GMF members creations thread

Alright, anyone who has something they have made that they would like to share, post it. If you have a magic item or new creature, show it off to all the other members, and see if anyone else can use it in future acts of evil... :uhoh:
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First Post
I is not finished with the flava for teh couatii..... Arrrg. I don't even have the paper with their stats on it lol

so as I get it I'll post them...


First Post
I've got some stuff comming as well (for this thread and the Undermountain thread). I just need to catch up an RL first after some of the big posts I put out last week (those things eat up the extra time).


First Post
Okay, well this is a magic item I introduced in my current campaign that's really mostly for flavor, but it became an interesting and central item to the party. It's more story than statistics, but I hope you find it interesting.

Back when they were third or fourth level, the party defeated a small band of ogre raiders. They cast detect magic on the stash, "just in case" and were surprised to come up with one item ... a pewter mug. The mug had three markings on it; a rune for the sea, a rune indicating a bird above that, and a rune for the guiding star above that. An identify spell told them that a simple toast to the Goddess of Vice would fill the mug with ale. And it was the finest ale they'd ever tasted!! And it worked over and over and over again. It seemed bottomless!

They used the mug frequently. For their own use and to help win over friends (which worked quite well). There was even talk of opening their own tavern with the mug acting as their sole source of ale ...

Ah, but nothing is ever that simple, is it?

Flash back almost 300 years ago. The Soaring Gull Tavern (on the opposite side of the kingdom from where the players are now) has been beset by pirates!! The owner's wife and son have been kidnapped and Ol'Shaky Bones himself is loading barrells of the finest ale in the lands onto his dread ship. In steps Roderigo, one of the swashbuckling heroes known as the Sea Swords! He single handedly rescues the woman and child, and with the aid of some of his commrades slew or drove off the offending pirates!

Caliphus, the owner of the famous tavern is eternally grateful, but Roderigo eschews any monetary reward. "Just save a glass or two of that fine ale for me." Well, Caliphus does one better and has a unique and special magic item created just for Roderigo ... it's a pewter mug with the symbol of the Sea Swords (the sea and guiding star) as well as the symbol of the Soaring Gull Tavern ... and anytime he toasts to the Goddess of Ale, a full draught is instantly teleported from one of the kegs in the basement straight into his cup!

Back to the present ... the Soaring Gull tavern has changed ownership many times over, and the tale of Caliphus and Roderigo is long lost. The mug itself has changed hands several times over and for generations nobody has even realized that it was anything more than an old and battered mug.

But now suddenly gallons of ale are disappearing from the Soaring Gull Tavern! The owners make light of it at first, telling tales of old brewmeisters come back as ghosts to sample the product to make sure it's as good as ever ... but after they begin finding cask after cask of empty ale it becomes a more and more of a problem! All kinds of guards and wards are set up but to no avail ... the thieves remain unchallenged!

Finally some divination magic reveals that the ale is being teleported far away ... and to a certain party of now (somewhat) famous adventurers!

Well after the winter thaw, the inevitable confrontation took place! The party handled it graciously, and offered a generous sum for the ale consumed. At first the new owners suggested the mug should be returned ... but when they began to see how famous and popular these advernturers were here in the affluent eastern side of the kingdom they came up with a different offer ...

Now the party has a tab at this tavern hundreds of miles from their home base ... but the rates are better than normal patrons. Why? Because every time they offer up a drink they make sure to tell everyone in earshot how much they love the Soaring Gull Tavern and how it's got the finest ale in all the land! And how they love to visit there every time they're out in the western part of the kingdom ...

Yup, they're the first adventurers (in my world, anyway) with an endorsement contract. ;)

-- Mark C'sigs

MarkCsigs said:
Yup, they're the first adventurers (in my world, anyway) with an endorsement contract. ;)

-- Mark C'sigs
Lol, this is great! This is also what I want on this thread, interesting creations and the history of how they effected your campaign. Or even if they didn't effect it, just so long as they're interesting.


First Post
Okay. I'll keep posting some spells for a Runemaster PrC I was designing years ago during 3E, but never came to its conclusion. Disclaimer: I dont know and dont care of similar spells have appeared in published supplements; nobody cant own them all.

Here's the first one:

Indestructible Script
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 250 words (one page)/level
Duration: One week/level
Saving Throw: None
Spell Resistance: No
This spell makes both mundane and magical writings waterproof, fireproof, and resistant to any other non-magical effect that would erase or destroy the script. It also protects against erase spells, adding a +20 to the DC for the needed caster level check. Indestructible script works on other text-based spells like explosive runes, glyph of warding, arcane mark, sigils, etc.
Material Components: A pinch of silver dust worth 50 gp.
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First Post
Back during my now defunct Ancient World Campaign. I thought it would be really cool to adapt the socketed item/gem concept from Diablo II to D&D. Thus, the following was born. I kept the history intact due to BoDs request. If this is to much text I can remove it and tone it down in the future (I drew a lot of inspiration from the old Ed Greenwood articles in dragon back in 1E).
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First Post
Socket Magic Items

During the second age of the Ancient World the elven nation of Sylvystaar worked with the gnomes of Silverwood and Rockwood to create a new magic item. The elves knew that a great war would come and the Titans to the east with the giants and their hordes to the north would eventually crush them. They wanted versatility for the vast hordes they would have to face. The prospect of magical powers and summoned outsiders just added to the elves concern.

Versatility. Something new. How do you "Engineer" magic?

The gnomes were consulted and their best wizards, sorcerers, alchemists, and engineers journeyed to Syl-Mar. The gnomes worked with the elves for years at Syl-Mar with various results (Faeditoas, elvish for 'hail of pink bubbles', is an annual celebration in Syl-Mar on the 6th day of the Vine that commemorates one of the more 'glorious' failures). Finally, a new class of magic items was born. The new magic items came in two parts, a standard item with a socket for gems to fit into and the gems themselves. The 'standard item' was an enchanted weapon, shield, amulet, or bracer. The gems would carry a special power that it would give to the item it was 'locked' into. When the special power provided by the gem was no longer useful, a magic word would release the gem. The user could then lock another gem with a more useful ability into the item. Gnomes and elves were equally impressed and creation of these items began.

The use of socket items during the Titan War is documented in the history books and the defence of Sylvystaar, Silverwood, and Rockwood will not be repeated. However, it is important to note that they were successful and the new items did not go unnoticed. Soon, socketed magic items appeared in Aleraek, Scorlun, Lokimstrom, Silver Spires, Adreran, and the Cedonian Empire. However, the mages of these regions could not discover the one secret of the elven and gnomish originals - the encoded magic word to release a locked gem. The burst of copies was short lived. The merchant princes of Adreran were dissatisfied with 'cheap copies'. The noble houses of Scorlun wanted real weapons with 'artistic' character to hang their dynasties on. As all things magical, new fads provided entertainment to the tower barons of Silver Spires. Finally, as all things in Cedonia, their culture vanished when Ru invaded during the first century of the current era. A few still practice socket creation in Aleraek and Lokimstrom to this day.

The Elves of Sylvystaar stopped their creation of original socket items in the sixth century after the necromancers of Ru were completely driven from Cedonia. It is assumed that the destruction of so much woodland during the battles with Ru and the following shrinking of Sylvystaar into smaller [communities] caused a total refocus of the elves living in the region. Some sages speculate that the secrets were lost, but that seems unlikely since a few elven houses in the Silver Wood and Rockwood still create originals.


The gems come with various enchantments; each is listed with the special power it provides to the weapon, shield, or bracer it is 'locked' into. For ease, a listing of modifiers is provided. The modifiers are bonuses and follow the format used in the DM's guide (page 180 and 184). A socket item itself has a market modifier of +1. If it can release it's gem is has an additional market modifier of + l (or +2 total). A gem can be bought or sold by using it's modifier as abase and consulting the charts in the DM's Guide. A socket item that is already assembled and does NOT release its gem is considered complete and there is no market modifier for it beyond the items cost plus the gems modifier.

Example: A plus one long sword normally costs 2,000 GPs (plus the masterwork sword), a socket long sword would cost 8,000 GPs and one that has the power to release it's own gem is 18,000 GPs. If you buy an enchanted black agate it would cost you 2,000 GPs. If the black agate was already in the sword and this sword cannot unlock its gem it would cost 8,000 GPs (like a normal enchanted weapon). If you bought the better sword with the black agate it would cost you 20,000 GPs (18,000 GPs for the sword + 2,000 GPs for the gem).

'Modem' socket items do not have a magic word that will release the gem once it is locked into the item. Originals do have a magic word but finding that magic word is another story. Most have been lost to time and tragedy. Research and spells are the most used means of discovering a forgotten magic word. Sometimes, a previous owner or the family can provide the answer. Well schooled individuals may recall reading about the item in question, but the number of originals make this difficult even if the weapons origins can be properly identified (Knowledge Arcana check at DC20 to identify a socket item as an original, DC30 to identify the origin of an item, and DC35 to know the magic word).


Note to players and DM's playing with socket items.
Want to use socket items but the market cost is to high for the current party level. Just insert an item with a releasable gem into your next hoard but don't provide the magic word to release it. The party can't possible identify the item themselves thus making it like the less expensive non-releasable version. After a few quests the party is now higher in level and ready to find the magic word and own a powerful magic item (or maybe to find the magic word was the quest!

Players beware! Unscrupulous merchants may try to sell of a non-releasable item for one that is releasable. Always get the item identified first.

Description of gems for Socket Items and their market value (modifier)

Type of Gem…………………Amulet…………………Bracers Modifier………………..Price Modifier

Agate, Black ……… 2 enhancement to Wis ……..Acid Resistance 5 ……………………...1
Amethyst, Veined ….plus 2 enhancement to Dex … 1 to saving throws ………………..1
Archon's Tear ………plus 2 enhancement to DC of Spells… Spell Resistance 15 ………………….....3
Diamond, Perfect … 2 to all saving throws ……..Damage reduction 2/- …………………2
Hellstone ………… 2 enhancement to DC of Spells …..Spell Resistance 15 ………………….....3
Moonstone, Pale ………..Ghost Touch spells ………Cast Mage Hand (3/day)……………….....1
Opal, Fire ………… 2 enhancement to Str …..Fire Resistance 5.....……………………..1
Quartz, Jagged …… 2 enhancement to Cha ……Sonic Resistance 5...……………………1
Sapphire, Blue …… 2 enhancement to Con ……Cold Resistance 5...…………………….1
Topaz, Blue ……… 2 enhancement to Int ……Electric Resistance 5...…………………1

Type of Gem…………………Armor…………………………Weapon..………………..Price Modifier
Agate, Black………….......Acid Resistance 5 …………..adds 1 d6 Acid damage………………….1
Amethyst, Veined.…Increases Armor Bonus by 1...Increases Weapon Bonus by 1…………1
Archon Tear…………. Protection from Evi110' Radius ….adds 2d6 Holy damage …………………....3
Diamond, Perfect …….Fortification (50% chance)……Keen or Impacting……………………....2
Hellstone……………...Protection from Good 10' Radius ……adds 2d6 Unholy damage……………...3
Moonstone, Pale ……….....Ghost Touch ………………..Ghost Touch ………………………..........1
Opal, Fire……………….......Fire Resistance 5………….adds 1d6 Fire damage………………….....1
Quartz, Jagged ……….....Sonic Resistance 5.………adds 1 d6 Sonic damage.………………...1
Sapphire, Blue ………......Cold Resistance 5.…………adds 1d6 Cold damage.……………….....1
Topaz, Blue ………….......Electric Resistance 5 …….adds 1 d6 Electric damage……………...1

Ghost Touch Spells allows a spell caster to cast spells that have the "Ghost Touch" ability and target incorporeal creatures normally by sacrificing a spell slot of the same level as the spell cast.

Mage Hand is cast as if the caster was a 6th level Sorcerer.

Increased weapon and armor bonuses increase the natural bonus of the weapon or armor and stack with other bonuses.

Archon’s Tear and Hellstones have an alignment. If an opposing alignment handles the planar gem in question or an item it is attached to, then he loses one level until he discards the item or gem.

Captain NeMo

First Post
Here's a homebrew nation of mine, tell me what you think.

Endelhast-Kingdom of the Iron Wolf
Government Type: Constitutional monarchy, hereditary (male/female eldest)
Ruler: King Ardel Rynforth (human fighter3/aristocrat4; LN)
Important Figures: Shamnook Foxwood, mayor of Endeldor/adviser to the throne (gnome sorcerer 3; LG) Marmaduke Palms, councilmember (rogue 3; LE) Hanthen Cor (cleric 2; N) Fanulgang Nunk, ambassador supreme of Gemmel (rogue 2; NG)

Population: 141,000 (42% human, 29% gnome, 9% elf, 7% Halfling, 9% other
Note: it is expected that there are around 20,000 further residents unaccounted for.
Capital: Endeldor (12,000)
Major Towns: Nemshack (4,500); Riverguard (4,000); Tinth-Port (2,100)
Towns/Villages of Interest: Lorim (800); Colok (550)

Language: Wooden-Coast (common), Gnomish
Alignments: Vast majority good-neutral. Chaos/law axis varies
Magical Prevalence: Less than standard, prejudice against it by most peasants. About ¼ a percent of the population have ever cast a spell (whether divine or arcane) and another 1% has got the potential to cast spells, although most never do..

Provinces: Northern Borders, Heartland, Gemmel, Chenth
Major Geographical Features: Lontallow Moor, Tiver Sarn, God's Beard, Farl Mountains, Worg's Course, Darkbranch Forest, Dabbel Lake
Other areas of Interest: Lorim Keep, Glory Path, Field of 1,000 Scarecrows

Coinage: PHB standard
Imports: Furs, exotic beasts, weapons
Exports: Lumber, vegetables, livestock

Military: 3,000
Navy: 12 warships, 3 war galleys, 5 sailing ships (modified)

Foreign Relations: Endelhast is but a dwarf of the previous kingdom’s glory. Unclear borders, lack of unified government and small population ensure it is no major player in foreign politics. It has, for the most part, chosen to abandon faraway contact, exploration and even settlements. Their closest neighbor and ally is the nation of Quain. Their relationship has been odd, to say the least with countless squabbles, on-and-off treaties and even an outright war between them in generations past. Quain’s history of magical experimentation and recent desire to explore far and wide has been much to the disapproval of Endelhast whilst Endelhast’s internal politics and reclusive nature infuriate the rules of Quain.

The northerly Dwarven kingdom of Thorl maintains an inactive alliance with Endelhast. Due to their mutual need for skilled craftsmen peoples from both nations frequently emigrate to the other nation to find work; commonly, bands of dwarven stonemasons, jewelers, doctors and warriors will find work in the south and farmers, carpenters, alchemists and sailors will move to Thorl for employment. Raider war bands around the northern borders of Endelhast (and the southern borders of Thorl) will often be rooted out by the joint efforts of the two nations so they can easily remove the mutual threat.

As far as more exotic nations go the mercantile islands of Zaraven have taken minor interest in Endelhast as a potential new market and territory to conquer. Aside from the tales of sailors and explorers each knows little about the other, however.

Internal Culture: Endelhast is known as the Kingdom of the Iron wolf for several reasons: the first of which is that it’s first king, Rynforth, is said to have had the strength, ferocity and even some of the features of a wolf. The second is that it has an unusually large wolf population, both feral and semi-domesticated. The emblem of Endelhast is a mighty iron shield adorned with wolf pelts, claws and markings and its military is filled with titles and ranks relating to wolves. Both feared and revered, wolves are a center of cultural identity.

Like any medieval society, Endelhast has numerous taboos and prejudices; although the majority of these are atypical of “civilized”, humanoid society, there are a few specific rules governing day-to-day life that are worth noting. Age is very important for the purposes of rights and ability to find work. The age of adulthood is regarded as 18 years for humans and 25 years for gnomes (other races set their own age of adulthood depending on their culture of origin). At this point, a person can marry, drink publicly, enlist in the military, own property and do a number of other, more minor things. Gender can also inhibit day to day activities although it mainly affects careers. Women are encouraged to pursue homely tasks such as tailoring, craftwork, cooking and shop keeping and men would be outright ridiculed (in more rural areas, at least) if they didn’t have a more masculine career like that of a sailor, soldier of blacksmith. To get married individuals must have permission from their parents, local professional (such as a doctor or banker) and a clergy member who will perform the service. If both people are over the age of 28 then they do not need their parent’s permission but must still have the blessing over a friend and the clergymen.

Due to its reclusive nature, Endelhast has had little chance for its population to be interspersed with many exotic races. The majority of the population consists of gnomes and humans who share a mutual respect for themselves and a love of the agricultural lifestyle. Depending on the region other races can be found, and in some cases they are quite common; elves sometimes dwell in the forest-bordering villages of Chenth and dwarves in the keep-towns of the northern borders. To a certain extent, you can find pockets of Halfling communities in the coastal regions to the east.

Whilst giants and goblins are (with some good reason) unwelcome and kobolds unheard of, vaguely civilized humanoids are usually treated with awe and curiosity rather than outright hostility. Beasts of magical origin are ruthlessly hunted down when possible due to past destruction wrought by creatures that spilled over from Quain.

The Endelhastian Calendar is the simplified version of the Quain astronomers system and is used by most people of the Wooden Coast. Much like our own, modern day calendar it has a year around 365 days long broken into 12 months or 52 weeks. Because even such a simple system can be difficult to keep track of, many people keep track of the time of year by the numerous festivals and holidays throughout the months. Of course, there are many others but for the sake of brevity they can be addressed as needed.
Major Holidays said:
New bloom: Unsurprisingly New Bloom takes place in the early to mid spring depending on the weather as a celebration of new starts and beginnings. This holiday is celebrated differently from place to place but wildflowers hunts are common in small villages. If a new monarch needs to be crowned (for whatever reason) it will usually be put off until this period to reinforce the feeling of new beginnings.

Rynforth’s Day: The savior of the old people and sovereign of the new kingdom; the warrior known only as King Rynforth led the peasant’s revolution and defeated the old aristocracy. After finishing a 4 year war at the battle of Lorim Keep he was paraded through Lorim and back to the capital to be crowned King. If current conditions permit, the current monarch will have a parade trough Endeldor in honour of the occasion.

Birthing: Many families hope for new arrivals to be born in early summer so that the earliest (and most vulnerable) months of it’s life are in favourable conditions and not in the harsh winter. Birthing takes place on the last day of the first month of summer. Any deities of fertility known and revered by the people are worshipped thanked for the safe deliveries.

Garlengdum: A holiday of gnomish origin, Garlengdum is also known as the fool’s day because of the tradition of playing jokes on one another on the day. It has a dualistic purpose as a day to lighten people’s spirits in the time before the harvest and tough winter as well as to give the thanks to Garl Glittergold for protecting the gnomish people. Garlengdum is celebrated in the late summer (right before autumn) by most people although the gnomes are obviously more enthusiastic about it than others.

Winterfest: Great feasts in winter-time are a staple of fantasy cultures and Endelhast is no different. Once the harvest has been collected and this livestock it is decided how many of the animals can be afforded to keep over the winter. Any that cannot be kept (usually the old or lame) are killed or, uncommonly, traded. Those that are killed make up part of the great feast to celebrate a good harvest.

The government system is fairly simple compared to some other foreign ruling bodies; a basic look (from top to the bottom) starts at the monarch and council. The monarch (usually a king, although powerful queens are far from unheard of) has certain powers over the nation and army but is usually kept under tight supervision of the council. No major decisions can be made by the monarch without support of the council and in recent times there have been major power struggles between monarch and council as well as within the council itself. Secondary powers at this level are close relatives to the monarch and any personal advisers they might. Often one or to of these secondary authorities may have a position on the council. Note that an individual councilmember is effectively a powerful noble. The council as a collective, however, has enough political power to overrule any decision by the ruler…thankfully they are usually too busy squabbling amongst themselves to unite against the ruler. Ower down the tiers becomes slightly more complicated with numerous overlapping titles and ranks. The mayor of each individual town is probably the next most influential person followed by the numerous bureaucratic officials that influence city life. The lowest of the tiers comprise of barons of small collections of villages and/or hamlets who rarely deal with anything outside of their territory.

Illiteracy is quite common among poorer people’ whilst the wealthy pay for the private tuition from scholars and scribes the peasants must make due with home-schooling the most basic skills. Priests of a more good-natured bent (particularly those whose patron values knowledge) may set up classes for poorer children in reading, craftwork and other simple skills. There are no large schools in Endelhast and certainly none teaching the arcane arts. Simple training for warriors is offered in larger cities and in villages based around an active fortification but this is not much more than how to wield and a sword or other martial weapon with some ability in combat. Because of this lack of educated individuals Endelhast’s economy relies on logging and farming as backbone industries and the lack of skilled warriors means that it’s military is quite poor. It is quite possible that Endelhast’s only reason for not having been conquered is it’s relatively safe location along the wooden coast.

The most commonly worshipped god’s are Fharlangh, Kord and Garl Glittergold. Churches to each can be found in all large towns and holy places are scattered throughout the wilderness. Druidic traditions are hated or ignored by the people and only unpredictable arcane magic is more reviled by the general population.

Warfare: The Shield of Endelhast is a tiny remnant of it’s former glory. Small in number, there are barely enough men to patrol the troublesome border spots without thinking of foreign battles and bolstering the town guards in times of need. Little conflict involving them takes place outside of Endelhast aside from when a group is sent to help suppress attacks on Thorl’s borders.

The Shield of Endelhast is also includes the small fleet that patrols the coast and river Sarn although most of the ships’ crews are civilian sailors trained to use ballista’s and not actual warriors. Actual numbers of men (women are rarely, if ever, allowed to join) are around 3000 with about ⅔ of which being human and the remainder being mostly gnomish. Other races are rarely allowed into the SoE (officially…) and so make up a tiny fraction of it.

At the present time there are approximately 1250 medium warriors, 550 light skirmishes, 920 bowmen, 10 officers and 200 miscellaneous soldiers, mainly consisting of siege weaponry engineers and heavy cavalrymen; humans make up a good deal of medium warriors and cavalry due to their obvious size advantages whilst gnomes make good skirmishers and engineers. Organization consists of “hunts” of soldiers numbering at about 300 led by a commander referred to as a “long fang”. Each of these hunts are grouped into “packs” of 3 in times of need with the tenth being the slightly larger and more experienced hunt headed by the general of the army.

History: The beginning of the new empire is marked as the same day as the battle of Lorim keep, some 327 years ago. Records of the old empire are few and far between since most libraries and repositories were badly damaged during and after the 4 year war (along with everything else). Those records that still exist are highly valued and held secretly because of their worth. Most people do not understand nor car for the intricacies of history and most are merely taught that the old empire was bad. The average peasant or careless aristocrat are happy with this explanation as it allows them to go back to enjoying themselves without having much thought provoked. The details, for those whom may care to learn of the history of Endelhast, can be found in the "Histori Desroud III: Wolfe etek Wor”-or in common,: “Undecorated History Volume 3: Wolves of war”.

Excerpt from Chapter 1: Overview of the War and the Deeds of Rynforth

Histori Desroud III: Wolfe etek Wor said:
“The 4 year war had been brewing for many years due to unrest in both the peasantry and lower aristocrats. Lower nobles had been unhappy with the meager power they had compared to others and were keen to grab wealth for themselves. Naturally, after goading from the lesser aristocrats the peasants realized how badly they too were treated by the upper nobles.

A month of riots and small uprising throughout hamlets was the first and most obvious sign that a civil war was on the verge of spilling over, so to speak. Tax collectors from larger cities were beaten and stoned by villagers before being hung from trees for any who wished to try their luck. Amusingly, a great deal of barons had helped arm their peasants so that they could kill their very own tax collectors all in the name of stirring up trouble. Soon people refused to do the job or demanded costly escorts to assist them.

Of course this was far too costly and ridiculous to be considered but something had to be done. Soldiers and mercenaries were stationed in villages and told to make an example of up risers which only caused greater resistance by the commoners. Gangs were formed; villages isolated themselves and even started to fight against one another.
Those that were loyal to the upper aristocracy brawled with those of the lower and now it was not only between different tiers of society but also between fellow brothers.

In the midst of this, the warrior Rynforth arose to lead peasants in coordinated attacks on other areas. His bravery and skill soon became legendary along was his strength, ferocity and feral appearance. Wealthy individuals saw Rynforth as a perfect leader for the small armies they were each amassing for themselves and approached him with false stories of how they wished to overthrow the corrupt government. It is not known whether he originally intended to pursue the course he did, for it was known Rynforth was a....simple man but soon after gaining loyalty from fighting men he attacked and slew his patrons.

Taking his acquired force he conquered dozens of villages and towns from others whilst gaining loyalty from other leader’s soldiers. His dominance was primarily in the south, however, in between the God’s Beard forest to the west and the Lontallow moors to the east. At the time it was not a terribly valuable or coveted area with little natural resources and more bandits and dangerous wildlife than was worth taking care of. This was to the base of his “kingdom” for the next three years as he underwent the task of conquering the entire empire of Endelhast.

A decisive move to expand his territory was in a arc towards the south-most borders. He made sure to lead all important battles personally and favoured fighting on foot rather than horseback like his enemies. This was thought as crazy, especially considering he wore little to no armour, but even on foot Rynforth was the height of a man on a barded, well built warhorse.

Although I would prefer not to digress from the main topic at hand, an odd occurrence in the winter of the second year of the war seems to be of great note. After several days of marching away from a battlefield Rynforth and his army were exhausted and many of them badly wounded. Due to enemy fortifications in the area they were forced to head through the Darkbranch forest to avoid any further battles before they were prepared. As they marched through the thick forest fierce growling could be heard in the distance and according to accounts dozens of yellow eyes shone through the forest like windows into hell. Soldiers there had described the mist as being inconsistent and swirling around in odd, strangely defined patterns. As the hundred’s of soldiers cowered in fear demonic, otherworldly laughter boomed through the forest causing the men to drop to their knees and cover their ears. Rynforth was enraged at these creatures and dashed off into the wood with a snarl and roar similar to the one heard before. The accounts say that he did not return to them for several days, and when he did he was drenched in blood yet had very few cuts of his own.

But fanciful tales aside, the campaign to take the south was enacted with unrelenting fury. No one was masquerading under the idea that this war was about helping the peasants, and those that did did not do very well for themselves. Rynforth himself is quoted to have said that all the peasants must be helped, but only if it is by giving them a weapon to defend themselves with. The gnomes of Gemmel who had become increasingly drawn into the war since it began did not trust Rynforth but assisted him in traveling across Gemmel to reach Central Country so that the war would end soon.

The war failed to end for another one-and-a-half years but from then on until the final battles it was relatively easy for Rynforth to take the next quarter. The main opponent to have emerged from the dozens of warring houses was that of the Capolats. Led by the three siblings Sem, Harold and Haley Capolat. The country was now approximately divided in half between the warriors of Rynforth and those of the Capolats and each would be hard pressed to quickly take the other half from each other.

Nevertheless, after many battles I shan’t delve into here the Battle of Lorim Keep came in the early summer of the fourth year although it was still snowing at that time. Rynforth took it as a sign of encouragement from the god’s and forced his men to march 40 miles a day to arrive there on time. None argued.

One might ask why, pray tell, the final and most decisive battle of the war was not at the capital of Endelhast, Endeldor. The answer is that both Haley and Sem had come from leading a battle against the angry Thorlian King, Degrek Shinsplitter near Lorim. They were supposed to have arrived to aid Harold in the battle but were delayed by several days. Soon after the siege went underway Harold committed suicide by jumping from the walls of the city instead of risking facing the wrath of Rynforth. When the soldiers heard of this, the battle had effectively been won and the tiny garrison stationed there gave up almost immediately. That should have been the end of the war, but there were still some 15,000 soldiers heading towards the capital from a battle in Thorl that Rynforth had to deal with.

The march towards Lorim took about a week because of the snow and fatigue of the soldiers. The side of the iron wolves (as they had come to be known) numbered at about 3,000 and was outnumbered 5-1 to the Capolats. No one on the side of the wolves expected to win aside from Rynforth who believed that greater beings were watching over him. Fanatical to his patron’s and completely fixated on finishing the war his bravery and leadership kept his warriors following him. Unfortunately, I was but a boy at the time and cannot remember much of the mood of the kingdom, but every source I’ve gathered information from tells of the high emotions running through the kingdom. Although many were still divided, they knew how close to an end the war was and were thankful for it.
It would be days, if not hours before the fighting ceased.

Near midnight the Capolat siblings were met in battle. The force was spread between several areas with Sem taking position in the relatively small keep with a small portion of warriors and Haley commanding a force of cavalry, ballista and archers on the rocky hills. Rynforth had not a single horse amongst his men aside from those being used to carry siege equipment and his men wore nothing better than leather or chain mail armour. He took his men and positioned them to the south of the keep, just out of range of the archers and too far away for their unpredictable ballista and catapults. His orders were to take up a defensive position for his siege weapons, with his medium infantry protecting them as they advanced into range. Meanwhile his remaining warriors (himself included) would advance towards the soldiers positioned on the hills as quickly as possible. The plan was not terribly clever or even effective, but as Rynforth had proven in the past he was an able commander and could pull off even the most ridiculous plans.

The ensuing carnage resulted in him personally killing Haley and her warhorse and an estimated 600 others. Of course, reports are expected to be greatly exaggerated-especially because the only people who survived to tell the tale were on his side-but divine workings have been hinted at throughout Rynforth’s entire documented life.
The battle ended with the death of Frederick Barneln, commander of the Capolat’s first great sword regiment and was announced by the eerie cry of a wolf. In the aftermath, Rynforth was paraded back to Lorim via the main path (which has since been renamed the Path to Glory) and back to Endeldor to be crowned.


First Post
Aging paper to make it look old for Maps, Scrolls, and Books.

1. Take a small bowl, like a soup bowl, and put several Tablespoons of coffee in it. Add water and let in sit for an hour. Stir a few times through out the hour. Note: All the coffee grouds will not soak into the water (the nature of coffee) and this is fine.

2. Heat oven to 250 degrees

3. Take a cookie sheet (teflon is the best) and place the pages onto the cookie sheet.

4. Take a Barbeque brush (or a wide paint brush) and dip into the coffee.

5. Paint the coffee-water onto the pages. Do it several times if you need to make all of the pages wet. Don.t worry if there is some grounds on the pages.

6. Sprinkle some salt onto the pages

7. Cook sheets for about 10-15 minutes or when the pages look dry. Judge by eye.

8. Ignore the looks and commentary from Mrs. Nightcloak (this one is optional)

9. Remove and let cool. Dust remaining grounds off of pages.

10. When dry. Go outside, take a match, and burn a few edges for flavor. BECAREFUL, not only for your sake, but don't let the burning go crazy or you will lose a bunch of your hard work.

Some more thoughts:

Let it sit for a week to air out the coffee smell.

Soaking the pages and adding salt should cause circles in the pages or little cracks to help it look aged. You may need to experiment.

Experiment with placing little notes on the side and the burning the end of the message. The players will use their imaginations to complete the message. Kudos if it is an important clue they can go back and fill in later.

These are the results I got with a spellbook I made two years ago: Posted Pictures
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First Post
Heh...I'm waaay too lazy these days to write that much... LOL... most of my campaign stuff is in my head or the memories of players. I used to go all out, writing histories, cultures, races, drawing maps, etc. Not so much now. We get to play so very infrequently now it's really not worth the effort.

Nightcloak said:
I've got some stuff comming as well (for this thread and the Undermountain thread). I just need to catch up an RL first after some of the big posts I put out last week (those things eat up the extra time).
YAY!!! I'm not as useless as I seem! Now where's that damnable dancing smilie???



First Post
All I have to contribute really is a homemade Critical hit and fumble system for d20. It's pretty simple, though some of the weapon's rules have to modified a bit and you have to go back to using an old school table to match things up, but it's pretty quick and easy to use.

It doesn't translate well to posting it as a text file, but if anyone is interested, email me at


First Post
Only thing I have that can really be used in this thread is a Mana system which I used in 3.0 a few times.

Take Caster's spell attribute bonus (WIS, INT, CHA, etc.) and add 1d10 for first level,
For each consecutive level use this same formula Attribute Bonus + 1d10 = Mana Gained

Spell cost was set as 1 mana for Cantrips, and Spell Level*10 = mana cost

All spells take 2 to 5 rounds to cast depending upon the difficulty of the spell, and added skill for casters that allowed them to commit spells to memory faster so as to reduce Casting time by one round.

We came up with this so that our casters could do away with spell prep, and have spells they knew available to them at all times. Helped out alot with particularly small gorups where you only have one caster.


First Post
Jodjod said:
Here's a homebrew nation of mine, tell me what you think

Wow. And I thought I wrote long posts...

That's looking very good Jodjod. Sorry it took a while to respond, but I had to wait until I had some time to read through everything without interuptions.

I like the detail from modern concerns to the detailed history. Cultural detail is another great bonus. To many people forget this wonderful aspect of society to use while detailing their worlds. You even put "historical referance" quotes in.

I'd say it is looking good my man. This just begs the question, when will we see "Jodjod's Guide to [Insert World Name Here]". :)

Note: The last statementand may be humorous, but it is serious also as it is comming from the man who is currently writing his own: "Encyclopedia Wraithsword" campaign guide. You can never have enough world detail as far as I'm concerned :cool:

Captain NeMo

First Post
Nightcloak said:
Wow. And I thought I wrote long posts...

That's looking very good Jodjod. Sorry it took a while to respond, but I had to wait until I had some time to read through everything without interuptions.

I like the detail from modern concerns to the detailed history. Cultural detail is another great bonus. To many people forget this wonderful aspect of society to use while detailing their worlds. You even put "historical referance" quotes in.

I'd say it is looking good my man. This just begs the question, when will we see "Jodjod's Guide to [Insert World Name Here]". :)

Note: The last statementand may be humorous, but it is serious also as it is comming from the man who is currently writing his own: "Encyclopedia Wraithsword" campaign guide. You can never have enough world detail as far as I'm concerned :cool:

Cheers, I'm quite fond of Ol' Endelhst only if I could get around to writing about all the other nations I've got up in my head. Well, there's the merchant influenced, vaguely anglo-saxon dwarves, the Halberd Legions of Quain, the ice-keeps of Nistord...yes, I'll better be getting on with all this. I'm terrible with working though, very lazy...tell yer what, I'll post up some more details if you tell us a bit more about that Encyclopedia: Wraithsword of yours. ;)


First Post
Jodjod said:
I'm terrible with working though, very lazy...

Yea, I know the feeling. So much you want to do. So little time to do. And when you have the spare time, it can be hard to motivate. I end up working on smaller projects for here now days or just post in general. :)

...tell yer what, I'll post up some more details if you tell us a bit more about that Encyclopedia: Wraithsword of yours. ;)

Hmm... That would be a good motivator.

I wonder if anyone else would like to do such a thing. If the community would want to even see such a thing or read it all...

Opinions anyone?

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