On the Crypt Contents

I'm not exactly angry about this, but more like I don't understand it.

There's a crypt. Inside there are lots of coffins and places where they put dead people, and valuables. Characters soon realize that robbing graves while they are down here doesn't hurt the dead any. So you either create specific treasure or a sort of randomized set of options.

We are all together on this point so far, yeah? But then you look at the actual contents and it's dull shit! Like, the precious moments of my life are slipping away, and I'm rolling on some crappy table full of uninteresting crap with my friends out of. . . what? Obligation to find a rotten string?

Well, it's complicated.

First, it's effectively a slot machine. Players pull the lever, possibly roll the hazard/encounter die, and then get the contents. It clearly is less exciting if it only returns danger or treasure. You want the uncertainty and excitement.

You also want the possibility of empty. The problem is, you want them in the right ratio.

Pulling a Lever

I like to think of my players as rational actors. They are going to try to get money with the least amount of risk possible. Therefore, anything that doesn't present as profitable will likely be ignored.

I resolve this by having the first coffin they examine have a "Good" result. (No Quantum Ogre here—I don't care how they examine the first coffin, or even if they do)

I often think chances for something interesting to happen are far far too low. There's a problem of scale where people assume that certain things will be referenced more than they are. Random encounters are a good example. A ~15% chance of an encounter per roll that's made 3 times an hour, means you'll have 2, maybe 3 wandering encounters usually? And yet many (many many) products contain a table with 12 boring monster entries. 6 would make a lot more sense, more likely to give an idea of an ecosystem, and you could design more interesting encounters than (8-12 Bugbears, EL3).

So for crypts, how many will their be? 8? 12? In a session, perhaps, there could be more. If the players are actively engaged in this endeavor, then it should have value. If nearly every roll results in "nothing" then it becomes kind of a tedious task.

When designing a slot machine, you want the good to be good, the bad to be terrifying, and a neutral result to be a relief. Based on these results, the expected number of crypts or coffins you might find, I like to have a 1/3 chance of each option occuring. There's an additional cost if opening these crypts causes noise or a roll of the hazard die. If done quietly, robbing graves and crypts, One hazard die per 3 graves looted is rolled.

Contents of Crypts, Graves, Catacomb burial niches, and other corpse storage

The original Numenhalla Contents of Crypt/Coffin table reads:

Roll Result Roll 1 in 6 chance of treasure
1) Empty 1) 2d6x10 coins
2) dust 2) Jewelry 1-2 pieces
3) corpse 3) 1d4x100 coins + 1-4 gems
4) corpse 4) Magic Item
5) Ash Wraith
6) Mummy

Coins are 1-2 copper, 3-4 silver, 5 gold, 6 platinum.

This is simple and effective. However, it's also right near that random table quality we are talking about. Writing this down and adding it to your module isn't helping.  we are looking for more evocative and flavorful text.

Not just text worth paying for, but a real opportunity to delve into the unknown of another human's mind. So yeah, it's worth it.

Numenhalla Crypt table

The first crypt looted or investigating is filled with dust and a set of six pearl dice worth 100 gold each, they sell for 800 gold coins as a set. There's also a small cross set with tiny diamonds worth 900 gold coins.

Thereafter oll 2d6 when looting tombs. The first D6 determines the contents, the second D6 determines if there are valuables present (1 in 6). Conditions last until removed by the hazard die. Coins are 1-2 copper, 3-4 silver, 5 gold, 6 platinum.

1) Monster!
2) Empty
3) Dust
4) Corpse
5) Corpse
6) Oddity

Monster Table
1) Stuffed full of ash, swirls into room, 10-40 Ash Wraiths attack.
2) The corpse lurches free, flailing about. 1 zombie attacks.
3) The coffin contains a black ooze. Initially it stays motionless, lashing out to attack people at the most opportune moment.
4) While examining the crypt, spikes and shatters from the shadowplane burn through the area. These do 2d8 damage, with a DC 15 Dexterity saving throw for half (save versus breath weapon for half)
5) Ghouls have caught the scent of unearthed grave dust, 3d12 descend on the party.
6) Yellow mold bursts out of the crypt in a cloud 40 feet in diameter. It does 2d10 poison damage and grants the poison condition, unless a  DC 15 Constitution saving throw is made. The character takes another 1d10 damage at the start of each of their turns. They may attempt a save at the end of every round. (save versus poison or die).
7) Winds and sand blow out of the crypt as a mummy lashes out at the party
8) When even gently disturbed, a swarm of crawling claws pushes open the crypt and attacks.
9) Inside this crypt lies a Helmed Horror that animates and attacks. 3d4 other Helmed Horrors arise and break through nearby shallow crypts within 20' of the party to attack.
10) The crypt ejects bones like a fountain that turn into 6d6 skeletons.
11) A heavily armored knight lies here, until red fire burns from his eyes. 1 Death Knight attacks.*
12) A Nezumi assassin lies in wait here, and will attack with his poisoned daggers, DC 15 Constitution save or fall to 0 hit points and start making death saves (save versus poison or die).*
* Options 11 and 12 can only occur once. After they both occur, roll a 1d10 on this table.

Oddity Table

1) Energy swirls around the room as the corpse inside is exposed. Rapidly, the corpse draws in energy becoming more and more lifelike, until the tempest passes and the nude dark haired beauty awakes.
2) 3 colored beams emanate from the enclosure, striking 3 random characters. The blue beam raises the experience of the character to the midpoint of the next level, the red beam permanently increases strength by 2, the black beam causes the character to appear as a photographic negative, causing death and necromantic spells to be cast as if the caster were 2 levels higher, and granting a +4 bonus on saves versus death.
3) Though the crypt is empty, mist rises from the floor, restricting visibility to a maximum of 50'.
4) The corpse of a giant lizard lies well preserved in this crypt.
5) There is a cracking sound, and suddenly several areas nearby are flooded with a slick substance. All terrain is difficult. You may treat it as non-difficult terrain, but must succeed at a DC 20 Dexterity saving throw (save versus paralyzation) or fall prone.
6) A pool of spiritstuff lies within the crypt. A wizard can perform an augary or clairvoyance here on a successful arcana roll. Death spells are enhanced near the pool.
7) As soon as the lid comes off, hundreds of ravens and other dark birds begin pouring out of the crypt. Several thousand eventually fly off.
8) The lid was keeping pressure on a pipe, and when disturbed, the crypt spews out a black cloud to 30 feet obscuring vision.
9) Inside the crypt is a stone passage that seems to lead to another area of the dungeon, through a 5' wide tunnel.
10) A strange vine lies in this crypt, growing through various skulls along its length. It is very resilient, but otherwise normal.
11) This 'Crypt' is actually the basic workings of a flesh vat. If the 15 stone monstrosity is extracted and it's repaired with 1,000 gold coins of augatic parts, you can be the proud owner of a medium sized flesh-vat.
12) Melted candles and wax are lining the bottom of this crypt

Treasure Table

1) Leather straps that held this corpse inside this coffin glow with ancient runes. Binding these around yourself grants protection equivalent to leather +1, provides a +1 bonus to saves and prevents the user from having their soul removed from their body.
2) 2434 coins are precisely stacked in the form of a human merchant.
3) In the crypt is a dagger-shaped recess. If a dagger is sacrificed, a secret chamber snaps open, inside of which sit 4 magical daggers. The daggers return to their owner at the end of the combat round. Each does their normal damage, plus 2d4+3 elemental damage for a total of 3d4+3 damage. The elements are Pathos, Ice,  Mirrors, and Shadow.
4) A leather strap with a hemispherical diamond set in the center, focuses the mind. It grants a +1 bonus to intelligence and access to either 2 sorcery points, 4 ki points, or a free second level slot.
5) Inside a small faded box, with a pattern of roses on the cover, lies a few dusty documents. These when presented to any official, military or government officer, or anyone inquiring into your business, will say whatever is necessary to pacify the official and convince him that you meet all his expectations.
6) An ancient amulet, with a bare space with a setting for a gem. It provides a +1 bonus to saving throws versus elements. If a gem is set into the amulet, it increases the bonus to saves by 1 per 5,000 gold pieces of the gem, up to a maximum of +4 to saving throws versus elemental damage
7) Two keys lie within the crypt, a 1"brass barrel key with a horse shaped bow (73), A 3" bronze barrel key, with a cross shaped hole in a flat bow.
8) A ceramic flask is engraved with the name Gilgithas. Gilgithas is a chain demon who's essence is trapped in the flask. If freed he will perform one service. 
9) A set of 12 marbles made from gemstone, 100 gold each, 1500 for the set.
10) A large wooden plank, which encumbers 3 stone has delicate etching of a boar hunt in the woods. It is worth 1,200 gold.
11) Various silver trinkets, badly tarnished and set with semi-precious gems, all told worth about 300 gold coins.
12) A goblet that turns holy water into a liquid that cures disease and illness.
13) A 3" diameter jeweled loop that turns anything passed through it invisible until the next sunrise.
14) A vine necklace that exudes alteration magic. When donned, it comes to life and threads itself though the nasal cavity and sinuses of the wearer, looping around outside the back of the head. While worn, the wearer can breath water. Removing it takes a full round and leaves you stunned for the next round.
15) A crystal bracelet summons a suit of frozen armor that surrounds the bearer, granting them an armor class as chain, but without restricting their movement. Any fire damage will be nullified but cause the armor to dissipate for 1 minute.
16) A vial contains a pungent liquid. As an action, you can take a quaff and vomit a bolt of bile and acid in a 30' line that does 4d8 damage with a dexterity save equal to your constitution modifier, plus your proficiency bonus plus 8 for half (Save vs. Breath weapon). There are six doses in the bottle.
17) Inside this is a geomancers staff made of fragrant hickory. It has the head of a ram which is inlaid with 5 onyx. This acts as a +3 Quarterstaff with 10 charges, and it gains 1d6+4 charges at dawn. If you expend the last charge, roll a d20, with a roll of 1 indicating the staff is destroyed. Spells. You can use an action to expend 1 or more of the staffs charges to cast one of the following spells from it, using your spell save DC. Aura of Vitality (1 charge), Erupting Earth (2 charges), Banishing Smite (3 charges), Antimagic Field (8 Charges)
18) A greatbow made of yew wood, known as the Thorliusson Bow. The grip is wrapped in dull brown leather. The bowstring is actually a fine chain made of normal electrum. Accompanying the bow is a quiver of oiled brown leather with sheep fur trim. It contains 23 barbed +3 arrows with shafts of cypress wood painted yellow-orange and fletching of two mustard yellow feathers and one dark brown feather. It is a +2 bow, and any non-magical arrow fired through the bow can be used to cast entangle centered on the target once a day. The targets are ensnared with electrum chains.
19) A ray pistol sits discussed in this crypt. It shoots bolts of flame energy that do 1d8+1 points of damage. It has a 1d12 ammunition die.
20) This body is wearing two electrum gauntlets set with a rare white jade. They can be removed from the crumbling body without difficulty.

Replaced used entries with one of the following
A set of earrings with black agate, worth 150 gold coins.
A copper headband set with a malachite worth 80 gold coins.
An electrum mask of a tiger, vibrantly painted, worth 600 gold coins
A silver cloak pin, set with three tiny rubies worth 400 gold coins
A small leather sack containing 100-400 coins.
Six small tiger agates worth 30 gold coins each (180 total).
A diamond worth 1,000 gold coins.

A Professional Nod to Gus L, who does crypts right.

Hack & Slash 

On the Righteous

We are beset by a plague of the righteous.

That feeling is a glorious one, too often set aside by the unrelenting hostility and blunt reality of the real world. When are you within your body, when you are hungry, tired from hard labor, in struggle and pain, we no longer have the clarity of being righteous.

But when those things are set aside, deferred in the same way evolution is deferred by actions we take to dictate our convenience, oh how righteous we can become. There's even science in it. Even the worst of us believes he's above average. Nearly everyone who thinks that is wrong.

The reason this is important is because we are at or near an apogee. Things are, by every quantifiable metric, the best the have ever been. To note: Parents are half as likely to lose a child as they were in 1990. In thirty years, global poverty has dropped from 40 to 10%. [source] The world is so at peace, open warfare has almost been eliminated [source], Historically, violence has been all but eliminated [source][source], Nearly every human worldwide (6.5 billion) has access to drinkable water [source], in 1820, only 12% of all humans could read. Now over 83% can [source] World production has increased over 100 times in the last 200 years. [source] Access to electricity, food, I mean, it's nearly impossible for you to understand just how blinking wonderful ever little last damn thing is.

Your Warlords
But there's a war on, and don't doubt that it's a war. Those waging it simply desire power and control. It isn't even about money—they have more than they need. This isn't imaginary. We are involved in a culture war. It's a war because harm is being done. There is a public space (the internet) and people are being driven away from it and livelihoods are being destroyed. We're beyond physical warfare, for now, we're engaged in a war of culture between various factions, who wish to co-op you for your own ends.

You see, the insanity that the culture war is thriving on, doesn't exist. Not to dismiss their concerns. But the realities of these situations is well educated, well meaning people, are gaining more and more power and resources to make things better and better for all people everywhere all the time. In all cases. Do you not believe me?

Behold, the infamous C-16! The Canadian "transgender law" of great dispute. No matter what you think, no one can read the discourse over the bill and claim for one second that the people discussing it aren't well-educated, well-meaning, and passionately interested in creating the best society possible.

So if you're caught up in this culture war, because you've voluntarily entered yourself into someone's system of control or perhaps have become a victim to it, driven out of spaces, harrassed, and just not involved because it's too difficult to bear the constant conflict, then, well, you are a sign that the culture war is winning and we are losing.

I was guilty of being a righteous man. It is a trait of youth, and now that I am older, I fear myself then. I think a smarter man than I am would also fear the righteous. They are so pure and certain in a world with no certainty. By it's nature, someone has to suffer from that.

One of the prime conflict of adulthood is assimilating into society. It's always been difficult to do so, perhaps more today without rites of passage and the changing world. Much easier to claim corruption of what came before and in your own certainty to attack the old world with fire. Those who would create this new better pure world (over our insanely good one) never imagine that the gun they wish to aim at others would ever be aimed at themselves.

I'm just a man, who like you, longs to not suffer indignity and maintain my pride. But that is not the way the world works. You cannot exist, they must have you within their control. Shared articles, advertisements, data mining, facebook and cambridge analytical. All lies to get you within a system of control.

And now that we're almost to the point of sounding like a paranoid rant. . . this is relevant to Dungeons and Dragons because-

Fire down below

This is the nature of man. In a world of Dungeons & Dragons, you have, by definition, tremendous inequality. There are archmages with incalculable power, god-cults, hoards driven forth by demi-gods. One group of people is focused on their basic needs. Another, with power, immortality, and wealth—they can become the most righteous of all.

Secondly, it reminds us that the environments that we explore, ultimately are the workings of the nature of men. In a literal sense, it is a man who creates the adventure, so it is his depths you are exploring. In a more figurative sense, the real encounters in Dungeons and Dragons are those of thinking peoples. Peoples who not only have been co-opted into someones system of control, but also individuals who are human.
You shut your mouth
How can you say
I go about things the wrong way?
I am human and I need to be loved
Just like everybody else does

Many people have difficulty imagining that other people are truly different than them.A large portion of the world finds the idea of wiping with paper and sitting on toilets to be a disgusting practice. Ancient romans had no concept of hetero- or homo-sexuality, rather they viewed sexual preference (and sexual power dynamics) related to who was the penetrator or penetratee.

Yes, functionally we are all human. But the ways in which we approach and think about life are radically different. Those ancient peoples would seem alien. But to their thinking, their beliefs and logic are irrefutable.

When the players interact with someone, they are not a caricature. As different as they were, there were a million romans smarter then you. You know your well held beliefs? There are people with 50 more IQ points than you that hold the opposite beliefs for extremely logical reasons you may struggle to understand. Why is this not so for all people?

It is.

Your environments should be shaped by minds like these.
Your characters should have minds that make them people, not caricatures.
Your monsters should have interactions with characters that make them monstrous.
The worst monsters should be people. It isn't Tiamat that's the danger in Dragon Queen, it's her cult.

The game is a form of catharsis, one made all the more meaningful by real choices, choices that feel real when people are represented as people. The mechanical nature of this is simple. They should have concerns outside of whatever purpose they serve in the game, monsters and humans alike.

Oh, but why this topic? I've long passed a time of righteousness. I'm going to enter the culture war just as far as designing adventures that are easy to use and creativing evocative dungeons enters it. I'm not going to worry about how others or society might describe me. I know my truth, and how I'm viewed by other people—my own conscious will guide me, as difficult and treacherous a road that is. . .

Any day you're drawing dungeons is a good day. Relax, live your best life and enjoy. And I hope to see you free.

Hack & Slash 

On the Upper Crypts

And here reside the upper crypts.
As always, 600.dpi png versions are available for my Patreons for use with VTT. 
Megadungeon #3 is coming.

Hack & Slash 

On the Lower Crypts

Work progresses on Megadungeon #3. Here are the lower crypts.
Upper crypts will be posted tomorrow!

On Streaming, Art, and Joy

Since working on Dungeons is my full time job, I'm in that desperate sole-proprietor work a bunch of hours every day, joy in doing what I love sort of excitement.

As a way to reach more people, as well as allowing people to support me at no cost to themselves, I've become a Twich.tv affiliate! I stream four days a week, and do all of my art during those hours. If you like my dungeon maps, you can come hang out with me and other creatives you're familiar with in my community while I draw and paint!

What's more, if you have amazon prime, you can subscribe to the channel to support me financially at no cost to you! (Well, no cost other than time and attention, which I'm already thankful for). All Amazon Prime users get one free subscription to twitch prime monthly!

My schedule is below:
Tuesday: 11am-4pm Art and layout
Wednesday: 11am-7pm Dungeon Drawing
Friday: 11am-4pm Art & Painting Miniatures
Saturday: 3pm-? Variety stream, either painting or grindtastic video games like Disgaea 2, Hearthstone* Warframe, or Grim Dawn

Getting to spend time with friends and laughing and making beautiful maps and drawings? It's a great time with great people! I'm just getting started, so I'll be looking forward to see you all!

Watch me (AgonarchArtist) on: https://www.twitch.tv/agonarchartist

(*My highest rank so far is rank 58 legend.)

Hack & Slash 

On the Use of Secret Doors

How do you use a secret door?

Secret doors are an opportunity for wonder, amazement, and frustration. They are the diamond of puzzles: optional, intriguing, and rewarding. But they come with unspoken rules and can be misused.

The original rules for secret doors have remained almost unchanged over forty years. Secret doors and passages are not visible. Searching a 10'x10' section of wall takes a full turn. Men, Dwarves, and Hobbits discover secret doors on a roll of 1 or 2 on a six-sided die, and Elves discover them on a roll of 1-4. Elves may automatically discover secret doors they pass with a roll of 1 or 2.

After that, they are just treated as normal doors. Which as we all know are immincal to player characters and only open on a roll of 1 or 2.

While this is certainly an acceptable option, this text is located in Men and Magic, Volume 1:

"Caller: Okay, what does the room look like—we're examining the walls, ceiling, floor, and contents of the room itself.Referee: (After checking to see if dwarves and/or elves are in the party:) The room is a truncated pyramid. The east wall is the truncated part, directly opposite the door you entered. It is 10' long with another door in it. The walls connecting it to the west wall, the place you entered, are each about 35' long. The west wall, which is where you entered is 30' long with a door in the middle of the wall. The elf has noted that there seems to be a hollow spot near the east end of the southeast wall. The floor and ceiling seem to have nothing unusual. The room contains the bodies of the gnolls, a pile of refuse in the north corner of the west wall, and two trunks along the wall opposite the one which sounds hollow. Caller: The elf will check out the hollow sound, one of us will sort through the refuse, each trunk will be opened by one of us, and the remaining two (naming exactly who this is) will each guard a door, listening to get an advance warning if anything approaches.Referee: Another check on the hollow sound reveals a secret door which opens onto a flight of stairs down to the south. The refuse is nothing but sticks, bones, offal and old clothes. One chest is empty; the other had a poison needle on the lock. (Here a check to see if the character opening it makes his saving throw for poison.) The chest with the poison needle is full of copper pieces — appears to be about 2,000 of them."
The Referee has taken the mechanical effect and turned it into a real-world situation. The elf doesn't discover a secret door, but rather a 'hollow spot' that could be anything.

This is the real magic of secret doors, which is why I always design a mechanism to open a secret door within the environment. For players, this creates interest no matter how the secret door is interacted with, instead of frustration.

  1. First, the players don't discover the secret door or the trigger. They go on their way, unencumbered by any knowledge as the treasure and other rooms stay safely hidden away for future delvers. Party Experience: If you don't know you missed something you can't be upset about it. 
  2. Second, the players discover the secret door, but not the trigger. They can discern the presence of a passage, but can't access it! This creates a puzzle of how to open the door. Of course like all doors it's possible to attempt to force it down, or even take the time and make the noise to bash it apart. But those both have consequences.* 
  3. Players discover the trigger and not the door, and are amazed and surprised when a secret passage opens!
Taking the extra time to come up with some triggering mechanisms for secret doors is the only additional work this requires from the Referee. I've already written an article on some basic types of secret doors here: On the Thursday Trick: 10 Basic Secret Doors for when your module or adventure has a ton of secret doors. 

There are rules for using these correctly also. Everything behind a secret door must be optional. Everything behind a secret door must be optional. If you've got something that's necessary for play to proceed, you shouldn't place it behind a secret door or a puzzle. I've told you three times now so you know it's true. If you commit this enormity, it's on you.

* Players always want to escalate! The attempt to open the door with the die roll is exactly that. Everyone working together to try and force open the door. That's the assumption. Either it's successful, or the group has failed in their efforts to open the door. Retrying is pointless. Attempting to do this takes a full turn which assumes retrying is happening. What occurs for the entire 10 minutes they are trying to open the door? They are trying to open it! Failing the roll is a failure.

"BUT!" comes the hue and cry from the players, "What if we are HUMANS and we use our WILL TO AVOID ACCEPTING REALITY". Well, fine. I'm running a game. You guys are heroes. You can bash down the door. Not kick it open, but literally bash it to pieces so it can't close on you and you can have free access to the passage. Why not? It takes longer than a turn, requires some tools that can damage wood or stone (depending) and has some side effects. Usually I have every monster in rooms within 100 or so feet show up in addition to three rolls on the wandering monster table. Sometimes they do make that choice, and it leads to exciting gameplay. After all, the monsters aren't necessarily all friendly with each other. And the question of dealing with 3+ encounters simultaneously in exchange for not taking the time to figure out how the door actually opens is a completely reasonable exchange. 

There are of course, caveats. It is important that you don't engage in "pixel bitching". If the secret door is opened by a button on the vertical part of a stair, and the players say "We search the area" you tell them they find a button on a vertical part of the stair. I would encourage you to recall that they do not have perfect knowledge like you do. Perhaps that button turns the stairs into a deadly slide. Providing multiple things that look like triggers, some of which are trapped, also leads to good gameplay. 

Very frequently just taking the turn to look around the room provides the trigger to a secret door. But that doesn't mean it's always obvious. One of the most challenging secret doors I've run is a secret door in a room with a iron chandelier on an iron chain. The room is otherwise empty. The way to open the door is simply to pull the iron chain six times. Behind the door are three keys (two trapped with yellow mold and one real golden key). The keys are optional that give players access to extra treasure.

This kind of challenge for the secret door is the exception. Like encounters, some secret doors are easy (It's a swiveling wall!) with a low challenge, and some are hard. This balance is key.

When running secret doors remember choice paralysis. In your mind it is easy to keep different areas of the dungeon separate. But if a player is approaching an encounter in character, this button could trigger anything in the dungeon! In order to reduce this option paralysis and keep things fun for the actual people at the table,  I try to provide some guidance as to scope. Much like in a video game, if a switch/trigger doesn't do anything obvious I give some insight into what it might be affecting. I try to be rather explicit about the scope of puzzles. In the example above, for example, I always let the players know that the iron chandelier is related to the nearby door to avoid confusion or uncertainty that the real trigger might be somewhere else or that the chandelier isn't related to the secret door and is doing something unknown somewhere else in the dungeon. 

People don't show up to play a game to be confused and made to feel stupid. 

If you aren't using secret doors, you should be. Have fun with them in your game and be sure to let me know how it goes!

On Blog Compendium IV

I'm very proud and excited to show you this collection of wizards and magic. This is the fourth compendium, the others being focused on backgrounds, treasure, and classes. While this one has secrets about wizards.

I even talk about how to access  real magic in Dungeons and Dragons! It's Jack Chick's nightmare come true!

3.99 pdf at rpgnow
7.99 print at lulu

There aren't any immediate plans to move print copies over to rpg.now; But if you want to e-mail me a lulu receipt, I'll comp you a .pdf copy.

This is the fourth collected works of the Hack & Slash blog. Containing wizards and fungi!

  • 90+ Pages of content!
  • d100 Table of Wizard dicks by Chris Tamm!
  • Hotlinked .pdf!
  • Types of magical and non-magical currency!
  • Public domain illustrations!
  • Pages of magical side effects from spells!
  • Investigations into the magical properties of dragon corpses!
  • Information on crossbreeding your monsters with insects!
  • Details of the panoply of wizard accoutrements. 
  • And how your campaign can let you access real magic!

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