- Burnt torch
- Bent nails
- Battered helmet
- Sundered shield
- Broken sword
- Rotted leather
- Snapped arrows
- Moldy bread
- Fragrant cheese
- Skull (human)
- Skull (beast)
- Patched sack
- Empty vial (50% cracked)
- Dagger (1:6 silver)
- Rope (d10x5’)
- Chain (d6x5’)
- Grappling hook
- Bell (2:6 cracked)
- Poison/acid in vial
- Oil flask
- Lantern (3:6 cracked)
- Spent wand
- Tiny poem scroll
- Glass tuning fork
- Iridium cogs
- Spiral implements
- Mysterious game piece
- Severed hand
- Eyeballs (1d12)
- Bag of teeth
- Small puppet
- Shovel
- Bag of sand
- Sack of flour
- Left boot
- Right boot
- Rags (1d6)
- Phosphorescent mold
- Iron ration
- Smooth rock
- Melty candle
- Broken chair
- Tarnished amulet
- Human limb
- Animal carcass
- Ectoplasm residue
- Vial of holy water
- Wooden holy symbol
- Chalk
- Severed finger (10% w/ worthless ring)
- Iron spikes (1d6)
- Monster scat
- Monster sheddings
- Chewed bones
- Pair of dice
- Bent spoon
- Ear (humanoid)
- Ear (monster)
- Dried grass
- Dungeon urchin, single eye glowering
- Mirror shards
- Spiderweb
- Insect carapace
- Snail shell
- Small egg
- Stubby candles (1d4)
- Simple pipe
- Spyglass
- Pieces of candy (1d8)
- Semi-crushed caltrops
- Greasy rag
- Strand of lichen
- Fungus (poison)
- Fungus (hallucinogenic)
- Petrified lizard
- Reed flute
- Cave anemone
- Helix fossil
- Stained playing cards (1d20-1d10 cards missing)
- Rat skull
- Beast trap (unsprung)
- Monster fang
- Sturdy nails (2d10)
- Small vial of sweet perfume
- A single fig
- Poisoned dart
- Obsidian arrowheads
- 1d6 crossbow bolts
- Shattered statue chunks
- Ink-splattered parchment
- Bottle of vinegary wine
- Bottle of spirits (1d100% full)
- 1d10 cp
- 1d10 sp
- 1d3 gp
- Random gemstone
- Random spell scroll
- Random potion
- Broken jewelry
- Piece of jewelry (3:6 broken)
TRAIPSE
Monday, August 31, 2026
Littering the Dungeon
Thursday, August 27, 2026
The Many Splendors of the Sword Mage
Elves are classically pretty bishonen and self-serious, but the fact that in OSR games they fight as well as a Fighter while magic-using as well as a magic-user makes them the perfect OC-do-not-steal anime protagonist character option. This is good. Only the small-souled will object to it. As I have long maintained, race-as-class options are a positive.
The swordfighter-that-can-cast-spells (aka "gish") is so conceptually perfect, so immediately appealing to the eternal 12-year-old that lives in your brain, that many shy away from it. "Too excessive," they say. "Too indulgent."
And then you get contemporary D&D, where there are a dozen different ways to almost make Elric. You can be an eldritch knight or a paladin or a kensai monk or a sword bard or a hexblade or a bladesinger or a pact of the blade or Blade from Blade (ranger with dhampir lineage) with the cantrip Booming Blade—but you can't be all of them. The ever-narrowing specificity of each option fragments the underlying concept. Compromises have to be made. The best you can get, even with ludicrous Reddit-guide multiclassing, is a sliver of what you wanted.
Enough, I say. Honor that 12-year-old. You are not above them, because you and they are the same. Open yourself to the majesty of the sword mage and be free.
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| The glowing sword. The parried fireballs. The drama. These are elves to me. |
Spells you cast with your sword
Fighters get Might Dice because the are the superior combatants. Elves get Spellblade Dice (SD), which they use to channel specialized spells through their swords. These they call "splendors."
Preparing a SD fills a spell slot of any level. Up to four SD can be prepared a day.
Example: A level 5 elf has two 1st level spell slots, two 2nd level, and one 3rd. They can choose to prepare 4 SD for the day, meaning they may only prepare one 3rd level spell for the day. If they choose to only prepare 2 SD, they have two 2nd level and one 3rd level spells they can prepare.
SD are rolled to cast any splendor an elf has mastered. Certain magic swords can channel a splendor even if an elf hasn't mastered it. Splendors don't require concentration but other spells can't be cast while one is active.
SD work like GLOG Magic Dice—roll 1d6, on a 1-3 the SD returns to your SD pool, on a 4-6 it is exhausted. Rolling triples means your sword breaks at the end of the spell, unless it is magical.
Mastering splendors increases in difficulty as an elf progresses their training. Learning your first splendor requires a cost, training time, and PC level requirement equivalent to researching a 1st level spell; a second splendor requires the cost, time, and level requirement of a 2nd level spell, and so on. New splendors can also be learned from wizened elf sword masters and magic crystals.
Elves of 8th level and above can channel splendors into any melee weapon. At 10th level all things are one to an elf, and so they are capable of channeling splendors into ranged weapons, mundane objects, and even their bare fists. Other elves are awe-stricken when they witness this for the first time.
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| The Final Fantasy red mage: an elf in spirit |
Splendors
Fire Whip
Your blade becomes a ribbon of lashing flame for 2+[dice] rounds. Add [highest] to your attack and damage rolls and your range increases to 20'. On a hit, you can choose to constrict the target; they save vs. paralysis or are immobilized and suffer automatic damage until the whip is removed or they free themselves with a successful save on a subsequent round.
Grasscutter
Release an air-blade whirlwind that travels 60’ per round in a line or arc. Creatures in its path save vs. spells or take 1d8+[dice] damage, half on a success. If 4 SD are invested, the whirlwind severs a random limb off targets who lose their save by 5 or more. The whirlwind can double-back like a boomerang once per round but otherwise cannot pivot more than 90 degrees in a round. It persists for 1+[dice] rounds.
Smoke Needle
Your blade dissipates in a cloud of dense smoke, from which a stream darts forth to strike a foe. up to 60' away. Make an attack against the target, adding [dice] to your attack and damage rolls. You disappear in the smoke cloud and reappear anywhere within an unobstructed 60' at the start of your next round.
Path of Thorns
Black thorny vines coil around the hilt and blade of your sword, adding [dice] to your attack and damage rolls until you deal damage. The next time you strike a creature this combat they save vs. spells or have a thorn implanted in their heart. If the blow were to slay the foe, you can choose to forego damage and instead implant the thorn without a save. At will, you can remove the thorn from the victim’s heart and deal [sum] damage, or twist it to cause excruciating pain. Creatures with a thorn in their heart will believe everything you say, but those with higher HD than you will ignore obvious or overtly harmful falsehoods. The thorn lasts until it’s dispelled or you die. Only one creature can be implanted at a time.
Angel Claws
Talons of lightning arc from your blade. Creatures in a 30’ cone save vs. spells or take [sum] damage, half on a success if 2+ SD are invested. Ghouls take an extra dice of damage. Creatures who fail their save may have their armor sundered or be dragged 10’ in any direction. The claws are strong enough to rend castle walls and fell mighty trees.
Mirror of the Moon
Hoarfrost gathers along the blade of your sword and encases it in mirror-sheened ice. The sword gets +1 to attack and damage and harms creatures vulnerable to cold. Foes who see their reflection in the ice (when they avoid your attack or target you with theirs) save vs. spells or suffer a vision of getting impaled by your sword, taking damage as if landed a hit. The damage counts against the creature's hp total but fades after 10 minutes given its illusory nature. Reducing a creature to 0 hp this way instead causes them to pass out for 10 minutes. Creatures that succeed on the save are no longer effected. The effect lasts for [dice]+[highest] rounds, or if the ice is melted by magic flame or dragon fire.
Friday, July 31, 2026
Impromptu Campaign Primer
I wrote this yesterday in response to a player wanting to learn more about our campaign setting. Up until now I have been drip-feeding little details about the goings-on of the world, but as we're nearing our 40th session I realized it was past time to make a piece of writing that ties them all together. For my sake, it was nice to finally get off my ass and consolidate the key setting points that until now existed mercurially in my mind or accumulated in overburdened docs.
Normally I'd want to dress a campaign primer up with some artful prose. I imagine Nevelorn in shades teal and violet and midnight blue, populated with wispy brushstroke Amano people. The emotional register varies between the wryness of Fritz Leiber and Jack Vance and the melancholia of M. John Harrison. In my vision, the sky is always just after sunset, the fields always windswept, and the woods rendered in watercolor like those '70s Lord of the Rings forest illustrations with black space surrounding by emerald foliage. I want what I write about Nevelorn to convey not just the entirety of this sentiment, but the magnitude of emotional meanings which may only be evoked indirectly.
But, seeing as it has been two and a half years since our first session and that hasn't happened, it's clear quick and dirty is the form the primer is meant to take.
---
The area the game takes place in is called NEVELORN, The Land of the Long Dusk. To the south and east is the Bleak Sea, to the west are the Barbarian Kingdoms, and to the north are the Mountains of Mourning, beyond which monstrous warlords and vile sorcerers fight endlessly over the trippy expanse of the Frayed Lands. Rising above the Many-Colored Moors on the southeast coast is the city of Nisk. A place of black teeth and stone spires, knives hidden in daylight and strange things looming in alleys. Ruthless in its decadence, sophisticated in its squalor, Nisk is a wonderful, horrible, dizzying city where any adventurer can feel at home.
The deal with Nevelorn is that it used to be great but a series of overlapping conflicts known as the Seven Wars led to total, cataclysmic collapse—to the majority of the population, the Seven War period was indistinguishable from an apocalypse. The old order of kings and knights died, and now people find what safety they can in rugged, disconnected settlements. Monsters and brigands stalk the wilderness. The roads are no longer safe to walk, though some, like the wardens of the Holy Fortress and the Violet Knights of Lord Ulrum, seek to maintain some semblance of order in the territory they claim.
The current "big deal" things going on in Nevelorn your character knows about:
- Nevelorn is slowly dying. Not the towns or polities, but the land itself. The spirits of nature are forsaking their station, and in their absence the protective boundary between this world and the unseen realms beyond grows weak. The primordial shrines must be restored for the spirits to return.
- Rumors speak of a horrifying monster known as the Tirapheg roaming the countryside. As tall as a watchtower, with five heads, three arms, and three legs sharing a single body. As it walks its shadow persists like a trail of paint left by a brush. And from it's shadow, phantoms spill forth, whispering the tongue of Old Zenon. The Mentaculate, a group of wizards who have taken control of the city of Velaine, will pay a bounty to anyone who slays it; the number climbs and climbs, as if they were desperate...
- Hobgoblins are colonizing Nevelorn. They have landed on the Seething Coast to the south and are turning entire towns into freaky nightmare labor camps.
Monday, July 20, 2026
Darkmantles
Chthonic squid monsters floating soundlessly through the Inverted Palace. Conical indigo bodies ringed with crimson eyes; dense membrane webbing chitin-barbed tentacles. In sharp contrast to their gloomy exterior, a darkmantle's underside is a riot of flaming, ghastly hues.
Darkmantles hover ominously in corridors or high above spacious chambers until they detect the mental thrum of potential prey. They dart through the air with surprising speed and latch themselves to a victim, engulfing their head and upper torso in membranous embrace.
While attached, a darkmantle shoots slender dendron-shaped tendrils into the nose and ears of the victim to hijack their synapses while a subliminally active display pulses across their ventral surface, psychically imprinting an egg in the victim's mental substrate. During this process, the darkmantle will defend itself and the victim by lashing at oncoming threats with its tentacles.
HD 4+1 AC 5 Att. Engulf, Tentacle x 4 (1d6) Move: 180'(60') fly Morale: 7 Alignment: Chaotic Number Appearing: 1d3
- Engulf: engulfed creatures can move but not see or attack. They must save vs. spells each round to mentally resist the darkmantle's egg. A helmet grants +2 to the save, and a Helmet of Telepathy grants +4. Once attached, a darkmantle only removes itself if it dies, loses morale, or successfully implants an egg. Half the damage inflicted on a darkmantle is dealt the engulfed creature.
- Psionic occlusion: Darkmantles project a nimbus of psychic noise that makes their presence difficult to comprehend. They surprise on a 4:6 and cannot be targeted by spells or missile attack from a range greater than 30'.
Tuesday, June 30, 2026
Friendship Simulator: a Procedure for Friends and Contacts
The same way equipment and gear help you get things done in the dungeon, friends and contacts help you get things done in the city.
What this is for
Meeting Contacts, Making Friends
- Rich
- Tough
- Streetwise
- Connected
- Famous
- Eccentric
- Weird
- True
Rich
Tough
Streetwise
Connected
Famous
Eccentric
Weird
True
Loyalty
Other things friends are good for
Using This
Wednesday, June 10, 2026
The Banter Grew Tense at the Springtime Soiree
“So tell me,” Gredarius said, “how is Fabiola?” His prodigious waddle bobbed as he spoke. The particular emphasis he gave the word “is” could not have been replicated by any save for those suffused in the layered intricacies of Niskian high society.
The subtle nuance was invisible for all but those in the know, to whom it was a pointed remonstration indicating, in order, that Gredarious was aware Fabiola came down with a bad case of the deliriums, that he was critical of how Perdustan supported her in her time of need, yet also bemused at the rift the lady’s ailment caused the young man and her family, that he sided with the family against Perdustan, that he was eager to hear the young man’s side if only for the opportunity to water the seeds of gossip already spread throughout society, and lastly that he wished to unsettle Perdustan in order to see whether he will push back and risk his standing or simply squirm to the pleasure of the gentleman and ladies joining them at their dining table. Somewhere distant, like a far star winking in the night sky, was actual interest in how Fabiola was doing.
“She is holding up well,” Perdustan responded evenly. “She dearly wished she could attend.” A dewdrop of condensation formed on his glass of amaroc. It may have appeared as though Perdustan gave a polite if dismissive reply to a prying question, but to the men and women at the table it was as if the young man, meeting Gredarius on the fencing floor, performed such a dancer-like twist to avoid the old grandee’s lunge that no parry was necessary. In that moment all Perdustan need do was extend his arm and the point would meet the defenseless breast.
Yet now came the decision—should Perdustand indeed land his proverbial blade against Gredarius it would have caused the baron undue humiliation, and Perdustan was in no standing to earn the ire of such a gentleman when the Marquee’s Salón was but two weeks hence. However, should he hold back, he would earn a reputation as wheedling and spiritless, or, worse yet, a tufthunter. “Blast,” Perdustan thought. “My quicksilver conversationism got me in trouble once again.” The dewdrop gave a slow lurch then raced down the glass.
Every faculty of his mind endeavored to weave a response. Yet each pattern was scrapped as rapidly as they emerged, each demanding a price too much to bear. The keening faces of the men and women at the table stared hungrily at Perdustan. The lady’s jewelry tinkled with anticipation, the men’s brows furrowed in preparation for whatever was to come. Gredarius’s red waddle trembled expectantly. Time was running out.
The dewdrop hurtled to the base of the glass and met its end upon the tablecloth. With a voice cool and crisp as a mountain stream Perdustan continued, “she so wished she could be here to see you and the lady Renoriette dance the Tazurella.” It was like the welcome sun breaking through storm-ridden sky. Such a perfect chord, so well-considered only a master would strike it, yet so easygoing it felt the most obvious and welcome successor to the prior melodies, is oft but the purview of the angel choirs our earthly cantors may only dream of approximating.
Not a single person at the table was unimpressed, not least Perdustan himself. Gredarius’s waddle quavered. “Yes, yes, quite so,” he responded after a moment. “She is indeed missed. But there is never a shortage of opportunities to take the Tazurella.” With that he nodded slightly, wiped his mouth, and directed a new question at another member of the table. Perdustan, content, sat back in his chair and sipped his amaroc.
Saturday, May 30, 2026
So You Slept with a Succubus... (+ rules for cambions)
One for the Sex Bandwagon.
Sex with a succubus is much like sex with anyone, which is to say it's absolutely horrifying.
The first time a Lawful character sleeps with a succubus, they lose one point of Wisdom as the very foundation of their moral core fractures. Chaotic characters gain one point of Wisdom, as their glimpse at the furthest reaches of sensation exposes them to forbidden insights. Neutral characters develop a distinctive paraphelia and get a wild story to tell at the bar.
When sleeping with a succubus, role under Charisma with a d20 for the fate of your soul.
On a success, you wake the next morning crushed by a whole-body hangover. Your memory of the night before is like the tattered remnants of a dream; all you can surface are wild, unfocused impressions of ecstasy and terror. You get no benefit from the night's rest.
On a failure, the consequences are as above plus roll 1d8:
1. The demon possesses your genitalia. It becomes big and grotesque, and can be used as a weapon in a pinch dealing 1d4 damage. The demon-haunted organ will attempt to control you as a sentient sword (Will 18+1d6) to corrupt men and women of the cloth. It can be exorcised by setting yourself on fire and jumping into a freezing lake in the dead of winter, whereupon a cleric must perform the rites of Dispel Evil.
2. In the throes of infernal passion, you agree to a dark pact. You can't gain experience until you lead nine pure-hearted virgins down a path of depravity.
3. You're obsessed. Every night you wish for her, and every night she's there. You'd give anything to her, your wealth, your loyalty, but all she wants is you, she says, and so you give yourself to her. A little bit at first, but more and more each night, because the thought of being without her is too much to bare. Lose 1 point of Constitution every day. Your friends will notice your hollow eyes and sunken cheeks. If they care enough, they'll lock you in a room each night and keep you under watch until morning, and you will hate them for it. Only once you've gone a week without the succubus do you realize you must move on, but you can't be rid of her completely until you take a vow of celibacy before a theytriarch. And better swear off drinking too, for good measure.
4. You babble like a baby and spill your heart. She knows you more intimately than anyone else ever can—a moment of eye contact is all she needs to see into your mind. She will visit you again and again in various guises over the following years, waiting for you to become a big powerful hero, even intervening where necessary to help you on your way. And she will know where the bodies are buried, what treasures you own and what wonders you seek, everything that shouldn't be shared; and she will gladly share her knowledge to anyone who hates you enough to pay her price.
5–8. With your essence she gestates a cambion—a half-human fiend who walks the earth free from the oblique constraints of demonhood. In nine months it will be born, and in nine days it will have aged into a perfect copy of you, indistinguishable save for a subtle demoniac cast that falls over its face in partial light or under extreme emotion. It can access all of your memories, which it does frequently and with a sense of mordant fascination. It will kill you in the night to take your place. Details below.
CAMBIONS
- Your alignment is Chaotic if not already
- You have Infravision up to 240'
- You are vulnerable to holy water and effects that target enchanted creatures
- Your body ceases to age
- You are unable to benefit from Lawful cleric magic or church services, but
- You heal the maximum possible amount when resting and get +2 to saves vs. poison, disease, and magic.
- All future levels require an additional 25% experience to reach
- Stinking cloud. Your natural odor smells like brimstone and sex.
- Charm person. Your touch is intoxicating.
- Levitate. You are uncannily light.
- Invisibility. You are easily overlooked.
- Cause disease. Animals fawn over you in a way that makes people uneasy.
- Curse. People who first meet you are treated to brief, horrifying intrusive thoughts.
- Alter appearance. You can make your reflection move independent of you.
- Suggestion. Your singing voice is entrancing.
- Cause fear. You have too many teeth. Your smile is deeply unsettling.
- Phantasmal force. Your shadow projects in the wrong direction.
- Speak with dead. You whisper blasphemies in your sleep.
- Burning hands. Fire leaps and dances at your command.
- ESP. You can easily tell how gullible someone is.
- Ignore damage rolls of 1-3 unless from a magic or silver weapon. Blood bursts from you like a geyser when you are made to bleed.
- Summon and command a swarm of flies, crows, or rats for up to 10 minutes. Pests and vermin become common where you stay.
- Appear to be two places at once for a moment (effectively teleporting 30' to a place you can see). You have a long, sinuous tail.
- You can peer into the Weird to detect magic and invisible creatures. Your eyes never look in the same direction.
- Your breath causes things to rot, rust, or otherwise degrade. Your tongue is dark and round like a fattened leech.
- You have two random mutations. Your blood is black.
- Misfortune follows you. Friends and foes get -1 to saving throws.









