New Spell for OD&D by Goto Author View Single
L1 wizard spell

This spell must be cast for 31 consecutive days by one wizard to create a +1 sword,-2 to anyone else holding it(other than sword owner).No special ingredients or quality of blade, the only requirement on this part is it must be a short sword or longer and must be a true sword. The sword must draw blood from a living creature of at least 1-1 hit die every day and The blade is -1 until the 31st casting, when it becomes fully and permanently enchanted .Variants that enchant other weapons could be possible.
+XP
Encounter - Any
April 9, 2020
+XP
World Changing Spells for OD&D> Fireball by Goto Author View Single
FIREBALL
L3 Wiz

As I walk through devastated landscape only one thought burns in my head. Revenge.I was a normal adventuring wizard, dungeon delving and putting out innocents fires. Ha, fire.After years of trying to find out what happened, the truth is unfolding for me, a second word has entered my vocabulary. Castinlig. a name put to the scorched earth. The one who did this.

He was too powerful and too greedy.He summoned the king of the djinn and a supposedly perfect wish w incredible power behind it. Fire ball now has a 100 mile radius and is locked at 7d6. I didn't know this when I cast it for the first time in days. My party was wiped out and I would have been too except my ring of total fire resistance saved me. But not my friends.

I scavenge for food and a potions, really all I can and have to do.I will find him.

( a solo game for a l7 wiz)
+XP
Encounter - Any
April 9, 2020
+XP
World Changing Spell for OD&D> Go Beyonde by Goto Author View Single
Go Beyonde

Wiz 1

For one full round, a gate to another dimension is opened. That Dimension is called Beyonde. It is a place of eldritch horrors but if you are careful, movement there for every 10 feet there you cover 1 mile here. It is very dangerous and creatures will attack). near instantaneously upon your arrival. in practice, you can roughly cover about 300 miles(after this point you will be subjected to overwhelming attack.Brave(Foolish?) peeps attempt to send armies through, that is very iffy. you can only get to approx. D^ miles of where you want to come out(requiring another casting of the spell.

Basically you have teleportation available to L 1 Wizard's , this would shake kingdoms to the core, if an enemy army could appear at any moment,D6 miles from a target. Warfare becomes very fluid and much smaller forces are scattered about the countryside.
+XP
Encounter - Any
April 9, 2020
+XP
Gentle Strangler by Goto Author View Single
Image



These gentle relatives of the squid is being hunted to extinction. The reason for this is that their brain matter can be used to create potions of esp at 1/3 the cost.They will not even fight back until they have lost 25% of their HP

Flying slowly
4 tenticel attacks for d6 each
ac 3
10 hit die
+XP
Encounter - Any
April 9, 2020
+XP
Naga of The Four Poisons by Goto Author View Single
This powerful Serpent man has 4 different poison sacks that can only be triggered individually

Poison of Frequent Death> on a failed save, does D12 damage

Poison of the deadly Soul Mate> Charm person on a failed save

Poison of the Fire Within> On a failed save the victim is filled w hate and rage and is only capable of melee attacks

Poison of the Stil Stone> on a failed save, victim is paralyzed.

all poison attacks also do d6 bite damage

in addition to a bite attack , they can do a 2d4 constriction attack

8 hit die

ac 1

move 6
+XP
Encounter - Any
April 9, 2020
+XP
Motherthing by Goto Author View Single
No undead provokes more sympathy than a Motherthing.



These are the frightening remains of mothers who lost a child to violence. These undead gather children that are encountered alone and "mother" them ". They fiercely protect their "children"
+XP
Encounter - Any
April 9, 2020
+XP
Lord Fecund by Goto Author View Single
A group of Mages sought to create an Elixir of Fertility, to deal with the Curse of the Empty Cradle. After acquiring such things as the 'ahem' vigor of a war deity, and the 'ahem' blessing of a forest goddess, the mages almost created the cure. Instead, the vessel of Divine Virility was spilled, and instead of curing sterility, infused the ancient hill with life. The temple and alter rose, becoming a demonic force of life essence and the fecundity of nature.
+XP
Encounter - Any
August 26, 2017
+XP
Once a year by Goto Author View Single
freedom of speech is allowed in what is normally a dictatorship.
+XP
Encounter - Any
August 24, 2017
+XP
Raise the Dead Quickly by Goto Author View Single
If someone is murdered, they can be brought fully back to life if raised within 5 minutes, after that they are Undead and will start decomposing at a normal rate.
+XP
Encounter - Any
July 24, 2017
+XP
The Maths of Teleportation by Goto Author View Single
The mage who invented teleportation knew nothing about the ten-dimensional cosmos, so was perplexed that the subjects sent through the portal arrived horribly scrambled, having been randomly rotated through several of the hidden six dimensions.
+XP
Encounter - Any
May 3, 2017
+XP
Rescue the Prince by Goto Author View Single
It is traditional for two warlike countries to each give their first-born royal prince as a hostage to each other to prevent war. One of the princes has been murdered, and the PCs have a few days to rescue the prince in the other country to save him from being executed and a bloodthirsty war from breaking out.
+XP
Encounter - Any
January 4, 2017
+XP
When a miracle is worked, when a God turns His attention to the mortal realm, the mortal realm is irrevocably changed by the Divine Presence. When this takes place through a living being, they become the Godmarked. Ever with one foot in life, and one foot in the realm beyond, they are emotionally and physically altered - always in a fashion that reflects the nature of the God that they have channeled - One who channels a God of the Winds may forever have a breeze lifting their hair, while a Goddess of Anger may blacken the skin and strengthen the body.
+XP
Encounter - Any
November 28, 2016
+XP
Only deadly weapons allowed by Goto Author View Single
A certain country allows most civilians to carry weapons, but only if they are potentially deadly. Pepper sprays, stun guns/tasers, batons, and dart guns are banned. And if you kill someone and are not acquitted at trial, the punishment is to be hanged the day after you were found guilty. The message here is that if you want to go armed, you had better be prepared to risk killing someone and being executed unless it was clearly self defense.

When it comes to combat spells, again, only the highly dangerous can legally be cast with the same possible consequences if cast wrongly.
+XP
Encounter - Any
November 27, 2016
+XP
Cursed Barrow Sword by Goto Author View Single
Many weapons buried with the dead are buried for a very good reason as they have had a potent curse placed on them making them dangerous or near-useless to the living.
+XP
Encounter - Any
September 19, 2016
+XP
testing by Goto Author View Single
testing
+XP
Encounter - Any
July 8, 2016
+XP
The *living* dead by Goto Author View Single
A certain tribe in a valley believes that the soul remains trapped in the body after death and is aware of it. So they treat their dead as if they are alive, talking to them and keeping them at home. They are used to the stink and for some reason are also immune to the diseases that this practise causes but outsiders are not so lucky.
+XP
Encounter - Any
June 20, 2016
+XP
A wish in reverse by Goto Author View Single
The Pcs discover an ancient, dusty oil lamp, somewhere in the bowels of a dungeon. Naturally they 'rub it', and out pops a wizened, old djinn. So far so good. Then it speaks...

'Ah at last, at last I am free! Now grant me my wish!'

When the PCs explain that they are the ones that should be granted a wish, the malignant djinn explains to them that his particular oil-lamp has a curse placed upon it. Whomsoever releases the entity inside shall be geased to grant the djinn's wish to the best of their ability.

Groans ensue from the party. The djinn rubs his wrinkled hands, grins, and proceeds to name his wish. What could it be?
+XP
Encounter - Any
April 7, 2016
+XP
Coinlake by Goto Author View Single
Coinlake sits perched between two sheer cliffs in the Stigrani range, and is difficult to find, much less approach. Four miles long and two across, the water is a vibrant cyan blue. The lake's shoreline is an unassuming beach of gray pebbles, and its mean depth is seventy feet. The rare times when the sun makes its way between the cliffs and shines over the the still water, one could see clearly the lake's rock-strewn bottom.

Strangely, no fish or aquatic life can be found here.

At night, a peculiar phenomena occurs. When the night sky is clear, the moon and stars are reflected in the lake's surface, but if one were to look at the surface from a high vantage point, the reflection does not match the firmament above!

Instead the water's surface reflects the night sky of some other distant world and seventeen shining golden moons besides, each ones shimmering upon the water like so many gold coins!

Legends whisper that Coinlake is not a lake at all, but a gate or nexus, to some distant alien world.

The mystery has long remained unsolved, and only recently has the Arch-Duke commissioned an expedition to uncover the secret of Coinlake once and for all. Among the team members are several scholars of the Nascent Academy, an astrologer from the Occultists Guild, and of course the PCs, acting as body guards.
+XP
Encounter - Any
February 1, 2016
+XP
You're In Deep by Goto Author View Single
The PCs are exploring the catacombs beneath a Colosseum-in-Rome type of structure, when they come across a foul-smelling, stagnant, ankle-deep with algae, public mass latrine. Countless urinals of marble, line this rather large chamber equally crafted of marble. Whatever system of plumbing once worked here, has not in many years. Old graffiti lines the stained,dirty walls, prominently bolded are such intellectual poetic musings as, 'Urine For It Now', 'I Pee Therefore It Comes' and 'Now Urine Trouble'.

A few moments after the PCs get to take in this unpleasant location, they hear the low rumbling of ancient plumbing and rather large Urine Elemental rises like a great, wet, wave of filth to attack them. The creature reeks and exudes noxious debilitating fumes, while its liquid strikes burn flesh like acid.
+XP
Encounter - Any
December 9, 2015
+XP
Wet Faeries by Goto Author View Single
Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. 'Purifiers', 'Pond Jellies', 'Breath-Stealers', 'Lung-Ticklers' and 'River Butterflies' are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in 'pure' water 'life' tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their 'sting' is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.

Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer's Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death's door.

It is known that a certain Earl Von Trumble keeps his vast castle moat stocked with Wet Faeries, the waters so clear that every bone of every one of his past enemies can be clearly seen on the bottom, twenty two feet below.
+XP
Encounter - Any
June 21, 2014
+XP