[New Spell] Tongue of Frogs

Tongue of Frogs

Wrilk the dwarf and Bakra-do sat out in front of the tavern they had just been ejected from. The dwarf suddenly spat out a dozen small frogs.

‘This is worse than that shouting spell,’ Wrilk said.

‘Not really,’ Bakra-do replied.

The dwarf looked quizzical and shrugged.

‘Only you have this spell on you for lipping off to that druid, although you did manage to get us both kicked out of the tavern with you abundance of frogs,’ the human said with a smirk.

Wrilk giggled and spat out a few frogs.

Bakra-do got up and headed towards the tavern door.

‘That’s it, I am pleading my case for another beer,’ he said.

Tongue of Frogs (Druid)

Level 3

Range: Touch.

Duration: Three days/level of caster, or until dispelled.

This druidic curse cause the target who fails a Save vs Spells to spit out a flow of small frogs (2d10) each time they go to soeak. The frogs are harmless except for a 1 in 12 chance of a poison frog in the mix, which does not harm the cursed person. After disgorging the frogs the individual has a few seconds of speech before another flow of frogs occurs.

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[New Encounter] Erghithomast

Erghithomast

“This seems too easy,” Bakra-do said.

“I see Erghithomast sitting below, on those rocks by the stream,” Wrilk the dwarf replied.

“So we just deliver this parchment to that clay golem?

“That is what we were paid to do,” Wrilk answered.

Carefully the duo made their way down to the clay golem who just stared at them grimly.

Wrilk stepped forward and handed Erghithomast the parchment.

“And a month later, we are rebuilding a small town that the clay golem half destroyed trying to get rid of the bandits,” Bakra-do commented.

“I know, I know!” lamented Wrilk.

Sometimes called the ‘omnigolem’, this eight-foot-tall clay golem always looks grim and dour and always carries a large sword. Gifted with intelligence, cursed with wisdom, Erghithomast is doomed to seek justice. If he can only understand it first.

In the game: With 55 HP, an AC of 6(13), and a +2 longsword, Erghithomast is a formidable being. Unlike other golems, this one is more intelligent and has a strong sense of justice. Erghithomast has no personal requirements; if implored to help a village, town, or small city, it will, if it feels that ridding the area of whatever is vexing it serves the notion of Justice. In return, those who contacted Erghithomast are part of the clean-up crew and will be tasked with sorting out the aftermath. Or Erghithomast hunts them down.

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[New Encounter] Binding Stone of Uz-Lhapo

Binding Stone of Uz-Lhapo

‘Did you get the talisman from Rhogra?’ Arakam asked Thoz.

‘Stolen and returned, just in time,’ the thief replied.

‘Returned?’ asked Krogi.

‘Now we know the word Rhogra has set to recall their enchanted items. If it is the same for all three Thoz can steal all three and we can try to reset the Eyes of Thronx before Rhogra gets a chance to,’ Arakam replied.

‘Wizards and thieves, you lot do go about making life complicated!’ the fighter exclaimed.

This small stone monument consists of two marble pedestals side by side. People come from all over to bind small objects to them, and thieves try to separate these people from their precious items.

In the game: The process is simple: a person sets an item that they want bound to them on one of the shot pedestals and then cuts themselves with a small weapon like a dagger for 1d4 points of damage over the other pedestal, dropping blood onto it while murmuring a ‘password’ to themselves. It takes one day for this magic to ‘cure’ after which time the individual can Recall the item back to themselves from any distance on the planet. During this ‘curing’ time if the item is stolen the new bearer knows the ‘password’ to recall the item too, even if it is returned. Only three such items may be bound to one individual, any more attempts and all objects are unbound.

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[New Encounter] Tomb of Vhol-Klah

Tomb of Vhol-Klah


Two farmers were relaxing, leaning on a fence along the road.

“What’s that there stone block out there in the field by those trees? I haven’t seen that before,” the first farmer asked.

“Oh, that is the crypt of some ancient wizard; now wizards from all around come looking for it until it goes somewhere else,” replied the other farmer.

“That explains where all of the spellcasters around here disappeared to,” the first farmer observed.

“Yes, and they think that we are dumb,” said the second farmer.

And they both laughed heartily.

A 15-foot-tall square of stone seems to roam around and appears only in out-of-the-way places. Wizards seek it, sometimes forsaking all else. Always, a few bones are scattered around on the floor.

In the game: The tomb is, of course, locked, and a thief can open it with a 10% positive modifier to their attempt. Once inside, there is a strange orb in the center of the crypt, where Vhol-Klah resides. As long as the orb is not harmed or touched, all magic items in the room rejuvenate or fully re-charge. The door is open for 1d4 turns, then shuts. There is no lock on the inside.

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[New Encounter] Field of Skulls

Field of Skulls

“I don’t believe that this was on the map,” the human thief said.

The gnome fighter consulted the map.

“I tend to agree,” the gnome said gravely.

“We are in fairly deep, and I still see skulls ahead,” the dwarf fighter said.

“We should have brought a cleric,” the human thief said.

The dwarf was about to agree, and then the skulls jumped up and started biting.

Before the group is a vast field of skulls, hundreds of thousands of them. Skulls of medium and small-sized humans, humanoids, demihumans, and animals. Hard as stone, they do not crumble underfoot.

In the game: The skulls are inert and harmless until an individual or group spends two turns (it takes a medium individual five turns to cross the field at normal walking speed) in the field, and then the skulls animate, attacking all living creatures in the field. Each skull deals 1d4+1 hp of damage, and an individual can be attacked by 1d6 skulls at a time. Each skull has 4 hp and an AC of 6 [13]. Clerics can turn these hardened skulls to dust as a skeleton. A successful Turn affects 2d6 skulls.

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[New Magic Item] Enchanted Livery Cape

Enchanted Livery Cape

“Here is a cape to protect you on your journey for the prince,” the chancellor said, holding a gray hooded cape towards the messenger.

Having heard of enchanted capes, the messenger suddenly felt a cold sweat and became terrified.

“It is supposed to rain, here, take this, it will protect you from the downpour,” urged the chancellor seeing panic on the messenger’s face.

“I’ll be alright, really,” replied the messenger, sounding shaky.

“Guards! We have found the traitor. Or at least one of them,” the chancellor said as the messenger turned and ran into a trio of guardsmen who swiftly captured him.

With a shrug, the chancellor donned the cape himself and went out onto the ramparts to look beyond the castle walls as the rain began falling heavily. Loyalty being paid for by being completely dry despite the heavy downpour.

One of the few mass-produced magic items that no traitor will touch. Dull gray until worn.

Benefit: These simple capes, when worn, reveal the loyalty of the wearer (if loyal to any particular ruler) in the form of heraldry or some other symbol the ruler is known for. These capes also keep one dry in the rain or snow, from head to foot. Also does not snag or tear in normal shrubbery or similar terrain.

Usable by: Anyone.

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[New Spell] Being Yourself Again

Being Yourself Again


The Priest of Strilpho, the Goddess of Law, valiantly said his prayer as the elder vampire lunged for the holy man,

The undead suddenly stopped and seemed to have some inner turmoil, struggling with something within.

With a horrified shriek, the vampire clawed helplessly at the air and turned to dust.

“Now we loot the tomb,” Nothi, the halfling thief, exclaimed, jumping around excitedly.

The Priest of Strilpho sighed heavily.

“And now you may loot the tomb of the undead,” he replied.

Being Yourself Again (Cleric)

Level 5

Range: Line of sight, one target/level.

Duration: Permanent.

When cast, this enchantment reverses any situation which has altered a being from its original form, whether by spell, curse, or other means. In this way, vampirism and lycanthropy can be cured. Any resistance is resolved through a Saving Throw versus Wands/Petrification. A failed save means the individual is changed back, while a passed save means they retain the status that makes them different. There is a 5% chance that time catches up to those who have exceeded their natural lifespan, and, if it does, they turn to dust on the spot.

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[New Encounter] Great Stone Serpent

Great Stone Serpent

This looks bleak, Bakra-do said.

And yet the snakes are ignoring us, ever since we crossed the desert and got out of the sun in the shadow of that…,” Wrilk the dwarf began.

…stone serpent. Where we got the fresh water too, the mercenary replied.

We can’t tell anyone, we just hope it fades away, suggested Bakra-do as the two adventurers waded through the snake infested swamp, not noticing the glitter in each serpent’s eye as they passed.

Mysteriously appearing, sometimes rising up from the ground right before the eyes of the desperate and lost, is a great serpent made of blocks of stone. Its open mouth provides gallons of water while its shaded side is cool and provides respite from the sun.

In the game: This titanic stone snake does provide fresh water and will be twenty degrees cooler or warmer, depending on the climate, to provide comfort, some shelter, and shade. All who take relief will find that serpents and serpent motifs become noticeable. This can last for a week and up to a month. Clerics of deities other than a serpent deity may find difficulty with their prayers/spells, and others will notice that for this time no serpent attacks those who have taken shelter at the stone snake.

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[New Encounter] Tome of Books

Tome of Books

“Do we go after this scroll or have them summon it to us? Jaundo asked.

Do you have a spare three thousand gold in your backpack?” Uzeb the Wise replied.

At least we know the scroll is not too far away, the fighter said with a smirk.

Four great oxen with golden fur pull a cart across the land with four mysterious cloaked figures. The cart bears a titanic book, nearly twenty feet tall and forty feet wide when opened. While covered in tarps during inclement weather, the book is wide open for all to see on fair days.

In the game: This enormous book is a list of all books currently on the planet, and their whereabouts. For a fee, the caretakers of the tome can find the current whereabouts of a specific book or scroll. For a much larger fee, they attempt to recall a particular book or scroll with a 75% success rate. Naturally, this causes a bit of ire, and the oxen and caretakers protect the cart as 5HD creatures each that deal 1d6+2 damage, and can Teleport away (up to three miles) if the tome is compromised.

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[New Magic Item] Poor Knight’s Herald

Poor Knight’s Herald

“There was an unintelligible shout in the grove. A dozen goblins and hobgoblins fled from the trees, most of them not even bearing weapons or shields.”

“It looks like our cleric friend is back from making the rounds,” Wrilk observed lazily.

“Aye, it does, and just in time; we could use a cleric on our next excursion. Maybe not with that helmet,” replied Bakra-do, still skeptical of the magic item’s usefulness.

Appears as a dented metal helmet, oval in shape, with an absurdly long trumpet-like ‘mouthpiece’, giving the wearer an almost insect-like appearance. Seen most often as a curiosity until someone tries it on.

Benefit: When worn, this enchanted helmet not only grants the wearer an additional +1 to the AC of their head, it also allows the wearer to transmit their voice over long distances, announcing their location or, twice per day, projecting a loud shout that works like a double-range Fear spell with a 75% chance of those in its range dropping anything held when fleeing the area.

Usable by: Anyone who can wear a metal helmet.

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