[New Spell] Woodweave



Knat swung lazily in the hammock as Chalk and the others approached her in the woods, twirling her fingers in her hair.

‘What do you boys need this time?’ he asked.

‘Why do we always “need” something?’ countered Valance as a raised a wooden jug to his lips.

With a gesture from the druidess the jug came undone, leaving Valance with wet hands and several small limbs in his hands.

‘I’m not sure, but when you do, you find me,’ she answered with a smile.


Woodweave (Druid)

Level 3

Range: 1′ high x 1′ wide x 5′ long per level.

Duration: One day per level.


With this spell druids can weave together limbs and strips of wood magically into several sturdy items-leakproof jugs for carrying water, simple bridges (can bear the weight of up to one laden mule at a time), hammocks to stay dry and off the ground in and anything else that comes to the casters mind. At the end of the spell or when the druid or another spellcaster dispels the magic the wooden bits simply fall apart into the shapes they had before.

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[New Monster] Mulkos


Valance woke up groggy, his muscles stiff and sore. He blinked a few times, his eyes adjusting to the light. He heard a strange scraping sound as he sat up.


‘Yessssss,’ hissed one of the short bipedal grasshoppers.

‘Our master decided to ask for five hundred gold pieces for your worthless hide,’ one of the things said. They all chittered eerily.

A soft knock on the door caused one of the upright locusts to leap and it opened the door.

Chalk threw a bag into the middle of the room.

‘Five hundred gold pieces for our friend.’

The creatures talked to each other with a strange clicking. Something out of sight spoke louder and one of the creatures cut Valance’s ties.

‘Next time my mulkos will be more vicious, consider yourself lucky, priest of the Spider God,’ a voice boomed.

Valance ran for his life.


No. Enc.: 1d6 (2d10)

Alignment: Neutral

Movement: 90′ (30′)

Armor Class: 6 (see below)

Hit Dice: 2+4

Attacks: 2

Damage: 1d4 (strike) or by weapon 1d6

Save: F3

Morale: 8

Hoard Class: XXII

X.P.: 325

The mulkos are five foot tall bipedal, four armed locusts with a thick armored exoskeleton, the shock troops, spies and messengers of the god Locustus (q.v.). Dry witted and a bit sardonic, these creatures go about their business diligently, fearing the wrath of their competitive deity. At will these creatures may leap as per the Jump spell. 50% of the time these creatures also bear shields into combat (AC5). Favored weapons are short swords and spears.

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[New Spell] Particular Paralyzing Mist

Particular Paralyzing Mist


Two elves and a dwarf strolled into the inn, looking for trouble. One of the elves nodded towards Valance, the other smiled.

‘Humans!’ the elf mage shouted as a strange bluish mist appeared.

‘No!’ Chalk shouted as he glared at Valance right before feeling his muscles stiffen and become paralyzed.

The trio strolled over to the table where the priest of the Spider God and his companions were slumped over.

‘Well, well, well,’ said Falwin, the elven warden. ‘Look who we have here, Valance, priest of the Spider God and cheater at gambling who owes over four hundred gold pieces to the one who hired us.’

Chalk’s eyes bulged at the sum even paralyzed. The dwarf grunted and picked up the wily cleric.

‘You’ll have three days to meet us here with the gold to satisfy the debt,’ the elf mage said.

A gnome shuffled forward, Falwin thrust a spear tip in his face.

‘Don’t die over this, runt,’ the elf said.


Particular Paralyzing Mist (Arcane)

Level 5

Range: 30′ x 30′ area.

Duration: One turn per level.

This strange mist, when conjured, allows the caster to name a particular species and paralyze all creatures of this type within the area of the spell unless a save versus spells is made (this is save is +2 if the creature in question has twice the Hit Dice of the caster’s level or more). Dispel Magic and Remove Curse will instantly dispel the effects of this spell.

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[New Spell]Spirit Travel

Spirit Travel


The druidess Knat blew into the room like a fresh breeze.

‘I gotta tell you boys, I just flew in from Barrel and boys, my…’

‘No,’ interrupted Valance. ‘No corny jokes.’



‘I didn’t realize that this became the Unfun Club.’


Spirit Travel (Druid)

Level 5

Range: Self

Duration: One hour per level.

When cast the druid’s spirit takes over an animal, allowing the caster to ‘steer’ the animal in any direction desired for the duration of the spell. Animals that fly are most often chosen to travel great distances although a bear may be chosen to move through dangerous areas. The druid may not attack while traveling in this manner, but may only defend the animal being used as transport (the animal has 1d4 extra hit points and +2 to AC). At the end of the spell or when the destination is gained the druid appears next to the animal with all of his or her gear.

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[New Spell] Talk only Two Can Share

Talk only Two Can Share


Valance slipped into the house that he and his fellow adventurers rented, slipping the bolt in behind him.

‘Why do you lock us in?’ Chalk asked as he watched the priest of the Spider God as he looked out a nearby window.

‘I got some information in the gambling hall, one of your wizard friends told me across the room, using a spell. Stork is in town, looking to cause mischief,’ Valance replied.

‘Oh great, that’s just what we need,’ Chalk said.

‘He also said that the odds are on Stork for finding us and mangling at least one of us,’


Talk only Two Can Share (Arcane)

Level 2

Range: Line of sight from caster.

Duration: Two turn or until conversation ends.

This spell allows the caster to converse with one target within line of sight that can only be heard by the two in conversation, regardless of surrounding noise. Beware crafty lip readers! Spell lasts for twenty minutes or as long as the conversation lasts, whichever is shortest.

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[New Monster] Herald of Earth Elementals

Herald of Earth Elementals

‘And finally,’ Chalk said as a huge stone humanoid lurched into view.

The bulky creature moved swiftly towards the magic shop.

The wizard-merchant poked his head out a window and quickly darted back into the shop.

Moments later the shop’s owner came running through the door and was promptly turned to stone before he could cast his elaborate spell.

‘I bet that would have been a great spell, too,’ Koram said.

The other adventurers nodded in agreement.

Herald of Earth Elementals

No. Enc.: 1

Alignment: Neutral

Movement: 180′ (80′)

Armor Class: 4

Hit Dice: 8

Attacks: 1

Damage: 1d6+2 (strike) or by weapon 1d10+2

Save: F9

Morale: 10

Hoard Class: None

X.P.: 1400

Standing nearly fourteen feet tall and looking like rough hewn human statues wearing great helms and carrying huge stone clubs, these Elemental Heralds are usually short and to the point, although a few enjoy using their powers in strange cat-and-mouse games with those they deal with. Speaking rough common like the other Elemental Heralds these creatures often sneak up on those they’ve been sent to deal with and announce their arrival in deep, booming voices. Four times per day these creatures may cast Stone Shape as a 5th level druid or Passwall, twice per day cast Stone to Flesh (or the reverse), Wall of Stone and Transmute Stone to Mud (and the reverse).

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[New Monster] Herald of the Water Elementals

Herald of Water Elementals

Koram pointed down the winding alley, a tall wave of water rushed along, bearing a wicked looking trident, its silver crown gleaming in the afternoon sun. The thing tapped its trident on the ground, then the earth shook, rumbling and splitting. Water rushed up from the ground and poured into the front door of the magic shop, the screams inside mixed with desperate gurgling sounds.

Valance looked at something in his hand and laughed a little.

‘What is it?’ Chalk asked.

‘Oh, I can see through the eyes of a small spider I sent in earlier, that wizard-merchant is really struggling in there,’ the priest of the Spider God replied.

Herald of Water Elementals

No. Enc.: 1

Alignment: Neutral

Movement: 180′ (80′)

Armor Class: 6

Hit Dice: 5+4

Attacks: 2

Damage: 1d4 (strike) or by weapon 1d6+2

Save: MU6

Morale: 8

Hoard Class: None

X.P.: 1100

The third entry, the Herald of Water Elementals is up front in delivery its message, and not beyond using a its powers to irritate, inconvenience or even kill creatures of the Material Plane, with the occasional bit of help out of nowhere. Four times per day these creatures may Lower (or Raise) Water as a 10th level cleric, three times per day they may cast Protection from Fire and twice per day these elemental creatures can cause an Earthquake as the Cleric spell, always situated around water, especially a dam, to release large amounts of water. These creatures appear as nine foot high waves, vaguely humanoid from the waist up, wearing bracer and a silver crown, bearing a long vicious looking trident and, as the other Elemental Heralds, speak Common.

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