Staff of Power in Dungeons and Dragons

The Staff of Power in Dungeons and Dragons is what dreams are made of for wizards. It is the ultimate weapon of mass destruction. The Staff of Power in Dungeons and Dragons first came in existence with the second installment of Dungeons and Dragons entitled “Monsters and Treasure” published in 1974.

Could this be the staff of power? Possibly. Later editions suggest that the staff would have a gem atop it. But the early editions did not specify this

The Staff of Power in Dungeons and Dragons Original Edition

In the Original D&D game the Staff of Power was an awesome find. The wielder of the staff of power had the following powers at his or her disposal:

  • Cold
  • Fireballs
  • Lightning bolts
  • Striking (as per the staff of)
  • Continual light
  • Telekinesis

If the wielder of the staff becomes desperate enough he or she might break the staff and create a “Final Strike” effect. This effect multiplies the number of remaining charges by eight and applies these as hit points of damage to all those within a 3″ radius of the staff when it breaks including the mage wielding it. In later editions this effect was renamed “retributive strike.”

All powers of the staff are expended at the cost of magical charges. This aspect of the staff continues in all editions after this one.

This staff has no gem atop but it does have a continual flame rising from it. Could this be the staff?

The Staff of Power in Dungeons and Dragons Advanced Editions

Advanced Dungeons and Dragons changed the Staff of Power a bit. The staff is still an incredible find for the magic user lucky enough to be present when one is discovered. The Staff of Power in Advanced Dungeons and Dragons has both offensive and defensive capabilities.

Offensive capabilities include:

  • Continual light
  • Darkness 5′ radius
  • Levitation
  • Magic missiles
  • Lightning bolts
  • Rays of enfeeblement
  • Fireballs
  • Cones of cold

Defensive capabilities include:

  • Shield 5′ radius
  • Globe of invulnerability
  • Paralyzation
  • Wielder of the staff gains +2 to armor class and saving throws

The staff may also be used as a physical weapon to strike opponents and does so at +2 to hit and to damage (3-8 damage). If one charge is used this damage is doubled. Additional charges used will not triple the damage.

The final awesome power of the staff is the Retributive Strike. If the staff is broken then all spell levels of energy left in the staff will be released instantly. Those who are within a certain radius of the staff when broken will take damage as a result as follows:

  • Those within 1″ of the staff when it breaks take the full 8 times the spell levels as hit points of damage
  • Those within 1-2″ of the staff will take 6 times the spell levels
  • Those 2-3″ of the staff will take 4 times the spell levels

A saving throw versus magic reduces the damage taken by one half. The magic user wielding the staff will either be destroyed completely (50%) or sent to another plane randomly (50%).

This wizard wields a staff and is possibly channeling it’s power

Staff of Power in Dungeons and Dragons 3.5

This edition of Dungeons and Dragons modified the staff a bit from the AD&D version. The description states that the staff is typically found topped by a glistening gem. The powers of the staff are as follows:

  • Magic missile
  • Ray of enfeeblement
  • Continual flame
  • Levitate
  • Lightning bolt
  • Fireball
  • Cone of cold
  • Hold monster
  • Wall of force
  • Globe of invulnerability
  • The staff imbues a +2 luck bonus to armor class and saving throws
  • The staff may be used as a +2 weapon in combat and at a cost of one charge may do double damage
  • Retributive strike similar to that of AD&D but using distance in terms of squares from the staff wielder
This mage has a staff with a glowing red orb atop it. Is this the glistening gem of the staff of power?

Staff of Power in Dungeons and Dragons 5th Edition

Even in the newest edition of the game the Staff of Power remains a powerful device for wizards and mages to wield. The powers of the 5th Edition version of the staff include:

  • +2 attack bonus and to damage rolls
  • +2 bonus to armor class
  • Staff comes with 20 charges and regains 2D8+4 charges daily at dawn
  • If all charges of the staff are expended the DM must roll a D20. On a roll of one the staff loses all properties other than the +2 bonus to hit and damage on a 20 the staff regains 1D8+2 charges
  • Power strike – expend one charge in a melee attack with the staff and do an extra 1D6 force damage to the target

At a cost of charges the staff will do the following spell like powers:

  • Cone of cold
  • Fireball
  • Globe of invulnerability
  • Hold monster
  • Levitate
  • Lightning bolt
  • Magic missile
  • Ray of enfeeblement
  • Wall of force

The staff still has it’s final devastating power….the retributive strike. If the staff is broken it releases it’s remaining magical energy in a 30 foot radius from the wielder. The wielder of the staff will either be sent to another plane (50% chance) or lose 16 times the number of charges in the staff as hit points of force damage. Everyone else in the area of effect must make a DC 17 dexterity saving throw or take force damage as follows:

  • Those 10 feet away or closer take 8 times the number of charges left in the staff
  • Those 11 to 20 feet away take 6 times the number of charges left in the staff
  • Those 21 to 30 feet away take 4 times the number of charges left in the staff
This wizened old wizard wields a plain looking staff. But is this a deception?

The Staff of Power in Dungeons and Dragons has evolved

Over the years the powers of the staff have changed a little. In the older editions the number of charges in the staff was a static number that dwindled as it was used and was then not rechargeable. The most recent version recharges itself. But regardless of the edition played this staff is an awesome weapon in the hands of a wizard or mage.

The Retributive Strike is the last insult that the wizard might ever get to use as he breaks the staff over a knee and destroys just about everyone around him

The Retributive Strike is an awesome power

The Retributive Strike is an awesome ability to have. It puts the magic user in the position of deciding the fate of everyone in the vicinity. The lives of both friends and foes alike are in the hands of the wielder of the staff. This is an awesome negotiation tool in times of extreme danger. Creatures who are intelligent enough to know what a Staff of Power is, and can do, will be terrified when they see a wizard threatening to break one over their knee. What was once a certain death situation could be salvaged completely as the wizard threatens this act.

The act itself is an awesome power as well. Certainly the mage could be destroyed. But she can take just about everyone else with her as well. And there is a chance that she might even survive the act (although finding herself all alone on a strange plane might end up being fatal anyway).

Would this be a good time to break the staff of power?

The Staff of Power in Dungeons and Dragons may be too powerful

A dungeon master would be wise to be careful about placing this device in their campaign. Regardless of edition played the staff is an incredibly powerful magical device. It will change the balance of power in a game quite easily. A magic user that was once limited to casting a certain number of spells per day will now have a large number of potential spell abilities to use at his disposal. And with the 5th Edition version recharging itself daily….this might totally unbalance a game. Clearly this should be a device found only at extremely high levels when these powers will not totally change the complexion of the game.

Or perhaps this might be a good time to use the retributive strike

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And this certainly looks like a good time to break the staff

Mimics in Dungeons and Dragons

The thief stealthily hides in the shadows and moves silently into the room. There are no monsters. There are no guards visible. There is but a single treasure chest in the center of the floor. The thief closely looks at the ground around the chest. He checks out the walls looking for aberrations. He looks for loose stones in the floor. Finally he is positive that there are no traps around the chest.

Fun times in the tavern

He creeps towards the chest knife in mouth. When he gets close he carefully inspects the outside of the chest itself. There are no wires visible. There are no obvious signs of traps He carefully inspects the locks for poison needles. And then he pulls out his tools and begins to work the locks. And finds himself stuck fast to the chest. The chest is not a chest. The chest itself is the trap. For it is not a chest at all…..but a mimic in disguise.

The mimic is a classic staple of Dungeons and Dragons. But the game did not start with mimics in it.

Perhaps she should have let the thief check the chest

The history of the mimic in Dungeons and Dragons

No. The mimic was not an original monster in Dungeons and Dragons. In fact it was first introduced into the game with the 1977 Monster Manual for 1st Edition Advanced Dungeons and Dragons. This is kind of surprising isn’t it? For this seems like such a basic creature now after so many years. Of course….just about every edition since that time has included it.

The mimic is merely trying to lure prey so that it can survive

Versions of the mimic in Dungeons and Dragons

At first there were but two. These were the “mimic” and the “killer mimic.” The smaller version of the mimic is more friendly. They are intelligent. And generally they only want food. If given some they will often be quite cooperative with the dungeon delvers that encounter them. The other, however, is a more violent and aggressive species. These are the killer mimics. They are often stronger and more powerful than normal mimics. And far more dangerous. The killer mimics are far less intelligent. They can not even speak.

A mimic in the real world could be brutal for some

Dragon magazine issue 101 introduced a new type of mimic known as the Metal Mimic. These are able to imitate metal rather than just stone or wood like normal mimics. They even have the ability to have a single pseudopod imitate an enchanted weapon in order to lure prey towards itself. The metal mimic also comes in two forms. A larger normal version which is intelligent and often friendly. And a smaller “killer” version.

Dungeon issue 19 offered another much larger version of the mimic called a “house hunter.” These large mimics imitate small buildings and houses in order to lure prey inside of them. They could even imitate a temple or small inn.

Second edition offers us the “Space Mimic” for Spelljammer. The space mimic pretends to be floating space debris. The Forgotten Realms box set for this edition also offers the “Greater Mimic” which is an enhanced version of the creature.

These are some nice examples of miniatures involving mimics. Notice the barrel on the right? Nice eh?

The Mimic in Dungeons and Dragons is a subterranean creature

The First Edition Monster Manual tells us that the mimic cannot stand light. They prefer underground places in which to live and seek food. These creatures can perfectly mimic both stone and wood. When creatures come along and touch the surface of the mimic they are held fast by a glue like substance. This gives the creature the advantages of both surprise and control of at least one hand or appendage of the potential victim.

The mimic can alter its form and it’s pigmentation. This allows it to lure prey towards it.They often appear in the form of treasure chests but there are many other forms in which the mimic might appear. This article will discuss this aspect of the mimic in greater depth later in this article.

Pretending to be a piano

Communication with mimics in Dungeons and Dragons

The mimic is able to communicate in it’s own tongue as well as the common tongue and other languages. Killer mimics cannot speak at all. In 5th Edition the mimic can sometimes speak undercommon as well as common.

A coffin mimic

Possible forms that one might encounter a mimic in Dungeons and Dragons

The possibilities of what form a mimic might be encountered in are nearly endless. With the ability to imitate wood and stone there are tons of possibilities. If you add in the metal mimic variation there are many more possibilities to consider. This is the real key to using a mimic effectively and in an interesting way. Players often suspect treasure chests to be a mimic. But will they expect the wooden floor to be one? Or a stone wall?

Some possibilities that come to my mind for using a mimic creatively are:

  • Treasure chest is of course the first option
  • Doors
  • Chairs
  • Tables
  • Thrones
  • Book Cases
  • Pedestals
  • Walls
  • Floors
  • Ceilings
  • Chandeliers
  • Paintings
  • Desks
  • Cabinets
  • Statues
  • Stairs and Staircases
  • Archways
  • Altars
  • Fonts
  • Any furniture of any type
  • Large musical instruments like harps
  • Overhangs
  • Balconies
  • A large book
  • Caskets
  • Coffins
  • Kegs
  • Barrels
  • As an obvious trap (but not so obviously a creature instead) (this might lead a thief to try to disarm the trap and be stuck to the mimic instead)
  • Cupboard
  • Dresser
  • Box
  • Toilet
  • Shield
  • Bar
  • Barstool
  • Clock
  • Ladder
  • Sarcophagus
  • Crypt
  • Fountain
  • Piano
  • Organ
  • Boat
  • Tree stump
  • Cart
  • Gate
  • Urn
  • Vase
  • Fireplace
  • Bed
  • Workbench
  • Loom
  • Lectern
  • Screen
  • Pews
  • Wheel
  • Siege equipment
  • Racks and other wooden torture devices
Another door mimic

Some possibilities for the metal mimic might include:

  • Anvil
  • Metal statues
  • Brazier/fire pit
  • Metal door
  • Magical swords (as a single psuedopod bait)
  • As a suit of standing armor
  • As a pile of coins
  • Portcullis
  • Metal Gate
  • Chimes
  • Gong
  • Cage
  • Iron Maiden

Of course…there are many possibilities that I have not yet considered. Creativity could lead to a very interesting and fun encounter for your dungeon delvers. Using a mimic in a totally unexpected way might easily create an encounter long remembered in your campaign.

Door mimic

The origins of mimics in Dungeons and Dragons

It is said that the mimic is the result of experimentation by insane wizards that wanted to create a special kind of servant for their arcane purposes. But it was quickly discovered that these intelligent creatures were not willing servants. And they were quickly discarded by these wizards. But this is, of course, speculation. No one knows for sure where the mimic came from. Perhaps some ancient sage might believe that he has the answer. Perhaps some oracle might disclose the truth. But then again…perhaps not.

Table mimic

The key to using the mimic effectively is to achieve total surprise

Total surprise using a mimic requires placing it somewhere that your adventurers clearly do not expect to find one. On the first steps in a dungeon perhaps. Or on the door exiting the dungeon instead. As a statue in the middle of a busy street in the city. Or as the king’s own throne! An assassin would never use the same disguise twice. And a Dungeon Master should follow the same advice. Use mimics differently each time that they are encountered in your games. Total surprise will just about always be achieved when you are creative in your use of the mimic.

Another door mimic

Mimics in Dungeons and Dragons can be very entertaining encounters

Meeting mimics in the dungeon does not necessarily have to end in a death. These creatures are often more than willing to negotiate with dungeon delvers. They know things. And they need food. They care little for treasure. And they are not inherently evil. This could easily lead to a trade or partnership between the mimic and the adventurers. And this is what role play encounters are all about.

Barrel or keg mimic

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Think your wizard might like to do a little light reading? Perhaps not!

Assassins in Dungeons and Dragons

Assassins in Dungeons and Dragons made their first appearance in the Blackmoor supplement. This was the second Dungeons and Dragons supplement and was named after Dave Arneson’s original campaign. This supplement was published in 1975.

Assassins began as a sub-class of the thief. Assassins, however, were a darker sort of thief with a different set of skills. They could do the same things as thieves but not as well. But their special skill was murder. They had the ability to perform “assassinations” in which their skill might provide for an instant kill.

The Assassin had greater hit points than a thief. And they could use a wider range of weapons. They also had the ability to disguise themselves.

Assassination requires surprise. Do you think this guy is gonna be surprised?

Assassins in Dungeons and Dragons have been present in most editions of the game

In First Edition the assassin appeared as a class in the Player’s Handbook. But it was considered a sub-class of the thief. The requirements for becoming a First Edition more stringent than that of becoming a thief. In order to qualify for an assassin the player must roll a strength of at least 12, an intelligence of at least 11 and dexterity of at least 12.

The First Edition assassin no longer gained more hit points than a thief. Both classes receive a six sided dice for hit points. The assassin had limited thieving abilities. They performed these abilities at two levels lower than a thief would.

Is this crossbow bolt for you?

Like thieves, the assassin, is capable of back stabbing enemies. But the First Edition assassin has to make a choice when making attacks by surprise. Are they going to back stab and use the damage multiplier that they and thieves enjoy for such a sneak attack? Or are they going to attack normally and gain the surprise initiative offered in 1st Edition? Or are they going to attack on the assassination table? This choice is not a simple one. Because each method of attack has it’s own advantages and disadvantages.

In Second Edition assassins were removed from being a standard class. They were later presented as a “Kit” in the Complete Thief’s Handbook.

Third Edition made the assassin a prestige class. In order to qualify the individual had to be able disguise themselves, move silently and hide in shadows and then hunt down a victim to murder in cold blood to prove that they were worthy of the title. These assassins were skilled with the use of poison. They were skilled at murdering others with little risk to themselves. High level assassins could even hide themselves in plain sight.

Sometimes you have to go out on a limb to get the job done

Fourth Edition released the assassin as a class in Dragon Magazine issue #379.

Fifth Edition made the assassin one of the archetype classes of the rogue. Assassins in Fifth Edition focus their training on the grim art of death. This includes:

  • Hired killers
  • Spies
  • Bounty hunters
  • And specially anointed priests trained to exterminate the enemies of their deity

The Fifth Edition assassin is skilled in:

  • Disguise
  • Poison
  • Stealth

The Fifth Edition assassin gains the ability to assassinate at third level. However, this is not the instant kill from First Edition. Instead the assassin gains advantage on attack rolls on creatures that have not yet taken a turn in combat. At ninth level the assassin gains expertise at infiltration. At thirteenth level the assassin can mimic others perfectly. And at seventeenth level the assassin gains the “death strike” ability. This allows the assassin double damage against an opponent if that opponent is taken by surprise and fails a modified constitution saving throw.

This guy sees his victim and decides to drop down and say hi

Assassins in Dungeons and Dragons were evil (in most editions)

The later editions diverged from this requirement. But the early editions declared that the occupation of killing people in cold blood required an evil alignment. As assassins were hired killers in these editions this sort of requirement made a great deal of sense.

Bet the victim did not see this guy coming

Assassins in Dungeons and Dragons are part of a guild

This is true at least in the earlier editions. Assassins were generally hired to perform assassinations. First Edition even included a nice little table in the Player’s Handbook dictating the minimum price that an assassin would require to perform assassinations against characters and non-player characters of different levels. When an assassin performs an assassination in a town with such a guild the local guild will come calling. They will not be pleased that the assassin has conducted work there without being a member or paying membership dues.

An assassin is not required to be a member of a guild. But all non-player assassins were in the earlier editions of the game. Most towns or cities had such a guild. And these guilds would control territories of from 10 miles to 100 miles from their headquarters. An assassin who is not a member of the guild who enters in this radius will be asked to join. They need not do so. But should they perform an assassination in that area without joining the guild will sentence that assassin to death.

Moving in for the kill

Headquarters of assassin’s guilds located in cities and towns were not obvious. Killing and murdering others is usually illegal in most places. So keeping the guild location secret was essential to professional success. It was usually a nondescript structure that few people would take much notice of such as:

  • Warehouses
  • Shop
  • Shack
  • Home
  • Slum dwelling
  • Tavern or inn

Assassin’s guilds are not looking for notoriety. They are looking to conduct their business in the shadows. They would not be above murdering anyone who discovers the location of their hideout or one who speaks of it.

This chick is ready to kill!

Assassins in Dungeons and Dragons are masters of disguise

A First Edition assassin could disguise themselves as a human, demi-human or humanoid. They could appear of either sex. They could make themselves look taller or shorter. They could resemble any class. And they could appear as any type of worker, merchant, noble or beggar.

The chances of discovery were fairly low for the assassin in the early editions so use of disguise could be quite an advantage over others.

Spying was a role for assassions

Assassins as spies

Another role of the early edition versions of the assassin was as a spy. First Edition provided tables for determining success in spying missions. It also provided a table for determining what would happen if the spy was discovered.

Spy missions might include:

  • Determining defenses of an enemy stronghold
  • Troop quantities and disposition
  • Obtaining maps or documents from the enemy
  • Obtaining plans of the enemy
  • Achieving a high level or rank in the enemy army

The more complex a mission could be the less chance of success it might have. Spies were paid to take extraordinary risks. Their survival depended upon their skill.

Looks like this lady found something good

Assassins could use poison

No other class in any of the early editions of this game could use poison. Poison use is illegal in virtually all towns and cities. Use of poison itself is often considered to be an act of evil. Assassins could not only use poison….they could make their own. They were the masters of such substances and were highly qualified to distill such things for their own purposes.

It was possible in the early editions for others to notice poison on another person’s blade in some circumstances. Such notice would almost certainly be immediately reported to the city watch.

Could this be the next grandfather (or grandmother) of assassins? Only time will tell……

There can be only one!

This was true in Highlander. And it was true in First Edition for assassins and monks and druids. There could be only one with the top rank for these classes. That meant that one had to fight their way to the top. In the case of assassins….they could assassinate their way to the top instead.

This was quite controversial. Especially with players….. No player likes the prospect of losing a level or dying when they achieve the experience points necessary to advance. Every player wants the ability to reach the highest levels. But these classes had to fight their way up once they reached a certain level. There could be a limited number after a certain level. And then there could only be one of the very top level.

Lying in wait

For assassins this top level was called the “Grandfather of Assassins.” The headquarters of this Grandfather of assassins could be just about anywhere. Naturally this top assassin would not want his or her whereabouts known to everyone. Especially not to all of those would be grandfathers out there waiting to kill them. They could have their headquarters in a castle, tower, cavern, monastery, palace, temple or anywhere else they chose for their personal security and comfort. They might even keep their headquarters in some deserted areas such as:

  • Moor
  • Desert
  • Swamp
  • Murky wood
  • Dismal marsh or fen
  • Deserted island
  • Remote coastline

The farther from civilization that this headquarters is the safer the grandfather could be. Upon slaying the old grandfather of assassins the new grandfather must pay all of the remaining followers of the old one 1000 gold pieces per level of experience, destroy the old headquarters and create a new one.

Assassins could be deadly with all sorts of weapons.

Assassins in Dungeons and Dragons are deadly

Regardless of the edition that you play the assassin can be a deadly threat to others. Their skill with the use of poison and their talents for killing others make them someone to watch out for. You would hope that one is not in your adventuring party…..but can you really be sure of that?

Perhaps this guy is plotting your murder……..

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You do not want this guy hired to visit you in the night!

Rust Monsters in Dungeons and Dragons

Rust Monsters in Dungeons and Dragons came into being while Gary Gygax was developing and playing Chainmail. He was on the lookout for potential new monsters and began looking through dime store toys for inspiration. He came across a bag of “prehistoric monsters” which gave him ideas for new creatures. From this same bag of creatures he developed the Rust Monster, The Bulette and the Owlbear. Three great monsters from one bag of cheap plastic toys!

Of course, he was looking in other places, as well. Fantasy stories, Tolkien, Sword and Sorcery stories and pulp fiction were some of the sources. As was ancient mythology. Nothing was spared to come up with the hundreds of monsters later included in the various Monster Manual and Fiend Folio editions.

A hungry rust monster having a snack

One particular monster from this bag of plastic toys drew Gary’s attention more than the rest. These toys were from Hong Kong and were representative of the Japanese “Kaiju” films which included Ultraman and Godzilla. One of these creatures had a propeller on the tail and looked sort of like a lobster. This creature became the Rust Monster.

The rust monster consumes metal. It has an almost insatiable hunger for this substance. It can smell metal and will just about always go in search of this smell. Ferrous metals such as iron and steel are it’s preferred sources of food.

Armor and weapons do not last long around rust monsters

Rust Monsters in Dungeons and Dragons various editions

Rust monsters were with us from almost the very beginning. They were first introduced in Dungeons and Dragons with the Greyhawk Supplement in 1975. The creature was described as “inoffensive” but the “bane of metal with ferrous content.”

The rust monster was included in Basic as well as the black box rule book.

In Advanced Dungeons and Dragons 1st Edition the rust monster appeared in the Monster Manual. The picture showed a slightly different monster than that of the plastic figure seen by Gary Gygax. This one shows a creature with two antennae and four legs with a tail and a propeller on the end of the tail The body is shaped like a low mound of rocks with two small eyes in the front and a small mouth.

Later editions made rust monsters look more insect like

The first edition rust monster was about three feet high and five feet long. It would consume any metal but had a preference for ferrous metals. Copper, gold, platinum and silver would still be at risk near such a creature. It could smell such metals at 90 feet and would run, quite quickly, towards metal when sensed nearby. For such a small creature it could move extremely fast. Far faster than most adventurers. The movement rate was 18″. And a heavy armored adventurer would move at much lower rates of speed.

The second edition Monster Manual slightly changed the appearance of the creature. The propeller was changed to a small paddle. The colors were changed to yellow/tan for the underneath and reddish brown for the top. The creature was described as smelling like rusty metal.

Avoid the antennae if you want your armor to stick around

Third edition changed the appearance again. Now the antennae were made to look more feather like. The legs were made more insect like. And the speed was reduced to 12″. This made them far easier to run away from.

Fourth edition continued the appearance from third edition but doubled the movement rate. Now the creature was difficult to run from again. The creature appeared in the Monster Manual II for fourth edition.

Fifth edition changed the appearance a little more. The head looks almost insect like. The feather like antennae continued but the end of the tail looks even more menacing than before. It looks almost like a spiked weapon. No longer does the creature look like a mound of rocks. Now it looks almost snail like. Movement rate is now 40 feet.

How does one escape from a Rust Monster in Dungeons and Dragons?

Well. Clearly running won’t help. At least not in most of the editions. The movement rate is faster than the slowest members of most parties. The slowest members are typically the fighter types wearing heavy armor. The non armored members of the group are at far less risk. It is the fighter types that will desperately want to get away from this creature. So how does one get away from it?

As the creature loves metal it is advisable to give it some. Throwing down gold, silver or platinum may satisfy the creature for a little while. Throwing down steel or iron might be more satisfying. Old weapons and armor would be good choices. Iron spikes are another possible choice. And if all else fails….treasure will do. They will just about always stop for a round or two to eat when offered such metals.

The appearance of rust monsters has changed over the years

What other attacks can a Rust Monster in Dungeons and Dragons make?

None. They have no claw attacks. Their bite does no damage. And their tail is only harmful to metal. These creatures are basically harmless. But they are quite harmful to the weapons and armor of the party members.

Originally the rust monster had a propeller at the end of the tail

Rust Monsters in Dungeons and Dragons are dangerous to metal

Metal is the source of food for these creatures. Any metal touched by one of the antennae of the rust monster is corroded instantly and turned to dust and small chunks of metal. This dust and small chunks of metal is then easily consumed by the Rust Monster as food. They prefer refined metal over metal ore when given the choice.

Any metal is at risk. They prefer ferrous metals but they will settle for any other metals if that is all that they can get. In 1st edition the metal receive a saving throw if it was magically enhanced. The chance of success as ten percent per plus of magical enhancement. Metal failing the saving throw instantly fell to pieces and was then consumed by the creature.

Finding one of these in the dark would terrify any fighter

These creatures like dark places

Subterranean places are their preferred residence. They roam these places in search of food. Tombs, crypts, dungeons and other such places are their favorite homes. Caverns will also sometimes have rust monsters in residence. A lair will typically have one or two rust monsters. Occasionally they might have one offspring in the lair. These creatures are also often found in the Underdark.

Later versions of the game changed the tail to look more weapon like

Treasures of Rust Monsters in Dungeons and Dragons

As metals are used as food the creature rarely has any treasure other than rocks. But some of these rocks are often gems of some value. Dwarves and gnomes hate these creatures with a passion as these races are known for their metal working and mining. Rust monsters work against such races as they tend to eat the profits….literally….

The original rust monster

Rust Monsters work well and play well with others

The rust monster is not an aggressive species. Creatures and races that are not concerned about metal are often known to live among rust monsters. Rust monsters often are the cleaners of dungeons and they eat all of the discarded metals. Carrion crawlers are known to live in the same places as rust monsters eating all of the organic material as well. And with a gelatinous cube in the dungeon the floors are likely to be completely swept clean daily.

A 5th Edition rust monster

These creatures will ignore those not wearing or carrying metal. Wizards have been known to walk right up to these creatures and not even be paid any attention at all by them. But anyone wearing or carrying metal will find a far different response. The creature will act aggressively and try to touch the metal with it’s antennae.

Rust monsters tend to get along with many creatures not dependent on metal for their survival

Rust Monsters are the one thing that strikes fear into every fighter (or ranger or paladin)

The rust monster will always choose the biggest source of ferrous metal when given options. When they encounter a party with more than one person wearing armor and carrying weapons they are likely to go after the person wearing full plate mail. And since this person is likely to be the slowest member of the party…..they will probably get caught by the creature.

These creatures are the bane of adventurers. They do not mean to be. But they are. No dungeon delver is safe once their armor has been eaten and their weapons are taken for dessert! Be wary of these creatures for even though they are not evil or aggressive they can still be quite deadly whether meaning to be or not.

Armor and weapons are tasty morsels for these creatures

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A fighter could end up naked in the dungeon around one of these creatures

Critical Hits in Dungeons and Dragons

Critical Hits in Dungeons and Dragons were controversial at the beginning. Original Dungeons and Dragons and Advanced Dungeons and Dragons did not provide for them in the rules. Gary Gygax and the rest of the folks at TSR did not believe that they belonged in the game. The combat system did not provide for the one in a million instant kill that players seemed to crave. In a “From the Sorcerer’s Scroll” commentary in Dragon Magazine Issue #16 (published July 1978) Gary Gygax discussed the many competing fantasy game systems that were coming out at the time. Most were marketed as “improving upon” the realism of fantasy combat in Dungeons and Dragons. Some of these systems had some sort of Critical Hit included in their combat system. Gary did not approve. And stated it rather clearly in his column in the Dragon. He did not like the possibility of an “instant death” or even merely double damage from a natural 20 roll. He goes on to state that the Dungeons and Dragons combat system was designed for playability and not for realism.

Scoring a critical hit can make a hero famous….like Beowulf

However other early role playing games, did provide for this kind of “exceptional hit,” including some from TSR. One very early role playing game called “Empire of the Petal Throne” is considered by many to be the first role playing game to specifically provide rules for such a “Lucky Hit.” Other games soon followed suit. With rules for these kinds of hits it was natural to extend such rules to also include critical misses. Such misses are often referred to as fumbles. In the pre-release version of Empire a natural 20 resulted in double damage to the victim. The later version released by TSR provides for an instant kill on a second roll of a 19 or 20.

A natural 20 is a critical hit in many of later editions of Dungeons and Dragons

Why did players want critical hits in Dungeons and Dragons?

Most of us have heard the biblical story of David versus Goliath. The story is that of a massive giant versus an underdog with virtually no chance of winning a one on one confrontation. Yet the underdog wins. With a sling and a rock. He makes the one in a million shot and wins.

This one has scored a few critical hits

It is only natural that players wanted the same kind of ability in the game. There should always be a chance…..they said….of winning virtually any encounter. Of course even with critical hits in the game there is no guarantee that an excellent hit will kill any creature. At least not unless someone is swinging a Vorpal Sword.

Of course…TSR was not always against critical hits. The wound system in their western themed game Boot Hill provided for damage based on hitting different parts of the body. But complex hit placement systems were overly burdensome to the player and the game master. They were never as popular as a system based on rolling a natural 20 on a D20.

A single spear thrust kills this demon

The Introduction of Critical Hits in Dungeons and Dragons

The first critical hits actually mentioned in any official Dungeons and Dragons core book was in 2nd Edition. The Dungeon Master guide for 2nd Edition provides an optional rule for inclusion of critical hits. It offers two options for implementing this rule:

  • On a natural 20 the attacker scores double damage
  • Or if the attacker scores a 20 then the attacker gains a second attack. And so on. If they keeps rolling 20s then they keep getting another attack until they roll no more 20s.
A critical hit would be real good right now for this guy

Later Second Edition expands upon this in Player’s Option: Combat & Tactics. Some of the suggested critical hit systems in that book were far more complicated. But this book also noted something interesting for the first time. It states that some creatures have no specific body parts that are more important than any other part of the body. Thus a critical hit might be ineffective against it.

This is an important point to consider. Some creatures are just blobs of black pudding or green slime. How can one effectively score a critical hit against a creature that has no important body parts or weak points? A critical hit against such a creature is kind of ridiculous.

This kind of exclusion of certain creatures was extended in Third Edition.

Beowulf fighting Grendel

What kinds of creatures should not be affected by a critical hit?

It is only natural that certain types of slime creatures and blob creatures would not be affected by a special hit. But other creatures have also little chance of it. Some of these are as follows:

  • Slimes, Jellies, Puddings
  • Golems, Undead and Elementals as they do not bleed
If this guy does not score a critical hit he is gonna be seriously screwed

Critical Hits in Dungeons and Dragons various editions

As stated 1st Edition and Original Dungeons and Dragons did not provide for them. Second Edition provided for an optional rule and then several variant methods of applying them.

In Third Edition a natural 20 was an automatic hit. This was never specifically stated in earlier editions but was implied by the tables provided. Individual weapon types had a “critical threat” applied to them. This was the range of rolls necessary to qualify for a critical hit for that weapon.

Either of these guys might score a crit

In 4th Edition a 20 was an automatic hit. But to score a critical hit one needed to roll high enough to meet or beat the targets actual defense. Otherwise it would just be a normal hit. A 20 plus modifiers that meets or beats the defense of the target will score a critical hit. Damage would be the maximum damage for that weapon plus a rolled value per plus of enhancement bonus (usually a D6). The net effect of this is that in 4th Edition the average critical hit would score more damage than the average one from 3rd Edition.

Fifth Edition simplified things again. A natural 20 always hits. A natural 20 is always a critical hit. Damage dice are rolled twice with flat bonuses left the same. This tends to bring damage back in line with the Second Edition critical hits.

For someone to solo a dragon like this a critical hit is essential

Fumbles in Dungeons and Dragons

Critical misses were also not provided for in the original rules. Gary Gygax once wrote an editorial on the subject of critical hits in the Dragon Magazine (perhaps more than one). He argued that if critical hits should be allowed that critical misses should also be. He believed, erroneously, that this might discourage players and dungeon masters who were calling for a critical hit system for Dungeons and Dragons.

But players and dungeon masters wanted fumbles too. A natural 1 should always be a fumble they said. It should always miss.

Wanna go one on one with a dragon? Better score a crit

Critical Hits in Dungeons and Dragons can provide some unpredictable and wild results

I once tested a one shot adventure that I wrote which involved a cavern with a red dragon as the primary villain. The dragon that I selected for the level of characters was a bit too powerful for this group. And that was the purpose of my play test. I wanted to find out what age to use which this particular level range and number of adventurers to make it challenging but not instantly fatal to the whole group.

The Dinosaurs being wiped out by a critical hit from space……

As it turned out the group defeated the dragon by the skin of the last player standing. The thief, of all people, scored a critical hit while nearly dead himself. He rolled a 20. Followed by another 20. We were using a variant system of critical hits which was popular for AD&D in which the attacker would roll a second D20 to determine the effect of the critical hit. A roll of 1-10 scored double damage. A roll of 11-15 scored triple damage. And a roll of 16-20 scored quad damage.

What appeared to be a total party kill ended up with the thief surviving and the dragon dying on the last round. Naturally…the thief being a thief…..decided to steal all the loot and not try to get any of his friends resurrected…but that is another tale….

I am not sure what this guy is fighting but a crit would be really useful right about now…..

Some variations of the critical hit for AD&D

I have played 1st Edition since the late 70s. So I have seen a number of variations of the rules. Naturally these were “house rules” as the makers of the game saw no need for them. Some articles came out in the dragon which suggested some possible critical hit systems but these were not official as far as TSR was concerned. Some of the variants I have seen used:

  • A critical hit automatically scores max damage for the weapon used plus any magical enhancements and strength modifiers
  • A critical hit scores double damage plus magical enhancements and strength modifiers
  • A critical hit causes instant death to the target
  • A critical hit entitles the player to a second D20 roll. A roll of 1-10 means double damage, 11-15 means triple damage and 16-20 means quad damage

The article from the Dragon entitled “Good Hits & Bad Misses” by Carl Parlagreco provides an extensive table for critical hits depending upon the type of weapon used. Specific tables are provided for:

  • Edged weapons
  • Blunt weapons
  • Thrusting weapons and missile weapons
  • Effects vs animals

This same article also provides a specific table for critical misses as well. This table is not weapon specific.

Is this going to be a critical hit?

Some variations for fumbles that I have seen used for AD&D

Again….the earliest editions of the game provided no rules for critical misses or fumbles. House rules were rampant on the subject for critical misses as well as hits. Some variations that I have seen used in play:

  • Attacker hits himself or herself
  • Attacker hits himself, herself or a member of the party (or an ally on the field)
  • Attacker drops weapon, stumbles or falls down (costing a round to recover)
  • Attacker hits himself, herself or a member of the party (or an ally on the field) but must roll another D20. A 1-10 means double damage, 11-15 means triple damage, 16-20 means quad damage….and if the attacker is using a vorpal sword or a sword of sharpness……things can go really south……
This bad ass seems to have scored a critical hit with his bear hands!

Ultimately it was the players and dungeon masters who determined the fate of Critical Hits in Dungeons and Dragons

TSR ultimately relented. The players wanted it in the game. So it became part of the game eventually. And it is still in the game today. Critical hits come into play at the gaming table just about every time the game is played now. And they are probably here to stay.

This guy might want to score more than one critical hit if he wants out of this situation

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It may take a critical hit to kill a dragon

Owlbears in Dungeons and Dragons

Owlbears in Dungeons and Dragons made their first appearance in the Greyhawk Supplement to Dungeons and Dragons published in 1975. It is described as a horrid creature that hugs like a bear and bites with it’s beak. Although Gary Gygax had the initial idea for this while developing creatures to use in Chainmail.

The creature was instantly a hit with players and dungeon masters alike. The creatures were described as carnivorous. They are aggressive and ferocious. And they live in mated pairs in caves. They are eight to ten feet tall and are a cross between a bear and an owl.

The arms of an Owlbear are powerful

The inspiration for the creation of this creature is said to be monsters from Japanese Godzilla films. According to the story Gary Gygax obtained a bag of plastic figures of Godzilla type monsters. From this bag of plastic creatures he drew the inspiration for the Owlbear as well as the Bulette and the Rust Monster.

The roar of an Owlbear can weaken the knees of the most powerful warrior

According to the various monster manuals the Owlbear’s in game origins have never fully been revealed. However, it is suggested, that perhaps some magical experiment gone badly might be responsible for their creation. In a later edition adventure a Lich claimed responsibility for creation of these creatures. But this particular Lich was known to be more than a little insane and very egotistical. The claims of his creation of the Owlbear are considered highly unlikely to be true. The Fifth Edition Monster Manual adds that some Elves have claimed that Owlbears have existed for thousands of years.

If you encounter this guy in your travels beware….Owlbears often come in pairs

Owlbears in Dungeons and Dragons through the years

Virtually all editions of the game have included the Owlbear at some point in development. First edition describes the creature as living in tangled forests and warns of it’s dangerous hug. Second edition featured two variants of the Owlbear: Winged Owlbears and Artic Owlbears. Edition 3.5 added a new variant called the Skeleton Owlbear. Fourth Edition added the Winterclaw Owlbear. Fifth Edition included the Owlbear as well in the Monster Manual for that edition.

Owlbear fur can range from yellow brown to nearly black

Pathfinder also included the Owlbear as well as a number of variants. Some of these variants sound pretty interesting (except for the fact that they belong to Pathfinder). These variants include:

  • Darklands Owlbears
  • Truss Owlbears
  • Spectral Owlbears
  • Great Hook-Clawed Owlbears
  • Screaming Owlbears
  • Sleeyk Owlbears
  • Slime Owlbears
  • Sloth Owlbears
Part Owl. Part Bear. All mean and nasty. Stay away from these creatures if you can……

I have no problem stealing monsters from other editions or other game systems to confuse and confound my adventurers. Some of these might be worth looking into for that reason.

Male Owlbears tend to be heavier and darker in color

The Hug of Owlbears in Dungeons and Dragons is deadly

One feature of these creatures, in every edition, is that they have enormously powerful arms. When either of these arms strikes an opponent (with a high enough to hit roll) the creature will draw the victim close and squeeze. This hug does a great deal of additional damage to the victim. This hug is deadly.

Use of range weapons against this creature is highly advisable. Getting close to it might result in a bit of crushing. Magic use from a distant is equally suggested.

Owlbears have both fur and feathers

Owlbears in Dungeons and Dragons come in pairs

When one encounters an Owlbear during their travels one should be mindful that there is a high possibility that another is nearby. There might also be children. In fact, an Owlbear nest, might well have eggs waiting there to be hatched. Young Owlbears are still quite dangerous. The eggs, however, can be quite valuable. In 1st Edition the eggs were worth 2,000 gold pieces each. Captured young could be worth as much as 5,000 gold pieces.

Getting close to an Owlbear is not advisable. Their hug is deadly

Owlbears in Dungeons and Dragons are huge

These creatures are massive. And this makes them terrifying when encountered. When met they always fight to the death and never run away. Males can weigh as much as 1300 pounds. Their beaks are made of yellow ivory. Their fur can range from brownish black to yellow brown. Males tend to be darker colored. Their eyes are red rimmed. And in addition to fur these creatures have feathers.

The beak of an owlbear can do a great deal of damage too

Owlbears in Dungeons and Dragons can be found in a lot of places

The Monster Manuals for each edition expand a little on where these dangerous beasts might be met. First Edition states that tangled forests in temperate climes are places to encounter these creatures. But also states that they can be found in subterranean labyrinths. This opens up a great deal of places where they could be met….including just about any underground dungeon. Second edition adds that sometimes they lair in hollowed out stumps. Fifth Edition adds that they often live in ruins littered with the bones of their prey.

But the claws of the Owlbear can flay a man alive

The Life Span of an Owlbear

The Second Edition Monstrous Manual suggests that the average life span of an Owlbear is about twenty years. This, of course, assumes that they die of natural causes. But the Owlbear is a hunter. They are always on the prowl. And they are ferocious and fearless in combat. Ultimately they live until they find someone capable of killing it in battle. And there are but a few who can.

And the Hug can be far more deadly than any of their other attacks

Ecology of Owlbears in Dungeons and Dragons

Owlbears eat just about anything that they can kill. They are carnivores. And they love fresh meat. They are warm blooded animals despite being part owl. They are a hybrid between two different creatures. And this affects their hunting habits. They are most active from about noon until well after midnight. They hunt during the day and well into the night.

Owlbears met underground or in ruins have probably been placed there by some wizard or villain as a guardian. These creatures are a exceptional at convincing others to stay away from places where they are not wanted.

Owlbears live about 20 years or until slain

Weakness of the Owlbear

These creatures are powerful. They are ferocious. And they are fearless. But these things can be their undoing. They are not overly intelligent. And they can easily be tricked into running off a cliff or into a trap. But of course…..these things would need to be nearby when the creatures are encountered. And this is highly unlikely.

Meeting an Owlbear in close combat might be the last mistake you ever make

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Owlbears sometimes can be found in underground places like dungeons so beware!

Castles in Dungeons and Dragons

Castles in Dungeons and Dragons are an essential part of the story. Dungeons and Dragons campaigns typically occur in a fantasy world in which a feudal society is present. Kings, princes, barons and even evil wizards often live in castles. Castles may be the “dungeon” in which the delvers explore. Sometimes castles are in ruins. Other times they may be a formidable looking fortress.

Some castles are owned by evil villains

Are castles in Dungeons and Dragons irrelevant?

Many authors, in different places on the web and in magazines, have suggested that in a world of magic such places are not a fortress at all. They suggest that with spells such as passwall, teleport and the like that such places are not really difficult to enter at all. Magical portals might also allow entry. And fly spells could also allow one to enter the castle from above.

This castle does not look that easy to get into even with magic

Some spells and magical items do make entry into the castle easier. Such spells might include:

  • Passwall
  • Fly
  • Gaseous form potions
  • Teleport
  • Teleport without error
  • Magical portals
  • Phase door
  • Disintegrate
  • Jump
  • Spider climb
  • Rope trick
  • Levitate
  • Magic carpets
  • Dimension door
  • Transmute rock to mud
Is this wizard thinking about how to get inside?

However…..just because the adventurers might have magic that does not mean that there can be no ways to prevent such magic from allowing entry into a castle. Some ways in which magic might be prevented from allowing easy access to a castle might include:

Would you want to try teleporting into this castle?
  • Low levels of experience of the adventurers
  • Magical seals and wards which prevent teleportation into the castle
  • Lack of knowledge of the inside of the castle might result in teleportation errors
  • Alert guards will notice anyone flying over the castle and will attack
  • Alarms will be set off when anyone approaches the castle from the sky
  • Traps might be laid in places where teleporting into a castle might seem obvious
  • Sometimes wizards are employed by castle builders to place magical traps and to think of ways into a dungeon through use of magic.
This castle has an unusual approach

Regardless of the usefulness of castles against magic one thing should always be clear to the dungeon master. Magic is generally considered rare in most Dungeons and Dragons campaigns. While the adventurers are powerful and well trained the common man is not. Most people will not have the means to use magic to enter the castle. And this includes most invading armies.

Sometimes the approach to a castle is dangerous

Who lives in castles in Dungeons and Dragons?

In a feudal society like most fantasy worlds there are a number of different entities which might choose to live in such a castle. Some of these might include:

  • Royalty
  • Nobility
  • Evil Wizards
  • Adventurers keeps
  • Military outposts on the edge of civilization
  • The local militia
  • The king’s army
Some castles look quite formidable

Taxes in a castle in Dungeons and Dragons

Entering and living in a castle is rarely without costs. Taxes and other fees can soak the adventurer visiting such places. Some of these taxes might include:

  • Sales
  • Luxury
  • Inheritance
  • Tolls
  • Market taxes
  • Tithes
  • Land taxes for nobles
  • Magic taxes for use of magic within the walls
  • Income taxes
  • Sword taxes

Every time an adventurer comes and goes from the safety of the castle walls they might feel the bite of the tax man.

Sometimes vampires live in old castles like this one

Who builds castles in Dungeons and Dragons?

Naturally not everyone can do so. They are expensive, of course, but they also typically may not be built by common folk. Land must be acquired. All of the land is generally owned by the kingdom itself and land is granted by royal decree. But land can be obtained in other ways:

  • Inheritance
  • Conquest
  • Purchase
  • Royal charter
  • Claim jumping
  • Leasing
Castles can be found in remote places like this

Building Castles in Dungeons and Dragons can be quite expensive

This topic was discussed in depth in the 1st Edition Dungeon Master Guide. There are many costs associated with constructing a castle. Some of these (with suggested prices) include:

  • Arrow slits – 3 gold pieces
  • Barbicans – 4000 gold pieces
  • Battlements – 20 gold pieces
  • Catwalks – 10 gold pieces
  • Iron Doors – 100 gold pieces
  • Wooden doors – 10 gold pieces
  • Drawbridges – 400 gold pieces
  • Gatehouses – 2000 gold pieces
  • Tower, round 20×30 – 850 gold pieces
  • Tower, round 40×30 – 1600 gold pieces
  • Moat, 100x10x20 (length, depth, width) – 250
A fantasy castle can even be found in the clouds

Typical castle structures and improvements used in castle design

Castle design evolved over the years. But over time certain specific structures and fortifications became commonplace for defense. Some of these structures include:

  • Moats – deep ditches around the castle filled with water and other nasty things. Often they were used for human waste.
  • Drawbridges – these platforms could be raised or lowered to cross over moats
  • Gatekeeps -these were fortified areas leading into the castle entry. These allowed the defenders to attack those approaching the castle before they even could get to the gate itself. These consist of multiple towers and an open kill zone. Should anyone get past the gatekeep entrance they will still be under fire from the towers on all sides.
  • Towers – towers could be round or square. Some towers might rise much higher than others to allow leaders inside a better view for defense.
  • Tunnels – it pays to have more than one way in and out of a castle. Hidden entrances and exits can allow resupply during times of siege
  • Stone walls – castles are only as strong as the walls that protect them. Use of the best stone available is highly advisable.
  • Hoardings – these are structures that jut out from the top of the wall and allow the defenders to fire down upon, or drop burning oil on, those at the very base of the castle walls
  • Posterns – these are small doors that allow a few defenders to sneak out of a castle unnoticed.
  • Barbican – these are outer defenses for castles and walled cities. Often these involve double towers above a gate or a drawbridge
  • Arrow Slits – for firing with cover from towers and walls
  • Catwalks – to walk along the wall without being under direct fire from enemies outside the walls
  • Rampart – a defensive wall having a broad top with a walkway
  • Parapet – a low defensive wall along a roof, bridge or balcony
  • Stairs leading to the walls or to the towers inside of the castle
  • Cauldrons for pouring boiling oil on enemies below
  • Murder Holes – these are holes in a ceiling of a gateway or passageway. Defenders can drop boulders or flaming oil on attackers. They can fire bows and crossbows into these holes will little risk of retaliation
  • Merlons – these are the solid pieces of stone which jut up from the tower roof and castle walls to protect the defenders and provide cover to them. The space between merlons is called a crenel.
The layout of this castle might be impossible to predict

Castles in Dungeons and Dragons come in a wide variety of designs and floorplans

No two castles are alike. Each has defenses specific to that castle. Adventurers exploring such places should never be so familiar with the design of it to know exactly where everything is. Castles are the most formidable fortifications that can be found in most Dungeons and Dragons campaigns. They are designed to be impressive. Even fearsome. One should be awed when approaching a castle for the first time. The opening image from this article is of a knight riding up a trail to a castle. The castle is lined with skulls. Naturally one would expect this castle to be held by some evil villain.

This castle looks pretty dangerous doesn’t it?

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A whole lot of people want into this castle

Keys in Dungeons and Dragons

Keys in Dungeons and Dragons are underutilized in my opinion. They are a minor treasure which can be found along the travels. These keys could open up special areas of a dungeon not otherwise accessible. They can be used to gain access to treasures and to cause magical portals to open. They can also provide the all important exit to a dungeon.

You might want to use the correct key to open this door!

Keys in Dungeons and Dragons can be treasure

The keys themselves may have value. Keys are often made from different metals. Some are adorned with gems. Sometimes a key made from a specific metal is necessary to open one door while one of another metal will cause some deadly trap to be set off. Keys made of gold, platinum and silver are often used for such purposes. Perhaps some riddle or clue along the way will indicate which key is the correct one.

Some possible treasure keys might include:

  • A key made of platinum
  • A key made of gold and adorned with gemstones at the handle
  • A key made of silver or electrum or even copper
A valuable key might look like this

Keys in Dungeons and Dragons to the exit

Sometimes adventurers find their path to the surface blocked by enemies or by collapse of certain areas of the dungeon. Falling stone blocks may prevent egress from the dungeon. Sometimes shifting passages may prevent retreat. Finding another way out of the dungeon may be the “key” to survival. Such keys may be hard to find. Or they may be open and obvious. Such keys might also be guarded by monsters or deadly traps. Or perhaps the boss of the dungeon wears it around his neck as in the opening image for this article.

A magical key might be necessary to pass through this portal to whatever lies beyond it

Magical Portals sometimes require keys in Dungeons and Dragons

Sometimes the adventurers may come across a magical portal in their travels. But they lack the knowledge of how to use it. Perhaps a key is necessary in order to travel through such a portal. Such keys might be closely guarded as a valuable treasure or artifact. Such a key might have magical properties itself.

Such keys might:

  • Allow travel to other planes or far lands
  • Allow passage into a hidden or concealed area of a dungeon
  • Might even allow travel through time
Perhaps use of the key will open up a room looking like this

Treasure Chambers are often opened by keys in Dungeons and Dragons

Treasure chambers are certain to be locked. As are treasure chests themselves. While the keys to chests are often long lost by the time dungeon delvers arrive on scene the keys to treasure chambers themselves are usually around the dungeon somewhere. Rarely are keys like these lost for long. Someone will almost certainly recognize the value of such a key quickly upon discovery. Such a key is a treasure even if it has not intrinsic value of it’s own.

Could this be a magical key?

Magical keys could be found by adventurers

There is no reason why a key could not have magical properties all of it’s own. Perhaps it will aid in the picking of locks. Or perhaps it will have a percentage chance of opening any door it is placed in. The key might be some ancient relic from a long dead civilization.

Such a key might lower a force field blocking an arch or guarding the top of a pedestal. It might also be used to lower water in some area of a dungeon or raise portcullis in parts of the dungeon.

Perhaps this key has multiple pieces to be put together before use

Keys in Dungeons and Dragons are not always found in one piece

Sometimes pieces of keys will be found by adventurers. Putting these keys back together in the proper order is a puzzle all of it’s own. Finding all of the necessary pieces is essential. But will the adventurers know when they have the last piece?

Scattering such pieces of a key throughout a dungeon creates a sense of treasure each time one is found even though the key itself may be worth nothing once the dungeon is explored. A key could be in just a few pieces or perhaps many. The pieces might fit easily together or could have to be secured together in some manner.

Might there be a keyhole here that these fellows have missed?

Keyholes are not always obvious

While one expects a door or a chest to have a key hole things are not always so clear in a dungeon environment. Sometimes the designer of such places has reason to hide the keyhole. Perhaps the door itself is secret. Perhaps the door itself is somewhere else entirely. Some possible places one might find an unusual keyhole include:

  • Inside of a statue’s ear (or idol)
  • In a fresco or painting
  • In a crack in the wall
  • In the eye of a statue or idol
  • In a stair on a dark staircase
  • In the side of a door (the narrow portion)
  • In the basin of a fountain
  • On the top of a pedestal
  • In a column or pillar
  • Under the fiery coals in a brazier
  • In a torch sconce
  • In a crack in the cobblestone floor
Perhaps turning a key will raise or lower this portcullis somewhere else in the dungeon

Sometimes keys make things happen elsewhere in a dungeon

The turning of a key does not always open a door. Sometimes things happen elsewhere in a dungeon once a key is turned. Some possibilities for this:

  • A low rumbling is heard elsewhere in a dungeon
  • A secret door or passage is opened somewhere else
  • Areas are flooded by the turn of the key
  • Monsters are released from caged areas because of the key turn
  • Stairs might be lowered or raised somewhere in the dungeon
  • Exits might be closed because of the turning of a key
  • Portcullis or stone blocks might close off exits or areas of a dungeon due to a key turn
A skeleton key? or a skull key?

Skeleton Keys in the Dungeon

Skeleton keys could be used to open any door in a dungeon or adventure. Such a key might be made of real bone. It would likely be in the possession of some undead creature. Perhaps even the boss of a dungeon might possess it. The key might even have nasty side effects from use.

Which key should we use?

Dungeon Masters should consider using keys in Dungeons and Dragons

Placing keys in a dungeon should be carefully considered. Some keys should just be a red herring. It will confuse players to find a key and never find keyholes needing it. Some keys should be useful. And others should cause nasty traps to be set off. Keys will add an old school flavor to your adventures which will be remembered by your players forever.



Some keyholes perhaps should not have keys placed in them

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The wrong key might open a passage looking like this……..
The correct key might open a room looking like this…….

Tricks in Dungeons and Dragons

Tricks in Dungeons and Dragons have existed from the very beginning. But the first time, I believe, that they were ever really discussed directly was in the 1st Edition Dungeon Master Guide on page 216. The Dungeon Masters Guide really does not define them but merely refers to them as clever and innovative artifices, deceptions, conundrums and sundry tricks.

Sometimes tricks are there to confound the adventurer

The Dungeon Masters Guide gives a list of potential features that one might find in a dungeon, tomb, crypt, castle or other such place. Then it gives the reader a slightly longer list of potential attributes which could be assigned to these features to create a magical “trick” to confuse or amuse your adventurers.

Sometimes tricks are there to terrify the adventurer

Certainly magical tricks existed prior to 1st Edition. But they were not really described as such. Basically they are just those weird little magical things that one might encounter in a dungeon which do not fit into the categories of traps, monsters, non player characters or encounters. They might include such things as riddles, puzzles, teleporters and similar items. Arguably some of the spells that a magic user might cast could be considered as creating a trick. Such examples that come to my mind might be as follows:

Magic mirrors can be used by both the good and the evil
  • Magic Mouth
  • Leomunds Chest
  • Dancing Lights
  • Tenser’s Floating Disc
  • Any kind of wall spell
  • Blade Barrier

Certain features deserve discussion as they are frequently encountered tricks in many adventures. These will be described below.

Evil Altars are often magical in nature. Beware!

Magical Altars

Altars are frequently encountered in temples, tombs and crypts. Tricks in Dungeons and Dragons certainly include such altars as they are often imbued with magical energy from clerics that use them or the gods in which they worship.

Not every magical altar encountered is likely to be evil in nature. But many are. Such altars may enhance the evil powers of the clerics which use them or they may be an essential part in evil rituals and sacrifices. Such altars are often black in color but many may also be the color of blood. Or they might be covered in the blood of innocents slain upon it’s surface in a ritual.

Evil altars are probably best not touched by someone of good alignment. Such contact might be very painful or even fatal to a good aligned character. This might especially be true for a cleric or paladin of opposite alignment to the altar.

Good altars, on the other hand, might enhance healing or allow resurrection of the dead. Such altars might only display their magical abilities once a proper offering has been made.

Some tricks are there just to confuse adventurers

Some potential features of evil aligned altars:

  • Animation of the dead
  • Disintegration of anyone of opposite alignment that touch it
  • Animation of the altar itself if touched or desecrated
  • Sliding away to reveal a tunnel below it leading down
  • Hidden compartments with magical potions or scrolls inside
  • Anti magic effect which protects the evil cleric behind it
  • Blood. Lots of blood. The altar itself might bleed if attacked. It may have soaked up the blood of many innocents over the years
  • Geas to do some evil act
  • Curses someone of opposite alignment

Some potential features of good aligned altars:

  • Healing
  • Resurrection
  • Geas to do some holy act
  • May bless someone of similar alignment who touches it or makes an offering or kneels before it
  • Might temporarily (or permanently) imbue a bonus to one of the primary statistics of the person who makes a proper offering or completes a quest for it
And some tricks might just destroy the adventurer forever!

Some potential features of neutral aligned altars:

  • Reincarnation
  • Might teleport someone of another alignment from it when touched
  • Might be a stone altar or wooden altar of some great druid
  • Could cause plant growth
  • Cause barkskin for the person touching it if proper alignment or with proper offering
  • Might imbue the person giving a proper offering with the temporary ability to speak with plants or animals

Obviously these lists are not exclusive. There are many potential ways in which someone could create a unique and interesting magical altar for use in their adventures.

Magical portals can be found in all sorts of places

Magical Portals are also tricks in Dungeons and Dragons

Portals are gateways to other worlds. Magical portals as Tricks in Dungeons and Dragons are unusual but not unheard of. They can come in the form of some glowing archway or a magic mirror. They could be some strange stone object with glowing mass inside of it like the Star Trek episode “The City on the Edge of Forever.” Magical portals come in all kinds of shapes and sizes.

A mirror of life trapping?

Magical portals could be gateways to travel:

  • To other planes of existence
  • To the heavens or the hells
  • To other universes or the astral plane
  • To distant parts of the same plane in which the adventurers reside
  • To the Underdark
One should be careful passing under arches in a dungeon

Archways

Archways are one of the old school tricks in Dungeons and Dragons. You really do not see them used much in later editions than 1st or 2nd. But they were once commonly found in adventures of that era and earlier. Archways could be good or bad for the adventurer passing through one. Sometimes they did nothing at all. And sometimes they did magical things such as:

  • Changing the sex or race of the person passing through
  • Acting as a teleporter or magical portal
  • Might remove the armor or weapons of the person passing through
  • Could be blocked by a wall of force or prismatic wall
  • Might change the intellect of the person passing through
  • Could swap the minds from one adventurer passing through to that of another
  • Could randomly appear and disappear
  • Could randomly do things to one character and then nothing to the next
  • Enlarges or diminishes the size of people passing under
  • Changes alignments of those going through
  • Everyone passing through has a doppleganger created for him or her
  • Everyone passing through gains mirror images following them
Magical pools could be found inside or outside of a dungeon

Magical Pools are frequent tricks in Dungeons and Dragons

Pools have been tricks in Dungeons and Dragons since the earliest games. Water tends to pool up in the deep dark places that explorers visit in this game. Sometimes other things in these dark places give these pools magical effects. One of my favorite examples of this in a published adventure comes from the Basic Set adventure “In Search of the Unknown”. One of the rooms in the upper level has about twenty pools in it. Some of these pools have magical effects. Others do not. The pools in that adventure are a good list for other dungeon masters to use for their own adventures:

  • Healing
  • Acid
  • Disease
  • Green slime
  • Clean drinking water
  • Wine
  • Dried up pool
  • Boiling water/hot spring
  • Aura (drinking it causes the character to shimmer with magical aura revealing their true alignment
  • Sleep
  • Filled with fish
  • Dry ice (unexplained)
  • Treasure beneath the water
  • Muting/silence after drinking
  • Poison
  • Idiocy
  • Curse
  • Invisibility after drinking or bathing in it
Fountains are often the source of magical tricks

Magical Fountains

Fountains as a trick in Dungeons and Dragons have been common to many of the published adventures. Fountains are often ornate and have statues in the center of them. Some may be small and others may occupy a wide section of a room or chamber. Palaces, tombs, castles and crypts might have such fountains. Even the cities themselves might have them. Not all will be magical. Some will be.

The magical effects of fountains may be beneficial. Or they may be detrimental. The nature of the place where the fountain is found might give an indication as to it’s effects. A riddle or a puzzle might need to be solved first in order to gain knowledge about the fountain or even to cause it to have such an effect. Sometimes the waters themselves have unusual colors or auras.

Not all of the effects from fountains will be beneficial

Some possible fountain effects:

  • Healing
  • Poison
  • Changing colors
  • Invisibility
  • Invulnerability
  • Giant strength
  • Weakness
  • Diminution
  • Enlargement
  • Flying
  • Gaseous form
  • Heroism
  • Speed
  • Insanity
  • Feeblemind
  • Polymorphing
  • Water breathing
  • Resistance to fire, acid, lightning or cold
A cult seems to be worshiping this strange artifact atop a pedestal

Magical Pedestals

Pedestals are a frequently found trick in Dungeons and Dragons. Pedestals may have valuable items on top of them protected by magic. Such items might include:

  • Artifacts
  • Relics
  • Crowns
  • Keys needed for other places in the dungeon
  • Scrolls, books or writings
  • Riddles
  • Treasures

The pedestal itself is rarely the end goal but is often the obstacle to reaching the goal of the adventurer. Often pedestals are trapped. One good example of this that comes to mind is the original Indiana Jones Movie. The golden monkey head that Indiana Jones seeks at the beginning of the movie is on a pedestal. The pedestal itself is trapped. When the weight of the golden head is removed the pedestal sinks and then bad things begin happening all around the adventurer. This is, of course, not magic. But it is a good example of what a dungeon delver might find or expect.

Pedestals come in different shapes and sizes and have different uses as you can see here

Pedestals themselves are often imbued with magic of their own. Some examples might include:

  • Force fields protecting the item atop it
  • Prismatic walls protecting the item on top of it
  • Knobs, button and levers which have different magical effects when used. Some may cause harm. One sequence will lower the protections
  • Riddles on the base of them or puzzles to be solved before the force field lowers
  • Contact with the surface may cause greed, insanity or alignment change
  • Teleportation of those touching it
  • Hidden compartment might release a clue when right place is touched
Statues are sometimes golems waiting for command

Statues are another frequently used trick in Dungeons and Dragons

Statues are to be found in all sorts of places where adventurers might explore. Castles, tombs, crypts, palaces, cities and other places are likely to have statues about. Most will not be magical. Once in a while one will be. The adventurers should never know when or where they will encounter one that is magical.

Famous heroes, gods and kings are frequent subjects of statues. Most will be made of stone. Some will be carved from precious stone such as marble or onyx. Others might be made from metal. Some of the metal statues might be made from precious metals such as gold or silver. Statues are sometimes quite valuable. But they are usually very bulky and heavy. Removal from a hostile dungeon will be a daunting adventure all it;s own.

When a statue is discovered to have magical properties these might include:

  • Riddles
  • Puzzles
  • Spinning, moving or sliding to reveal secret doors behind or to reveal secret doors present in the room
  • Might provide clues to some important riddle or puzzle in the dungeon
  • Could hide or possess some hidden magical item
  • May award a magical item to adventurers who solve their riddle or puzzle
  • May animate and attack
  • Could actually be a stone or iron golem in disguise
  • Could actually be other adventurers turned to stone by a medusae or basilisk nearby
The Demon Idol from the PHB

Idols

Idols are found often in places where primitives live. Temples and catacombs might have idols to their pagan gods. Sometimes these idols are imbued with magic. Offerings and sacrifices are made before them. Treasures are often adorned on them. One good example of this is the demon idol from the cover of the player’s handbook. Such an idol might be trapped. It might also have magical tricks to confuse or delay the adventurers. Some examples of features might include:

  • Placing a weapon in the fiery brazier of the statue might cause it to be enhanced by magic
  • Placing an offering before it might cause it to bless the person doing so
  • Might curse those who do not place offerings or who desecrate it
  • Could spill fiery oil into the room if a gem eye or tooth is pulled from it causing a fiery explosion in the room around it (from the flaming brazier that it hold)
This is not specifically a Dungeons and Dragons image but the stained glass window in this image could easily have a magical effect in D&D

Other objects of art are often used as tricks in Dungeons and Dragons

Such items might include:

  • Tapestries
  • Paintings
  • Decorative containers such as vases
  • Frescoes
  • Pillars and columns
That painting might be more than it appears

These items are often decorated or carved. Some are quite valuable. Many are quite old when discovered. Such items often depict gods, kings and legendary heroes long dead. Some possible features might include:

  • Disintegrates into dust when touched revealing a secret or concealed door hidden behind it
  • Causes greed when touched
  • Insanity when touched
  • Insanity when viewed
  • Petrification when viewed
  • Animates and talks or casts spells or yells for help
  • Teleports a person touching it into the scene in the artwork itself
Fiery talking skulls can be an interesting trick to find in a dungeon

Tricks in Dungeons and Dragons come in many forms

The items discussed above are not all inclusive by any means. There are literally hundreds of potential dungeon features that might have magical effects and properties. There are hundreds more attributes that could be applied to them. Creativity is the best friend of a dungeon master designing such tricks. Most have been used so often that players expect them when encountered. It is best to have many features in dungeons that are not magical so then when others are encountered they will not be totally expected. It is probably also best to come up with original attributes to apply to these features in order to keep players guessing.

Not every altar is evil. Sometimes good altars have beneficial effects

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Magical mirrors sometimes have new friends waiting inside

Rakshasa in Dungeons and Dragons

Rakshasa in Dungeons and Dragons first appeared in The Strategic Review #5. This issue was published in 1975. They were later discussed as “The Demons of India” in the supplement “Gods, Demigods and Heroes” published in 1976.

These creatures are evil and powerful. They are based upon Hindu Mythology. These creatures were considered man eaters. A female Rakshasa is called a Rackshasi. Rackshasa were believed to often appear in human form. A female Raskasa in human form is known as a Rackshesha. In Hindu mythology a Raskshasa is sometimes referred to as a Asura. In mythology the Raskshasa was usually depicted as an enormous monster with large fangs. They could fly, vanish and possessed the power of illusion.

The Rakshasa in Dungeons and Dragons is very similar. It too has magical powers. And it is well versed in the power of illusion.

In their true form Raksasa often look humanoid but have the head of a lion or ape

Rakshasa in Dungeons and Dragons 1st Edition

In first edition the Rakshasa appeared in the Monster Manual published in 1977. The Monster Manual states that these creatures were first known in India. And then it warns that these evil spirits are encased in flesh and are spreading. They are fond of human meat. And they are powerful masters of illusion. This makes them an extremely dangerous adversary.

Dragon magazine issue #84 expanded upon the Rakshasa. It provided the Rakshasa knight and the Rakshasa Lord.

The Rakshasa is always the leader in any cooperative effort

The Rakshasa had the power of ESP at it’s disposal. This ability allows the creature to create illusions that will place it’s potential victims at ease. The Rakshasa will be aware of the things that will make adversaries feel comfortable and safe. And it will use these things in order to trap and devour it’s favorite sources of food.

The creature has the ability to use magic user spells up to 3rd level and clerical spells up to 1st level yet is affected only by spells greater than 8th level. Weapons of less than +3 in magical enhancement will do only one half damage to them. Normal weapons will be totally ineffective. But a crossbow bolt blessed by a cleric will instantly kill the Rakshasa.

The Rakshasa is generally a reclusive creature but if found together with others of it’s kind one will be male and all others will be female.

The Rakshasa love to dine on human flesh

Rakshasa in Dungeons and Dragons 2nd Edition

In Second Edition the Rakshasa was found in volume one of the Monstrous Compendium. Several variants were also detailed including: the Maharajah, the Rukh and the Raja. The Rakshasa and Greater Raskshasa were detailed in the Monstrous Manual.

These creatures often appeared as humanoid creatures with the head of an ape or a tiger. Rakshasas of high standing sometimes have more than one head. Often they wear human clothing of the highest quality. They often stand six to seven feet tall. And they typically weight 250 to 300 pounds.

This gentlemen seems a bit hungry

When the Rakshasa attacks it drops the illusions that make it appear to be a benign presence. The reality of the situation will become immediately clear to the potential victims about to die. This terror enhances the pleasure of the feeding.

The Rakshasa social life is based upon a strict caste system. Typically there will be 1 to 3 female Rakshasa per male. Groups will be led by a Maharajah or a Rajah.

The Rakshasa Maharajah is extremely powerful

Humans are not only killed for food. The Rakshasa are at war with humanity. They believe that battle is the only way to obtain honor. The creatures consider honor to be of paramount importance. Should the Rakshasa enter into an agreement with others (even with a human) it will follow the agreement strictly but will use any loophole or twist any meaning in order to avoid the intent of such agreement.

These evil spirits are virtually immortal. They live until slain by others in battle.

The Rakshasa are engaged in an endless war against humankind

Types of Rakshasa in 2nd Edition:

  • Rukh – These are also known as Greater Raskasa or Knights. They are more powerful and have higher resistances than others of their kind. Only about 15% of Rakhasa are Rukh. These Rakshasa are immune to spells of less than 9th level. They only take damage from weapons of +2 or greater and take only half damage from weapons less than +4.
  • Rajah – These are also known as lords. They have the same immunities and powers of a Rukh but also have spell casting abilities of a 6th level priest and an 8th level wizard. Spells cast by these Rajah are cast at 11th level.
  • Maharajah are also known as dukes. They have the same abilities and immunities of the Rukh but have more hit dice and hit points (13HD+39). They cast spells as a 13th level wizard and a 9th level priest. They will lead multiple clans or large single clans of Rakshasa. They generally live on the outer planes.
Some Rakshasa are more hungry than others

Rakshasa in Dungeons and Dragons 3rd Edition

The Rakshasa are in the Monster Manual for 3rd edition. They are later expanded upon in Dragon #326 and #337. More variations are provided in the Monster Manual III. Third Edition Variants include:

  • Ak’chazar – These have the head of a white tiger. They are powerful spell casters specializing in necromantic magic. They prefer to reside in old battlegrounds and graveyards. They use undead creatures to do their dirty work for them.
  • Naztharune – These have the head of a black tiger. They are covered in black fur. They have less magical powers but are more powerful fighters than many other types of Rakshasa. They specialize in assassination.
  • Naityan Rakshasa – These are shapeshifters with combat styles beyond this world.
  • Rakshasa Knights – These Rakshasa hunt paladins.
  • Zakyas – These focus on the use of weapons in combat. They have weak magical powers compared to others of their kind.
A Rakhasa Knight

Rakshasa in Dungeons and Dragons 4th Edition

Rakshasa are in the 4th Edition Monster Manual. They are generally solitary beings. But occasionally they do work cooperatively. However working with others not of their species is often conditional. These creatures will always want to be the leader in any such endeavor.

Rakhasa are masters of magic and illusion

Rakshasa in Dungeons and Dragons 5th Edition

The Fifth Edition Rakshasa exercises dominion over others. Few creatures will ever see this creature in it’s true form as it uses illusion and misdirection as it’s primary weapons. It can take on any appearance but will generally choose an appearance which seems familiar and safe to it’s victims. It will often masquerade as someone powerful such as a lord, baron, noble or even king.

The true form is that of a human form with a tiger head. Features of both creatures will typically be present. One telling detail, however, is that the palms of the Rakshasa will appear where the back of a human hand would. Someone noticing such a flaw might realize then who they are dealing with.

The Fifth Edition Rakshasa originate from the Nine Hells. They are evil spirits in mortal flesh. The Rakshasa are only on the material plane to feed on humans. They have an insatiable appetite for human flesh.

The Fifth Edition Rakshasa is not destroyed forever if killed on the Material Plane. Like Devils these creatures can only be permanently slain in the Nine Hells. Therefore one who kills such a creature on the Material Plane might find that they have gained an eternal enemy that may cause them further harm in the future.

Never underestimate the power of a Rakhasa. They may prefer to use their magic but they can be deadly in other ways as well

Rakshasa Worship Ravanna

Ravanna is the king of the Rakshasa. Ravanna is a ten headed lesser god. There is precious little information in any of the Dungeons and Dragons Sources regarding this deity.

Rakhasa are dangerous foes. Once their illusion is dropped their true form is terrifying

Rakshasa are dangerous adversaries regardless of what edition of the game that you play

These creatures are powerful for many reasons. Spell use, is of course, one of these. But the power of illusion and the limited ESP of these creatures give them an enormous advantage over others. As they can appear as almost anything or anyone it is likely that their victims will be totally unaware of the danger until far too late.

Their powerful immunities make them nearly invulnerable to most forms of attack. And their virtual immortality gives them the opportunity to live incredibly long lives and accumulate vast amounts of knowledge.

Regardless of edition there is one thing for sure regarding these creatures. You will never want to meet one in your travels. For it might be the last individual that you ever meet……

The true form of the Rakhasa may be the last thing that you ever see!

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The Rakshasa hunt humans not only for food…..but for honor!