Join me, dear reader, as I indulge in some self-reflection...
TRAIPSE
Wednesday, January 7, 2026
State of the TRAIPSE 2026
Tuesday, December 30, 2025
Headband of the Phrontisery
A magic item inspired by Josh's version of Phlox's version of the Periapt of Wisdom.
The idea is to take a traditional passive stat-boost item and turn it into something active. I'm game.
Here's my take on the classic Headband of Intellect.
The Headband of Intellect is a band of rich cloth embroidered with a swirling pattern of violet, green, and blue. The inner lining has a pair curious golden eyes stitched into the fabric.
Wearing the headband provides no benefit, but pull it over your eyes and you find yourself in a cavernous hall filled with books. Thick volumes brim from lofty shelves, piles of manuscripts cramp the corridors, boxes of scrolls and vellums litter the floor. You are greeted by a crow with golden eyes who introduces himself as Meero.
Within the library you can find the answer to virtually any question on an academic subject (such as history, theology, biology, and whatever else is in the sage specialization list from the AD&D DMG). But it takes time to sort through all the clutter.
General questions take 2d6 minutes to answer, specific questions 2d6 turns, and exacting questions 2d6 hours. The DM determines whether a question is general, specific, or exacting before you roll. Rolling doubles increases the time increment—general questions take turns, specific questions take hours, and exacting questions cannot be answered.
Meero offers to aid your research. He'll remove any dice of your choosing to shorten research time and undo the effect of doubles. He can take more than one dice; if he takes them all he just tells you the answer outright.
His help comes at a cost: for every six dice Meero removes, the library gets more disordered. Shelves collapse, piles grow, and the text themselves get more circuitous and nonsensical. Add an additional d6 to research time rolls.
Rolling triples exposes you to a cognitohazard. Unless Meero removes dice, you lose 3% of the experience earned since leveling up as your grasp of reality slips away. But your brush with forbidden knowledge gives you +1 Intelligence while wearing the band, max +3.
Other details:
- While your mind occupies the library demiplane, your body remains in the material world in deep meditation. In the library you can hear others vaguely if they're shouting but otherwise are oblivious to your real-world surroundings.
- Removing the headband or having it pulled off negates any progress you made so far.
- You don't bring anything with you into the library. Even though it feels like you're physically there, it's all just in your mind.
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If anyone wishes to join in on this, the Gauntlets of Ogre Power, Gloves of Dexterity, Cloak of Charisma, and Amulet of Health are up for grabs. Claim one if you dare!
Sunday, November 30, 2025
Lords of Nevelorn
Recently, my players have turned their attention away from the dungeon and began exploring a bit of the overworld. They opted to embark on a few rather self-contained adventures these past few sessions, but it's beginning to be time for me to actually get my act together and start filling out the hex map. I'm preparing my body and mind by pouring over the amazing work Idraluna Archives and the Blog of Forlorn Encystement have done with their own recent hex mapping endeavors, picking through the original Wilderlands of High Fantasy, and attempting to subliminally imprint the entirety of Tales of the Dying Earth into my brain.
I've always been captivated by OD&D's castle generation rules, so I started with Nevelorn's strongholds. The goal is to get enough detail down that I know the general "shape" of each NPC and their stronghold and can fill in more details later or improvise on the fly should the need arise.
The King of Axes (Neutral Fighter). Ross Mandale, a legendary veteran of the Seven Wars, resides in a low hill fortress overlooking a village of 650 residents, mostly retired mercenaries and their families. He is the chosen bearer of the Master Axe, discovered only after being on the receiving end of a blow from an unworthy wielder. The axe head remains lodged between his eyes to this day, and while it’s there no axe deigns to do him harm. The Dead Company, a band of 8 daredevil myrmidons, defend the castle along with 140 men-at-arms.
The Barbarian Queen (Neutral Fighter). Nara Skybreaker dwells in a keep surrounded by a village of 160 barbarians. She seeks to unite the clans of the barbarian hinterlands. Her friend and protector is a dire panther which she rides into battle. Her lands are protected by 90 berserkers. She is served by 6 heroes who ride upon giant tuatara lizards, each the eldest son of a barbarian chief she bested in combat.
The Violet Lord (Lawful Fighter). Dragomir Ulrum claims descent from the lost kings of Nevelorn, and dwells in an old sprawling stone castle guarded by 110 men-at-arms overlooking a town of 930 residents. His domain is protected by the Violet Knights, a fraternity of 4 solemn Champions riding juvenile rocs with striking lavender plumage. A spectre haunts the castle, the manifestation of an ancestral curse plaguing the Ulrum bloodline for generations.
The Lord of Banes (Chaotic Fighter). Siegbrand von Skor lives in a menacing fortress encircled by a moat of tar. He commands a force of 160 bloodthirsty brigands who terrorize the surrounding locale. Skor despises weakness and deems anyone incapable of protecting themselves worthy only of death or subjugation. He is aided by a vicar of Rintrah who consorts with a pack of seven fearsomely mutated lycanthropes that stalk the forested lands around the fortress.
The Lady the Engine (Lawful Fighter). Lady Amberine resides in tall walled palace constructed as the topmost section of an ancient buried megastructure. Surrounding the palace is a tranquil village of 640 residents who are kind yet distrustful of outsiders. Lady Amberine wishes to avoid the conflicts of Nevelorn and prevent anything from entering her domain which may disrupt the peace. In addition to 130 brightly uniformed men-at-arms, her land is protected by the 10 Men of the Engine, living statues salvaged from deep within the megastructure. They are constructed a peculiar metal-ceramic alloy and can shoot jets of blue flame from their fingertips.
The First Inevitable (Lawful Cleric). Resides in the The Basilica Aeterna, the clockwork bastion of the Aeternum. Locked within the basilica are dozens of magic items horded by the Aeternum deemed too dangerous to be used. Though petrified, the High Inevitable can still move and speak, and has rumored to be over 1000 years old. The bastion is protected by 120 silent men-at-arms and 6 towering siege golems decorated with the faces of saints.
The High Adjudicator (Lawful Cleric). Lives in the Holy Fortress, a fortified cathedral defended by 100 templars. He leads the Justiciars, an order of 10 heroes riding hippogriffs who enforce order throughout the land. The High Adjudicator militantly enforces the strictures of Law, taking an uncompromising approach to bringing outlaws and heretics to justice.
The Red-Eyed Deceiver (Chaotic Cleric). Dwells in the Burning Tower, a wide column of ruddy stone. Red light pours from each window and smoke billows from its peak as 220 masked prisoners toil endlessly in the furnace-lit chambers toward inscrutable ends. They are guarded by a group of 80 fanatical warriors who worship The Deceiver as a prophet. Her lover is a demoniac wyvern whose scales she replaced with plates of fell iron.
She of Limpid Mercy (Lawful Cleric). Oversees The Hall of Contrition, a wide castle of white stone where the mutated, diseased, and corrupted faithful find refuge. There are 700 such afflicted living in the village outside the hall, which is protected by 130 men-at-arms covered in white bandages. Guarding the domain are five hulking flesh golems each composed of hundreds of sinews braided in a sacred pattern, each originating from a deceased afflicted who wished to continue to serve She of Limpid Mercy and the Church beyond their death. Rumors of heresy draw unwanted attention from the Aeternum.
Vyla The Necrope (Chaotic Magic-User). Dwells in a many-spired castle of darksome green. There, she practices foul arts to learn the secrets of life and death. She demands a nearby village of 450 weary residents give her their deceased in exchange for her protection. She has risen an army of 150 skeletons, and has pulled 11 grotesqueries, gargoyles with muscular human bodies and monstrous faces, from abyssal Sheol to do her bidding. She seeks the formula of the potion of longevity, wishing to live forever.
The Lady of Rain (Neutral Magic-User). Her domain is hidden within a ring of terrible storms, but through the torrential downpour is an idyllic grove washed in light rain where her gleaming citadel stands beneath a perpetual rainbow. Nymphs, driads, and wildlife of all sort play and frolic in the fields. The Lady has bound an elemental of air and one of water to her service through the use of a Censor and a Bowl of Elemental Control. She seeks the Brazier and Stone to complete her collection. A force of 90 men-at-arms patrol her lands, composed mostly lost travelers allowed to live on the edge of her domain in exchange for their service. Those who are slack in their duty or disrupt the grove's tranquility are remediated through the use of a Charm spell.
Nimbril Longfinger (Neutral Magic-User). Lives in a narrow tower of cyclopean brick. Nimbril's inquisitive nature has led him to pursue the synthesis of life. From his vats he has produced all manner of piteous short-lived things. His greatest success was a pair of monstrous chimera, who nearly destroyed his tower upon first waking. Through guile and persuasion he trapped them in cages of bronze and hung them from the long balconies of his tower, where they may be unleashed upon intruders. The chimeras are kept sedate, lazily scheming how they may get revenge upon their creator. In low hovels at the foot of his tower are 100 tottering homunculi who fight as standard men-at-arms. They expire at just the rate he manages to replace them. Nimbril seeks a spell to carry him to the world of Carcosa, which is said to contain the secret of synthetic life.
Skalder the Cold (Neutral Magic-User). Resides in a hollow statue carved into a mountain face. Defending his stronghold are 80 berserkers from the barbarian hinterlands. Skalder has learned many secrets of the Seething Mountains from the they frost giants who live nearby, who may be called upon for aid in times of need.
Kalindho of Caztaan (Chaotic Magic-User). Dwells in a low manse at the edge of the Many-Colored Moor. A band of 60 gnolls protects Kalindho's manse in exchange for a recreative narcotic of his own devising. He keeps a demon (10 HD) bound in a domed cupula which changes position upon the manse at odd times. The demon will fight defend Kalindho's manse and advises the wizard, but he secretly guides his master down a path of elaborate ruin. Kalindho currently wishes, either by force or subterfuge, to gain access to the great engine beneath Lady Amberine's palace. It is said Kalindho provides travelers the means of safe passage through the Many-Colored Moor, but he demands a heavy price.
Friday, October 31, 2025
The Aeternum
I've written before about how Chaos are the bad guys. That doesn't mean Law can't be the bad guys either.
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The Aeternum is a radical sect of the Church of Law rapidly gaining prominence in the wake of the Seven War period. They preach the doctrine of stasis: let nothing change. Without the possibility of change, there is nothing to dispute the ineffable and unyielding truth of Law. All things which seek to challenge Law will yield to its inexorable plan.
Ask a member of the Church and they'd say the Aeternum of course do not actually wish to freeze the world in its current state, but rather achieve, or perhaps usher in, some sort of figurative spiritual revolution, and this member, depending on their disposition, will be sure to tell you that while they don't condone the manner in which the Aeternum go about their practice, they're dedication is commendable.
Ask a member of the Aeternum and they would say there is nothing figurative about their plans—the world of men can only serve the Lords of Law in a state of perfect, eternal stillness. For are not the Lords themselves unchanging? Are our notions of order and reason not but the earthly emanations of their transcendent, perpetual forms?
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| Philip Jackson |
Naturally, the Aeternum aren’t too keen on adventures awakening slumbering horrors and recovering reality-altering artifacts from ages past.
How are they antagonizing the PCs today?
- Sealing the dungeon's entrance
- Quarantining the base town for a reported chaos incursion
- Mandating they surrender their magic items. "Scoundrels like you can't be trusted with them!"
- Attempting to press them into service hunting heretics. Refusal is considered proof the party is in league with Chaos.
- Capturing peasants and forcing them to convert or be put to death
- Burning a giant symbol of stasis in the middle of the city. Significant property damage deemed a worthy tradeoff for nebulous long-term goals.
Aeternum
HD: 1 AC: 5 Attacks: 1 x mace (1d6) Move: 90'(30') Saves: as Cleric 1 Morale: 10 Alignment: Lawful Number appearing: 2d8+2 (war band) / 1d6x10 (caravan transporting artifacts/prisoners/treasure) / 2d20 accompanying 1d10x10 0 HD followers (pilgrimage to holy site)
War bands are led by a 4 HD Perpetuant. Caravans and pilgrimages include 1 Perpetuant per 10 Aeternum and are led by a 6 HD Permanence.
AETERNAL POWERS (Treat these as level-less spells, usable by members of the Aeternum once per day for every 2 HD they possess.)
- Edict. Issue a simple command a number of creatures up to the Aeternum's HD must save vs. spells or be compelled to obey.
- Eternity's Grasp. Holds (as the spell) a number of creatures equal to the Aeternum's HD. Lasts until the Aeternum moves or is moved.
- Suspension field. Freeze missiles in the air. Protects a number of creatures up to the Aeternum's HD.
- Preserve. A single object is safe from all forms of rot and decay for a number of months equal to the Aeternum's HD.
- Reversion. The effect of a number of rounds equal to the Aeternum's HD are undone. Only targets the caster, so they recover any hp lost and consumables spent but everything else remains the same.
- Static zone. Everything within a radius equal to the Aeternum's HD x10' is under the effect of a Slow and Silence spell. Lasts until the Aeternum moves or breaks full concentration. If 10 or more HD of Aeterna are participating, the area of effect is measured by only the highest-HD Aeternum and also negates magic.
- Contrition. Creature suffering from a curse, disease, or mutation takes 2d8 damage and is freed from its affliction (if the creature has multiple curses, diseases, etc. only one is removed). Unwilling creatures may save vs. spells to resist the effect, with a penalty equal to half the Aeternum's HD rounding down.
- Negentropy. Counter another spell cast this round. If the spell countered is level 4 or greater, the caster gets a save vs. spells to resist.
- Eternalize. Flesh to Stone or Stone to Flesh. Unwilling targets who fail their save are affected for 2d6 rounds, but the effect is permanent if cast by an Aeternum with 8+ HD. Members of the Aeternum regularly use these abilities on themselves and others as part of their many esoteric ritual practices.
- Inexorable Gaze. Detect Magic, Detect Evil, and Know Alignment wrapped into one. Targets a radius equal to the Aeternum's HD x10'. Lasts for one round.
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| kzlkid |
- Marble halo. A ring of marble that, when worn over the head, turns the wearer to stone until the halo is removed.
- Immovable rod.
- Crosier of Cancelation. Touch a magic item and expend a charge to fully disenchant it. The Crosier has 1d6+2 charges. Effect last for 2d6 days.
- Eternity egg. An egg big enough to fit a human child made of perfectly smooth white stone, kept in an ornate cage of gold and pearl. Feels hollow and incredibly cold to the touch. The egg slows time in the local area, approximately one one-hundredth of a second per second, compounding imperceptibly with each passing moment. The oldest known egg is located in a special chamber within the Basilica Aeterna, which makes time flow at half the speed in a three-mile radius from the megastructure. Of course, the difference is imperceptible to those within the radius.
- Trapped lightning. Stored in a quartz cylinder. Releasing it deals 5d6 damage to everything in a straight line, save vs. breath for half.
- Tincture of Sustention. Prevents aging and level drain for 10 years. '
- Negation Hammer. Warhammer +1, struck creatures must save vs. wands or lose the ability to cast spells for the next hour.
Thursday, October 16, 2025
The 10 types of special rooms
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| "A Special is anything not exactly a trap, but placed for special reasons." Moldvay Basic pg. B52 |
Traps, monsters, secret doors, and treasure all cohere into continuous flows of challenge/reward and mystery/discovery. Special rooms, on the other hand, largely stand apart from these conventional elements while also replicating them in miniature: drinking from the magic fountain might raise an ability score but it might also make you vomit bees. The one-way elevator to the sixth floor might be a death sentence for low-level parties but incredibly valuable for experienced adventurers.
The purpose of this exercise is to categorize common forms of special rooms found in old school-style dungeons.
While the point of special rooms is to have bizarre, unique dungeon set pieces that defy expectation, having a list of common forms might help DMs come up with new ideas, or new ways to approach conventional ones.
A trio of caveats:
- This is not intended to categorize the specific contents of special rooms (fountains, statues, etc.), but rather different meta-categories of special room.
- Special rooms may have two or more categories layered atop one another; i.e. the reward of a puzzle room may be transit to another part of a dungeon.
- These categories are not exclusive to special rooms—monster lairs, traps, and other kinds of rooms can also incorporate elements from this list.
Anyway there are 10 types of special rooms
- Random Effect
- Experiment
- Alter Environment
- Exchange
- Side Quest
- Puzzle
- Minigame
- Transit
- Trick
- Curiosity
Random Effect
- The room with the magic pools from In Search of the Unknown.
- The room with the magic stone, also from In Search of the Unknown.
- A white tree bearing opalescent berries; eating one imparts a random boon or bane
- A strange monolith covered in glowing runes of various sizes and colors. Each one does something different when touched.
Experiment
- A solar laser trained on a stone plinth; pulling a chain activates the laser, cutting anything on the plinth in half.
- A machine that spits out two shoddy copies of whatever is thrown in its hopper.
- Jeff Rients's classic tiny door.
- Anyone who passes under the gaze of the Mercury Idol turns to mist for the next 1d6 turns (as Gaseous Form). Nonliving material like equipment and armor are unaffected.
- A pedestal polymorphs anything placed upon it into a beautiful vase. If removed, the vase reverts to its original form after a day or if it shatters. The vase currently atop the pedestal is a polymorphed green slime.
Alter Environment
- A valve that raises or lowers the water level throughout the dungeon.
- Flipping the switch to the blue side opens all the blue doors and locks all the red, flipping it to the red side does the reverse.
- Removing the skull from the center of the pentagram banishes the warding seals and spirit guardians but awakens the Hungering Darkness.
Exchange
- Pour a potion in the Purple Witch's cauldron and she'll ladle you a vialful of her brew, which has the effect of a random other potion.
- A giant copper-shelled snail eats copper pieces and excretes gemstones of comparable value.
Side Quest
- A statue comes to life when it's missing hand, found elsewhere in the dungeon, is restored.
- A vault's crystal door only opens once all the crystal braziers scattered throughout the dungeon level are lit.
Puzzle
- Giant statue of a long-dead emperor looking menacing; on the statue's plinth an inscription reads "Salvation through submission." Doors lock, poison gas fills the room, in a low hidden niche in the plinth—clearly visible to anyone kneeling before the statue—is a small switch that deactivates the locks and gas.
- A room full of mirrors; one mirror reflects a door on the opposite wall that's not actually there. The mirror that reflects the door has a secret passage behind it.
- Anything involving a riddle.
Minigame
- A pack of goblins invite you to race alchemically powered junk-karts.
- The mind-cube imprisons you in a mental maze, resolved by solving an actual pen-and-paper maze.
Transit
- Room drops off to a massive void; lighting the candle on a nearby plinth attracts giant floating jellyfish that bring anyone who grabs ahold a harmless tentacle to a deeper dungeon level.
- Two identical circular chambers, each with a lever on the floor and a single door, north end for one and south for the other; stepping in one chamber and pulling the lever appears to rotate the room, door and all, 180°, transferring everyone to the other chamber elsewhere in the dungeon.
Trick
- Illusory stairs conceal a spiked pit.
- A statue of a stern-looking angel. Anyone that approaches within a few inches must save vs. paralysis or be grabbed and restrained by the statue, which proceeds to release a blaring alarm.
- A room lined with racks and racks of ornate swords; removing one causes the swords to animate and attack.
Curiosity
- Room echoes with the voices of everyone ever slain in the dungeon.
- An idiosyncratically cozy and well-appointed study, totally unlike the rest of the dungeon, complete with wizened sage reading & smoking a pipe in front of a warm hearth, somehow unmindful of the fact he's in the middle of a giant dungeon.
Tuesday, September 30, 2025
New Class: the Wild Man
The Wild Man
- Wild men have an 80% chance to climb steep surfaces as a thief and navigate difficult terrain without penalty by swinging from vines, leaping from branch to branch, scrambling over rough ground, and the like. At fourth level this ability extends to moving silently as a thief, but only in the wilderness.
- Wild men may jump a distance equal to half their combat movement vertically or horizontally from a standing position.
- When foraging, parties with a wild man always find at least one days-worth of food even if the foraging roll fails.
- A wild man may communicate nonverbally with animals, rolling reactions as for an NPC. If the animal’s reaction is at least “uncertain,” the wild man can attempt to tame the animal and have it join as a retainer by offering it food or other gifts. The wild man can never have more than his own hit-dice in animal retainers (stolen from Jeff of Swords & Schlock because it’s too good not to use).
- Wild men fight with reckless ferocity; before attacking, the wild man may declare they fight recklessly, gaining a +2 bonus to attack and damage but granting foes +2 to their attacks until the wild man's next turn.
Level | Experience | Title | HD | THAC0 |
1 | 0 | Tenderfoot | 1d8 | 19 (+0) |
2 | 2,250 | Greenhorn | 2d8 | 19 (+0) |
3 | 4,500 | Brute | 3d8 | 19 (+0) |
4 | 9,000 | Rough | 4d8 | 19 (+0) |
5 | 18,000 | Primal | 5d8 | 17 (+2) |
6 | 36,000 | Predator | 6d8 | 17 (+2) |
7 | 72,000 | Basajaun | 7d8 | 17 (+2) |
8 | 140,000 | Apex | 8d8 | 17 (+2) |
9 | 270,000 | Wodewose | 9d8 | 14 (+5) |












