This pendant made by the witch Colette is cursed that upon seeing it a person is drawn to it depending on their willpower. The person will want to wear it but by doing so it kills them over a few months.
Monday, July 24, 2023
Sunday, July 23, 2023
Magic item: Bluestar Herb
An herb able to cure curses, hexes, and dark magic. A useful and lightweight item for every adventurer.
Saturday, July 22, 2023
Magic: Alto’s dragon spear
Friday, July 21, 2023
Magic Item: Grimghal Armor Set
This armor set increases the wearer’s stamina and has a strong resistance to curse magic and poisons.
Thursday, July 20, 2023
Magic item: The Hound Dagger
This dagger’s pommel (the bottom of the handle) has a hound head. Once it has blood on the blade it can track the victim anywhere they go.
Wednesday, July 19, 2023
Magic item: Abel’s deerskin boots
These sturdy hide boots are enchanted to give the wearer the sure “footedness” of a deer. Aids in traversing difficult terrain, climbing and the like.
Abel was a wizard and ranger who loved the outdoors and enchanted items for that purpose.
Tuesday, July 18, 2023
Magic Item: Azula's Bracelet
Sunday, July 16, 2023
Magic Item: Bertal's magic marble
When this marble is used it starts to duplicate till it's made 500 copies. A great tool for a rogue being chased.
The marble was made by Bertal the cobbler. A mage well known for his magical items. He was a cobbler (repaired and made shoes/boots) in his youth. He also made a wide variety of magical items that he and others who wore his wears looked like they had "cobbled" the mismatched clothing or armor together.
Magic Item: Colette's herb Pendant
Saturday, July 15, 2023
Magic Item: Alto's mace
Alto's mace was enchanted that once per day it could make a swing with the impact to knock down a village wall. In addition two times a day it could make an enhanced strength swing.
Alto used it in the siege of Miego. In one swing he knocked down the gate. The defending army was completely taken aback. Not only did this surprise let Alto's forces surge in but the defenders thought Alto was as strong as giants and were ready to surrender to him after seeing the blow.
Friday, July 14, 2023
Magic item: Alto's shield
Alto's shield is a slightly below mediocre shield against physical attacks. It was made to defend against spells. Not only is it enchanted to have a strong defense again spells but will reflect some of the magic away, reducing the total impact and amount of magic it's hit with. It even has a chance to reflect the whole spell back at the attacker. In addition the shield can be used to absorb and storage a spell used against it to be used when the welder chooses.
Thursday, July 13, 2023
dungeon23
I made this twitter account like a dungeon23 crawl. Check it out!
Magic Item: the dark cloak
This enchanted cloak casts a spell on all who see it causing them to struggle to remember seeing it or the person wearing or what they look it.
Details about who made the cloak or where it came from are.....forgotten. So it's been simply referred to as the dark cloak.
Wednesday, July 12, 2023
Magic item: Duke Dane’s lucky hat
This hat was made and enchanted by Bertal the cobber at the request of Duke Dane. It's enchanted to increase the accuracy of whoever is wearing it. The Duke was an avid bow hunter and fencer. These hats are called cavalier hats.
Bertal the cobbler. A mage well known for his magical items. He was a cobbler (repaired and made shoes/boots) in his youth. He also made a wide variety of magical items that he and others who wore his wears looked like they had "cobbled" the mismatched clothing or armor together.
Tuesday, July 11, 2023
Azula’s torch
Azula’s torch is actually a wand that looks like a torch with a flame that can never go out. It enhances all fire spells. It can’t cast water or ice spells. It can cast Azula’s flame which is a fire that lasts for 2 days before being able to be put out.
Monday, July 10, 2023
Abel’s walking stick
This walking stick can be stuck in the ground anywhere and “planted”. When "planted" it grows into a mature tree growing refreshing fruit from its branches and the most refreshing sleep when slept under. It will return back to a walking stick when commanded.
Sunday, July 9, 2023
Magic item: Ghost Gauntlet
This gauntlet let's the wearer "ghost" up to his shoulder up to 3 times per rest. He can reach threw any object and can "ghost" items he holds or grabs when "ghosted".
The gauntlet was made by Bertal the cobbler. A mage well known for his magical items. He was a cobbler (repaired and made shoes/boots) in his youth. He also made a wide variety of magical items that he and others who wore his wears looked like they had "cobbled" the mismatched clothing or armor together.
Friday, July 7, 2023
Magic item: Shauna's Flute
This flute enchants listeners to be more favorable towards the musician. They are more likely to be persuaded by them, agree with them, and be generous towards them.
The enchantress Shauna crafted the flute and used it to her own advantage. Things went very well for her until after two months receiving hospitality at the court of Duke Barnworth the wizard Matus detached the magic and told the Duke. Shauna was imprisoned and her flute taken.
Thursday, July 6, 2023
My Itch Page with solo journal games I've made
Check it out and let me know what you think of them!
https://goldfizh.itch.io/
Dungeon23 Spaceship room #1
I had the thought that a good reason to make a dungeon instead of just using a generator for rooms and encounters is puzzles.
In a dungeon what if you meet a lost or wounded adventurer? Do you aid or raid them? Do they know helpful information about the dungeon or world? Are they truthful or looking to backstab you at the boss fight and run off with the loot?
That's not a puzzle but I'd have one in this spaceship. The scenario is your crew finds a ship that's abandoned. You attach and board it. The first room is empty. As they look around there's buttons and boards. One is obvious to open the door to the next room. Among the others is the code for the rooms (the DM knows this but not the players).
The DM could say something like you see a sign where + = blue, hand = red, gun = green, etc.
The + is first aid
The hand is the control deck
The gun is the armory
These colors are in the halls to lead you to the right rooms like in a hospital. Because the ship has been attacked it's in lock down mode so only 1 color can be active at a time. Players need to return and press the button matched with the room/color to open the doors to get there. Turns into a little maze.
Dungeon23 basement room #4/5
A room with a large tapestry of Shemeth worship covering most of the far wall. There is a drawer with a sag of money in it.
For a deeper campaign story I'd develop a story of the tapestry to reveal something about the cultist beliefs. This could be about a location, information, or item that would give the players a lead to explore if they wanted.
The room being empty (I would hope) would be strange to the players to the point them them investigating it more. Of course the tapestry but not just what's on it but that it's hiding a door behind it.
In the last room it's a small cell. In it is a kidnapped knight who knows a lot about the cultists and other issues. The reason for him being put in here is to separate him from the other prisoner but more importantly over cultists. Only select members would know about him and interact with him. He knows things that low level cultists don't know about the higher up leaders in the cult.
Magic item: unicorn horn wand
This wand amplifies ones magic ability and they can cast heal, cure, and illusion once per rest.
If stabbed with it one takes magic poison dmg.
Wednesday, July 5, 2023
Magic item Colette's ring
This cursed ring was made from the witch Colette. It binds itself when worn and is unable to be taken off other then having the finger taken off with it. It enchants the wearer making them more likely to be favorable to whoever gave them the ring. It also can be "activated" to strengthen the wearer making them stronger, greater reflexes, and magic ability if they have any. It does this at the cost of their health however. They immediately become sick and weak afterwards and will usually vomit (often with some blood). It will leave lasting health effects and/or disfigurements.
dungeon23 basement room #3
One of the doors of the worship room leads to the cultist treasure room. They are not rich however. A small chest with coins in it is all they have. It's in the corner next to a table with cultists bagging coins.
The two or three (depending on the roll) cultists here are very strong. They cast enchant weapons, as well as fear, blind, deafness, and heal.
Tuesday, July 4, 2023
magic item: helmet of vines
This helmet lets a player rapidly grow and control plants on them/their armor for an encounter per rest. Not just vines but I thought vines sounded better then plants. Add it to the lore, the first person to tell others of the helmet saw the welder just using it for vines and the name stuck.
dungeon23 basement room #2
Room with two other doors then the one you entered from. A Shemeth worship room (Shemeth being the God the cult follows) It has a scroll of the prophet of Shemeth on a stand and a shrine with candles. 1d4+1 cults with daggers in the room. They know some spells.
There is also a ornate birdcage in the corner which seems ordinary but the players can take. It's used for trapping and binding elementals.
Sunday, July 2, 2023
dungeon23 the basement room #1
The basement rooms are dark and made of stone and dirt. There is a table with a candle and two torches on the wall for light.
There is an armored cultist with a mace and a robed heretic priest with a dagger.
There is also a cage or cell holding a man. After defeating the cultists the man will beg to be freed. He says the cultists kidnap and kill those in the order Zul which he is. If you free him he goes to get the mace or dagger from the cultists to defend himself. He will try to backstab and kill the player(s). He's actually an outlaw and would try to kill you then risk getting caught. If you stop him from getting the mace or dagger then he will try to leave the basement and house.


















