Wednesday, July 30, 2025

Blackthorn & Ramil

Two magic items to brighten up your day


 Blackthorn


A two handed +1 sword. The first time each day that blackthorn is used to kill a human or demi-human cause fear on all creatures in a 30' radius and the sword becomes a +3 for the next hour.


Ramil


A simple wooden staff bleached white by the sun, has the word "Ramil" carved into the side of it, up to three times a day when the command word is spoken a 30 foot cone of sand blasts forth from the tip of the staff.

Friday, July 25, 2025

Fungi of the Urwald Forest previewed!

 A couple of weeks ago RedMageGM was kind enough to give a short preview of my system neutral book of mushrooms that you can get on DriveThruRPG, make sure to check out the video!


Check out the video here at this time stamp.

Saturday, July 12, 2025

The Garden of Reeds

 A six foot tall brick wall surrounds a compound containing an overgrown garden of reeds and an abandoned building made of thatched roof that has collapsed in on the mud walls.


During the day there is a 2-in-6 chance per hour of an elderly inhabitant of the city visiting the compound. 

 Elderly inhabitants of the city can explain that in days gone by the compound was used by the druids of the marsh for their representative in the city however the druids have not been present in the city in at least two decades. Under the guidance of the marsh druids people could be laid to rest in the reed gardens and offerings given to the spirits of the surrounding marshes.


There is a 1-in-6 chance a city inhabitant that still visits the garden knows the hex which has historically been the centre of power for the marsh druids.


Any attempt to pilfer objects that were laid as offerings into the reed beds will awaken the revengeful spirits of druids who were laid to rest in the garden.

Wednesday, May 14, 2025

The Shadow of Sadness

 When a knight fails during a sworn quest their shadow is the last vestige of their soul to chained to the mundane plane in the form of a Woe Knight, the shadow is usually tethered to the spot the knight faced their greatest failure. The longer a Woe Knight lingers the further the influence of their anguish will spread, initially the effect will only cover a radius of 100 feet but if left unresolved over a century it could spread to encompass an entire kingdom.

 If a Woe Knight is defeated in combat it reappears the next dusk, only by identifying the knight's original quest and rectifying their failure as best as possible can the soul be given a final peace allowing the land to heal. Treasure and XP should only be awarded once the knight's soul has been given eternal rest.


Woe Knight

Armour Class    2 [17]

Hit Dice    5** (22hp)

Attacks    1 × weapon (1d6 + energy drain)

THAC0    16 [+3]

Movement 60’ (20’)

Saving Throws D10 W11 P12 B13 S14 (5)

Morale 12

Alignment    Lawful

XP 425

Number Appearing    1

Treasure Type    B


Energy drain: As a Wight

Immunity: Cannot be harmed by mundane attacks.

Unaffected: Sleep and Charm spells do not affect this creature.


 Generate the location of the Woe Knight, the nature of their quest, the reason for their failure, how the effect of their sadness permeates the land and a near by item which could give a clue to the knight's identity using the table below.


D6LocationQuestFailureEffectClue
1BattlefieldDestroyBraveryAnxietyHelm
2ChapelProtectFaithColdLetter
3RoadRecoverHumilityDecayNecklace
4RuinRescueJudgementEmptinessRing
5TombSlayKnowledgeHopelessnessScabbard
6WildernessStopStrengthLethargyShield

Thursday, April 24, 2025

Knock! Issue 5

 Big surprise, I'm included in issue 5 of Knock! magazine! Get in while the kickstarter is hot!


https://www.kickstarter.com/projects/896102915/knock-issue-5


If you have eagle eyes you might even spot my pieces in the preview video!!!

Saturday, March 1, 2025

Spy (New class)

 A new class that might work best for NPCs, the spy! This is first draft material.


Spy


Requirements: Minimum CHA 9, DEX 9

Prime requisite: INT

Hit Dice: 1d4

Maximum level: 14

Armour: Leather only, no shields

Weapons: Dagger, club.

Languages: Alignment, Common, Code.


Code

All spies know one code which they made use to encode and decode messages. From 4th level they have an 80% chance to understand other codes given an appropriate amount of research time for the difficulty of the code.


Disguise

Spies have the same disguise ability as the Assassin class.


Extra languages

Spies gain an extra languages as they advance in the same manner as the Bard class.


Spy skills

Spies have the same Climb Surfaces, Hear Noise, Hide in Shadows, Move Silently and Pick Pockets skills as a thief of the same level.


After Reaching 9th Level

 A spy who has reached 9th level may establish a spy guild attracting 2d6 level one spies to work for them.


Spies use the thief progression table.


Sunday, February 16, 2025

Monsters of the Shadow Realm Part 3

 Shadow Spider


Dark creatures that hide in black webs.


AC 6 [13] 

HD 6** (27hp) 

Att 1 × bite (1d6 + poison) 

THAC0 14 [+5]

MV 60’ (20’) / 150’ (50’) in webs 

SV D12 W13 P14 B15 S16 (3)

ML 8

AL Neutral

XP 725 

NA 1d4 (2d6)

TT E


Mundane damage immunity: Can only be harmed by magical attacks.

* Poison: Causes death in one turn (save with a -2 penalty), dead creatures rise as a shadow.

* Surprise: on a 1-5.

Webs: Creatures caught in webs become entangled and unable to move. Breaking free depends on Strength: 2d4 turns for strength in the normal human range; 4 rounds for strength above 18; 2 rounds for creatures with giant strength. Webs can only be destroyed by bright light or magical weapons. 

Blackthorn & Ramil

Two magic items to brighten up your day  Blackthorn A two handed +1 sword. The first time each day that blackthorn is used to kill a human o...