Bard (AD&D)

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Appendix II: Bards

AD&D Players Handbook (1979, pp.117–119) by Gary Gygax

As this character class subsumes the functions of two other classes, fighters and thieves, and tops them off with magical abilities, it is often not allowed by Dungeon Masters. Even though this presentation is greatly modified from the original bard character class, it is offered as supplemental to the system, and your DM will be the final arbiter as to the inclusion of bards in your campaign.

Bard abilities

A bard must have scores of 15 or better in the following abilities: strength, wisdom, dexterity and charisma. Furthermore, a bard must have at least a 12 score in intelligence and a 10 in constitution.

Bard race

A bard must be human or half-elven.

the Class

Bards begin play as fighters, and they must remain exclusively fighters until they have achieved at least the 5th level of experience. Anytime thereafter, and in any event prior to attaining the 8th level, they must change their class to that of thieves. Again, sometime between 5th and 9th level of ability, bards must leave off thieving and begin clerical studies as druids; but at this time they are actually bards and under druidical tutelage. Bards must fulfill the requirements in all the above classes before progressing to Bards Table I. They must always remain neutral, but can be chaotic evil, good or lawful neutral if they wish.

Bards Table I

Experience Level HD (d6) Title Druid Spells
1 2 3 4 5
0 1 0 Rhymer 1
2,001 2 1 Lyrist 2
4,001 3 2 Sonnateer 3
8,001 4 3 Skald 3 1
16,001 5 4 Racaraide 3 2
25,001 6 5 Joungleur 3 3
40,001 7 6 Troubador 3 3 1
60,001 8 7 Minstrel 3 3 2
85,001 9 8 Muse 3 3 3
110,001 10 9 Lorist 3 3 3 1
150,001 11 10 Bard 3 3 3 2
200,001 12 10+1 Master Bard 3 3 3 3
400,001 13 10+2 M. Bard 13th 3 3 3 3 1
600,001 14 10+3 M. Bard 14th 3 3 3 3 2
800,001 15 10+4 M. Bard 15th 3 3 3 3 3
1,000,001 16 10+5 M. Bard 16th 4 3 3 3 3
1,200,001 17 10+6 M. Bard 17th 4 4 3 3 3
1,400,001 18 10+7 M. Bard 18th 4 4 4 3 3
1,600,001 19 10+8 M. Bard 19th 5 4 4 4 3
1,800,001 20 10+9 M. Bard 20th 5 4 4 4 4
2,000,001 21 10+10 M. Bard 21th 5 5 4 4 4
2,200,001 22 10+11 M. Bard 22nd 5 5 5 4 4
3,000,001 23 10+12 M. Bard 23rd 5 5 5 5 5
Notes Regarding Bards Table I
Experience
strictly those points gained as a bard, all previously earned are not considered here.
Level
likewise that of the bard class only. There is no level beyond the 23rd. The bard gains druidic powers as a druid of the same level, with the exception of druidic spells as explained below.
HD (d6)
the initial “0” indicates that the bard has as many hit dice as they had previously earned as a fighter (plus the possible addition of those earned as a thief if that class level exceeds the class level of fighter). All bard hit dice (and additional hit points) are additions to existing hit dice—none are lost for becoming a bard.
Druid Spells
the number and level of druid (cleric) spells which the bard is able to use during one day. The bard selects which spells they wish to have for that day (praying to see if their god will grant them) and casts them exactly as a druid of that level would, but never beyond the 12th level of druid ability until the 23rd level is reached. 23rd level bards cast their spells at 13th level druid ability. Bards con read scrolls which contain druid spells.

Bards Table II

Level College Additional
Languages
Charm Legend Lore &
Item Knowledge
1 (Probationer) * 15% 0%
2 Fochlucan 0 20% 5%
3 Fochlucan 0 22% 7%
4 Fochlucan 1 24% 10%
5 Mac-Fuirmidh 0 30% 13%
6 Mac-Fuirmidh 1 32% 16%
7 Mac-Fuirmidh 1 34% 20%
8 Doss 0 40% 25%
9 Doss 1 42% 30%
10 Doss 1 44% 35%
11 Canaith 0 50% 40%
12 Canaith 1 53% 45%
13 Canaith 1 56% 50%
14 Cli 0 60% 55%
15 Cli 1 63% 60%
16 Cli 1 66% 65%
17 Anstruth 0 70% 70%
18 Anstruth 1 73% 75%
19 Anstruth 1 76% 80%
20 Ollamh 1 80% 85%
21 Ollamh 1 84% 90%
22 Ollamh 1 88% 95%
23 Magna Alumnae 1 95% 99%
Notes Regarding Bards Table II
College
the important distinction to a bard, and they will not associate with a bard of a lesser college. The exception to this rule are the Magna Alumnae who will happily aid (by advice and suggestion) any other bard of any level.
Additional Languages
the number of new languages the character gains upon achieving each level. Unlike other characters, the bard need not study to learn these new tongues—this is subsumed as previous work. The asterisk at 1st level is there to indicate that the character already knows certain languages from previous classes.
Charm
the chance the bard has of successfully casting a charm person (or charm monster) spell with their music. This charming ability does not negate any immunities or the saving throw versus magic.
Legend Lore & Item Knowledge
the chance that the bard has of knowing something about a legendary person, place or thing or of knowing what a particular magic item is. The latter ability is limited to weapons, armor, potions, scrolls, and those items of magical nature which the bard can employ or which bear magical inscriptions; for all bards know runes, glyphs, characters, symbols, etc. Naturally, any knowledge gained by bards while in their former classes is also retained at all levels.

Bards Table III

Updated in Unearthed Arcana (1985) by Gary Gygax

Armor and Weapons Permitted
Armor: leather, studded leather, padded, ring mail, elfin chain, or magical chain mail
Shield: none
Weapons: club, dagger, dart, garrot, javelin, knife, lasso, sap, scimitar, sling, spear, staff, sword (bastard), sword (broad), sword (falchion), sword (long), sword (short)
Oil: yes
Poison: only if evil

Bards

Combat Tables (DMG-74)
Fighter 0 1 2 3 4 5 6 7 8
Thief 1–2 3–4 5–6 7 8 9–10 11–12 13–14 15–16
AC 20-sided Die Score to Hit by Level of Attacker
−10 26 25 24 23 22 21 20 20 20
−9 25 24 23 22 21 20 20 20 20
−8 24 23 22 21 20 20 20 20 20
−7 23 22 21 20 20 20 20 20 20
−6 22 21 20 20 20 20 20 20 19
−5 21 20 20 20 20 20 20 19 18
−4 20 20 20 20 20 20 19 18 17
−3 20 20 20 20 20 19 18 17 16
−2 20 20 20 20 19 18 17 16 15
−1 20 20 20 19 18 17 16 15 14
0 20 20 19 18 17 16 15 14 13
1 20 19 18 17 16 15 14 13 12
2 19 18 17 16 15 14 13 12 11
3 18 17 16 15 14 13 12 11 10
4 17 16 15 14 13 12 11 10 9
5 16 15 14 13 12 11 10 9 8
6 15 14 13 12 11 10 9 8 7
7 14 13 12 11 10 9 8 7 6
8 13 12 11 10 9 8 7 6 5
9 12 11 10 9 8 7 6 5 4
10 11 10 9 8 7 6 5 4 3

A bard always engages in combat at the level they attained as a fighter. A bard is able to function as a thief of the level previously attained. All saving throws are made an the most favorable table, with the actual bard level considered as that of a druid. They must always have a stringed instrument.

The bard’s poetic ability raises the morale of associated creatures by 10%. It likewise can inspire ferocity in attack, so hit probability die rolls are given a bonus of +1. Both of these characteristics require 2 rounds of poetics to inspire the desired effect, i.e. 2 rounds of poetics will raise morale and cause ferocity, but 1 round will do neither. The effects last for 1 complete turn. Note that while engaged in this activity, the bard can engage in melee combat but not in any singing or spell casting.

A bard’s singing and playing negates the song effects of harpies and prevents similar attacks which rely upon song. It will likewise still the noise of shriekers, far these creatures are soothed by the vibrations of the bard’s instrument.

The singing and playing of the bard likewise has a chance of charming most creatures. Creatures within 4″ of the bard must be diced for if they are not already associated with the bard and those possibly affected (See Table II) must save versus magic or be charmed and sit entranced while the bard sings. Note that even those creatures not charmed will listen to the bard’s singing and playing for 1 full round. Charmed creatures are subject to suggestion (as if it were the spell of that name) from the bard, and if the bard implants a suggestion in his singing, the charmed creatures must save versus magic at −2 on their dice rolls or be subject to the full impact of the suggestion. Those which save are totally free of the bard’s musical charming, however. The charming can be attempted on the same creature but once per day. Loud noise or physical attack will immediately negate charming, but not suggestion.

Legend lore

Due to training, a bard has knowledge of many legendary and magical items after 1st level of experience, and this knowledge increases as the bard progresses upwards in level. If some legendary knowledge is appropriate and the dice score indicates that the bard has knowledge in the area, then their ability will deliver information similar to the magic-user spell, legend lore (q.v.). Without actually touching an item, the bard also has a like chance of determining its magical properties and alignment. This latter ability is limited to:

  • swords • armor • misc. weapons • potions • rings • scrolls
  • rods, staves, wands (if usable by a druid, fighter or thief)
  • misc. magic items (if usable by a druid, fighter or thief)
Unless inscribed with magical writing, in which case the bard can read what is written at the very least.

Artifacts and relics are legendary in nature and not considered as miscellaneous magic items.

Magic item use

Except as previously noted, bards are able to use magic items which are permitted to druids, fighters and thieves. Magical books/librams/tomes which pertain to druids, fighters, or thieves are also beneficial (or baneful) to bards, and these items can raise fighting or thieving ability of a bard beyond the norm. (If a writing is baneful, treat the bard as the least favorable of their three classes.) Miscellaneous magic items of a musical nature are superior when employed by a bard:

Drums of panic – Saving throw is made at a −1 on the die
Horn of blasting – 50% greater damage
Lyre of building – Double effects
Pipes of the sewers – Double number of rats in one-half the usual time; also, a bard may substitute the pipes for a stringed instrument when attempting to charm children, utilizing it as such rather than for summoning rats.
Horn of the tritons – Calm water in a two-mile radius, double the number of summoned creatures, double duration of fleeing by creatures.
Horn of Valhalla – double amount of summoned fighters.

Note: If bards are permitted in your campaign, there is a possibility that your DM will also include certain magical items usable only by bards.

Henchmen

Bards will never serve another as a henchman for longer than 1 to 4 months. They are unable to employ henchmen other than druids, fighters or thieves of human, half-eleven, or elven race. It is possible for a bard to have 1 henchman upon attaining 5th level, 2 henchmen can be maintained upon reaching 8th level, 3 at 11th, 4 at 14th, 5 at 17th, 6 at 20th and any number at 23rd. This is subject to the bard’s charisma rating, of course. Only bards of 23rd level will settle down and construct a stronghold of any sort.

Character with Two Classes

AD&D Players Handbook (1978, p. 33) by Gary Gygax

Unlike multi-classed characters who are of non- or semi-human race, the character with two classes must be human. To attain the second class, the character must switch their profession at some point. Thereafter no progression in the original class is possible.

In order to switch from one class to another, the character must have an ability score of 15 or more in the principal attribute(s) ability of the original class and a 17 or 18 in the principal attribute(s) of the class changed to. Note that nearly any combination of classes is thus possible, i.e. cleric 8 fighter, cleric & paladin, cleric & ranger, etc. Alignment will preclude some combinations.

When the character opts to cease their old profession and become a new class, the character retains the number of hit dice (and the commensurate hit points) due to a character of the level of their class. However, all other functions of the character are at 1st level of experience, for that is their ability in the newly espoused class. Furthermore, if, during the of any adventure, the character resorts to the use of any of the caps of functions of their former class, the character gains no experience for the adventure. Having switched classes, the character must perform strictly within the parameters of their new profession. Reversion to the former class negates all experience potential for the new class with respect to the course of recent activities, i.e. the adventure during which original profession functions were resorted to.

At such time as the character has attained a level of experience in their new class which exceeds the character's former class level, the following benefits are gained:

  1. A hit die appropriate to the new class is gained for each increase in level of experience, up to the maximum normal for the class in question (and thereafter hit points are likewise gained), and
  2. The character may mix functions freely and still gain experience, although restrictions regarding armor, shield, and/or weapon apply with regard to operations particular to one or both classes.

Example: A character with ability scores of 15 strength, 17 intelligence, 12 wisdom, 10 dexterity, 16 constitution, and 7 charisma is begun as a fighter. After attaining 6th level, the player switches the character to magic-user. This allows the character to retain six ten-sided hit dice, but in all other respects they must be a 1st level magic-user, wearing no armor, carrying those weapons usable by their new class, and using spells to combat opponents. When 7th level of experience is gained, however, the character gets a four-sided hit die for additional hit points they can sustain at the new level. Furthermore, the character can now carry (but not wear) armor and weapons not normally usable by magic-users, and resort to their use if the need arises and not be penalized in respect to experience as a magic-user, for they have already surpassed in the new class the disciplines of the former. Thus, no harm accrues to their experience as a magic-user. Note that this does not allow spell use while armor clad, such as an elven fighter/magic user is able to-do.

Gaining Experience levels

Dungeon Master Guide (1979, p.86) by Gary Gygax

Bards are a special profession, as they have already earned levels as fighter and thief. Once they begin gaining experience as bards, each must pay tuition to his respective college. These payments and donations must be at least 50% of all monetary gains plus an additional 1,000 g.p. per level upon gaining a higher one. (Contributions and payments must be made to a druid whose level of experience is such that they are able to use more of their highest level spells than the bard is. In any event, the funds so received do not accrue to the druid but pass to the amorphous organization of druidical colleges.) Failure to make the required contributions prevents the bard from level advancement. Otherwise, bards do not need to spend extra time in training and study other than a single week—alone or in company with a druid to whom contributions and payments may be made—upon attaining experience points sufficient to advance one level of experience.

Notes

  • Half-elves must be allowed to dual-class like humans—despite the wording under “Character with Two Classes”—or they would not be able to follow the rules for becoming a bard.
  • Unearthed Arcana reiterates the restriction that only humans and half-elves may become bards, despite the dwarven, elven, halfling and gnomish pantheons all including bards.
  • Bards may have “7th or 8th level fighter ability, 6th to 9th level (d4 for determination) thief ability.”(DMG-181) This is possible because a bard may gain one extra fighter level from a Manual of Puissant Skill at Arms, and one extra thief level from a Manual of Stealthy Pilfering.
  • Dragon #56 (December 1981)
    • “Singing a new tune: A different bard, not quite so hard” by Jeff Goelz (pp.5–9)
    • “Songs instead of spells” by Bill Howell (pp.10,11,74)
    • “Sage advice (bards)” (pp.9,10,75)

Musical instruments

Al-Qadim

“Sounds of Wonder & Delight” by Jeff Grubb (1993) Dragon #190, pp.84–86,88

Magic items

Rod of beguiling

5,000 XP, 30,000 GP, Dungeon Master Guide (1979, pp.132–133) by Gary Gygax

This rod enables its possessor to radiate an emotional and mental wave of fellow-feeling to all creatures with any intelligence whatsoever (1 or higher intelligence). The effect is to cause all such creatures within a 2″ radius of the device to be virtually charmed by the individual and beguiled into regarding him or her as their comrade, friend, and/or mentor (no saving throw). The beguiled creatures will love and respect the rod wielder. They will trustingly listen and obey insofar as communication is possible, and the instruction seems plausible and does not outwardly consign the beguiled to needless injury or destruction or go against their nature or alignment. Each charge of the rod beguiles for 1 turn. It can be recharged.

Manuals, tomes, etc.

Special Note:(DMG-136) All magical books, librams, manuals, tomes, etc. appear to be “normal” works of arcane lore. Each is completely indistinguishable from the other by visual examination of the outer parts or by detection for, magic aura. Bard characters will have normal chances of finding out the nature of such writings, as will an identify spell from a magic-user. Otherwise, only a wish will be useful in typing a magical writing, i.e. alter reality, commune, contact higher planes, limited wish, true seeing, true sight, and other spells or powers are useless. A wish will reveal general contents of a book, telling what characteristics or class is most affected (not necessarily benefited) by the work. It requires a second wish to determine exact contents. After being perused by a character, most of these magical works will vanish forever, but those which are non-beneficial to the reader will typically be attached to the character, and they will be unable to be rid of it. If the work benefits another alignment of character, the possessor is geased to conceal and guard the writing. The Dungeon Master should use their judgment and imagination as to exactly how these items will be treated, using the rules in the DMG as parameters.

+1 Str Manual of Gainful Exercise
+1 Dex Manual of Quickness of Action
+1 Con Manual of Bodily Health
+1 Int Tome of Clear Thought
+1 Wis Tome of Understanding
+1 Cha Tome of Leadership and Influence

Puissant Skill at Arms

8,000 XP, 40,000 GP – AD&D Dungeon Master Guide (1979, p. 149) by Gary Gygax

This scholarly study contains expert advice and instruction regarding weapon use and various attack and defense modes. Any single fighter (including a bard, but not a paladin or ranger) who reads the manual and practices the skills described therein for 1 month will go up to the mid-point of the next higher level. The book disappears after it is read, and the knowledge therein will be forgotten within 3 months, so it must be acted upon with reasonable expedition. The fighter cannot articulate what they have read, nor con it be recorded in any fashion. A paladin or ranger will understand the work but it cannot benefit either class. Any cleric (including druid), thief (including assassin) or monk who handles/reads the manual will not understand it. If a magic-user (including an illusionist) so much as scans a few of its letters, they will be stunned for 1–6 turns and lose 10,000–60,000 experience points as the work is so opposed to the magic-using profession. Only one perusal of the work will benefit the same character.

Stealthy Pilfering

8,000 XP, 40,000 GP – AD&D Dungeon Master Guide (1979, p. 150) by Gary Gygax

This guide to expertise at thievery is so learned and erudite that any single thief [including a bard] who reads it and then spends 1 month thereafter practicing the skills therein will gain experience points sufficient to place them at the mid-point of the next higher level. The text disappears after reading, but knowledge is retained for 3 months- as with other magical texts of this sort, the knowledge cannot be recorded or told of, however. Any additional reading of a like manual is of no benefit to the same character. Assassins who read the work will gain but 5,000 additional experience points after the contents have been read and pondered for 1 week. Fighters, magic-users, and monks will not comprehend the work. Clerics, rangers, and paladins who read even a word of the book take 5–20 hit points of damage, are stunned for a like number of rounds, and if a saving throw versus magic is failed, they lose 5,000–20,000 experience points as well. In addition, such characters must atone within 1 day or lose 1 point of wisdom.

Musical instruments

Chime of interruption

2,000 XP, 20,000 GP – AD&D Unearthed Arcana (1985, p. 98) by Gary Gygax

This magical instrument can be struck only once every turn. Its resonant tone lasts for three full rounds. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster is able to make a saving throw versus breath weapon. After its effects fade, the chime must be rested for at least 7 rounds. If it is struck again before this time elapses, no sound will issue forth, and a full turn must elapse from that point in time before it can again be sounded.

Chime of opening

3,500 XP, 20,000 GP – AD&D Dungeon Master Guide (1979, p. 140) by Gary Gygax

A chime of opening is a hollow mithral tube about 1′ long. When it is struck it sends forth magical vibrations which cause locks to open, Likewise lids, doors, valves, and portals will open when the chime is sounded. The device will function against normal bars, shackles, chains, bolts, etc. It also destroys the magic of a hold portal spell or even a wizard lock cast by a magic-user of less than 15th level. The chime must be pointed at the area of the item or gate which is to be loosed or opened. It is then struck, a clear chiming ring sounds (which may attract monsters), and in 1 round one of the functions of the device will be completed, i.e., a lock opened, a shackle loosed, a secret door opened, the lid of a chest lifted, etc. Note that if a chest is chained, padlocked, locked, and wizard locked, it will take 4 or 5 soundings of the chime of opening to get it open. A silence spell negates the power of the device. The chime has 20–80 (10d6+20) charges before it will crack and become useless.

Drums of panic

6,500 XP, 35,000 GP – AD&D Dungeon Master Guide (1979, p. 143) by Gary Gygax

These kettle drums are unremarkable in appearance. If both of the pair are sounded, all creatures within 12″, save for a “safe zone” of 2″ radius from the drums, must make their saving throw versus magic or turn and move directly away from the sound for 1 full turn. Each turn thereafter, the panicked creatures may attempt to save versus magic again. Each failure brings another turn of movement away from the drums of panic. Movement is at fastest possible speed while fleeing in panic, and 3 rounds of rest are required for each 1 turn of fast movement after the saving throw is made. Creatures with intelligence of 2 make saving throws at −2, those with 1 or less save at −4. Each drum is a hemisphere of about 1½′ diameter.

Horn of blasting

5,000 XP, 55,000 GP – AD&D Dungeon Master Guide (1979, pp. 146 & 109) by Gary Gygax

This magical horn appears as a normal trumpet, but it will reveal a dweomer if a detection for magic is cast upon it. It can be sounded as a normal horn, but if the correct word is spoken and the instrument then winded in the proper manner, it has the following effects:

  1. A cone of sound, 12″ long and 3″ wide at the base, issues forth from the horn and all within it must save versus magic. Those saving are stunned for 1 round and deafened for 2. Those failing the saving throw sustain 1–10 hit points of damage, are stunned for 2 rounds and deafened for 4.
  2. A wave of ultrasonic sound issues from the horn at the same time, a 1′ wide, 10″ long pulse, which causes a weakening of such materials as metal, stone, and wood, the weakening—siege damage of 18  points to wood, 6 to earth, 8 to soft stone, or 4 to hard rock—sufficient to smash a drawbridge or flatten a normal cottage.

If a horn of blasting is winded magically more than once per day there is a 10% cumulative chance that it will explode itself and inflict 5–50 hit points of damage upon the person sounding it.

There are no charges upon a horn, but the device is subject to stresses as noted above, and each time it is used to magical effect there is a 2% cumulative chance of the instrument shivering itself. In the latter case, no damage is inflicted on the character blowing it.

Horn of collapsing

1,500 XP, 25,000 GP – AD&D Dungeon Master Guide (1979, pp. 146–147) by Gary Gygax

The horn appears to be a normal musical instrument, perhaps a bugle or warning horn of some sort. If it is sounded without first speaking the proper rune, or 10% of the time in any event, the following will result:

Outside: A rain of fist-sized rocks will strike the individual sounding the horn, from 2–12 in number, each causing 1–6 hit points of damage.
Indoors: The ceiling overhead will collapse when the device is blown, so the character will take from 3–36 hit points of damage.
Underground: The area immediately above the character sounding the horn will fall upon him or her. The damage is 5–20 hit points base, multiplied by 1 factor for each 10′ of height from which the material above drops (i.e., twice damage if a 20′ ceiling, three times damage if a 3O′ ceiling, etc.).

Proper use of a horn of collapsing enables the character to sound it while it is pointed at the roof overhead from 30′ to 60′ beyond the user. The effect is to collapse a section of roof up to 20′ wide and 20′ long (10′ radius from the central aiming point) which inflicts damage as noted above if indoors or underground only.

Horn of fog

400 XP, 4,000 GP – AD&D Unearthed Arcana (1985, p. 101) by Gary Gygax

This small, buglelike device allows its possessor to blow forth a thick cloud of heavy fog equal to that of an illusionist’s fog cloud spell. Each round spent blowing it creates a 10-foot cubic fog cloud. The entire cloud of vapors will last for 2–8 rounds after the last round of winding the instrument. Note that should it stop being sounded for a round, a new fog cloud will have begun, as the initial one has a life expectancy of but 2–8 more minutes, and will have drifted away from the individual sounding it. The device makes a deep, horn-like noise, the note dropping abruptly to a lower register at the end (000000—UMP!)

Horn of goodness (evil)

750 XP, 3,250 GP – AD&D Unearthed Arcana (1985, p. 101) by Gary Gygax

This magical instrument adapts itself to the ethical disposition of its possessor, so it will produce either a good or an evil effect depending on the alignment of its owner. If the possessor is absolutely neutral in ethical alignment, then the horn will have no power whatsoever. If the owner is good, then winding the horn has the effect of a protection from evil spell in a 10-foot radius, and this protection will last for 10 rounds. Each friendly/allied creature within this area will be affected as if he or she was granted the spell. If the horn is of evil alignment, then the reverse of the noted spell occurs within the area of effect. The horn can be blown but once per day.

Horn of the tritons

2,000 XP, 17,500 GP – AD&D Dungeon Master Guide (1979, p. 147) by Gary Gygax

This device is a conch shell horn which can be blown but once per day, except by a triton who can sound it 3 times daily. A horn of the tritons can do any one of the following functions when properly blown:

  1. Calm rough waters in a 1 mile radius (this has the effect of dispelling a water elemental or water weird);
  2. Summon 5–20 hippocampi (1–2), 5–30 giant sea horses (3–5), or 1–10 sea lions (6) if the character is in a body of water wherein such creatures dwell (the creatures summoned will be friendly to and obey, to the best of their understanding, the character who sounded the horn); or
  3. Panic marine creatures with animal, or lower, intelligence so as to cause them to flee unless each saves versus magic, and those who do save must take a −5 penalty on their “to hit” dice rolls for 3–18 turns (30–180 rounds).

Any sounding of a horn of the tritons can be heard by all tritons within a 1-league radius.

Horn of Valhalla

1/2/3/4,000 XP, 15/30/45/60,000 GP – AD&D Dungeon Master Guide (1979, p. 147) by Gary Gygax

There are four varieties of this magical device. Each summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. Each variety of horn can be blown but once every 7 days. These horns all appear to be normal instruments until their command word is discovered. The type horn, its powers, and who is able to employ it are shown below:

Die
Roll
Type
of Hone
Berserk Fighters
Summoned
Usable By
1–8 Silver 4–10 2nd level any class
9–15 Brass 3–9 3rd level C, F, T
16–18 Bronze 2–8 4th level C, F
19–20 Iron 2–5 5th level F

Any character whose class is unable to employ a particular sort of a horn of Valhalla will be attacked by the berserk fighters summoned when the character winds the horn.

Fighters summoned are armor class 4, have 6 hit points per die, armed with sword and spear (50%), or battle axe and spear (50%). They gladly fight whomever the possessor of the horn commands, until they or their opponent(s) are slain, or 6 turns have elapsed, whichever occurs first.

Fully 50% of these horns are aligned and will summon only fighters of the horn’s alignment. A radical alignment difference will cause the horn blower to be attacked by the fighters.

Lyre of building

5,000 XP, 30,000 GP – AD&D Dungeon Master Guide (1979, p. 149) by Gary Gygax

The enchantments placed upon this instrument make it indistinguishable from a normal one; and even if its magic is detected, it cannot be told from an instrument of the bards until it is played. If the proper chords are struck, the lyre will negate the effects of a horn of blasting, a disintegrate spell, or the effects of 6 rounds of an attack of an earth elemental—all as pertains to constructions. Such playing of these negatory chords can be done once per day. The lyre is also useful with respect to actual building, of course. Once per week its strings can be strummed so as to produce chords which magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 3 turns of such playing is equal to the work of 100 men laboring for 3 days. If a false chord is struck, all effects of the lyre are 20% likely to be negated. A false chord is only 5% likely once the character knows the proper ones, but if disturbed by physical or mental attack while playing, the likelihood rises to 50%.

Pipes of the sewers

1,750 XP, 8,500 GP – AD&D Dungeon Master Guide (1979, p. 152) by Gary Gygax

A set of these wooden pipes appear to be nothing extraordinary, but if the possessor learns the proper tune, they can attract from 10–60 (d6×10) giant rats (80%) or 30–180 (3d6×10) normal rats (20%) if either or both are within 40″. For each 5″ distance the rots have to travel there will be a 1 round delay. The piper must continue playing until the rats appear, and when they do so, they are 95% likely to obey the piper so long as they continue to play. If for any reason the piper ceases playing, the rats summoned will leave immediately. If they are again called it is 70% probable that they will come and obey, 30% likely that they will turn upon the piper. If the rats are under control of a creature such as a vampire, the piper’s chance of taking over control is 30% per round of piping. Once control is assumed, there is a 70% chance of maintaining it if the other creature is actively seeking to reassert its control.

Instrument of the Bards

AD&D Dungeon Master Guide (1979, pp. 123, 147–148) by Gary Gygax

There are seven magical instruments. Each can be fully utilized only by a bard, particularly a bard of at least as high a college as the instrument is named for, i.e. Fochlucan, Mac-Fuirmidh, Doss, etc. Bards of lower status, as well as other characters able to play such an instrument, will be able to use the device with only limited results. The seven instruments are described below:

Fochlucan Bandore

1,000 XP, 5,000 GP

If this bandore (a small 3-stringed instrument) is played by a 1st level bard (or any non-bard), it has a 50% chance per round of playing to cast a faerie fire spell, but with is a 10% chance that the musician will be limned by the glow, rather than the desired target. A bard of Fochlucan or higher college casts the faerie fire spell at base 50% per level of bard above 1st, reducing the reverse effect by 1% per level above 1st. When played by a bard of 2nd or higher level, it adds 10% to their charming abilities and can be used to cast the following spells, each once per day:

  • entangleshillelaghspeak with animals

If a 1st level bard attempts these powers, there is a 30% chance that they will work, but a 70% chance that the character will take 2–8 hit points of damage.

Mac-Fuirmidh Cittern

2,000 XP, 10,000 GP

This cittern (a lute-like instrument) is 50% likely to cause 3–12 points of damage to a bard under 5th level (or any non-bard) who attempts to utilize its powers by playing it. When played by a bard of 5th or higher level, it adds 15% to their charming abilities and can be used to cast the following spells, each once per day:

  • barkskincure light woundsobscurement

Doss Lute

3,000 XP, 15,000 GP

This lute is 60% likely to cause 4–16 points of damage to a bard under 8th level (or any non-bard) who attempts to utilize its powers by playing it. When played by a bard of 8th or higher level, it adds 20% to their charming abilities and can be used to cast the following spells, each once per day:

  • hold animalneutralize poisonprotection from fire (10′ radius)

Canaith Mandolin

4,000 XP, 20,000 GP

This mandolin is 70% likely to cause 5–20 points of damage to a bard under 11th level (or any non-bard) who attempts to utilize its powers by playing it. When played by a bard of 11th or higher level, it adds 25% to their charming abilities and can be used to cast the following spells, each once per day:

  • cure serious woundsdispel magicprotection from lightning (10′ radius)

Cli Lyre

5,000 XP, 25,000 GP

This lyre is 80% likely to cause 6–24 points of damage to a bard under 14th level (or any non-bard) who attempts to utilize its powers by playing it. When played by a bard of 14th or higher level, it adds 30% to their charming abilities and can be used to cast the following spells, each once per day:

  • control windstransmute rock to mudwall of fire

Anstruth Harp

6,000 XP, 30,000 GP

This harp is 90% likely to cause 8–32 points of damage to a bard under 17th level (or any non-bard) who attempts to utilize its powers by playing it. When played by a bard of 17th or higher level, it adds 35% to their charming abilities and can be used to cast the following spells, each once per day:

  • cure critical woundswall of thornsweather summoning

Ollamh Harp

7,000 XP, 35,000 GP

This harp will cause 10–40 points of damage to a bard under 20th level (or any non-bard) who attempts to utilize its powers by playing it. When played by a bard of 20th or higher level, it adds 40% to their charming abilities and can be used to cast the following spells, each once per day:

  • confusioncontrol weatherfire storm

General Properties

Each and every instrument looks exactly alike due to powerful dweomers placed upon them.

Any character able to play one of these instruments can sing so as to do one of the following for as many turns as the order of their college, i.e. 1–7, a magnus alumni for 8 turns with any of the seven, each once per day:

  • levitateflyprotection from evil (10′ radius)invisibility (although the strumming can still be heard distantly, the exact location is impossible to discover without detection of invisibility)

Each ability of the instrument takes 5 segments to activate, and not less than 1 full round to complete.

If the bard’s charming ability exceeds 100% with instrument bonus, the creature saving against the magic does so at −1 for every 5% above 100%, 3% or 4% being rounded to the next 5%, i.e. 3% = 5%, 8% = 10%, 13% = 15%, etc.

The type of instrument found is determined by the table below:

Die Roll College
Order
Instrument Experience Point
Value
G.P.
Sale Value
1–5 1 Fochlucan Bandore 1,000 5,000
6–9 2 Mac-Fuirmidh Cittern 2,000 10,000
10–12 3 Doss Lute 3,000 15,000
13–15 4 Canaith Mandolin 4,000 20,000
16–17 5 Cli Lyre 5,000 25,000
18–19 6 Anstruth Harp 6,000 30,000
20 7 Ollamh Harp 7,000 35,000

Instruments of the jann

“Sounds of Wonder & Delight” by Jeff Grubb (1993) Dragon #190, pp.86,88

A collection of wondrous items that are said to have been crafted by the various genies of the Inner Planes to commemorate the ascension of the jann chieftain of the High Desert. With each new jann chief, each of the genie peoples sets its craftsmen to work to produce a full takht of magical instrumentsud, nay, rababah, qanun, and riqq. The genies (or their mortal agents) attempt great quests to gather the needed materials for the instruments.

This takht is performed for the chiefs ascension by the finest mortal musicians, recruited (voluntarily or not) from throughout the Land of Fate. The music performed is said to be so wondrous that the mortals who perform it and hear it are rendered deaf for the next 10 years for their troubles (saving throw vs. spells applicable). The genies reward those who perform with great treasuresgems and jewelry worth 10-60,000 gp value, and leave them in the desert to find their own way home. The instruments are kept by the ruling amir of the High Desert until his death. Then the instruments are scattered to the four winds, as custom demands. Though the amirs of the jann rule longer than their mortal counterparts, they have been ruling their people longer, and it is estimated that there are 20-40 sets of these instruments scattered throughout the Land of Fate.

the nay of the djinn

The nay provided by the djinn of the plane of elemental Air looks like any other reed flute. However, the reeds are metallic, the perfect speci- mens of a gold-bearing plant that only survives in the terrible mountains of the Yak-Men. Many brave djinn (and many more of their mortal agents) lost their lives recovering these wondrous metallic plants, called golden wands in the vernacular.

The nay of the djinn allows the player to cast an enthrall spell, as the second-level priest spell of the same name. Duration is as long as the nay is played, but the spell ends when the player stops or is interrupt- ed. The nay may be used in this manner once per day, twice per day if the user is a bard (rawun kit or otherwise). A bard also may use the nay to whistle up the wind: to summon an air elemental of 8 HD, as the fifth-level spell conjure elemental, once per week. The elemental is under the control of the user for as long as the nay is played, but if the music is interrupted, the elemental will return to its home plane and not attack its former controller.

the riqq of the efreet

The riqq of the efreet is a tambourine of unbreakable steel. Its cymbals are made of crushed coins from the ruined empires of Nog and Kadar, and its surface is wrapped with the hide of a white camel. These are forged in the heart of a volcano to produce the reddish riqq, and terrible runes are paint- ed in the inside the tambourines head.

The riqq of the efreet allows the player to cast hold person, as the second-level priest spell, by flashing the runes on the inside of the tambourine at the target(s). This may be done once per day, twice per day if it is used by a bard.

A bard also may use the riqq to fan the flames: to summon a fire elemental of 8 HD, as above, once per week. The ele- mental is under the control of the user for as long as the riqq is played, and if the music stopped or interrupted, the elemen- tal will return to the plane of elemental Fire and not attack its former controller. A large amount of fire (such as bonfire) is required to use this ability.

the ud of the marids

The ud of the marids is solid white, its hardwood surfac- es covered with thin, ornate carvings of pearl. The soundbox itself is made of a single great pearl, harvested from the largest clam in the deepest part of the Crowded Sea. The marids do not risk their own lives in these endeavors, but instead avail themselves of lesser beings to recov- er the pearls.

The ud of the marids allows the bard to cast a powerful charm person spell, as the first-level wizard spell, with a -4 penalty on all saving throws against the spell. This spell may be cast once per day, twice per day if the ud is used by a bard.

A bard, regardless of kit or origin, may use the ud to raise the waters: to sum- mon a water elemental of 8 HD, as above, once per week. A suitable amount of wa- ter, such as a river or lake, must be availa- ble to use this ability. The elemental is under total control of the ud player, and if the ud player stops, the elemental will return to its native plane without harming the bard.

the rababah of the dao

The rababah of the dao is constructed of the finest materi- als. Its bow is made of the hair of the fastest horse in the High Desert, and the circular soundbox is made of the skull of a great roc.

The rababah of the dao allows its user to cast an entangle spell, as the first-level priest spell of the same name. This oper- ates against any target on sand or soft soil as opposed to those near grass and vines, but the effects of the spell are the same. This spell may be cast once per day, twice per day if the rababah is used by a bard.

A bard also may use the rababah of the dao to shift the earth: to call into being an earth elemental of 8 HD, as above, once per week. The elemental is under the full control of rababah player, such that if the musician stops or is interrupted, the ele- mental will return to its native plane with- out attacking the bard.

the qanun of the spirits

The qanun is made of the finest mahogany brought from the Isle of the Elephant. Its strings are said to be made of solidified light, though others, report they are made of spun gold, hardened and tightened to the breaking point. Its picks are carved from a single emerald gem.

The qanun of the spirits is the most powerful of the five instruments of the jann. When the qanun is played, the play- er has the effect of the fire truth, the first- level wizard spell. Instead of fire, the truth of the speakers words is determined by the sweetness of the instruments tone. Untrue statements create sour notes. The spell may be used once per day, twice if the player is a bard.

A bard also may use the qanun to call the ancestors: to speak with dead as the third-level priest spell, and to animate dead (as the second-level priest spell), both as if the bard were a 20th- level priest. Each of these abilities may be performed once per week, and the qanun is needed only to cast the spell-like abilities, not to maintain control or contact.

the takht of the jann

Each of the instruments of the jann is mildly powerful in its own right, but brought together into a single orchestra, they prove to be an ex- tremely powerful magical combination. If a takht of bards (rawun or otherwise) all wield the instruments of the jann under the direction of a single shair, the takht may summon into this plane an army of genies. There will be four units of genies, one of each of the four elemental genie races, and each under the command of a noble genie of the proper racemarid, dao, efreet, and djinn. Each unit will con- sist of one hundred members of the re- spective race. It takes an hour for all the troops to arrive and assemble, and if any- thing interrupts the summoning players, the spell fails and those that have arrived will not be under any control (and likely will be irritated at the shair as well).

If the summoning is successful, these genies will be under the command of the shair directing the takht, and will remain so for an hour and a day (25 hours). Dur- ing this time they will build, move, and attack at the whim of this shair. They will even fight other genies if so instructed by the shair. After their time of servitude ends, they will return to their own plane, and will not harm or act against that par- ticular shair for the next 101 years.

This is an incredible amount of power to place at the disposal of a single individual, and a complete set of instruments is only held in the hands of the living Amir of the High Desert. There are stories that a full set has also been collected and is in the hands of the Grand Caliph, but this is unsubstantiated. The genies are very aware of the potential of mortals who acquire a full set, and as such, all genie servitors (including gen and the like) are continually on the lookout for individuals attempting to assemble a full collection of the instruments. Clever fakes, mysterious robberies, and even disappearances of collectors have been reported in legend and tales of those attempting to recreate the takht of the jann.

Artifacts

Heward’s Mystical Organ

25,000 GPAD&D Dungeon Master Guide (1979, p. 158) by Gary Gygax

In the pages of the Fables of Burdock there is mention of a musical instrument of large size, an organ of such power that the mighty and terrible enchantments possible to cast by playing upon it are only hinted at. Heward’s Organ has 77 great and small pipes, a console with many keys of black and white beneath 13 ivory stops, and 3 great foot pedals. The bellows which sends a rush of wind to the pipes is said to be worked by a conjured and chained air elemental of huge size. Each stop causes the pipes to sound in a different voice, while the keys vary the notes, of course. No one is certain what purpose the foot pedals serve. Despite the ravages of time which have silenced some of its pipes, and abuse and neglect which have supposedly mode some keys and stops unworkable, the Orgon con still work mighty magicks when properly played.

The would-be conjurer must be most careful, however, when attempting to work this relic/artifact, for pulling the wrong stops can cause the summoning of something undesired or the casting of the wrong type of spell. If the wrong keys ore depressed—or the right ones are not—something called up might be unbound or the magic might backfire. Similarly, the alignment of the caster or manipulator of the Organ might be changed by improper playing.

After the powers and effects of the Organ have been determined by you, decide which stops and what key sequence/combinations will do what. (If you are conversant with musical notation, you con write tunes if you like, and make your players actually perform them on a piano or other instrument. Otherwise, pick some appropriate songs and give clues so that the player character can hum different ditties, i.e. “Fly Me to the Moon”, “That Old Black Magic”, “That Old Devil Moon”, “You’ve Got Me in Between the Devil and the Deep Blue Sea”, “The Monster Mash”, etc.) The suggested powers and effects are:

7 × I: ________, ________, ________, ________, ________, ________, ________.
7 × II: ________, ________, ________, ________, ________, ________, ________.
3 × III: ________, ________, ________.  
7 × IV: ________, ________, ________, ________, ________, ________, ________.
7 × V: ________, ________, ________, ________, ________, ________, ________.
3 × VI: ________, ________, ________.  

Remember that effects can be negated, reversed, changed, etc. by misplaying the Organ.

Horn of Change

20,000 GPAD&D Dungeon Master Guide (1979, p. 158) by Gary Gygax

This ancient artifact exactly resembles any of the more common magical horns such as a horn of blasting, a horn of bubbles, etc. If it is winded one time, a power from Table I or an effect from Table III will occur. If the Horn is twice sounded, a power from Table II or an effect from Table VI will occur. If three blasts are given, a power from Table V or an effect from Table IV will occur. You must determine the probability of a power or effect. 75%/25% is suggested and then dice for a random result on the appropriate table. Results which are inappropriate should be ignored.

  75% 25%
1 blast: 1 × I 1 × III
2 blasts: 1 × II 1 × VI
3 blasts: 1 × V 1 × IV

Recorder of Ye’Cind

80,000 GPAD&D Dungeon Master Guide (1979, p. 160) by Gary Gygax

This most magical wind instrument needs no musician to play upon it, for the Recorder itself can play the most complicated of airs upon command. It will always sound an alarm if anything belonging to its possessor (including itself) is stolen while within 30′ of it, and the Recorder is able to give information through music to its possessor by playing certain tunes and songs with clue words in their lyrics if the character desires information of what has taken place within 30′ of the instrument. It is also rumored that the device can communicate other information, as well as cast certain spells, by means of its notes. Its other powers and effects are:

5 × I: ________, ________, ________, ________, ________.
2 × II: ________, ________.  
1 × III: ________.  
1 × IV: ________.  
1 × V: ________.  
1 × VI: ________.