Posts

Quagmire (Living Quicksand)

Moved to my new blog HERE .

Bazaar of the Bizarre: Archer's Best Friend

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My newest Pay What You Want entry to the DM's Guild is a collection of ten bows and ammunition converted mostly from an article in Dragon Magazine #127, but I also updated the Bow of Doubling from Dragon Magazine #99's Treasure Trove II that I had previously converted here. I present to you, Bazaar of the Bizarre: Archer's Best Friend . Updated 4/25/16 with two new items! Please check out my DMs Guild titles! Airs of Ages Past , Nine magical harps from the Forgotten Realms By Magic Masked , Nine magical masks from the Forgotten Realms Bazaar of the Bizarre: Rings that Do Weird Things , Twenty-one magical rings Grognard’s Grimoire: Sorcerers , Player’s options for the sorcerer class.

Mists of Akuma, a preview

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I was recently contacted by Mike Myler  and given a sneak peak into his upcoming Mists of Akuma  setting for 5e. It's going to be released by Storm Bunny Studios , with the Kickstarter going live on April 29, 2016. Described as "Eastern Fantasy Noir Steampunk" for 5e D&D, this is a setting that absolutely drips with flavor. "The year is 3466; monsoons have become more and more common since the roiling, demon-spewing Mists of Akuma first appeared, and the sun’s light grows duller with every day that passes after the end of the War of Kaiyo more than a century ago. A pall of darkness has fallen on Soburin and even its greatest heroes are mired in the petty intrigues and never-ending slights of aggressive clans. Spellswords and mercenaries cross the countryside in search of fortune, leaving the poor and meek to fend for themselves or die in the harsh reality of a broken world where technology has been either abandoned as heresy or perilously embraced." Ful...

Arcane Lore: Firemouth and Fire Eye

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With an appearance of warm weather, I bring you a fire themed spell and a magic item that will help keep things toasty. These originally appeared in Dragon Magazine #123 in Arcane Lore by Harold Dolan. Fire Mouth 3rd level evocation (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a drop of oil, a pinch of sulfur, and one tooth or scale from a red dragon) Duration: Until dispelled When this spell is cast, an object is empowered with an enchanted mouth which suddenly appears and breathes fire when a specific condition is met. When triggered, a thin sheet of flames shoots forth. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. If the object you chose has a mouth or something that looks like a mouth (for example: the mouth of a statue) the ma...

Grognard's Grimoire: Sorcerers

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After the comments I received on my Arcane Casters of Eska post, and another session of playtesting I'm quite happy about how the rules work. My sorcerer player was usually quite content to spam cantrips in combat, with the occasional spell thrown out. Last session was a complete flip. He cast a variety of spells, ranging them at different levels as well. He really showed a a lot more flexibility, which is what I was going for. I'm quite proud of the system, so I've packaged it up with some other sorcerer options that I've run here in the past as my first player option on the DM's Guild. Grognard's Grimoire: Sorcerers is now available as a Pay What You Want! I would like to thank all the generous supporters that actually paid for some of my creations! I'm blown away by each and every actual sale. I have taken some of the profit that I made and supported some artists on both the DM's Guild and DriveThruRPG by purchasing some of their art to use ...

Herbalism Items

Moved to my new blog here .

Arcane Casters of Eska

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I was a lapsed gamer, coming from 5e straight from 2e, though I did buy and read 3.5e. Wizards I get, and sorcerers as well. Warlocks are overall new to me, never playing in or running a game with one. While they are present on Eska, they will probably be the least fleshed-out of the options. Wizards, sorcerers and warlocks have long established histories on Eska. Wizards learn their magic either through academies or through a lone master teaching his apprentice. Warlocks gain their power through pacts with powerful entities, while sorcerers come by their magic naturally. I see them more like mutants or super heroes, whose powers manifest as spell like abilities. The elves, especially the mith'edhel have always sought to control wizardly magic. The grey elves run the traditional magical academies. In their usual haughty and arrogant views, the other races are not worthy of admission to their schools. The occasional exceptional applicant does gain admittance, however. The m...