[New Monster] Walking Welk

Walking Welk

‘They are relentless!’ Navnen complained loudly.

‘No kidding, who’s idea was this, anyway?’ Valance replied.

Koram grunted as he fought off two of the slowly advancing creatures. They lurched forward with an eerie, obedient silence. The fighter finally found time to reply.

‘I didn’t think beach combing could be so hazardous!’ he shouted.

Chalk threw a spell at one of the creatures that caused it to make a horrible retching sound before it fell over.

‘One less, a dozen to go,’ quipped the wizard.

Walking Welk

No. Enc.: 2d12 (3d20)

Alignment: Neutral (Chaotic tendencies)

Movement: 120′ (40′)

Armor Class: 1

Hit Dice: 2+4

Attacks: 1

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

Save: F3

Morale: 10

Hoard Class: XVIIx2

X.P.: 1050

Also known as the “Battling Barnacle”, these stout humanoid crustaceans can be mistaken for dwarves in full plate armor from a distance. Slow moving and slow-witted, these creatures are also triply cursed with eyes deep set into their thick exteriors (which gives them a -1 to hit, these eyes are also a called shot that is -2 to hit being so well protected). Armed with bardiches these creatures serve as cheap troops for sea wizards, deep ones and other cruel creatures that terrorize beaches and shallows. These creatures understand simple commands in the Common tongue and will obey orders from any intelligent creature that comes from the sea. While seemingly tireless and determined, Walking Welk cannot stay out of water for more than eight hours without starting to dry out from within. When breaking things these monsters are considered to have a Str of 16.

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[New Monster] Hellhog


Fellhorn jumped as the huge beast lumbered out of the pines.

‘That isn’t the usual boar,’ the elf next to him said sardonically.

The gnome illusionist stepped forward and raised the magic wand in his right hand.

‘Watch this,’ the demi-human said.

Suddenly the boar burst into flames, the gnome looked at the wand.

‘I didn’t…’ he began.

‘Because it did it to itself, run!’ the elf quipped as he fired off an arrow and ran for cover.


No. Enc.: 1d6 (1d10)

Alignment: Chaotic

Movement: 180′ (60′)

Armor Class: 4

Hit Dice: 4+4

Attacks: 1

Damage: 1d6 (bite) or 1d12 (charge) plus 1d4 fire damage per round

Save: F5

Morale: 8

Hoard Class: VI

X.P.: 1250

It is said that some infernal being ushered these monsters onto the material plane, while others say that the hellhog is the creation of a diabolical wizard, either way, these creatures are vile and dangerous. Looking like large, bristly-haired boars these semi-intelligent creatures often blend in with regular hogs or boars (even though they look much bigger and more powerful than their earthly counterparts). Twice per day these monsters can immolate themselves, causing an extra 1d4 hit points of damage. Hellhogs are themselves, of course, immune to fire and fire-based attacks, including magical fire. This fire effect lasts for one hour (six turns) each time. The beasts can speak and understand the Infernal tongue and a crude form of Common.

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[New Magic Item] Spellbouncer Wand

Spellbouncer Wand

The wizard Stork yelped in surprise and fell to the floor, rolling and flailing as if he was attacked by unseen forces. Vistis the Blue Mage leaped up from the table in the tavern yet was unsure how to aid his adventuring companion.

‘What is it?’ Vistis asked.

As Stork composed himself he stood slowly.

‘It is Balgar’s Unseen Bite,’ replied Stork.

‘Isn’t that the spell you cast not long ago on….’ the illusionist began.

‘Yes!’ Stork hissed as he cut off Vistis, ‘and somehow the spell has been bounced back upon me.’

‘What will we do about this?’ the illusionist asked.

‘Make our way back to our little friend the snitch and see what happened,’ Stork snarled as he headed for the door through a bewildered crowd.

Vistis smiled under his lacquered mask, this was going to be vicious.

A strange and valuable magic wand that has confounded many a spellcaster in its day…if used in time.

Benefit: A most handy magical wand to have, this wand allows its owner to reflect any spell cast within the last hour either back at the caster or at another within line of sight (the original caster does not have to be in LoS), even if the spell has run its course. The wand’s bearer must make a Wisdom attribute role on a d20 for this magic to work. Usable three times per day.

Option: Instead of one hour the duration can be one hour per level of the wand’s owner.

Usable by: Anyone who can wield a magical wand.

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[New Spell] Curse of Lost Coin

Curse of Lost Coin


Navnen frantically searched his person for spare coins at the toll road.

‘Chalk! Valance! One of you needs to learn a spell to remove curses! The wizard Blaylok got me again with that money curse!’ the thief exclaimed.

Chalk sidled up to Navnen and handed him a few silver coins.

‘If you were Valance I would have assumed you had lost your money gambling,’ the wizard said.

‘Hey, I don’t always lose,’ the priest of the Spider God said, sounding a little hurt.


Curse of Lost Coin (Magic-user/Cleric)

Level 3

Range: Touch

Duration: One year and a day or until dispelled.

This curse, also known as the Lazy Wizard’s Curse, allows the caster to roll 2d20 and take that much in coins from the cursed individual each day for the length of the curse. While maybe not as vexing for higher level characters, it can be quite alarming for those of low to mid level, especially in a silver based economy.

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[New Magic Item] Troll Curse Hammer

Troll Curse Hammer

With a grunt the massive troll exploded from the forest, swinging a huge hammer. Chalk and Navnen darted out of the way, but unfortunately Koram was struck a nasty blow and staggered backwards a few feet trying to stay on his feet as Valance urged several very large spiders to attack the troll.

Suddenly a group of skeletons arose from the ground, weapons in hand and focused on Koram. The warrior glanced over at Chalk.

‘Is that hammer cursed? Because I think the skeleton thing has happened before,’ Koram said.

Before Chalk could reply the troll, emboldened by the appearance of the minor undead renewed its will to fight and charged forward, ignoring the biting arachnids. Chalk threw a fiery spell at the bestial humanoid that cowed it for the moment.

‘We are going to need more spiders!’ Navnen called as he threw an enchanted dagger at the troll.

With a nod the priest of the Spider God began calling in more spiders as the roaring troll swung the deadly hammer this way and that.

It is thought that in elder days that these magical hammers were given to a contingency of trolls who acted as shock troops for the armies of chaos and destruction. The trolls not being too bright themselves was not a problem as a sliver of intelligence is said to be within each of these dreadful hammers.

Benefit: This huge hammer requires at least a 13 Strength to wield and deals 1d8+2 points of damage. On a natural roll of 19 or 20 this magic weapon also delivers a random curse upon the target. The curse works like the spell, Curse, and may either run its course or be dispelled if a magic-user or cleric is found to cancel the foul magic.

Note: There are easily over a dozen curses on this blog to use or feel free to make up your own.

Usable by: Anyone who can use a hammer with a Strength of at least 13.

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[New Magic Item] Fox Gloves

Fox Gloves

As Navnen watched his formidable rival, Arkus the Sneak, dove into the crowd of merchants and shoppers with the most innocuous look on his face. Some time later the pilferer emerged from the throng of people and set a bag before Navnen on the lid of a barrel.

His mouth wide open, Navnen looked over the pile of coins and gems, then he looked at his rival.

‘You got all of that in just a few minutes with those gloves?’ he asked.

With a smug smile Arkus nodded. Then both thieves were startled as a cry rang out from the marketplace. A cry regarding missing gems.

‘I also got these from a wizard,’ Arkus said as he threw something at the cobblestones below. A huge puff of bluish smoke engulfed the thief and he was gone. All that was left behind were a couple of gems and an empty bag on the lid of a barrel before Navnen.

‘Over here, here’s the thief!’ one of the peasants shouted as Navnen grabbed the pouch and gem an disappeared up onto a roof and into the night.

‘And that is why we should head out of town as soon as possible,’ Navnen told his fellow adventurers as he peeked out of a window to see if he was being followed.

It is said that in ancient times the Fox Lord and the Queen of Cats had a competition to see who was the quietest and sneakiest of the two. The Fox Lord tricked the Queen of Cats with a bell tied to her tail and he won the competition and the great Badger-Crafter Oregedlon crafted these gloves for the Fox Lord, and from that day cats and dogs have quarreled over the slightest of things.

Benefit: When these blue leather gloves are worn the wearer gains a +2/+20% bonus on all thieving skills in addition to being able to move at half again his or her normal movement. These gloves provide such a soft touch that even a failed pickpocket roll does not alert the victim of the crime, the thief just does not gain anything.

Usable by: Anyone, but preferred by thieves and halflings.

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[New Spell] Fearless One

Fearless One


The mercenaries sent after Stork and Vistis the Blue Mage were relentless. The small warband went from town to town hellbent on finding the two spellcasters. Their leader even hired a wizard of no small ability to come with them. Upon finding their quarry the leader nodded and the wizard cast a spell upon him.

Stork exploded from the room of the small cottage, shadows twisting and curling around him, grasping at the warriors and their wizard. All scattered in fear except the mercenary leader.

‘I do not fear you, wizard!’ he said bravely.

Stork leaped at him and viciously bit at the man’s throat with his shark-like teeth while howling in rage. Surprised, the man dropped his sword and staggered backwards, clutching at his bleeding throat.

‘It would have been a better idea to run,’ Vistis commented as he appeared from the cottage.


Fearless One (Magic-user)

Level 3

Range: Touch

Duration: One turn (ten minutes) per level of caster.

When Fearless One is cast upon a subject that person can walk into any situation with absolutely no fear and is immune to any physical or magical manifestations of fear and terror for the duration of the spell. While great for making speeches and facing crowds it may not be the best for facing undead and other fear inducing creatures. In fact most of the time those under this spell feel compelled to stand and fight.

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