More cantrips for a wizard who likes options
An annotated play list for Bards, Musical Mages, Sirens, and Supernatural Musicians regardless of time frame or setting.
It is taken for granted that medical technologies will advance apace in the future, permitting rapid healing and perhaps even shaping of the human body. This submission is to provide possible flavors for that medicine to come in.
You came here in that? You are brave
The magic of Cannibalism or Asuramancy is the weird sister of Necromancy and a distant cousin to Alchemy, although Alchemy denies it.
Elephants crossing the seas!
A colourful but universally applicable calendar.
Many begin to path to master the seven-fold flame, but with one exception, no one has ever mastered all seven faces of fire.
Thirty systems of justice-or the most rank injustice, in some cases.
the word Phthano- translates to ‘prevent’ and is the root of one of the most common enchantments in the wizarding world.
A Totemos is a spirit or little god strongly associated with a human group, organization, or urban location.
It is not an infectious disease, but it is a plague upon the world.
For it spawns villains. And not your garden variety villains, but epic villains, master villains of the most dangerous kind Evil Geniuses.
"Don’t worry, I’ve fought necromancers before! Wait, what the…"
A system for samurai ranks. Still having trouble with the output of this one.
A short summary of the ranks used by the Gurkha Regiments of the British Indian Army.
An attempt to codify the Byzantine military system.
Ranks of the members of a particular craft guild or livery company.
A simplified explanation of the nobility of the Ottoman Empire.
A fantasy version of nobility from a Middle-Eastern type setting.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).