Showing posts from May, 2015

World Building idea, Sinkhole

So this thread over at EnWorld got me remembering a campaign that I was thinking about running at some point, but never got out of my head and onto the screen.  It would be heavy into resource management, which is a departure for me. I tend to run my games more "heroic" and usually handwave resource management.  Spellcasters usually have the light cantrip, so no need for torches and lanterns.  After about 3rd level or so, I declare that the party is experienced adventurers, so any mundane equipment (within reason) that they want to pull out of their backpack is there, without having to have specifically purchased it before hand.  I do charge higher monthly upkeep costs to reflect this, though. Back to the 4x strategy game aspect, though.  For those not familiar with the term, " 4X  is a  genre  of  strategy-based  video and board games in which players control an  empire  and "eXplore, eXpand, eXploit, and eXterminate".

Encounter at Blackwall Keep/Tomb of the Lizard King mashup part 3

Moved to my new blog here .


The next item from Dragon Magazine issue #99's Treasure Trove II is the Catstaff, originally by Ed Greenwood. Catstaff Uncommon magical staff, requires attunement This item is a black, 7-foot-long staff of stout wood topped with a sculpted knob resembling a cat. When carried on or strapped to one’s person, you gain Advantage on Dexterity (Stealth) checks as well as on Strength (Athletics) checks that have to do with jumping or climbing.  Your climb speed is also the same as your normal speed.  You also gain darkvision to a range of 60’. You can also create a globe of semi-darkness centered on the staff with a 15’ radius.  This gloom does not block darkvision, and is negated by a light source within its confines. It can be dispelled by magical (but not normal) light which touches its periphery, and unless dispelled or cancelled by you, it remains in effect for up to 1 minute. The shadow does not allow normal vision into or through its area of effect, and as such serve

Ring of Energy

Wow.  Seems like forever since I've cracked open a Dragon Magazine and converted something.  Or any blog post for that matter.  We've had a couple weeks of nice spring weather here and I've spend my free time out doing yard work instead of working on my blog. Going to be spending some time in Dragon Magazine #99's Treasure Trove II.  The first item was originally written by Michael Persinger. Ring of Energy Uncommon wondrous item This magical ring always has a gem of some sort in its setting.  Upon command, a pencil-thin beam of energy can be made to shoot out from the gem toward a target. The beam has a range of 60 feet.  The target can avoid the beam with a DC 15 Dexterity saving throw.  If the save is made, the beam will continue along its straight-line path and may hit an unintended target that lies within range. The power beam of the ring of energy loses potency as it travels outward. Against a target within 20 feet of the ring wearer, the beam does 4d