The 9 virtues inn The Inn of 9 Virtues is a working class public house in the city of a thousand gods. No one is really sur what the 8th and 9th virtue are but regulars are more than willing to debate the subject over pints. The most popular answers are food and drink, but […]Read more "The 9 Virtues"
Fires a rapid series of energy blasts. All targets in the area of effect must make a DC 12 (+ your proficiency bonus) Dex save or take 1d6 force damage. Area of effect could be handled in several ways. 10′ cube. This is the easiest and fits well with the rules, while not getting out […]Read more "Magic missile gun"
The Red Witness The inn of the red Witness is a two story stone structure originally built as a temple to a forgotten god. It has a large dome on the roof. The wide wooden front doors were added later. The original structure had no doors, most areas separated by curtains. The inn has good […]Read more "The Inn of the Red Witness"
This is an idea I had a pyramid which once discovered and explored would turn out to be spacecraft. I never played SpellJammer but always thought the idea was good or potential for a lot of fun. The idea here would be a pyramid, I picture it more Mayan, than Egyptian, probably found in a […]Read more "Spell Jammer Pyramid "
I just got Crypts & Things Remastered. I also have the original rule book. I like the hit point system in this game. In a nutshell characters have hit points along the lines of classic D&D but, these hit points represent superficial damage and fatigue. They are recovered faster. You can even recover some hit […]Read more "Hit Points, Injuries, and Major wounds"
Just what the title says. DCC has the best and most innovative magic system of any role playing game I have played. It works so well on so many levels. Mechanically it has many nice feature – spells are unpredictable and variable, there is a cost for casting, and spells are tied to powerful entities. […]Read more "DCC has the best magic system in the whole damn multiverse"
The DMG has a great set of rules for figuring out alien technology. Essentially you find some strange device that you don’t fully understand and you start tying to make it function. I’d argue that this fits regular magic items as well. You might run your campaigns differently but I feel magic is rare and bespoke. […]Read more "Magic items are alien technology"