Showing posts with label OGL. Show all posts
Showing posts with label OGL. Show all posts

Monday, August 17, 2026

RPG-a-Day #17: Intensity

Today, we offer up another piece in the NUELOW Games d20 Superhero System of feats and talents. This one is a little different than the rest is that it consists of talents that aren't initially tied to a specific superpower feat. In fact, these talents are the exact opposite. (Everything in this post is released under the Open Game License. Copyright 2026 Steve Miller.)


 
The Intensity Talent Tree
The following talents enhance Minor Powers that deal damage to foes via elemental or energy sources. They increase the damage dealt by the power to which they are applied and can only be used on powers wielded directly by the character rather than some sort of equipment.
   Increase Elemental Damage: Gain +2d6 of damage inflicted by damage from elemental power sources (air, fire, earth, water). This bonus stacks with other bonuses gained from talents and feats.
   Prerequisite: Minor Power feat that allows character to do elemental damage to targets.
   Intensify Elemental Damage: Target's Fortitude saves made to reduce damage from elemental power sources suffer a -4 penalty.
   Prerequisite: Minor Power feat that allows character to do elemental damage to targets.
   Increase Energy Damage: Gain +2d6 of damage inflicted by damage from energy sources (electricity, kinetic, etc.). This bonus stacks with other bonuses gained from talents and feats.
   Prerequisite: Minor Power feat that allows character to do elemental damage to targets.
   Intensify Energy Damage: Target's Fortitude saves made to reduce damage from energy sources suffer a -4 penalty.
   Prerequisite: Minor Power feat that allows character to do energy damage to targets.
   Intensify Mental Attack: Target's Willpower saves made to resist telepathic powers suffer a -4 penalty.
   Prerequisite: Minor Power feat that allows character to mentally dominate or physically effect targets.

Sunday, August 9, 2026

RPG-a-Day #9: Privilege

This material was cut from Deception, a just-released OGL Modern release from NUELOW Games. It was cut because the editor felt it explained the self-evident. Here's hoping you'll find it interesting enough to check out the product it was cut from.

Basically, Deception contains feats and talent trees for characters belonging to the privileged elite in our society--or those with the skills and daring to pass themselves off as belonging among them. 




Feat Synergies

The true power of this supplement emerges when you combine feats and talents strategically. Individual feats provide solid mechanical benefits, but layering them creates exponential advantages—and exponential risk. Below are the most potent synergies, along with guidance on how they function mechanically.


Synergy 1: False Credentials +Web of Lies
The Combination: False Credentials lets you create forged documents and maintain a false identity. Web of Lies prevents you from contradicting yourself across multiple narratives. Together, they create an identity so seamless that even intensive investigation struggles to find inconsistencies.

How It Works: When you establish a false identity using False Credentials, you gain mechanical protection against Sense Motive checks and investigation attempts targeting inconsistencies in your cover story. Web of Lies ensures that every detail you've established—your background, your motivations, your connections—remains internally consistent across all interactions. If someone cross-references your story with a third party, the details align perfectly.

Mechanical Effect: Gain a +4 bonus to all Bluff checks made to maintain your false identity. Additionally, investigators must succeed on a Gather Information check (DC 20 + your ranks in Bluff) to find any contradictions in your cover story, even if they interview multiple people who've interacted with your false identity.

In Practice: A character creates a false identity as a mid-level insurance adjuster. They forge credentials, establish a work history, and create a believable personal background. When a rival becomes suspicious and begins investigating, they interview the character's "former colleagues" and "previous employers"—all of whom are either fabricated contacts or people the character has already briefed. Every detail aligns. The investigation hits a wall because there's nothing to find. The false identity is airtight.



Synergy 2: Blackmail Material + Puppet Master Talent
The Combination: Blackmail Material gives you leverage over individuals. Puppet Master allows you to remotely manipulate institutions through layers of control. Combined, you can use blackmailed individuals as nodes in a larger network of institutional influence.

How It Works: When you possess blackmail material on someone with institutional access or authority, you can activate them as an asset within your Puppet Master network. They become a remote control point for institutional decisions. Unlike normal Puppet Master assets (which require ongoing relationship maintenance), blackmailed assets remain loyal through coercion rather than favor. They cannot refuse your requests without risking exposure.

Mechanical Effect: Blackmailed individuals can be used as Puppet Master assets without consuming your daily asset activation limit. Additionally, when you activate a blackmailed asset to perform an institutional action, you gain a +2 bonus to the relevant check, and the asset cannot fail or refuse the request (though they may perform it poorly if they're actively hostile).

In Practice: A character has blackmail material on a city councilman—evidence of embezzlement. They activate him as a Puppet Master asset to redirect a zoning investigation away from a warehouse the character controls. The councilman, terrified of exposure, uses his institutional authority to bury the investigation. When another city official becomes suspicious, the character activates a second blackmailed asset—a police captain with a gambling problem—to misdirect the inquiry. Within weeks, the character has built a cascading network of coerced institutional control, each node reinforcing the others.




Synergy 3: Untouchable + Any Deception Feat
The Combination: Untouchable provides mechanical protection from investigation and evidence. When layered with any other deception feat, it becomes insurance that protects your other schemes from unraveling.

How It Works: Untouchable's core benefit is that you gain a +4 bonus to all checks made to avoid investigation and a +2 bonus to all checks made to misdirect blame. When you combine this with other deception feats, you're essentially creating redundant layers of protection. If your False Credentials are discovered, Untouchable helps you misdirect blame. If your Blackmail Material is exposed, Untouchable protects you from the fallout.

Mechanical Effect: When you use Untouchable in conjunction with another deception feat, you can apply Untouchable's bonuses to checks made to protect that feat's benefits. For example, if someone discovers your false credentials, you can use Untouchable to misdirect blame or create plausible deniability. Additionally, once per session, you can retroactively apply Untouchable's protection to a deception scheme that's beginning to unravel, gaining a second chance to avoid investigation.

In Practice: A character's Web of Lies begins to crack when someone notices a contradiction in their cover story. Normally, this would trigger an investigation. But the character activates Untouchable, using its misdirection benefits to suggest that the person who noticed the contradiction is mistaken or deliberately spreading false information. The investigation never materializes. The character's scheme remains intact.



Synergy 4: Silver Tongue + Information Broker Talent
The Combination: Silver Tongue provides bonuses to Bluff and Diplomacy checks. Information Broker allows you to gather, trade, and weaponize intelligence. Together, they make you exceptionally skilled at extracting information from targets.

How It Works: When you use Silver Tongue to build rapport with a target, you gain a +3 bonus to Bluff and Diplomacy checks. Information Broker's core benefit is that you can use Diplomacy checks to extract information that would normally require Gather Information or Investigation checks. Combined, you can charm information out of people who would normally refuse to talk.

Mechanical Effect: When using Silver Tongue in conjunction with Information Broker, you gain a +5 bonus to Diplomacy checks made to extract information. Additionally, targets must succeed on a Will save (DC 15 + your Charisma modifier) to resist sharing information with you, even if they're suspicious of your motives. If they fail, they provide the information you're seeking, though they may realize afterward that they've been manipulated.

In Practice: A character needs to know about a rival's financial situation. They use Silver Tongue to build rapport with the rival's accountant at a social event, then smoothly transition into asking about the rival's recent business dealings. The accountant, charmed and relaxed, shares details they normally wouldn't discuss. By the end of the conversation, the character has extracted sensitive financial information without the accountant realizing they've been manipulated.



Synergy 5: Misdirection + Information Broker Talent
The Combination: Misdirection lets you redirect attention away from suspicious details and toward false leads. Information Broker allows you to gather and weaponize intelligence. Together, they let you steer investigations in directions that benefit you.

How It Works: When you use Misdirection to redirect scrutiny, you're essentially creating a false lead for investigators to follow. Information Broker allows you to plant that false lead strategically, ensuring that investigators waste time chasing information you've deliberately seeded. This creates a feedback loop where the investigation moves further away from the truth with each step.

Mechanical Effect: When using Misdirection in conjunction with Information Broker, you can plant false information into your Information Broker network, ensuring that investigators who tap into that network receive misleading leads. Investigators must succeed on a Sense Motive check (DC 18 + your ranks in Bluff) to recognize that the information is deliberately planted. Additionally, each false lead you plant adds +1 to the DC of future investigation checks targeting your actual schemes (maximum +5).

In Practice: A character's scheme is beginning to attract investigative attention. They use Misdirection to create a false lead suggesting that a rival is responsible for the scheme. They then use their Information Broker network to seed this false lead into the investigation—a journalist contact publishes a speculative article, a police informant mentions the rival's involvement, a data analyst "discovers" financial connections between the rival and the scheme. The investigation pivots toward the rival. By the time anyone realizes the lead was false, the character has had weeks to cover their tracks.

 

Monday, August 3, 2026

RPG-a-Day #3: Poise

Brigid the Red


"There's a saying I live by when it comes to attending public and private events: Be polite, be friendly, be poised... but always have a plan to kill everything in the room. Or in a two-mile radius if circumstances demand it."
--Brigid the Red, a dragon living among humans


Poise Mechanics for the d20 System

What is Poise?

Poise represents a character's ability to maintain composure, grace, and control under pressure. Unlike other ability checks that measure raw capability, poise checks determine whether a character can execute actions smoothly without betraying nervousness, losing balance, or succumbing to stress. Poise is not a separate ability score but rather a specialized check that draws upon existing abilities—most commonly Wisdom (for mental composure) or Dexterity (for physical grace).

Key Applications:

  • Maintaining composure during social pressure

  • Keeping balance in precarious situations

  • Resisting visible signs of fear or stress

  • Performing delicate actions under observation

  • Controlling involuntary reactions


Making a Poise Check

When the GM calls for a poise check, follow these steps:

  1. Roll 1d20 - Roll a twenty-sided die

  2. Add Modifiers - Apply relevant ability modifier (typically Wisdom or Dexterity) plus any circumstance bonuses or penalties

  3. Compare to DC - If your total equals or exceeds the Difficulty Class, you succeed

Formula: 1d20 + Ability Modifier + Circumstance Modifiers ≥ DC

Which Ability to Use:

  • Wisdom (Poise) - Mental composure, emotional control, resisting intimidation

  • Dexterity (Poise) - Physical grace, maintaining balance, smooth movements

  • Charisma (Poise) - Social grace, maintaining façade, performing under scrutiny

The GM determines which ability is most appropriate for the situation.


Difficulty Classes for Poise

DCDifficultyExample Situations
5TrivialWalking across a wide, stable beam; maintaining composure during casual conversation
10EasyKeeping your voice steady when lying about something minor; balancing on uneven ground
15ModerateMaintaining composure while being questioned by authorities; walking across a narrow ledge
20ChallengingKeeping a straight face while bluffing in a high-stakes negotiation; balancing on a tightrope
25HardResisting visible fear when confronted by a dragon; maintaining balance while fighting on a narrow beam
30Very HardControlling your expression while being tortured for information; performing acrobatics on a swaying rope
35HeroicMaintaining perfect composure while watching loved ones threatened; balancing on a razor's edge during an earthquake
40+LegendaryShowing no reaction whatsoever to catastrophic revelations; performing impossible feats of balance under extreme conditions

Ability Modifiers

Apply the relevant ability modifier to all poise checks:

  • Wisdom modifier for mental/emotional poise

  • Dexterity modifier for physical poise

  • Charisma modifier for social poise

Circumstance Modifiers

Bonuses (+2 to +5):

  • Character has training in Performance, Bluff, or Balance (+2)

  • Character is in familiar, comfortable surroundings (+2)

  • Character has prepared for this specific situation (+2 to +4)

  • Magical aid (spells like calm emotions, cat's grace) (+2 to +4)

Penalties (-2 to -10):

  • Armor Check Penalty applies to physical poise checks (typically -1 to -8)

  • Character is fatigued or exhausted (-2 to -6)

  • Distracting environment (combat, loud noises, crowds) (-2 to -4)

  • Character has personal stake in outcome (-2 to -5)

  • Injured or in pain (-1 per 25% HP lost)

  • Intoxicated or impaired (-2 to -10)

Synergy Bonuses

Characters with 5+ ranks in related skills gain +2 synergy bonuses:

  • Balance → Physical poise checks

  • Bluff → Social poise checks involving deception

  • Concentration → Poise checks to maintain focus

  • Diplomacy → Social poise checks in formal settings


Social Consequences

Poise checks in social situations determine whether characters maintain their composure and control the impression they make on others.

Success Effects

Minor Success (beat DC by 0-4):

  • You maintain composure adequately

  • No one suspects your true feelings or intentions

  • You avoid social embarrassment

Moderate Success (beat DC by 5-9):

  • You appear confident and in control

  • Gain +2 circumstance bonus on related Diplomacy or Bluff checks

  • Others are impressed by your composure

Major Success (beat DC by 10+):

  • You appear unshakeable

  • Gain +4 circumstance bonus on related social checks

  • May intimidate or inspire others with your control

Failure Effects

Minor Failure (miss DC by 1-4):

  • You show subtle signs of discomfort (fidgeting, hesitation)

  • Observant characters (Sense Motive DC 15) notice something is off

  • Take -2 penalty on related social checks for 1 minute

Moderate Failure (miss DC by 5-9):

  • Your discomfort is obvious to everyone present

  • Take -4 penalty on social checks for the scene

  • May provoke suspicion or lose credibility

Major Failure (miss DC by 10+):

  • You visibly lose composure (stammering, sweating, obvious nervousness)

  • Automatically fail related Bluff checks

  • May suffer social consequences (loss of reputation, failed negotiation)

Specific Applications

Bluffing Under Pressure: When telling a significant lie, make a poise check in addition to your Bluff check. Failure reveals your nervousness even if the lie itself is believable.

Maintaining Secrets: When someone probes a sensitive topic, make a poise check to avoid involuntary reactions that might give away information.

High Society Events: Navigating formal social situations may require poise checks to avoid embarrassing faux pas or maintain appropriate decorum.


#RPGaDAY2026. All game mechaics are releasted under the Open Game License.

Tuesday, May 5, 2026

It's Cinco de Mayo! ¡Arriba! ¡Arriba!

Cinco de Mayo is celebration of and for Mexican/Americans across the United States. In Mexico it's the celebration of a small force Mexican troops and native Zapotec and Mixtec warriors repelled the French Army when it attempted to invade the Mexican state of Puebla on May 5, 1862. It is not celebrated on the wide scale seen in the U.S., but is rather a regional holiday limited to Puebla.

In observance of Cinco de Mayo, here are some spells for d20 System games. This entire post is released under the Open Game License and may be reproduced in accordance with it.. Whether you're celebrating in Puebla, in the U.S. (where some cheeky folks refer to it as Drinko de Mayo), these spells embody the spirit of the day... and would work in a magical-realism setting or any other kind of world where magic exists.

New Spells for Cinco de Mayo Celebrations (and Beyond)
By L.L. Hundal



Celebratory Vigor
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 1, Cleric 1, Paladin 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to three creatures, no two of which can be more than 30 ft. apart
Duration: 1 minute
Classes: Bard, Cleric, Paladin

You invoke the spirit of celebration, filling your allies with renewed energy and joy. Choose up to three creatures within range. Each target gains temporary hit points equal to 1d6 + your spellcasting ability modifier and has advantage on the next ability check they make before the spell ends.
   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, and the temporary hit points increase by 1d6 for each slot level above 1st.


Unity's Strength
Abjuration
Level: Bard 2, Cleric 2, Paladin 2
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Cleric, Paladin, Ranger

You create a mystical bond between yourself and your allies, allowing you to share strength in times of need. Choose up to five willing creatures within range (you can choose yourself). Until the spell ends, whenever one of the chosen creatures takes damage, you can use your reaction to have another chosen creature within range take that damage instead. The damage can't be reduced or prevented in any way when transferred this way.
   Additionally, chosen creatures have advantage on saving throws against being frightened while they remain within 30 feet of at least one other chosen creature.
   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional creature for each slot level above 2nd.
 

Banner of Victory
Conjuration (Creation)
Level: Bard 3, Cleric 3, Paladin 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One magical banner
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

You conjure a magical banner that appears in an unoccupied space you can see within range. The banner is a Medium object with AC 15, hardness 5, and 10 hit points per caster level. It is immune to poison and mind-affecting effects.
   The banner sheds bright light in a 20-foot radius and shadowy illumination for an additional 20 feet. Allies within the bright light gain the following benefits:
 
   A +1 morale bonus on attack rolls and saving throws
  A +2 morale bonus on saving throws against fear and charm effects
  A +10-foot enhancement bonus to base land speed

  As a move action on your turn, you can move the banner up to 30 feet to an unoccupied space you can see.
Material Component: A piece of cloth worth at least 1 gp.


Circle of Ancestors
Divination
Level: Bard 5, Cleric 5, Druid 5, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius emanation centered on a point in space
Duration: 8 hours
Classes: Bard, Cleric, Druid, Wizard

You call upon the wisdom and protection of ancestral spirits, creating a sacred space. Choose a point you can see within range. For the duration, a 30-foot-radius sphere centered on that point becomes protected by ancestral guardians.
   Creatures of your choice within the sphere gain the following benefits:

   They have advantage on Wisdom checks and Wisdom saving throws
   They can't be surprised
   They have resistance to psychic damage
   Once per turn, when a creature in the sphere hits with an attack roll, 
       they can add 1d6 to the damage roll

   Additionally, you can cast augury or divination without expending a spell slot while within the sphere, though you must still provide material components.
   If you cast this spell in the same location every day for one year, the effect becomes permanent in that location.
   Material Component: Incense worth at least 25 gp, which the spell consumes.



Tuesday, August 5, 2025

RPG-a-Day Challenge #5 -- Ancient

These feats for d20 System games are released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2025.


THE ANCIENT FEATS GROUP
The following feats are of the [Ancient] group. They may be chosen by characters who are in the age category of Old and beyond according to the character race's aging chart whenever a feat is gained.

Cranky [Ancient]
You're too old for this crap.
Prerequisite: 3rd level
Benefit: You gain a+2 bonus to melee attack rolls, as well as +4 damage if you are inflicting non-lethal damage.

Do As I Say, Not As I Do.[Ancient]
You say things others should live by.
  Prerequisite: Cha 15
  Benefit: +4 bonus to all Bluff and Intimidate skill checks.
  Special: This feat can be selected as a bonus feat by Clerics (D&D), Charismatic Heroes (d20 Modern) and Dedicated Heroes (d20 Modern) whether they meet the age requirement or not.

Experienced [Ancient]
This isn't your first rodeo.
  Prerequisite: 5th level
  Benefit: +2 bonus to all Bluff, Sense Motive, and Spot skill checks,

Jaded [Ancient]
You are confident that you've seen it all. Twice.
  Prerequisite: 10th level, Experienced
  Benefit: +2 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them.

No More Fucks to Give [Ancient]
You've had it with their shit.
  Prerequisite: 15th level, Jaded
  Benefit: +4 bonus to resist all Fear-effects, Mind-Effecting spells and exceptional or special abilities that mimic them. +4 bonus to Intimidate skill checks. +2 bonus to base AC/Defense Rating. +1 to all Initiative rolls.

Saturday, August 2, 2025

RPG a Day #2 -- Prompt

It's the second day of RPG-a-Day 2025. This is going to be one of more involved posts, with a short story based on the prompt (which is Prompt)


Be Prompt or the World Will Be Destroyed

The ancient clock tower chimed midnight as Lyra pressed her trembling fingers against the worn leather binding of the Codex Temporalis. Each tick of the massive pendulum seemed to echo through her bones, a relentless reminder that time was slipping away like sand through an hourglass. The prophecy had been clear: when the crimson moon reached its zenith on the night of the Convergence, she would have exactly one hour to complete the Ritual of Temporal Binding. One hour to save everything that had ever existed or ever would exist.

The weight of infinite worlds pressed down upon her shoulders as she opened the ancient tome. The pages, inscribed with symbols that seemed to writhe and dance in the candlelight, contained the most dangerous magic ever conceived. The Ritual of Temporal Binding was not merely a spell—it was a fundamental restructuring of reality itself, a desperate attempt to seal away the Void that threatened to consume all of existence. The magic demanded absolute precision and unwavering focus. A single mispronounced syllable, a moment's hesitation, or even the slightest deviation from the prescribed sequence would not merely result in failure—it would accelerate the very destruction she sought to prevent.


Lyra had spent the last three years preparing for this moment, studying under the tutelage of Master Aldric, the last surviving member of the Order of Temporal Guardians. The old wizard had been relentless in his training, drilling into her the critical importance of timing in temporal magic. "Magic flows like a river," he had told her countless times, his weathered hands tracing complex patterns in the air. "But time magic flows like a waterfall—powerful, unforgiving, and absolutely uncontrollable once it begins. You cannot pause, you cannot restart, and you certainly cannot afford to be late."

The crimson moon hung heavy in the sky above the tower, its unnatural light casting everything in shades of blood and shadow. Through the tall windows, Lyra could see the first signs of the Convergence beginning. Reality itself was starting to fray at the edges, with patches of absolute nothingness appearing like wounds in the fabric of existence. Trees, buildings, even the very air seemed to flicker and fade as the Void pressed closer to their dimension. In the distance, she could hear the screams of those unfortunate enough to be caught at the boundary where reality met oblivion.

The Codex Temporalis had been written by the Archmage Chronos himself, the legendary spellcaster who had first discovered the existence of the Void and developed the theoretical framework for the ritual. According to the historical records, Chronos had intended to perform it himself, but the Void had manifested earlier than predicted, catching him unprepared. His final act had been to encode the ritual into the Codex and scatter the necessary components across the world, hoping that someday another would be able to complete what he had started.

Lyra turned to the first page of the ritual sequence, her eyes scanning the intricate diagrams and arcane formulas that would guide her through the next hour. Seven distinct phases lay before her, each building upon the previous one in a carefully orchestrated crescendo of magical energy. The first phase had to begin at exactly twelve minutes past midnight. Each subsequent phase had its own precise timing, culminating in the final Sealing of the Void at fifty-seven minutes past. She would have exactly three minutes to complete the sealing before the window closed forever.

The tower's ancient mechanisms had been specifically designed to assist with the ritual's timing requirements. Gears and clockwork devices, enchanted with temporal magic, would chime at each critical moment. But Lyra knew she could not rely solely on these mechanical aids. Master Aldric had spent months teaching her to perceive the subtle fluctuations in temporal energy, to sense when the moment was precisely right for each incantation.

As the clock struck twelve minutes past midnight, Lyra began the first phase. Her voice rang out clear and strong, speaking words in the ancient tongue of the Temporal Guardians. The syllables seemed to hang in the air, creating visible ripples in the fabric of space-time. She could feel the magic responding to her call, drawing power from the convergence of past, present, and future that occurred only during the crimson moon's zenith. The air around her began to shimmer with temporal energy, and she could sense the flow of time itself becoming more malleable, more responsive to her will.

Establishing a connection with the fundamental forces of time required her to reach out with her consciousness and touch the very essence of causality. She had to feel the infinite chain of cause and effect that linked every moment throughout history. It was profoundly disorienting—like trying to hold the entire universe in her mind at once. Past, present, and future blurred together into a single, overwhelming tapestry of existence.

Through her enhanced temporal perception, Lyra could see the Void more clearly now. It was not simply an absence of matter or energy, but an absence of time itself—a region where causality broke down and existence became meaningless. The growing cancer spread through dimensional barriers, and she could see alternate versions of herself in parallel universes, some succeeding, others failing catastrophically. The sight filled her with both hope and terror.

The first phase concluded exactly on schedule. Immediately, she transitioned into the Binding of Past and Future, creating temporal anchors at specific points in history. She reached back through time, touching moments of great significance: the birth of the first star, the emergence of consciousness, the founding of the Order of Temporal Guardians. Each anchor required precise placement—even a slight miscalculation could create paradoxes that would unravel everything.

The magical energy flowing through the tower was becoming increasingly intense, and Lyra could feel the strain on her body and mind. Temporal magic was notoriously demanding, requiring perfect mental discipline while channeling forces that existed outside normal space-time. Her hands began to shake slightly as she traced the complex geometric patterns for the third phase. She forced herself to remain calm, remembering Master Aldric's teachings about emotional control.

The third phase involved synchronizing vibrational frequencies across multiple dimensions, creating a resonance pattern that would seal the breach between realities. Her mind raced through staggeringly complex equations while maintaining the magical energy flows from previous phases.

As she worked through the calculations, Lyra became aware of a subtle change in the tower's atmosphere. The air itself seemed to be thickening, becoming more resistant to movement. The Void's influence was growing stronger, affecting the local space-time continuum. The clock's ticking became irregular, sometimes speeding up, sometimes slowing down. She would have to rely more heavily on intuitive timing, as the mechanical aids were becoming unreliable.

Creating a buffer zone of stable causality around the ritual site meant directly confronting the chaotic forces of the Void. Lyra projected her consciousness into the boundary region where reality met nothingness, using her will to impose order on fundamental chaos. The experience was like trying to hold back an ocean with her bare hands, her mental defenses straining under the assault of pure entropy.

The Void sensed her presence and began to actively resist. Tendrils of nothingness reached toward her consciousness, trying to drag her into non-existence. She could hear whispers in languages that had never been spoken, promises of peace and release from the burden of existence. For a moment, she was tempted to let go, to allow herself to be absorbed into the comforting emptiness. But the memory of Master Aldric's sacrifice, and the knowledge of all the lives depending on her success, gave her strength to push back against the seductive pull of oblivion.

Now came the Weaving of Temporal Threads—creating a complex network of causal connections across time and space. As she reached for threads from key moments in history, one blazed brighter than the rest: the day she'd first met Master Aldric, when he'd found her crying in the ruins of her village after the temporal storm. I won't let that happen to anyone else. Each thread had to be placed with perfect precision. One mistake, and the entire structure would collapse. The mental strain was enormous, like performing surgery while juggling flaming torches.

Time itself was becoming increasingly unstable around the tower. She could see glimpses of past and future overlapping with the present, creating a confusing kaleidoscope of temporal images. In one moment, she saw the tower as it had been centuries ago, newly constructed and gleaming. In another, she saw it as a ruin, crumbling and overgrown—a monument to her failure. The visions were disorienting, but she forced herself to focus on the present moment.

The sixth phase demanded that she simultaneously consider all possible outcomes of her actions, calculating probability matrices for every potential future. It was like playing chess against an opponent who could see all possible moves simultaneously, while the board itself constantly changed. She had to think in multiple dimensions, considering not just what would happen, but what could happen, what should happen, and what must not be allowed to happen.

For a terrifying moment, she wondered if she might lose herself entirely in the infinite maze of possibilities, becoming trapped in perpetual calculation. But her training held firm, and she managed to maintain her sense of self while navigating the treacherous landscape of quantum probability.

As the ritual entered its final phase, the Sealing of the Void, Lyra could feel the weight of destiny pressing down upon her. Everything came down to the next few minutes. The sealing required her to channel all the accumulated energy and focus it into a single, precisely timed burst of temporal force. Too early, and the seal would be incomplete; too late, and the window would close forever.

The crimson moon reached its absolute zenith as Lyra began the final incantation. Words of power flowed from her lips like liquid fire, each syllable charged with the accumulated energy of the entire ritual. She could feel reality responding to her will, bending and reshaping itself according to her commands. The Void sensed what was happening and began to fight back with renewed fury, sending waves of entropy crashing against her magical defenses.

The battle between order and chaos raged around the tower, with reality itself serving as the battlefield. Lyra stood at the center of the storm, her voice never wavering as she spoke words that would either save existence or doom it to oblivion. Void tendrils reached for her throat, trying to silence her, but she pressed on, drawing strength from the faces she'd sworn to protect—Master Aldric's weathered smile, the children in the village below, even strangers she'd never meet.

With exactly thirty seconds remaining, Lyra spoke the final word of the sealing incantation. The effect was immediate and dramatic—a brilliant flash of temporal energy erupted from the tower, spreading outward in all directions at the speed of thought. The Void's advance halted abruptly, its chaotic energies suddenly contained within a prison of crystallized time. The breach between dimensions sealed itself with an audible crack, like the sound of reality healing from a grievous wound.

As the magical energies dissipated and the crimson moon began to fade back to its normal silver hue, Lyra collapsed to her knees, utterly exhausted but triumphant. She had done it. The world was saved, the Void contained, and existence itself preserved.

The experience had changed her fundamentally, giving her a deep appreciation for the delicate balance that maintained the stability of existence. She understood now why Master Aldric had been so insistent about timing, why the ancient texts spoke of punctuality as the highest virtue of the temporal mage. In a universe where a single moment's delay could mean the difference between existence and annihilation, being prompt was not merely a courtesy—it was a sacred duty.

As she closed the Codex Temporalis, Lyra made a silent vow. She would train new guardians, teaching them the vital importance of precision and timing. And she would never forget that sometimes, the fate of everything depends on being exactly where you need to be, exactly when you need to be there.

***

The rest of this post is Open Game Content and may be reproduced in accordance with its terms. Copyright 2025 Steve Miller.

THE TEMPORAL MAGE ("CHRONOMANCER")
Lyra and her Master were both Temporal Mages. The Temporal Mage is a practioner of a School of Magic that has literally stood the test of time. The spells they use have been adapted by several other schools during the ages Class-wise, they have the same level advancement rate and benefits as the regular Wizards, but have the following additional restrictions and benefits:
   Spell Restrictions: Temporal Mages cannot learn spells from the Conjuration, Illusion, and Necromancy schools. Other schools are all available. The Temporal Mage does not gain any bonuses for specialization.
   Spell Benefits: As the character advances in levels, he or she automatically gains a bonus spell each level. The Temporal Mage may cast the spell without any required material components, and may cast each of them a number of times per day a number of times equal to his or her Intelligence bonus. Although the character does not need to memorize the bonus spell, casting it does consume a spell slot, replacing the spell that was memorized.

Levels   Bonus Spells
1st        Resistance     
2nd       Light
3rd        Featherfall
4th        Comprehend Languages
5th        Locate Object
6th        Knock
7th        Clairaudiance/Clairvoyance   
8th        Dispel Magic
9th        Remove Curse
10th      Dimensional Anchor
11th      Break Enchantment
12th      Sending
13th      Delayed Blast Fireball
14th      Legend Lore
15th      Phase Door
16th      Discern Location
17th      Temporal Stasis
18th       Time Stop
19th       Foresight
20th       Wish

..
If you enjoyed the story, check out these anthologies from NUELOW Games.. you'll love 'em!

Tuesday, May 27, 2025

The Dragon's Throne

Located in Brigid the Red's home in Virginia, the Dragon's Throne did not belong to a dragon until Brigid took it after incinerating its co-creator with a blast of her fiery breath.



THE DRAGON'S THRONE
Carved from a large block of obsidian to appear like a crouching black dragon, the seat is the creature's back haunches and the back being its body and neck. The armrests are his front legs. The head of the carved dragon appears to be looking over the person sitting on the throne's left shoulder, and it has been enhanced with red gems for eyes and a selection of wolf and snake fangs to serve as teeth in its open maw. It is an amazing piece of art.
   The Dragon's Throne is the work of French sculptor Camille Claudel, done as a commission for the spellcasting illusionists and would-be dragon-impersonator Phillipe Garraud. He used his skills as an illusionist to make Claudel forget she created the Dragon's Throne, and then he spent almost two years, from 1914 through early 1916 enchanting it so it. The Throne was created to be the centerpiece of a scam which Garraud hoped would make him to owner of a vanished dragon's hoard. 
   Firepit was an isolated town deep in the Ozarks that had been officially founded in 1822, even before the region had been officially opened for settlement by the U.S. federal government. Local legends claimed that the founding families (who still lived in the town) had been brought there by a dragon who charged them with watching over its hoard until it returned at some point in the future. Garraurd knew that dragons were more than legend, so he also assumed the existence of an absent dragon's hoard was also real. His arcane studies had led him to be certain that what dragons remained on Earth had gathered in Australia, so whatever the leading families of Firepit had been guarding, it would never be claimed... well, not by its rightful owner. By Garraurd, however... 
   In the summer of 1916, after making a show of surreptitiously moving into the long-empty, but still meticulously maintained by the townsfolk, house that had been the dragon's residence. When the local authorities came to confront him, he used the magic of the chair (and his own spells) to convince everyone that he was the dragon returned. He then instructed the mayor and the police chief to recruit other townsfolk to relocate the treasure they were guarding to another location.
   As the citizens of Firepit distributed gold, gems, and strange artifacts (even some things that appeared to be junk), the real dragon returned, Brigid the Red. First, she killed Garraud in a fit of rage, then she decided to let the townsfolk have the gold and gems and assisted them in relocating to wealthy lives in Ohio, Virginia, and West Virginia. She reclaimed the magical artifacts and other items she cared about, ultimately spreading them out between her dozen or so active lairs and treasure hoards. She claimed the Dragon's Throne and gave this unique item a prominent place in her Virginia mansion, often sitting in it when receiving guests in her human form.

Functions
   * When sitting in the Throne, a person gains the ability to cast any illusion or enchantment spell levels 1 to 3 that he or she has at least theoretical knowledge of. The character can cast a number spells equal to his or her Intelligence plus Wisdom attribute bonuses per day.
   * Any spells the character seated on the Throne knows and can cast function at 1 level above the character's actual caster level, while Illusion and Enchantment spells function at 2 levels above the character's actual caster level.
   * While seated on the Throne, a character gains a +4 enchantment bonus to all Charisma-based skill checks.

The Dragon's Throne is not an artifact, just a powerful and one-of-a-kind magic item.

Sunday, March 30, 2025

The Ring of Darius

One of the more infamous artifacts in existence is the Ring of Darius, as the historical record actually confirms the accuracy of the tales that are told about it. Since ca. the year 50BC, only one individual who have claimed the Ring as theirs and not died a violent or unnatural death after having done so.

THE RING OF DARIUS
This is a bulky gold ring that is filigreed with overlapping Celtic symbols that represent humans drawing power from their native lands. The most remarkable thing about the item, however, is the large, deep red diamond, a shade so dark and intense that both its size and hue make it one of a kind among an already extremely rare type of diamond. The Ring of Darius has been described as priceless, and it is.


Functions
When worn by the rightful owner of the ring, in the proper place, possessing and wearing the Ring of Darius provides powerful benefits. When worn by someone who come to have the ring through dishonest or violent means, it is an almost-guaranteed death sentence.

On the Hand of the Rightful Owner
When worn by its rightful owner--someone of Darius' bloodline, or someone who has come by the ring via legitimate means, such as purchasing or having it gifted by a rightful owner--the ring functions as a ring of protection +2. It also grants the wearer a +2 bonus to three crucial skill rolls per day. (The player can choose which rolls, unless the GM wants to reserve determining what's crucial for him- or herself.)
  When worn by its rightful owner in the lands that used to be home to the Gauls--currently claimed by the modern-day nations of France, Belgium, and Luxembourg-- the ring functions as a ring of protection +4. Further, it provides a +1 bonus to all skill checks and attack rolls made by the wearer.
   Unfortunately, its method of creation (assistance from a demon) left the ring with a curse: Whenever a character sees the ring for the first time, he or she must roll a Willpower saving throw (DC13). If the saving throw fails, the character becomes obsessed with the idea of possessing the ring. If the owner isn't willing to part with the ring when asked nicely or offered compensation, the obsessed character starts making plans to have the ring stolen and its (unworthy) possessor killed. Once the obsessed character gains possession of the ring, the cycle stars all over again. 

On the Hand of Someone who Acquires the Ring through Theft or Violence
There is no benefit from the ring to a character who acquires it through theft or murder, although the ring appears provide all the benefits described above. The wearer also becomes increasingly convinced that the ring has boosted all of his or her abilities and talents. Eventually, he or she becomes so arrogant and self-assured that a confrontation that will end badly is a sure thing.

Art by Harold DeLay


A Brief History of the Ring of Darius
The item now known as the Ring of Darius was made by a Circle of Druids, intended to provide magical assistance to a hero who would lead the Gauls into final battle against the Romans and drive the invaders from their lands. 
    Before they could give the ring to a hero of the stature who could save their nation and tribes, the Romans attacked the area, killing all the druids. One of them, as she lay dying, gave the ring to her son, Darius, telling him that the powerful ring would help him restore freedom to their lands and people.
    This was not to be, however. Darius was captured by the invaders and sent to Rome as a slave. He did his best to keep the ring that could restore his people, but, eventually, his captures spotted it. Darius became the first person to be killed over a greedy need for the right, but dozens (possibly even hundreds) more would follow. Darius' ghost has also cursed the ring, intensifying its negative qualities, a fact confirmed by psychic Edward Kelley in 1588 after he came into possession of the ring. Although he tried to keep others from becoming aware of the item, he fell victim to its curse in 1597, after narrowly escaping ring-caused doom on two previous occasions.
     Since 1939, the ring has been in the possession of the ancient red dragon know as Brigid. Aware of the ring's curse, she, like Kelley, has been careful about letting anyone--especially other dragons--know that she has acquired the ring. She keeps it secured in a hidden compartment under the fourth (from the top) back step leading out of her Arizona mansion/lair. Whenever she gets wind of someone seeking to loot one of her treasure hoards (of which she has 15, spread across the globe), she grabs the ring and places it in a prominent spot so it's one of the first extremely valuable items the thieves will find. Brigid then keeps track of the thieves and recovers the ring and any other unique items she baited them with, once they have met their predictable ends for stealing the Ring of Darius.

ACKNOWLEDGEMENTS
The preceding article was inspired by "The Ring of Darius", an unusual comics series that appeared in issues 1, 4-5 of Lucky Comics , an anthology titled published by Consolidated Magazines in 1945-1946. This unusual series will be collected in its entirety for the first time in a forthcoming comics/rpg hybrid product from NUELOW Games. 
   The paragraph "On the Hand of the Rightful Owner" is Open Game Content, and it is presented under this license. "The Ring of Darius" is Copyright 2025 by Steve Miller