Tuesday, May 26, 2026

Royal Decree, 26th of May, 1084 KR

BY DECREE OF KING WINSTON II,

AS OF THE 26TH OF MAY, 1,084 YEARS AFTER KING JEREMIAH III DEFEATED THE KORLAI AT THE CURSAKH FIELDS:

New laws regarding adventuring companies and taxation will be in place:

  • Unlicensed adventuring companies will be taxed at 20% of their gross earnings.
  • Licensed adventuring companies will be taxed at 10% of their gross earnings.
  • To become licensed, a company must register with the crown (for a 2 gold piece (200 bronze pieces) one-time registration fee) and then purchase adventurers licenses for every member at 8 gold pieces (800 bronze pieces) each. A company is not considered licensed unless every member has a license.
  • If a member dies, the license can be given to a replacement member for a one-time processing fee of 4 gold pieces (400 bronze pieces).
  • The company license must be presented with every transaction any member wishes to make in the realm.
  • Illegal transactions will result in possible penalties including (but not limited to): confiscation of property, fines up to 1 platinum piece (1000 bronze pieces), restitution, imprisonment, and banishment. 
  • These taxes and customs are to fund the King's peace and the greater prosperity of the realm. This decree is made under the authority of King Winston II, King of Jerovia.

    Signed,
    King Winston II 

     

     

    Monday, May 25, 2026

    Generic Magic Items I

         One of my players asked me for a list of generic magic items for people to ask for in my Dungeon Fantasy game. Thus, here we go. I didn't use Meta-Tech for this. Other potions from other books are also available, which is only relevant if you are playing in my games.

    Generic Magic Items

    Belt of Strength, $7,500. Grants +1 to ST while worn.
    Boots of Elvenkind, $10,000. DR 2. Grants +2 to Acrobatics, Stealth, and Climbing while worn.
    Boots of Speed, $15,000. DR 2. Grants +1 to DX and +0.75 BS while worn.
    Cape of Grace, $10,000. Grants +1 to DX while worn.
    Cloak of Elvenkind, $10,000. Grants +5 to Camouflage 
    Genius' Circlet, $40,000. Grants +2 to IQ when worn. Cannot be worn over a helmet.
    Girdle of Giant Strength, $22,500. Grants +3 to ST, but does not increase HP, when worn.
    Goggles of Eagle Vision, $8,000. Grants +2 to Perception for Vision purposes when worn.
    Helmet of Telepathy, $10,000. DR 5. Works as described on B91, as Telesend with Universal as a modifier.
    Pendant of Anubus, $50,000. Grants +3 to use all clerical spells while worn, but does not increase bonuses for Rituals on page M8+.
    Ring of Constitution, $5,000. +1 to HT checks (as with Fit, B55) as well as +1 Global DR when worn.
    Ring of Greater Protection, $30,000. +3 Global DR and +3 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
    Ring of Intellect, $20,000. +1 to IQ when worn.
    Ring of Lesser Protection, $10,000. +1 Global DR and +1 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
    Ring of Protection, $20,000. +2 Global DR and +2 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
    Ring of Wisdom, $5,000. +1 to Will when worn.
    Vitality Torq, $19,500. +2 to HT checks (as with Fit, B55) as well as +1 Global DR and +1 HP when worn. 

    Friday, May 22, 2026

    The Great Dungeon Crawl, Session 2: In Over Our Heads

    May 16th, 1084 Korlai Reckoning.
    Recap written by Torgo.

    Characters:
    Terragen as "Bea" [75]
    Torgo as "The Archwizard Blileninane" [77]
    R.I.P. Bromil Grumblebottom


        When a dungeon delve is going poorly, never let it be said that things can only get better from there. For what else is the purpose of a dungeon, but to find rock bottom and dig another floor deeper?

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