The wand and staff are two of the most commonly recognized symbols of the magic-user. Whether simple or ornate, they are a symbol of status and education within the arcanist community. They also serve several more functional and practical purposes as well. This article will focus on Wands.
Tuesday, October 31, 2017
Optional Rules: Wands
The wand and staff are two of the most commonly recognized symbols of the magic-user. Whether simple or ornate, they are a symbol of status and education within the arcanist community. They also serve several more functional and practical purposes as well. This article will focus on Wands.
Monday, October 30, 2017
Myths & Monsters: Bonnacon
Sunday, October 29, 2017
Adventure Seed: The Wyvern & Gnome
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| Image Copyright - Maciej Zagorski, The Forge Studios |
Ssel Orm - One of the lizardmen river traders. Ssel, speaks very good common so he was chosen to broker deals between the warm-bloods and his own people. If anyone needs something moved along the river, Ssel, is the one to see. While the Lizardmen care little for the "legality" of items transported, they do charge accordingly.
Ozimondi the Alchemist - A human magic-user and alchemist, Ozimondi's duties include assaying the content and purity of metals, and appraising the value of rare and exotic items for tax and sale purposes.
Rai Ak the Necromancer - Exploiting a loophole in local laws, Rai Ak, deals in the sale of zombie and skeleton servants as laborers and servants. Because his business deals with the dead, it isn't considered slavery. Powerful merchants and nobles, that profit from the use of these workers, ensure that this unsavory trade is unhindered and remains completely legal in this region. (Recognizable local corpses are boiled to strip the flesh, and raised as skeletons.)
Tenam from Afar - A barbarian warrior from elsewhere, Tenam, has no filters. He doesn't sugar-coat anything, nor tolerate deception.
Gaithkrac the Pious - Specializing in healing, curing, and removing various conditions, and even curses, Gaithkrac, can not use any other types of magic.
Philha Chor - Runs the local trading post within the Wyvern & Gnome.
Ael Ormo - Runs the tavern within the Wyvern.
Raylokra - Retired adventurer. Does the occasional odd job if it peaks his interest.
Ithsa - Retired adventuress. On and off again companion of Xorsa, she also occasionally keeps company with Raylokra. A powerful enchantment from a previous adventure keeps her Strength at 18 despite her advancing years.
Khailem Est - The local administrator. Khailem, oversees the orderly and honest collection of taxes on trade goods and large sums of money that pass through the region.
Local Garrison Troops:
- One dozen light cavalry, with chain and shield, scimitars, crossbows and spears
- One dozen footmen, with leather and shield, scimitars, crossbows and spears
- Two additional cavalry Sergeants
- Two additional footmen Sergeants
- All dervishes fight with a fanatic focus, granting +1 to hit and damage in hand-to-hand.
Saturday, October 28, 2017
Optional Rules: Benchmark Level Racial Abilities For Dwarves
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| Dwarven healers attend to a patient in need. |
- At 2nd level, dwarven fighters do not count the weight of any armor worn towards encumbrance totals, nor does it count against them for movement purposes.
- At 4th level, dwarven fighters battle with vigorous ferocity, granting them an additional +1 to hit and damage bonus in hand-to-hand combat.
- At 6th level, dwarven fighters gain an additional +6 to their total hit points, and gain +1 additional hit point for each fighter level beyond 6th if applicable.
- At 8th level, dwarven fighters may build a stronghold, instead of the usual 9th level as per the normal rules for fighters.
- Dwarven clerics do not receive the standard clerical ability to turn the undead.
- At 2nd level, dwarven clerics master powerful runes and may scribe one cleric spell on a scroll. This takes one week of time and costs 150 gold pieces per level of the spell inscribed. These scrolls are only usable by that particular character, and no more than three such scrolls may be carried at one time. The character may only scribe spells that they have access to be able to cast normally.
- At 4th level, dwarven clerics may cast Detect Magic, Find Traps, and Light once per day. These are in addition to their normally allowed spells.
- At 6th level, dwarven clerics add the following magic-user spells; Darkness, 15-foot Radius, Explosive Runes, and Locate Object, to their third level clerical spells list.
- At 8th level, dwarven clerics may establish a religious stronghold, instead of the usual 9th level as per the normal rules.
- Dwarven thieves never gain the standard thief ability to Read Magical Writings.
- At 2nd level, dwarven thieves gain an additional +1 (for a total of +3) on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
- At 4th level, dwarven thieves may make traps, recover traps, and set/re-set traps. The referee will decide on the particulars for their campaigns.
- At 6th level, dwarven thieves gain an additional +10% to their chances of defeating magical traps.
- At 8th level, dwarven thieves may establish a guild, instead of the usual 9th level as per the normal rules.
Wednesday, October 25, 2017
Optional Rules: Backstabbing Sonsabitches
Sneak Attacks gain a +4 to hit.
Sunday, October 22, 2017
Optional Rules: Large and In Charge
Playing In The Big Leagues
Saturday, October 21, 2017
Random Tables: Winding Streets Encounters
Winding Streets - 1d12 Random Table
- Someone empties a chamber pot from above.
- Object falls from above.. loose tile, body, etc
- Someone/thing has just slid a sewer grate closed from below.
- A zombie servant is on its way to deliver a message, package, etc.
- A woman approaches the group and throws her child into the arms of one of the party that is carrying anything. She will grab anything dropped and run. The "child", a halfling, will immediately attempt escape.
- A little monkey grabs something within reach from a character and escapes up a wall and through a window.
- A hungry puppy, or kitten, begs attention from one of the party.
- A scoundrel grabs a street urchin (child) and drags them kicking and screaming to sell them to a work house.
- A sketchy man approaches the party and offers to sell them Black Lotus. 1 in 3 chance it's Haga instead.
- An escaped bull is running rampant through the street! If not stopped, it breaks into a pottery shop and destroys everything.
- An Amazon shield maiden, of equal level, challenges one of the party to a duel for eyeballing her.
- The party is approached by a nondescript man and given a sealed scroll inviting them to participate in the local underground "Fight Club".
New Magic Item: Annulum de Immortuos
New Magic Item
The Ring of Undeath, also called The Black Ring of Thanos, is an artifact. It should not be found by random chance, but placed carefully and deliberately into a campaign. Arawn, the Lord of Death himself, will seek after anyone known to possess the ring, sending his Servants to secure the ring and to capture those who would dare attempt to cheat him.
Minor Powers:
- Animate dead (1 figure) (by touch) - 7 times/week
- Speak With Dead - 1/day
- Command/Turn Undead (and only Undead) as a 12th level Cleric - 3/day
- Acts as an Amulet of Proof Against Detection and Location
- Wearer will not age, nor be affected by aging effects.
- Acts as a Ring of Regeneration, can only be removed upon death or voluntarily.
Drawbacks:
- Arawn seeks the wearer's capture and punishment.. and anyone with them.
- Wearer can not be healed by Cure spells, though spells without "Cure" in the name will work.
Thursday, October 19, 2017
Game Review: Blood Dark Thirst from Kort'thalis Publishing
Okay, so received my copy of Blood Dark Thirst and printed out the Print Friendly version. It's not a huge book, only 12 double-sided pages, for a 24 page count, so it won't kill your printer or break the bank if you have to have it printed out elsewhere.
Wednesday, October 18, 2017
New Magic Item: Vegvisir
New Magic Item
Tuesday, October 17, 2017
New Magic Item: Six Demon Bag
[Addendum] Each bag will contain 1d3 + Highest Spell Level Available To Caster. These items will generally be more costly than difficult to procure (hence the expense), but the DM may require the character to adventure to acquire a special item or two.
Old bags should be destroyed when no longer needed. Should someone steal or acquire a character's Six Demon Bag (old or current), the owner will suffer a -2 on Saving Throws against spells cast against them by the holder.
Wednesday, October 11, 2017
Random Tables: Unusual Character Traits
Unusual Character Traits, are peculiarities that a character may possess, that make them standout from others. These quirks are more pronounced than ordinary physical or personality traits, often making the character unique.Roll 1d100 to determine if your character possesses an unusual trait. Remember, you must accept the result!
01–50: No Unusual Character Trait
51–75: Roll 1d25 on the Negative Traits Table below
76–100: Roll 1d25 on the Positive Traits Table below
Negative Traits (Roll 1d25)
Hard of Hearing
Poor Eyesight
Color Blind
Limp (Slight speed reduction)
Always Hungry (Twice normal food intake)
Weak Stomach (Easily nauseated)
Snorer (Loudly!)
Insomnia (Trouble falling asleep)
Weak Grip (Drops items easily)
Bad Back (Heavy lifting is hazardous)
Night Blindness
Stammer (Speech impediment)
Terrible Sense of Direction
Fear of Heights (Poor climber)
Poor Swimmer (Water hazards)
Allergies (Sneezes easily in nature)
Poor Hand-Eye Coordination (Inaccurate thrower)
Scarred Face (Intimidating or disfigured)
Phobia: Spiders
Phobia: Snakes
Phobia: Rodents
Phobia: Canines
Phobia: Felines
Phobia: Equines
Double Trouble: Roll twice on this table
Positive Traits (Roll 1d25)
Keen Hearing
Keen Eyesight
Perfect Pitch
Light on Feet (Silent movement)
Fast Metabolism (Half normal food intake)
Cast Iron Stomach (Resist ingested poison)
Quiet Sleeper
Can Sleep On Demand
Iron Grip (Hard to disarm)
Strong Back (Double carrying capacity)
Cat Eyes (Excellent low light vision)
Golden Tongue (Eloquent speaker)
Internal Compass (Never gets lost)
Head for Heights (Excellent climber)
Strong Swimmer (Excellent in water)
Immune to Common Allergies
Bullseye (Excellent accuracy with thrown objects)
Striking Features (Memorable or handsome)
Animal Kinship: Spiders
Animal Kinship: Snakes
Animal Kinship: Rodents
Animal Kinship: Canines
Animal Kinship: Felines
Animal Kinship: Equines
Blessed: Roll twice on this table
Some Unusual Character Traits may give a character a small bonus or penalty, when performing related actions. Others affect the way the character is perceived by others. And still others are just unusual abilities not common to most people.
Players are encouraged to work with their DM to help define their particular trait, making it distinctive to their character. Not all traits have a direct effect upon game mechanics, but are more for role-playing purposes.
"How do your players handle quirks at the table? Do you let them buy off negative traits with experience points later, or are they stuck with a limp for life? Let me know how you use character quirks in your campaign below!"
Edit (06/16/26): Corrected errors in the table. Deleted duplicate entries.
Tuesday, October 10, 2017
Oooh! That's gonna leave a mark!
- Depending on hit location, the character may be missing a piece of finger, toe, ear, nose, patch of hair, teeth, etc.
- The character might suffer scarring appropriate to the type of damage that drove them into negative hit points.
- The character might have a visible limp, favor a particular body part, etc, especially when the weather is cold, or about to change.
- The character may end up with an appropriate nickname, such as Ninefinger, One-Ear, Scarface, the Gimp, Flamekissed, etc. Be creative.
Sunday, October 8, 2017
Optional Rules: Spell Services
Sometimes the players will not have access to a particular spell, or spells, personally. They will need to find someone capable and willing to cast the spell for them, but this will come at a cost. The following table is provided for a base estimate a spell-caster may charge for their services. Most spell-casters do not usually hire out to go on adventures, preferring to stay home to serve their church, or study in their laboratories.
Base Cost
|
Minimum
Caster Level
|
Level of Spell
|
20gp
|
2
|
Cleric –
first level spell
|
160gp
|
4
|
Cleric –
second level spell
|
540gp
|
6
|
Cleric –
third level spell
|
960gp
|
6
|
Cleric –
fourth level spell
|
1,750gp
|
7
|
Cleric –
fifth level spell
|
4,320gp
|
12
|
Cleric –
sixth level spell *
|
8,330gp
|
17
|
Cleric –
seventh level spell
|
10gp
|
1
|
Druid –
first level spell
|
80gp
|
2
|
Druid –
second level spell
|
360gp
|
4
|
Druid –
third level spell
|
1,120gp
|
7
|
Druid – fourth
level spell
|
2,500gp
|
10
|
Druid – fifth
level spell *
|
3,960gp
|
11
|
Druid –
sixth level spell
|
5,580gp
|
12
|
Druid –
seventh level spell
|
10gp
|
1
|
Magic-User
– first level spell
|
120gp
|
3
|
Magic-User
– second level spell
|
450gp
|
5
|
Magic-User
– third level spell
|
1,120gp
|
7
|
Magic-User
– fourth level spell
|
2,250gp
|
9
|
Magic-User
– fifth level spell *
|
4,320gp
|
12
|
Magic-User
– sixth level spell
|
6,860gp
|
14
|
Magic-User
– seventh level spell
|
10,240gp
|
16
|
Magic-User
– eighth level spell
|
14,480gp
|
18
|
Magic-User
– ninth level spell
|













