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Showing posts from March, 2019

The Inheritance

This post itself isn't particularly brilliant or groundbreaking, it's just a collection of magic items for you to "inherit" for your D&D, Knave, Into The Odd, or other RPG games. I'm sure you will find at least some of these items interesting, most are dedicated to either make a situation more interesting or embrace the spirit of the OSR. Hell, maybe you can even start some of the PCs off with an item by rolling 2D6, one for the category of item they get and one for the actual item under that category. If you are using a 6-stat-system, replace WIL with Charisma, Intelligence, or Wisdom, whichever you find most appropriate for the item. Just a note, quite a few entries are inspired by this excellent post from a new blog with lots of potential, check them out! Without further ado: Adventurous Equipment ( Nafah ) Light: 1. Sprite Lamp.  A lantern with gold foil inlaid on it, it emits an amber light up to 60' for 4 hours on 1 flask of oil. Once per

Shell In The Pit

Hey guys and girls, I'm still alive, just back from a long vacation. Recently I've been running a modified version of the excellent Tomb of the Serpent Kings  by Skerples with close friends and its been an amazing time. One feature that this dungeon has is concerning amounts of skeletons, and at first I've been having trouble making the skeletons interesting until I came up with this handy tool based off of this  post from Chris McDowall. Skeletons ( TentaclesandTeeth ) Skeleton (Level 1) - Chattering human skeletons wielding rusted weaponry and rags. STR 10, DEX 14, WIL 5, 3 HP Claw, Sword, or Ceremonial Dagger (D6) - Immune to poisons. - Piercing damage is impaired against this creature. - Bludgeoning damage is enhanced against this creature. To make more advanced skeletons, choose (or roll) one option below for every level you add onto them, up to level 5. - The skeleton has ragged chain-mail (1 armor), if this option is chosen again, it has battered pla