Friday, January 16, 2026

Purist (GLOG class: Fighter)

Who needs special abilities when you have stats?



Class: Purist

Starting equipment: 100gp

Starting skill: N/A

This must be your first class and you cannot multiclass into it. As such, your level progression will remain pure.

Because they are all A templates, you may take them in any order whenever you level up.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

Thursday, January 15, 2026

If there were 2000 magic items in an OD&D world, this is how many of each there would be.

If we take the percentages as fractions out of all magic items, we'd need at least 2000 items to have each appear at least once. Here are how many of each item are in the 2000 large pile. You can also multiply the number by 0.05% to get the absolute % you get this item when rolling for a random magic item.

Note that before getting to the magic items tables you'd first roll if its actually a map. So in addition to the 2000 items we also have 666 and ⅔rds of a map. Just a coincidence.

 

MAGIC ITEMS

400 Swords
300 Armor
100 Misc. Weapons
500 Potions
400 Scrolls
100 Rings
100 Wands/Staves
100 Misc. Magic

SWORD

140 Sword +1
20 Sword +1, +2 vs. Lycanthropes
20 Sword +1, +2 vs. Magic-Users and Enchanted Monsters
20 Sword +1, Locating Objects Ability
40 Sword +1, +3 vs. Trolls (Clerics)
20 Sword, Flaming: +1 +2 vs. Trolls (Pegasi, Hippogriffs, + Rocs) +3 vs. Undead (Treants)
20 Sword +1, Wishes Included (2–8 Wishes)
20 Sword +1, +3 vs. Dragons
12 Sword +2
8 Sword +2, Charm Person Ability
8 Sword +3
4 Sword, One Life Energy Drain
68 Sword –2 (Cursed Sword)

of course all swords are likely to be unique due to different ego scores and powers

ARMOR

90 Shield +1
90 Armor +1
45 Armor & Shield +1
24 Shield +2
21 Armor +2
21 Armor & Shield +2
9 Shield +3

This is a pretty weird table, because often there is a set of shield and armor, so actually there are a few more than 2000 items in the pile. Not sure how that's meant to function in the game though. Shame its just numerical bonuses.

MISCELLANEOUS WEAPONS:

25 10 Magic Arrows
15 3–30 Magic Arrows
15 Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins and Kobolds
5 Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins and Kobolds
5 Magic Bow
5 Axe +1
10 Mace +2
5 War Hammer +1
4 War Hammer +2
1 War Hammer +3, 6” Throwing Range with Return
6 Spear +1
3 Spear +2
1 Spear +3


POTIONS: x5

20 Growth 
20 Clairvoyance
20 Diminution 
15 Clairaudience
20 Giant Strength 
25 Animal Control
20 Invisibility 
20 Undead Control
20 Gaseous Form 
20 Plant Control
20 Polymorph (Self) 
20 Human Control
20 Speed 
20 Giant Control
20 Levitation 
20 Dragon Control*
20 Flying 
20 Poison**
10 ESP 
20 Invulnerability
10 Delusion 
20 Fire Resistance
20 Healing 
20 Treasure Finding
20 Longevity 
20 Heroism
*Referee to roll to determine which of the six types of Dragons will be controlled.
** Referee will mislead by naming any of the other Potions, but if carefully questioned should give it a singular feature.


SCROLLS: x4

80 1 Spell 
60 2 Spells 
40 3 Spells 
20 7 Spells 
40 1 Curse*
40 Protection: Lycanthropes
40 Protection: Undead
40 Protection: Elementals
40 Protection: Magic


There is a 25% chance that any scroll of spells found will contain those usable by clerics.
* The referee must take extreme care in handling all Scrolls with an eye towards dup-

ing the players when a Curse Scroll is found. The curse takes effect immediately upon reading the Scroll; therefore having non-Curse Scrolls disappear on occasion if not identified will help to force reading of Curse Scrolls. To determine the type of curse use the table below:

Die Roll Curse: (Range 3” diameter) out of 40:
10 Any monster of the referee’s choice
10 Disease, fatal in 3 turns unless healed
10 Polymorph to insect of referee’s choice
5 Transportation 1,000 miles, random direction
5 Transportation to another planet


RINGS:

9 Invisibility 
5 Protection, 5’ r.
6 Mammal Control 
5 Regeneration
6 Human Control 
2 Djinn Summoning
9 Weakness 
2 Telekinesis
9 Protection 
2 X-Ray Vision
10 Three Wishes 
2 Spell Turning
11 Delusion 
1 Spell Storing
10 Water Walking 
1 Many Wishes (4–24)
10 Fire Resistance


WANDS AND STAVES (All wands usable by Magic-Users only):

15 Metal Detection 
5 Polymorph
5 Enemy Detection 
5 Negation
5 Magic Detection 
10 Staff of Healing*
5 Secret Doors & Traps Detection 
5 Staff of Commanding**
5 Illusion 
5 Snake Staff*
5 Fear 
5 Staff of Striking**
5 Cold 
2 Staff of Withering*
5 Paralyzation 
2 Staff of Power***
5 Fire Balls 
1 Staff of Wizardry***
5 Lightning Bolts
*Clerics only can employ
**Clerics and Magic-Users may employ
***Magic-Users only may employ


MISCELLANEOUS MAGIC:

4 Crystal Ball
2 Crystal Ball with Clairaudience
1 Crystal Ball with ESP
5 Medallion of ESP, 3” Range*
3 Medallion of ESP, 9” Range*
3 Amulet vs. Crystal Balls and ESP*
5 Scarab of Protection from Evil High Priests*
5 Bag of Holding*
1 Censer Controlling Air Elementals
1 Stone Controlling Earth Elementals
1 Brazier Commanding Fire Elementals
1 Bowl Commanding Water Elementals
2 Efreet Bottle*
3 Displacer Cloak*
9 Elven Cloak and Boots*
5 Boots of Speed*
5 Boots of Levitation*
5 Boots of Traveling and Leaping*
5 Broom of Flying
5 Helm of Reading Magic and Languages*
3 Helm of Telepathy*
1 Helm of Teleportation
11 Helm of Chaos (Law)*
1 Flying Carpet*
1 Drums of Panic, 24” Range*
1 Horn of Blasting, 10” Range*
7 Gauntlets of Ogre Power*
2 Girdle of Giant Strength*
1 Mirror of Life Trapping
*Usable by all classes


Personal observations:
The armor and shield table is kind of a head scratcher.
You are more likely to find a curse scroll than a healing potion.
For some reason clairaudience is slightly less common and animal control slightly more. Mysterious.
Those -2 swords are really damn common.
I did not expect magic bows to be this rare.
There are 5% as many magic weapons usable by clerics as magic swords alone.
31 whole items give wishes, and a large number at that. 144 wishes total in the pile.
Ring of spell storing is an unique item. Interesting how several of the items are unique, 1 in 2000 pulls. This elevates them to a status similar to artifacts in later editions, but of course they are powercrept in AD&D.

Thursday, September 18, 2025

Fighting-Men (GLOG class - fighters)

You can fit so many fighters in one class!


Class: Several Fighters

Skills: five normal medieval professions, one for each fighter.

Starting equipment: a personalized flag with a symbol of your group, five sets of chainmail, five swords, five spears, five shields, five torches, fifteen hardtack rations, five waterskins, five bottles of cheap wine, one set of playing cards (they share)

A - Five Dudes, Council, Connections
B - Group Pressure, Coordination
C - One Scout
D - Omni-Coordination

A - Five Dudes - You are five fighters, with all that entails. Be sure to give each a name. You lot are supremely coordinated and practically inseparable, always fighting, drinking, keeping your loot and going to jail together. Each fighter is proficient in all weapons and armor, has [templates] HD, +1 HP per HD, deals +1 damage per hit and has a [templates+1] bonus toHit. Do not roll stats for the fighters, instead choose one for each: Strong (STR +1, tall and wide), Swift (DEX +1, short and slim), Tough (CON +1, fat), Smart (INT +1, nerdy, extra academic skill), Wise (WIS +1, older than the rest, offers okay rather than bad advice) or Charismatic (CHA +1, good looking, the one who talks). You can replace a lost fighter with d6*100*[templates]gp and a week of frequenting taverns, advertising and generally seeking one out in any decent-sized civilization center.

A - Council - The fighters grab each other by the shoulders and lean in in a circle to discuss their next course of action. This way you may get a piece of bad advice from each of them according to their personality.

A - Connections - Since there is five of you, at least one is bound to know someone, for good or ill, in any town that you enter.

B - Group Pressure - When targeted by a mind-influencing effect, the state the majority of the fighters are in prevails. For example, if three are charmed at once all of them are, and if just one is charmed the fighter instantly gets bullied into that not being the case.

B - Coordination - You may now perform badass Combination Attacks. They have a required amount of fighters who need to contribute to pull it off, and each fighter can only contribute to one between Councils. Roll one from the table at the bottom of the post when you get this template, and roll again or make one up for each level thereafter. Improvising a move then developing it as a proper technique or learning new Combination Attacks from other groups of fighters is also possible.

C - One Scout - It is now possible for one of your fighters to go out on one-off missions, separated from the rest of his team. The fighter still retains the nigh supernatural connection to the rest of the group, so all that he experiences will be known by the rest of the group as well.

D - Omni-Coordination - All of your party members, friends or willing creatures of any sort count as a part of the group, with all that entails. Non-core members may of course quit at any point.

Δ Ship of Theseus lose the last one of your original fighters
From now on the time cost of replacing a fighter is just one day.

 d6 example Combination Attacks

  1. Steel Tornado - 3 fighters - The fighters join hands and the one in the middle spins them around violently. Move up to half their speed ignoring foes and low obstacles and perform an attack against anyone who was within 1" of their path.
  2. Log Throw - 3 fighters - One fighter is grabbed by the two others and forcefully rolled forward. All enemies in a line 4" long and wide as the fighter is tall must save or get knocked prone, success meaning they jumped over. The fighter then gets up at the end of this move.
  3. Gang Up - 5 fighters - One prone foe gets surrounded and viciously kicked from all sides taking 5d4+5 damage, without the bonus if heavily armored. This can be nonlethal.
  4. Final Retribution - 1 fighter, all others dead or incapacitated - The last man standing makes 3 attacks and cannot be damaged or impeded for 1 round.
  5. Death from Above - 3 fighters - Two fighters give the third one a boost upwards allowing him to soar through the sky before coming down on the head of the enemy with at attack at advantage that deals double damage on a hit.
  6. Club Swing - 2 fighters - One fighter grabs the other by the ankles and delivers a great slam into an enemy, dealing doubled damage to the target and halved to the weaponized fighter on a hit. If the club is spiked it will stick to the foe (as grapple

Monday, August 11, 2025

Knave (C&S class)



"Chansels (or, if men, Chansiers) seem to be an unflattering stereotype of non-cloak and sword PCs (or players who act like this is a normal dungeon setting?), derogated as unmoored and violent petit bourgeoise, greedy, "only eat one meal a day," uncaring of discomfort, romanceless freaks who take a scientific approach to killing. Damn meal-a-days."

Thats you. You're one of those.

Knave

Assume very high base statistics like HD, toHit or Save. Perhaps even the best amongst the other classes.

Start with a set of munition plate, a shield, spear, battleaxe, crossbow and dozen bolts, 3 jugs of alchemists fire and a backpack filled with other adventuring equipment. All ugly, practical and probably painted black.

Cynic: You are immune to Esprit, Charm, Honor and Love. As long as you are cruelly mocking them the whole time, you may make an extra attack a round against anyone acting on strong emotion.

Crack in the armor: If you ever discover the value of Honor, Love, Friendship or Selflessness and begin doubting your ways, you may try to abandon this class and become a Knight. This will be hard.

Campaigner: You may freely wear armor, several weapons, a pack of equipment and two sacks of treasure without becoming encumbered. You are unbothered by mud, dirt and lack of hygiene.

Meal-a-day: You may eat a third of what normal people eat without your strength waning. You will never suffer from malnutrition, food poisoning or any disease or rot carried by what you ate. You can drink dirty, still and brackish water without any issues. Worth noting actual poison still works.

Delver: You partially learn the indoor map of any underground location you enter - only the shapes, locations and exits of the rooms are revealed to you. You can also function and fight comfortably in cramped spaces.

Marauder: Whenever you enter a location you learn the location of its most valuable treasure. You can loudly ransack a room of everything valuable leaving it a wreck in just a single minute.

Boor: You lack manners, your humour is crude and you probably stole all of your equipment. You are not welcome in any sort of even halfway polite society and suffer a -1 to reaction checks with anyone with a hint of etiquette but get a +1 with soldiers, outlaws, criminals and other fellow assholes.

Mercenary: You are renowned for your efficiency and have an eye for military job offers. Power hungry people with no principles seek you out, and you can easily negotiate up the pay you receive for such jobs.

Dirty fighting: People think twice before challenging you to a duel. Whenever you hit someone in melee combat, roll a d6 for an extra effect:

  1. Stun them for 1 round by groin blow
  2. Knock them down
  3. Grapple or shield bash them
  4. Blind them temporarily
  5. Shank them
  6. Roll twice and combine
When you get "roll twice and combine" three times on a roll you simply kill the opponent by a single blow to the throat or heart. They void their bowels as they pathetically die, and everyone who saw that must save or lose all Esprit they hold and probably throw up.

Sunday, August 3, 2025

Single Level Robber

 

I was quite inspired by the "bespoke single-level Cloak-and-Sword class" bandwagon initiated by Loch with his Noble's Man and beautifully continued by Xenophon with Mistimed Quixote so I decided to jump on myself. I present to you a GLOG classlet...

The Robber

Apply stat bonuses as appropriate for a level 3 character for the system. You can never advance in level.

Skills: see below

Starting equipment: lincoln green light armor and cloak, longbow and quiver of a dozen arrows, a wicked shank, an old sword, rope and some other mundane pieces of equipment.

Versatile: You have Skills with the same names as all of your other features.

Archery: Spend a round to aim and select a dime sized point in space that you can see. The bow shot following in the next round will unerringly hit that point. This can mean automatic hits in combat and that you probably always win archery contests, unless some sort of rival of yours takes part in them as well.

Rangering: With all that entails. Tracking, stealth, making fires, identifying plants and so forth. You can sustain yourself and your party for any length of time in the wilderness, but every week there is a cumulative 1:20 chance of the ruler of the land getting really mad at you for poaching.

Intimidation: If you take a person from surprise and threathen them, you may instantly and automatically hit them for doubled damage if they do not comply. They know that. 

Reconnaissance: Given time to plan and spy on a non-dungeon location you may look at its indoor map and get a simple description of any room on it that you ask about.

Heroic Outlaw: As long as you steal from the rich and give to the poor, the common populace will protect and support you. Anyone who you've personally helped or embarrassed holds Esprit for you. You probably won't be killed by anyone who does, at most beaten up and captured. If they try to execute you anyways, someone will invariably help you break out.

Fencing: When swordfighting with someone you count as protected by heavy armor and a shield and when you would kill them you may instead nonlethally embarrass them, removing them from the scene if desired. Also consider the other meaning of the name for this ability.

Thursday, May 22, 2025

Orc Hyperwar Hypercube

A certain treasure room exists deep in some low level of a dungeon, concealed by many traps and secret doors. It contains one hundred copies of the most horrible weapon in all of existence - see post name. The room is only theorized to exist based on some vague passages in dungeon-born books, but the most important and definitely most perplexing property is that it will "rise to the surface and announce itself to the world when the setting hyperwar begins". Scholars debate what exactly does that mean.

Separate writings have been found detailing what is the function of an OHH. Apparently, when activated, it will release a dreadful army of 1 000 000 orcs. They are armed in accordance to the technology level of the area where they are released, and will unquestioningly follow the command of the activaor.

This is ridiculous and obviously fake. Surely no such thing has any chance to exist, right?

Monday, March 24, 2025

A level 3 dungeon for 5e

I have recently realized that I have never actually played any of these high-crunch tactical grid combat modern heroic RPGs as intended. Reading about encounter balance and all that actually got me interested in a more formulaic, structured game as an experiment. So I joined a 5e "westmarch" server ran by a friend and started running.

Notes about the balance of this one: The characters start at level 3 and there are three of them. There are piles of magic items and gold as despite starting at third, the party has no extra equipment. The group is expected to be able to finish all 3rd level content in one adventuring day, take a long rest, then return to finish up the adventure which should take them to 5th level.

The Hook:

An entrance to a dungeon has been unearthed recently, a few days of walking from the nearest settlement. Another, weaker party has recently ventured in, but have never returned. 

The Map:

  
The Key:
  1. Entrance room. Stairs lead up, outside of the dungeon. Party will notice the dungeon is in bad repair, moist and overgrown with moss, dungeon grass and other vegetation. Table in the south-east corner is overflowing with rotting food. Hidden amongst the decay is key number 1.
  2. There is a gelatinous cube in the western alcove. Within the cube there floats a Shield +1 (emblazoned with an eye, whole shield transparent from the wielders perspective) and a Belt of Gender Bending (braided blue with a silver buckle). To the east there is what seems like an archway to nowhere. Searching that spot will reveal a secret door.
  3. On the eastern wall there is chalk writing "Beware of the gelatinous cube to the south". North-west corner is overgrown with a huge bush. Investigation will reveal a heavily overgrown and dangerous crawlspace that only parties with a ranger may travel through. In another corner there is a discarded backpack containing 300gp, a coil of rope, a torch, a Healing Potion, a holy symbol and a whistle.
  4. This room is occupied by a small group of a false ogre and three orcs. The false ogre is wearing Gauntlets of Ogre Strength and will revert back into a normal orc should they be removed. A few benches and weights are placed in the room which they use for excercise. They have a Potion of Climbing, an Immovable Rod and 600gp hidden in a locked chest. The ogre has the key.
  5. Six identical statues stand in two rows depicting armored warriors. A Magic Mouth announces to "Speak the command word!". The command word is "Sheakorak". Upon activation the statues will announce that each will perform one service. If asked to fight treat them as Animated Armor. Statue 2 will actually behave randomly when its time to act, and statue 6, which radiates evil if detected for, will betray and backstab the party given the opening.
  6. A place of horrible slaughter - the floor is covered with the blood and guts of 4 adventurers torn to bits by claws and fangs. They have already been looted, but one of them is laying on a plaque which fell to the floor. The word "Sheokorak" is inscribed on it.
  7. A wandering Dungeon Merchant has set up shop in this room. He is a cloak covered figure, with two large glowing eyes and smile under the hood being the only distinct features. Detects lies, never lies himself, cannot be haggled with but might accept exchanges, never engages in combat and immediately teleports away with his inventory should violence or thievery be attempted. All of these qualities are immediately apparent to anyone who sees him. His wares are displayed on the table next to him in the south-west corner of the room:
    Key number 2
    (merchant will gladly disclose that the keys are used to open the double door to room 18) for 100gp
    Boots of Striding and Springing for 500gp
    Half-empty Keoghtoms Ointment (2 uses) for 200gp
    Golden Acorn (immediately grows into a great oak when thrown into soil) for 200gp.
    The left door north is locked (DC18), the key held by the skeleton sniper.
  8. A powerful Skeleton Sniper (as skeleton, armed with longbow, 2 attacks, 24 dex, 17 AC) equipped with Bracers of Archery takes cover here behind a wooden barricade. He will fire upon anyone crossing the chalk line (dotted line down south) and try to run if they approach from another direction. Firing at him from south will yield no effects as long as the barricade stands. He is aware of the secret door to the west.
  9. A statue of a thinking man stands by the west wall of this room. His head is backwards, facing the ceiling. Anyone touching this magical object will have their highest and lowest ability score swap values. Obviously, this only works once per person. This effect can be undone by Greater Restoration or winning a deadly fight while pretending to be a different class, say a heavy armor fighter could try a rogue-like approach, or a wizard could take up a greataxe and mimick a barbarian. Both methods are apparent to the one cursed.
  10. This room belongs to a group of six goblins. Their arrows are poisoned, dealing extra d10 poison damage on a hit should a DC13 constitution save be failed. This poison disappears after four hours without dipping it in goblin piss. Their sleeping places, packs and piss pots are by the northern wall. 3000sp can be discovered if those are searched. The door west is barred. Generally, the goblins are positioned by the southern exit, ready to ambush anyone going down the corridor where they have discovered a pit trap. (Passive perception of 16 or better to notice seams and slight sagging of the floor. Opens when heavy weight is placed on it, such as two adventurers, dropping them down 10' and onto goblin-placed punji sticks dealing 2d10 damage unless a DC14 dexterity saving throw is passed. A 1-foot ledge around the pit is safe to travel.)
  11. The stairs from south go down 15' into this 5' deep pool of opaque shit-water. An Otyugh inhabits the pool, and will telepathically prompt anyone standing on the edge of the balcony above to jump in. It can reach people standing on the balcony with its tentacles, but not if they are in the corridor behind it. If no targets present themself, the otyugh hides under the balcony until they go away. It is too big to pursue through the door on top of the stairs.
    Given a search, a clogged grate will be revealed on the western wall. At the end of the pipe behind it there is a room with a slide that goes god knows where and a chest of treasure containing 800gp, a Robe of Powerlessness (brown with silver trim), a Healing Potion, a Potion of Hill Giant Strength and a Club +1 (a good looking stick)
  12. This room is filled with a tranquil aura and faint blue light emanating from a magical fountain by the southern wall. The fountain is a statue of a woman in robes pouring from a flask, and the water in the pool under it is perfectly clean. Drinking from it restores 2d8 HP, but only works once per day for any given person. The door west is sealed with holy writs and wax, standard way to ward off evil forces. The sealing may be trivially removed given a few minutes.
  13. A dank malignant aura fills this room. At the far end there is a withered corpse of an armored man. He has the following items in his pack: Scroll of Cure Wounds, a rip-activated Scroll of True Strike and 700gp. He is wearing Adamantine Plate Armor however the item is ruined now and must be repaired for 1500gp to be usable.There are several alcoves along the walls here filled with piles of bones, yielding a Scroll of Light and 250gp if searched. Disturbing any feature of this room will cause the corpse to emit an ear-piercing shriek, awakening 3 Skeletons and 4 Shadows.
  14. Two one-way doors lead to this room, seemingly locking the party in. There is key number 3 on the floor here. A plaque on the eastern wall reads "You are stuck here forever!". The simplest way to escape this room is via the secret door to the north. Random encounters do not appear here.
  15. Upon entering this room by the north-western door the wimpy orc hiding behind a wooden wall will pull the trigger on a triple crossbow trap which performs three attacks at +8 to hit against the opener, each dealing d12 damage on a hit. He is likely to surrender if whatever went through isn't killed by that. He hid 200gp in his little fort. A pile of rubble in the south-east corner conceals a secret door.
  16. This is the surveilance room of Mage Delimal, the current lord of this dungeon. It appears to have been hurriedly abandoned minutes before the party arrives. Alchemical equpment worth 350gp is sitting on tables here. In many drawers and chests around the room there can be found several useful items mixed in between wizardly junk: Potion of Healing, Wand of Magic Detection, Amulet Of Proof Against Detection And Location. Searching this room is not without risk - one of the drawers is full of yellow mold. On one of the walls there is a large number of glass balls showing sights from many invisible arcane cameras spread around the dungeon. Spot marked "Main Ball" is glaringly empty. There is one such screen for every non-secret area except room 18, leaving very few blind spots. Close examination and a successful DC15 investigation check will reveal that one of the cameras is suspiciously pointing at the wall leading to room 17.
  17. By the western wall there stands a large painted statue of a demonic being with two heads, one of a goat, the other of a wolf, body and and four man-like arms holding real scimitars, legs of a spider, wings of an eagle and four ruby eyes worth 350gp each. Should it be interacted with, it animates with the statistics of two manticores without tail spikes.
  18. This is the main room of Mage Delimal where he resides together with his two Tiger familiars. The only door leading here has three keyholes which must be activated simultaneously by the three numbered keys found around the dungeon. Delimal may simply pass through it as if it wasn't there. He sits on a throne by the west end of the room, behind him there is a treasure hoard containing the following: Lesser Scroll of Weapon Upgrade, Main Ball, 1000gp worth of silver coins, self portraits and monster paintings. There is a massive 10'x25' empty dining table with many chairs along it in this room as well.

Spikes - A weight-activated trap which causes thin steel spikes to strike out from holes in the floor dealing 6d4 damage to every frontliner, half on a DC14 dexterity save. Passive perception of 15 or better notices thumb-sized holes dotting the floor.
Three blades - A scything blades trap activated by pressure plate. Passive perception of 15 or better notes three thin and long seams in the wall. Deals 3d8 slashing damage, half on a DC14 dexterity save to all characters in a 10' cube, which is likely the two frontliners of the party.
Flame - A continual flame torch is attached to the wall here. It will stop working when removed. It shines bright light for 30' and dim light 30' beyond that.
TP - circular, bound teleporters. Will transport anyone stepping through to the other one.

Random Encounters:

Every time the party backtracks, spends plenty of time in a room or makes a loud noise, roll a d6, on a 1 an encounter appears. Random encounters are always Easy, whatever that means for any given party. Example encounters for 3rd level: 5 giant rats, 2 orcs, 9 fire beetles.

Homebrew Parts unexplained above:

  • Belt of Gender Bending - The only effect of this minor cursed item is reversing the physical sex of the wearer. It may not be removed until a Remove Curse is cast, but thereafter it ceases to be cursed at all and may be equipped and unequipped freely. It appears as a Belt of Hill Giant Strength to identification.
  • Rip-activated scroll - To activate this scroll one must rip it, which takes as long as the casting time of the spell and generally requires both hands.
  • Robe of Powerlessness -  A horrible cursed item which appears as a Robe of Protection to identification, but actually reduces the wearers intelligence and strength to 3 and prevents them from using any of their magical powers. The robe can be removed easily, but only a Remove Curse followed by two casts of Enhance Ability will restore power to the victim.
  • Something having the statistics of two monsters means doubled hit points and number of attacks.
  • Mage Delimal - Stats of a Mage, possesses two portent dice, has a constitution score of 16 hence 67HP, sees all invisible things, knows all spells known by normal mages except for fireball which he replaceswith lughtning bolt, all divination spells and the following extra ones which take the form of blasting horrible insights directly into the targets brain: Mind Sliver, Mind Spike, Raulothim's Psychic Lance, Synaptic Static. He is armed with the following magic items: Arcane Grimoire +1, Robe of Protection, Scroll of Counterspell and a Potion of Heroism which he drinks to prepare for the group. He used to be a barbarian but has taken a liking to magic after touching the statue in room 9. He wears blue robes and has no hair at all, with geometric patterns and a fake beard tattooed on in its place. He has taken over this location and is currently engaged in research about how dungeons work, spying on its inhabitants via the surveilance network and performing many experiments. Even though adventurers are a natural part of a dungeon life cycle, Delimal is furious that the party dares interfere in his experiments and is willing to kill them unless they return all treasures and promise to never return. While in room 18 he has a more difficult time spying on the goings-on of the dungeon as he uses the Main Ball which observes only one chosen arcane camera at a time. His two cats are utterly loyal, never take damage from his spells and are guilty of wiping out the previous adventuring party.
  • Lesser Scroll of Weapon Upgrade - This rip-activated scroll targets one non-magical weapon and enchants it to grant a +1 bonus to attack and damage rolls.
  • Main Ball - This Crystal Ball is powered by an air elemental imprisoned inside. With Delimals death the enchantments binding it there fail and the sphere begins cracking, releasing the venegful spirit after three rounds. The elemental will seek to unload its rage on the closest living being, likely the PCs. With the destruction of the main ball, all arcane cameras in the dungeon cease to function.
Breakdown and Notes:

XP awards from winning encounters:
Level 3:
Gelatinous Cube - 450xp
False Ogre, 3 Orcs - 1500xp
Animated Statue traitor - 200xp
Skeleton Sniper - 450xp
6 Goblins with poison - 600xp
Otyugh - 1800xp
4 Shadows, 3 Skeletons - 1375xp
Orc with crossbow trap - 100xp
Total: 6475xp
Level 4:
Double-manticore statue - 2100xp
Mage Delimal, two Tigers - 6400xp
Air Elemental - 1800xp
Total: 10300xp

Treasure:
Level 3 - 3500gp, 8 permanent, 11 consumable, 2 cursed
Level 4 - 2400gp, 3 permanent
items counted here are those that the party is actually expected to acquire and use

You know, 5e adventurers are way tougher than the actual system math would suggest. Theorethically this is over twice the daily XP budget that the adventurers are supposed to do without long rests, but a decently built party can absolutely overcome it.

Purist (GLOG class: Fighter)

Who needs special abilities when you have stats? Class : Purist Starting equipment : 100gp Starting skill : N/A This must be your first clas...