Apr 23, 2023

Radgridr - Valkyrie of Peace

Valkyrie of Peace 

Demi-Goddess, Medium Humanoid, Lawful Good

Armor Class: 4 [18]
Hit Dice: 10 (85 hp)
Attack Bonus: +10/+5
Attacks: Fridarhorn (1d10+4, 19-20/x2)
Move: 30 ft. (60 ft. flying)
Save: D12 W11 P14 B15 S17
Morale: 11
XP: 14,000
Treasure Type: M, Q, U, V
Str: 18 (+4) Dex: 16 (+3) Con: 16 (+3) Int: 14 (+2) Wis: 18 (+4) Chr: 18 (+4)
  • Divine Grace: Radgridr adds her Charisma bonus to all saving throws.
  • Aura of Courage: Radgridr is immune to fear, and allies within 10 ft. gain a +4 morale bonus on saving throws against fear effects.
  • Aura of Peace: Radgridr can calm emotions in a 20 ft. radius. Creatures within the radius must make a save vs Spells or be calm and unable to initiate hostile activity for 2d6 rounds.
  • Divine Health: Radgridr is immune to all diseases, including supernatural and magical diseases.
  • Divine Wings: Radgridr's wings allow her to fly at a speed of 60 ft. with good maneuverability.
  • Butterfly Affinity: Radgridr can communicate with and command butterflies within a 100 ft. radius, using them as spies or messengers.
  • Lay on Hands: Radgridr can heal wounds by touch, healing a total of 50 hit points per day.
  • Fridarhorn: This legendary horn's blast deals 1d10+4 damage to all in a 120' cone, and double on a roll of 19-20, it also does an additional 1d6 points of damage against giants.
  • Inspiring Presence: Allies within 30 ft. of Radgridr gain a +2 bonus on attack rolls, saving throws, and skill checks.
Radgridr. Her name, derived from the Old Norse words "ráð" (counsel) and "gríðr" (protection), echoes her divine purpose: to bring peace, wisdom, and protection to those she deems worthy. She is a figure revered and respected by warriors and skalds alike.
Radgridr stands tall and imposing, her slender yet muscular form a testament to her strength and agility. With piercing azure eyes and flowing ebony locks, her wisdom is said to be unmatched except by Odin himself. She dons a dress adorned with intricate patterns, and a magnificent pair of raven-dark wings that shimmer like a thousand iridescent butterflies when she takes flight.
In battle, Radgridr moves with unmatched skill and precision, her movements a mesmerizing dance of grace and power. Despite her prowess, she fights not for glory or conquest but for peace and understanding, seeking to quell conflict and bring harmony to the realms.
Her affinity for butterflies extends beyond the adornments on her dress. Radgridr is often accompanied by a flurry of these enchanting insects, their vibrant wings creating a dazzling display of color and light. It is said that when she is near, the air is filled with a sense of serenity, and the soft whisper of butterfly wings carries with it the wisdom of the ages.
In times of peace, Radgridr serves as a wise counselor and mediator, her vast knowledge and keen insight making her an invaluable resource for resolving disputes and guiding the course of the realms. She is also a patron of scholars and poets, inspiring them with her tales of valor and encouraging them to pursue knowledge and understanding.
Radgridr stands as a beacon of hope and wisdom. Her unwavering devotion to peace, her profound connection with the delicate beauty of butterflies, and her awe-inspiring abilities in combat make her an unforgettable figure who continues to captivate the hearts and minds of those who hear her tale.

_ _ _

This is part of a continuing series to add to the classic Gods, Demi-Gods, and Heroes with better scholarship and improved descriptions. In this case a Book of Valkyries. Note, these descriptions go beyond Norse Mythology and add details and game information to enhance the characters for a fantasy roleplaying game. Stats should work with OD&D and Basic editions, with minimal conversion effort.

Apr 20, 2023

12 Cursed Magic Items That Are Still Useful

 Cursed items need to be used more often in your game. Here are some ideas.

Ravenous Quiver: This cursed quiver has an insatiable appetite for arrows. When arrows are placed within, they disappear after 1 minute, rendering the quiver useless for holding ammunition. However, once per day, the quiver can summon back any arrow that was previously consumed, now imbued with a +2 bonus to attack and damage rolls for the next attack made within the following minute.

Scepter of the Uncontrollable Flames: This scepter grants its wielder the ability to cast the spell Fireball three times per day. However, the wielder cannot control the direction of the Fireball and must roll a d8 to determine the direction of the spell. Despite its unpredictability, this item can still be useful for a desperate last resort or causing chaos among enemies.

Ring of Unseen Thorns: This ring provides the wearer with the benefits of a Ring of Protection +2. However, while wearing the ring, the bearer is constantly pricked by unseen thorns, causing 1 point of damage per turn. This item could be useful for characters who can endure the damage in exchange for increased protection.

Glove of Unreliable Telekinesis: This glove grants the wearer the ability to cast the spell Telekinesis once per day. However, the Telekinesis effect is unreliable, and the user must roll a d20 to determine if the spell works correctly. On a roll of 11 or higher, the spell works as intended; on a roll of 10 or lower, the target object flies in a random direction (determined by a d8). This item may still be useful for manipulating objects from a distance, despite the risk.

Armor of Unending Gloom: This cursed armor grants a +2 bonus to Armor Class but shrouds the wearer in magical gloom. While wearing this armor, the wearer has a -2 on all attacks due to the darkness. Despite the hinderance, the armor's increased protection may make it a valuable asset in certain situations.

Sword of the Backbiter: This +2 longsword has a chance to harm its wielder as well as its intended target. On a natural attack roll of 1, the sword curves back and deals damage to the wielder instead of the target. The sword's enhanced attack and damage bonus may make it a tempting choice for some adventurers despite the risk.

Cloak of the Unseen Burden: This cloak grants the wearer the Invisibility spell once per day. However, while invisible, the wearer's movement speed is reduced by half due to a feeling of immense weight. The cloak may still be useful for sneaking past enemies or avoiding detection, albeit at a slower pace.

Necklace of the Aggravating Wisp: This necklace summons a Will-o'-Wisp that grants the wearer a +2 bonus to their saving throws. However, the Wisp constantly buzzes and distracts the wearer, imposing a -2 penalty on all checks involving concentration. Despite the annoyance, the benefits to saving throws may outweigh the downsides in certain situations.

Chime of Unpredictable Portals: This magical chime allows the user to cast the Dimension Door spell once per day. However, when the chime is struck, the destination of the portal is randomly determined within the spell's range. While the uncertainty of the destination may be risky, the ability to quickly escape dangerous situations or access hard-to-reach places still makes the chime a useful tool for adventurous individuals.

Dagger of the Restless Dead: This +1 dagger has the ability to deal an additional 2d6 damage on a successful hit. However, each time the dagger deals damage, there is a 50% chance it summons a hostile undead creature (determined randomly) to the wielder in 2d6 turns. Despite the danger, the dagger's increased damage potential makes it a powerful weapon for those willing to take the risk.

Helm of Confounding Languages: This helm grants the wearer the ability to understand and speak all languages. However, every time the wearer attempts to communicate, they must roll a d20. On a roll of 10 or lower, the message is scrambled, and the listener hears a random language instead of the intended one. This helm can still be helpful for understanding unknown languages, but the wearer should be cautious when using it to communicate important information.

Boots of Uncontrollable Speed: These boots grant the wearer the Haste spell once per day. However, once activated, the wearer cannot control their movement and must run in a random direction (determined by a d8) for the duration of the spell. This item could be valuable in situations where speed is necessary, despite the unpredictability of the movement.

Apr 19, 2023

Cryptid Beastie: Mothman

Large Aberration, Neutral, Forests, Swamps, Urban

No. Appearing: 1
Armor Class: 4
Hit Dice: 8
Move: 90' (30') / 180' (60') Flying
Attacks: 2 claws + 1 bite
Damage: 1d6/1d6/2d4
Save: M8
Morale: 9
Treasure: U
Intelligence: 7 (Low)
XP Value: 1,000

Special Attacks: Frightful Presence, Paralyzing Gaze
Special Defenses: Evasion, Resistance to non-magical weapons

The Mothman is a large, mysterious creature resembling a humanoid moth. It has a wingspan of about 20 feet and is covered in dark, gray fur. Its large, glowing red eyes are said to instill fear in those who lock gazes with it. Mothman usually avoids direct confrontation, preferring to observe from a distance, and are known for their elusive nature.

Frightful Presence (Special Attack): When the Mothman reveals itself, all creatures within 30 feet who see it must make a saving throw vs. Paralysis or be affected by fear, fleeing in the opposite direction for 1d4 rounds. Those who make their saving throw are immune to the fear effect for 24 hours.

Paralyzing Gaze (Special Attack): Once every 3 rounds, the Mothman can focus its gaze on a single target within 60 feet. The target must make a saving throw vs. Paralysis or be paralyzed for 1d4 rounds. If the save is successful, the target is immune to the Mothman's gaze for 24 hours.

Evasion (Special Defense): The Mothman is incredibly agile and can evade attacks easily. It can choose to move up to half its speed as a reaction to avoid being hit by a melee or ranged attack, causing the attack to miss automatically.

Resistance to Non-magical Weapons (Special Defense): The Mothman is resistant to non-magical weapons, taking only half damage from them. Magical weapons deal normal damage to the creature.

Mothmen are primarily nocturnal and are often found near forests or swamps, where they can easily hide during the day. They are known to be drawn to areas of tragedy or disaster, often appearing shortly before or after such events. While not innately evil, their presence is often seen as an ill omen.

Apr 5, 2023

Old School RPG Magazine Subscription

This is a novel idea. Southern New England Antiquarian Booksellers is taking subscriptions to deliver 2 old school RPG magazine per month from the 70's, 80's, and 90's.

Here is the sales pitch:

Remember the good times of getting a magazine in the mail and reading through it, one delivery at a time? Well, let's bring that back!

This subscription will deliver two random RPG magazines per package. The magazines range from Dragon, Dungeon, Space Gamer, Imagine, White Dwarf, Polyhedron, and more! Years will be late 70s to mid 2000s, with a heavier lean towards the 80s and early 90s. 

Get inspiration! Read new ideas! There should be something for everyone - and I hope you enjoy!

Here is the link: