from behind.  For
	purposes of combat males and females are identical.\\
	
      \underline{Habitat/Society}:\\

	They are nomadic and live in groups of up to fifty.  The entire pack is
	comprised of 50\% males, 30\% females, and 20\% young.  During a conflict,
	the young (and one female for every five young) will hover above the
	area while the rest of the pack attacks.  Air Wolves will attack
	anything of large size or smaller, whether they are hungry or not.
	They have been known to go out of their way to attack humanoids (which
	they consider to of great sport.)  There are cases of Air Wolves and
	Worgs cooperating for short periods of time.  A few (10\%) have even 
	learned to speak the tongue of Worgs.\\

      \underline{Ecology}:\\

	Over two hundred years ago these creatures were accidentally created by
	the Wizard Gral.  Being worthless to him he threw them out into the
	world and they have thrived since then. Air Wolves are mammals,
        giving birth to live young.  Even though they
	are small creatures they have ravenous appetites and will eat anything
	they can sink their teeth into.  They live for approximately 20 years.\\

\vspace{.2in}
\begin{center}

{\Huge \bf NEW MAGIC ITEMS \\}
\vspace{.075in}
{\large \sf \copyright \ 1990 by BIG DADDY. All Rights Reserved. \\}
\vspace{.3in}
\end{center}
{
Here's a few magic items that have quite a background in my gaming background.
Due to the strength of these items they have had many owners.(Sometimes within
the same party.) Some may think, Oh' the great Monty-Haul strikes again, not
so.  The finding/getting of powerful items is one thing, keeping that item
\& your head is where the fun begins.\\

\begin{description}
\item[VANQUISHER:] quasi-relic. Dagger +2/+3 vs Larger than man...\\ 
   INT: 17  EGO: 19 (20 in our world determines 'Relic' status.) \\
   Known Languages: 
\begin{itemize}
\item {Ogre, Bugbear, Lizard Man, Fire \& Hill Giant  }
\item {Can read magical runes.} 
\end{itemize}
   Detects:
\begin{itemize}
\item {Good/Evil 100'r} 
\item {Invisible objects 1'r}
\end{itemize} 
   Power: Teleport 1/day (to known location) \\
   Special Purpose: Slay non-human monsters \\
   Special Purpose Power: Paralysis 1d4 rds., Sv vs Magic.\\
\end{description}

Notice no alignment.  This has helped promote the viligant search that develops
whenever this weapon is known to be around.  It has been pawned for @30,000gp
by one player in our group who was an assassin.  Needless to say, he retrieved 
the dagger after the sale.  Oh, the dagger no longer has an alignment due to
the fact that as long as it's special purpose is kept it dosen't care who uses
it.\\

\begin{description}
\item[FIRST JUSTICE] +2 NoDachi Quick Sword.
   Always strikes first in a battle, there after recieving +3 to further
   initaive rolls. Dam.1-10/3-18
\end{description}

This weapon was custom built for a duelist in our group who had a habit of
picking fights with the wrong people.(Don't they all.)  It was great until
he lost his right arm dueling someone with a sword of sharpness.\\ 

\begin{description}
\item[ERENDIL'S VEST] A magical leather vest that has 6 pockets on the front of
   it, three on each side.  Once per pocket, per day a magic-user may call
   upon a pocket to produce all the physical components needed for the spell
   in mind.  Unknown to the user is the side effect, the items called forth
   from the pockets are taken from the nearest source.  (Even a party member)
\end{description}
   
The Mage/Thief in our party had a field day with this one.  We never knew
how he got our stuff...\\
\begin{center}
{\Huge \bf MORE NEW MAGIC ITEMS \\}
\vspace{.075in}
{\large \sf \copyright \ 1990 by Aaron Sher. All Rights Reserved. \\}
\vspace{.3in}
\end{center}

Here are some magic items I created for my campaign.  Most of these were
an attempt to make weak items that weren't ``standard" book items.\\

\begin{description}
\item[The Shadow Sword:]  Appears as a normal sword with a black blade.  When
   someone picks it up, after a few seconds it vanishes.  They can still
   feel the weight (only about two pounds) on their hand, but there's
   nothing there.  Subsequently, any time they INTEND to have a sword (of
   whatever type) in their hand, the Shadow Sword will appear (in the
   expected form).  It has no combat bonuses, except when fighting 
   creatures of shadow, in which case it is +2, or in magical darkness (+1).
   Usually what happens is someone will pick it up, it vanishes.  Then in
   their experimentation (WHAT the HELL?) they will attempt to draw their
   own sword (thus desiring to have a sword in their hand), and it will 
   appear in the proper form.  It will remain until they 1) put it down and
   someone picks it up again, or 2) will it out of existance again.  It's a
   neat sword, flashy, but it doesn't usually help in combat.  (BTW, it
   sheathes itself in the Border Ethereal)
\item[The Silver Sword:] A completely normal short sword, except for two features:
   it's made of solid silver, and it's indestructible.  Completely and
   utterly indestructible, unless you want to go to the extremes of artifact-
   destruction methods.  It has no other bonuses.
\item[Stealth Armor:]  A suit of black leather armor +1, it grants +10% to both
   hide in shadows and move silently abilities.
\item[Shaping Crystal:]  A translucent crystal about 2"X2"X4", it has the power
   to form itself into anything the holder desires, with two limitations:
   it cannot change its material (i.e. anything made will be translucent
   crystal, and possibly fragile, if thin), and it cannot change its
   volume (i.e. every shape must be 16 cubic inches).  Nobody has yet
   come up with a use for this item, in either of the two campaigns I
   placed it in.
\item[Air Cup:]  Solely for humor value, this is a golden goblet of a usual size
   and shape.  It has one power; that of not allowing any liquid of any kind
   into the cup.  Water poured into the cup will strike and flow around it,
   as if it had a cap.  Mud dropped into it will separate into dessicated
   dust and water, which will fall into and flow off of the cup, 
   respectively.  This item has no purpose whatsoever.
\item[Illusion Bowl:]  This appears as a large copper bowl, with four rods sticking
   up out of the inside of the bowl, so that the bowl would rest on them
   if inverted.  The rods are one foot apart, and one foot long.  If the
   holder thinks of an image, that image will appear in the one cubic foot
   volume defined by the four rods.  This requires very little concentration,
   and thus could be used to illustrate a story (as the bard in my party 
   often does).
\item[Spell Rod:]  This is an ebony rod, about two feet long, capped with gems at
   either end.  It is intelligent (c. INT 9), and has the power to cast
   spells as a magic-user of whatever level is appropriate to the campaign
   (I used fifth).  It regains these spells as if it were a human mage, with
   internal spellbooks.  However, there's one little problem:  it doesn't
   know (and is incapable of learning) any form of communication.  It 
   cannot understand language of any kind (including sign language and body
   language), and it cannot speak or convey meaning by any other method. 
   Therefore, it uses its spells when IT thinks the situation warrants it,
   and it's not extremely bright.  For example:  the thief carrying the rod
   is creeping up through the darkness on the enemy camp.  The rod helpfully
   casts a light spell on his forehead, to help him see.  You can imagine
   the results yourself.  If played right, this one can be hysterical.  You
   must be careful to have the spells actually help the party most of the
   time (though possibly indirectly :-)), or they'll just ditch the rod. 
\end{description}

One quick-and-dirty method of creating magical items is to simply look 
through the Players Handbook, pick a spell, and imbue the item with that
spell.  If it's a duration-spell (ex. Infravision or Spider Climb), then it
will be a constant-effect item.  If it's an instantaneous spell (ex. Fireball
or Cone of Cold), it'll have charges or a time-limitation (3 uses/day, etc.).
You can use multiple effects for a more powerful item. \\


\begin{center}
{\Huge \bf EVEN MORE NEW MAGIC ITEMS \\}
\vspace{.075in}
{\large \sf \copyright \ 1990 by Jeff Vogel. All Rights Reserved. \\}
\vspace{.3in}
\end{center}

\begin{description}
\item[Undead charms:] These are
small charms, 2" long. They come in 2 flavors: the skeleton
variety, which is a small wax skeleton, and the zombie variety, which is
like a small voodoo doll. When a charm is touched to a dead body, it
crumbles to dust and the body is animated as an undead of the same type as
the charm, and under control of the creator. Often found in clusters.
\item[Cursed Undead Charm:] Appears to be
one of the normal types of charms. However, when touched to a
body, it creates a skeleton (1-30), zombie (31-60), ghoul (61-90), or wight
(91-00), which immediately attacks all living creatures nearby.
\end{description}

\end{document}

