Scrolls can be more than just another fire-and-forget magic item. They can be treasures in their own right, as unique as the arcane scribes who created them. To bring more flavor an flexibility to your campaign, we present to you a table of random special features to bring new life into your scrolls. Whenever your players come across a new scroll, simply roll on the table below to see what sets it apart from the rest.

1d10

Illuminated: The scroll is delicately illuminated with hand-painted letters and detailed illustrations in the margins. Double the base price for this scroll. Augmented: The scroll is fortified with additional runes, sigils, and diagrams all rendered in rare inks. All variable numeric effects of the spell are maximized as per the metamagic feat Maximize Spell. Increase the cost of the scroll by 50%. Cased: The scroll is packed in an elegant case made from oiled wood banded in polished bronze. The case is sturdy and protects its contents from mundane harm and environmental hazards (hardness 7, 4 hit points, Break DC 17). The case is worth 5gp on the open market. Double Sided: The scroll has a second spell inscribed upon the surface opposite to the main page. This is a random spell of the same school as the main spell but of a lower level (minimum 0). When either spell is cast it vanishes from the page, the entire scroll only being destroyed when both spells have been cast. Increase the cost of this scroll by 75%. User Friendly: The scroll contains detailed instructions in the margins explaining its purpose and procedure for casting all written in utilitarian common. The scroll does not need to be deciphered before being cast. It does whatever it says it does. Gold Leif: The scroll is made from a single sheet of hammered gold, each glyph and rune inscribed by a master artisan. Double the cost of the scroll. Battle Scarred: The scroll has seen better days, its edges burned by dragon fire and its writing obscured by slime, blood, and stranger stains. Increase the DC to decipher the scroll by 5. Any attempt to cast read magic on the scroll suffers a 15% chance of spell failure. Any attempt to cast the scroll's spell suffers a 10% chance of spell failure. Decrease the cost of the scroll by 25%. Rare Vellum: The scroll is made from rare vellum. There is an equal chance this vellum is made from owlbear, dire wolf, beholder, wyvern, or human hide. The vellum is esthetically pleasing, sturdy, pleasant to hold. Increase the cost of the scroll by 35%. Rollers: The scroll is rolled tightly around a wooden roller, protecting the scroll and making it somewhat easier to use. Increase the cost of the scroll by 10%. There is a 50% chance this roller conceals a hidden function. If so, there is an equal chance the roller conceals a masterwork arrow, a masterwork dagger, or a sunrod. Add the base cost of the concealed item to the scroll's cost when discovered. Rush Job: The scroll was hastily scribed using sub-standard materials, possibly the world of an apprentice wizard working on a tight deadline. The spell cast from the scroll has a 20% chance of spell failure. If the spell fails, there is also a 20% chance the scroll casts the opposite of the intended spell. Decrease the cost of the spell by 25%.

Following is an article by author Marcus L. Rowland, titled "Stop, Thief!! The Thieves' Tool Kit in D&D," which appeared in the September 1983 issue of White Dwarf magazine. This was exactly the sort feature for which I bought game magazines like this and Dragon, and after we streamed our recent "d-Infinity Live!" episode on "The Art of the Steal" I recalled it and decided to find and post it here for others to enjoy. The image associated with it appears to have been by fantasy artist Trevor Hammond.

No. Enc: 1d3

Alignment: Neutral

Movement: 150’ (50’)

AC: 0

HD: 16

Attacks: 2 claws and 1 bite

Damage: 2d8+10 / 2d8+10 / 3d10+10

Save: L16

Morale: 9

Hoard Class: Incidental

No. Enc: 1d12

Alignment: Chaotic

Movement: 30’ (10’)

AC: 6

HD: 4

Attacks: 1 pseudopod

Damage: 1d3 plus poison

Save: L4

Morale: N/A

Hoard Class: N/A

Following is the fifth chapter of "Colossus of Ylourgne," a 1934 novella by author Clark Ashton Smith that is set in his land of Averoigne, a dark fantasy version of a medieval province in southern France. This engaging and lurid story has influenced role-playing game development more than many people might expect, both credited and uncredited. This story has three more chapters and we will post another every week or so. We hope you enjoy it! And if you have not already, you can read Chapter 1: Flight of the Necromancer, Chapter 2: Gathering of the Dead, or Chapter 3: Testimony of the Monks, or Chapter 4: Going Forth of Gaspard du Nord.

No. Enc: 1

Alignment: Chaotic

Movement: 120’ (40’)\

AC: -4

HD: 30

Attacks: 1 pounce, 1 bite, two claws, energy projection

Damage: See description, 4d8+20, 4d12+20 / 4d12+2, see description.

Save: L20

Morale: 11

Hoard Class: VIII, XV (x4)

No. Enc: 1d6

Alignment: Neutral

Movement: 90’ (30’)

AC: 7

HD: 5

Attacks: 1d8 tentacles, one orifice, four talons

Damage: 1d2 for each tentacle, 1d6+2, 1d4+1 / 1d4+1 / 1d4+1 / 1d4+1

Save: L5

Morale: 6

Hoard Class: N/A

No. Enc: 1

Alignment: Chaotic

Movement: 90’ (30’) Land

150’ (50’) Fly

AC: -2

HD: 30

Attacks: 3 bites, 2 claws and 1 tail slap

Damage: 2d8+10 / 2d8+10 / 2d8+10, 1d12+10, 1d12+10, 1d10+10

Save: L20

Morale: 11

Hoard Class: XXII x4 – No artifacts!

No. Enc: 1

Alignment: Neutral

Movement: 90’ (30’)

AC: 6

HD: 3

Attacks: 1d6 tentacle lashes or 1 bite

Damage: 1d3 plus class 11 poison, see description

save: L3

Morale: 4

Hoard Class: Incidental

No. Enc: 1d12

Alignment: Neutral

Movement: 90’ (30’)

AC: 4

HD: 1d4 hit points

Attacks: 1

Damage: 1 plus class 18 poison

Save: L1

Morale: 2

Hoard Class: N/A

No. Enc: 1d3 or 5d10 in communities

Alignment: Chaotic

Movement: 90’ (30’)

AC: 3

HD: 25

Attacks: Tusks, 2 bashes, 1 tail, 1 chest impale and 1 chest bite.

Damage: 1d12+3d6, 2d8+3d6 / 2d8+3d6, 1d10+3d6, 3d4+3d6, 2d12+3d6

Save: L20

Morale: N/A

Hoard Class: VIII, X, XI, XII, XVII

No. Enc: 1d10

Alignment: Chaotic

Movement: 120’ (40’)

AC: 8

HD: 6

Attacks: 2 tentacles, 1 bite, two claws

Damage: 1d6+special / 1d6+special, 1d6 plus special, 1d8+1 / 1d8+1

Save: L8

Morale: 10

Hoard Class: Incidental

No. Enc: 1d6 swarms

Alignment: Neutral

Movement: 90’ (30’) Fly

30’ (10’) ground

AC: 7

HD: 6 per swarm

Attacks: 1 bite and 1 claw per swarm

Damage: 1d12 / 2d4

Save: L8

Morale: N/A

Hoard Class: Incidental

No. Enc: 1d4

Alignment: Chaotic

Movement: 90’ (30’)

AC: 1

HD: 20

Attacks: 1 ram, one bite and two fists

Damage: 3d6+3d6 plus special (see description), 1d12+3d6, 2d10+3d6 / 2d10+3d6

Save: L20

Morale: 10

Hoard Class: Incidental

Adventuring in the Clanking Ruin is ongoing, as you can find out in detail by reading To Tweak the Nose of the Red Goddess, parts One and Two! Part three will be available next week.

But for this week, I wanted to flesh out the inhabitants of the Ruin a bit, so here is one of the more common threats in the outer ruin. Though not as deadly individually as the Manchines, they are rarely encountered in small numbers. They are cunning scavengers and predators, with the ability to wear their prey down, or rather dissolve them a bit at a time.

Acid Dogs are the mutated survivors of the family pets and guard animals of the ancient inhabitants of the Machine City. Living on the poisoned ground of the Clanking Ruin for centuries has altered them such that feral packs of six or more individuals roam the ruins scavenging for whatever they can catch. Al though they reek of Chaos, they rarely have chaotic features beyond their inherent mutated nature.

In combat, acid dogs behave much like the pack hunters they once were, seeking to baffle enemies with their numbers and overwhelm them with attacks from the flank and rear. Those animals to the front of an enemy will usually not attack, Evading against any attacks on them. Those behind will attempt to bite or lash with the long tongues (which can extend up to 3 yards), weakening or gripping enemies. At that point, the rest of the pack will attack ferociously to bring down the hampered prey. Survivors of Acid Dog attacks often are covered in acid burns and have lost weapons and armor to their acid splash or saliva.

Packs prowl the outer ruins in family units, which include the young. Immature members stay out of the fighting, and will flee if the adults are killed. Though not a great threat individually, it is extremely rare to encounter only one acid dog. The statblock above allows for a pack of 6, but larger packs are possible. If you wish to randomize, roll 1d6 x 1d6 for numbers, not including young. If you have large numbers of acid dogs, you may wish to not use their hit locations. In such a case, any wound of 6 points of more will make one flee.