Turned a map from the Flatiron Building in a single-level dungeon with 30 rooms (so I could add a d30 table or two to go with it—to come in a future post).
Friday, July 18, 2025
Friday, May 30, 2025
New Magic Items: Rings I
Earthwhisperer
This heavy, rough-hewn ring is carved from a single chunk of dark deep-earth schist, with veins of lighter quartz running through a mass of grave iron basalt. When held to the ear, a very faint, almost rhythmic thrumming can be heard from within.
Pedigree
Forged by the reclusive geomancers of Stonerise, this ring was intended to give voice to the earth itself. It was said to have been lost when the mountain heart of their stronghold finally collapsed, burying their secrets. Legends whisper it now rests within the deepest, most stable bedrock of Deepstone, speaking only to those who can truly listen. Its last supposed owner was a dwarven delver named Borin Stonehand, who vanished from historical records centuries ago.
Abilities
Stone's Echo (Constant): Wearer is able to detect the source of even the slightest vibrations, tremors, or sounds originating from within solid earth or stone within 360'.
Earthtongue (Constant): Wearer is able to speak Terran and Primordial.
Speak with Earth (1×/day): Allows the wearer to ask one yes/no question of the immediate surrounding earth (within 30'). The answer manifests as a subtle, guttural rumble felt through the ring, indicating "yes" or "no." This ability cannot be used in areas where the earth is disturbed by active magic or recent, violent geological events.
Meld into Stone (1×/week): As a spell action, the wearer can meld into a solid stone surface large enough to contain their body, as per the spell meld into stone.
Shadoweaver
Description
This ring appears to be woven from strands of pure shadow, forming a delicate yet unnerving band that seems to absorb light. When worn, it occasionally seems to flicker and subtly distort the air around it, making the wearer's hand appear slightly out of focus.
Pedigree
Woven from the shadow of a forgotten god by a reclusive coven of shadow fey, this ring was designed to grant ultimate stealth and disguise. It is whispered that the coven used it to infiltrate and manipulate mortal kingdoms, their presence never detected. It is now thought to be hidden within the deepest, most lightless part of the Gloomwood, guarded by illusions and misdirection.
Abilities
Shadow Veil (Constant): Wearer is able to Hide in Shadows as a 14th level thief.
Shadowspeak (Constant): Wearer is able to speak Umbral (the language of Shadow).
Whisper of Deception (1×/day): Allows the wearer to magically influence a creature they can see within range that can hear and understand them, as the spell suggestion. The victim is permitted a save vs. spells to avoid the suggestion.
Flicker (1×/day): As a bonus action, the wearer can teleport into any unoccupied space they can see within 15', provided that both the starting and ending locations are in dim light or darkness. If attempting to teleport into occupied darkness, the attempt fails, but the use for the day remains. The wearer can only make one such attempt in any single round.
Ironheart
This ring is a thick, seamless band of dark, pitted iron, unadorned by any gemstones or filagree. It is unnaturally heavy, feels cold to the touch, and subtle, rhythmic clicks can sometimes be heard emanating from it, like distant gears turning.
Pedigree
Forged in the Titan's Breath Foundry by the enigmatic Golem Lord Xy'lar, this ring (1 of 10 similar rings infused with raw elemental earth and arcane binding magic) was a key component in animating his most powerful constructs. Though Xy'lar's was defeated during the legendary siege of "Sentinel's Fall," and reportedly dozens of attempts have been made to destroy the ring, it is alleged that the ring has reformed over and over again.
Abilities
Iron Skin (Constant): The wearer's Armor Class improves by –3, but only if they are not wearing any item that improves AC (i.e., they may not be wearing armor, using a shield, or wearing any other magical items that improve Armor Class). They may, however, benefit from additional spell-based protections.
Repair Minor Constructs (3×/day): As a melee action, the wearer can touch any damaged golem with 10 or fewer Hit Dice and restore 1d6 hit points to it.
Will of Iron (1×/day): As a spell action, the wearer can attempt to exert control over golem with 10 or fewer Hit Dice within 30'. The golem must make a successful save vs. spells or be charmed by the wearer for 1 minute. Control will be lost if the golem moves beyond the 30' range of the ability.
Side Effects
Wednesday, June 14, 2023
Monster Stat Concept: Disposition
Yesterday, I introduced the concept of monster Motivations as a way to help understand how to use that monster when designing encounters, or what they might be working toward when encountered as wandering monsters. But motivation only explains what the monster wants. Disposition, on the other hand, is a way to help understand the general attitude of the monster, and how they interact with others. This again is because alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters.
Many of you may have seen the alternate Reaction tables I created (that appear both in Petty Gods: Expanded Edition and RS1: Fang, Faith, and Legerdemain B/X Rules Supplement. The idea is that Reactions table can be created around Dispositions, with extremely good and bad reactions stemming from that Disposition. E.g., a bad reaction from a Passive creature shouldn't be the same as a bd reaction from an Aggressive creature. Below is an example of a custom Reaction table around a Passive creature (the Álainn, from the Creature Cache).
You'll see there's a noticeable correlation between many of the alignments and the Dispositions, but there's a nuance in some of these Dispositions that alignment doesn't capture (e.g., consider the differences between a True Neutral animal that is Aggressive vs. Passive, or a Lawful Good humanoid that is Friendly vs. Passive, or a Chaotic Evil fiend that is Aggressive vs. Manipulative.
DISPOSITION provides a general reference for the way a monster of that type typically interacts with other creatures around them, though it may vary among individual creatures of that type. Disposition is the main factor when determining a monster’s Reaction during an encounter. Following are the standard Dispositions, though the DM may develop their own.
Friendly. Friendly creatures will generally approach other creatures optimistically, unless they know those other creatures to be dangerous or hostile. Furthermore, friendly creatures with a greater intelligence can often be counted on to help the PCs or offer them assistance in some way.
Passive. Passive creatures generally prefer not to interact with other creatures, and rarely (if ever) attack. If attacked, they are more likely to flee (if they are able) than to engage.
Indifferent. Indifferent creatures have as much likelihood to interact with other creatures as avoid them altogether. They generally won’t take interact other creatures unless approached, provoked, or otherwise engaged.
Ambiguous. Ambiguous creatures are not prone to any particulary behavior, or they have unclear intentions. They are unpredictable and may act in in a number of ways, depending on the situation.
Rational. Rational creatures are unemotional and considered. They will take their time to examine the parameters of a situation before acting or reacting (if the situation allows).
Aggressive. Aggressive creatures are typically short-tempered, acting with hostility and arbitrary violence, spurred on by greed, hatred, vengeance, or bloodlust. They are likely to attack on sight, though more intelligent creatures of this ilk may weigh their chances of success in combat before engaging opponents.
Manipulative. Manipulative creatures are possibly the most dangerous of all the disposition types. They rely on cunning, guile, and deceit to achieve their goals, and may act in almost any of the manners outlined above. They are unpredictable and sometimes downright devious. They may simply be mischievous or they may be driven by darker goals. They may pretend to be an ally, only to turn on the PCs later. They may use their charm and persuasion to influence the actions of those around them, possibly even getting the PCs to turn on one another. They may even resort to intimidation or aggression if they think it will work. There is little a manipulative creature won’t do if it helps them achieve their goals.
Tuesday, June 13, 2023
Monster Stat Concept: Motivation
On the whole, I find that alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters. To that end, as part of the Expanded Creature Cache stat block, I'm playing around with the ideas of "Motivation" and "Disposition." Then, in combination with the classic Monster Manual stats (like Intelligence), you start to get a better idea of how to play the monster.
I've come up with the following as the working version of the Motivations. Dispositions will follow in a future post.
MOTIVATION describes the most common motivation(s) for the creature, most typically when encountered as a wandering monster. The actualy motivation may vary depending on the encounter and the scenario (as outlined by the DM).
Territoriality. The monster is fiercely protective of a particular area, typically attacking anyone who enters their domain.
Protection. The monster acts out mainly in defense of other creatures, either because they are charged with doing so or they are naturally inclined to do so.
Survival. The monster acts out of a desire to protect themselves, their offspring, or their territory.
Hunger. The monster is a voracious predator, driven by a need to feed on other creatures.
Greed. The monster is motivated by a desire for wealth, power, or other material possessions.
Dominance. The monster either seeks to gain or maintain control over others, typically through fear or manipulation.
Vengeance. Monsters may seek retribution against those who have wronged them, either in the past or in the present.
Loyalty. The monster is likely to serve a powerful master or follow a particular ideology, acting out of a sense of duty or obligation.
Curiosity. The monster may be driven by a desire to explore, learn, or understand the world around them.
Insanity. Some monsters may be driven by madness, chaos, or a desire to cause destruction for its own sake.
Friday, June 9, 2023
Did you know I wrote a Universal/Generic RPG in the 1980s?


I'm quite willing to admit the game has its flaws... I mean, c'mon, I was 16 or 17 when I wrote it. (e.g., there is a very convoluted constitution-to-hit-point system, and there is an innovative but ultimately ill-conceived initiative and movement tracking system, and while it purports to handle supers among its genres, I can't claim that it actually scales to reflect the expanse of power levels between the weakest and strongest heroes). But over time, I have more and more appreciation for the fact that it uses d6s only, and led to some underlying things that Welbo and I would like to see become part of a "2nd Edition" of The System. (Should we ever get back to it.)
There have been some interesting developments over the last ten or twelve years. For example, it was poised to become a guy in Brazil's replacement for GURPS. I've also received several emails over the years with people asking about using the underlying system as a framework for other games (both tabletop and computer-based), though nothing has ever materialized from those inquiries.