Loptir’s Firewater

“In the coldest winter, there is flame. And where there is flame, there is celebration!”

Loptir’s firewater is a magic item I made for our Christmas party game last year. I took the group through the 2013 Holiday module, The Old Gods Return. We had a lot of fun with it, especially with all of the off kilter Nordic and Finnish references there.

For that adventure, I made a magic concoction that gave the drinker a random bonus. I largely based the concept on the Grog of Substantial Whimsy, although my version is much less weird and random, and all in all mostly beneficial.

I liked the concept, as it gave me an opportunity to give my players fun stuff without worrying that the campaign would get bogged down with endlessly circulating powerful magic items.

As I was founding this blog, this was actually one of the things I was going to post very early on, but found to my dismay that the file had disappeared into the ether. I’ve spent the last couple of days recreating the powerful item from memory, and now give it to you, as an early present for the holidays coming up.

Loptir’s Firewater: DCC_Loptir’sFirewater_AMP



Mapvember 2017 Adventures

They say our small world of men is built on the backs of dragons, gone from the world aeons ago.”

So last month, I took part in the Mapvember 2017 challenge.

I don’t like the usual “top-down gridmap” -style at all personally, so I figured that I’d make each map an adventure on its own, with some notes and annotations included.

Tools used were my Micron pens, a single wide-brush Copic, and ink and brushes.

Here you have the maps I drew, pulled into a little PDF, with a tiny bit of commentary. Make them into stories! (And tell me how it goes!)

Mapvember 2017 Adventures: AdventureResource_Mapvember2017_AMP




Acid Arrow spell for DCC RPG

“Far out, man! Did you see that wee unicorn hit the three-headed goblin, too?”

Hereby I present my take on the classic D&D spell (Melf’s) Acid Arrow for DCC RPG.

I made it a 1st level Wizard spell, because on lower casting results it is somewhat less powerful than Magic Missile, and Judges enjoying holding out on power-starved Wizard players might instead opt to give them Acid Arrow.

As outlined in the document, the spell requires a ranged attack roll (made after the spell check) in order for the arrow to actually hit its intended target. This is not a separate action but part of the spell-casting itself.

What if the caster fumbles the attack roll, you ask? Turn to an appropriate Fumble Table or apply a suitably modified outcome from the spell’s misfire results.

Take the hit: Acid Arrow


The Sign of the Sanctum

“The past is a vaunted wonderland of hidden secrets. Whoever digs deep enough can uncover them. But beware! The arcana of the past is not without danger!”

Our collaboration with the Sanctum Secorum -podcast continues! There’s a little adventure-interlude by yours truly in this episode’s companion volume.

DriveThruRPG link: Sanctum Secorum – Episode Companion #30

Podcast episode: Sanctum Secorum ep. #30



Halfling Graverobber

“Lookit that skinny little git! All gaunt and spindly, an’ she smells like the grave! She’s a queer one to be sure!

to be ‘onest I’d kick ‘er outta the inn if it were up to me. But the missus insisted we let ‘er stay, on account of ‘er paying up front with these weird old coins. Pure silver, says the missus, an’ ‘er teef are never wrong about these things.”

As we’ve been restarting the campaign in recent weeks, the group had a little downtime over the summer. We cursorily played through these little side-adventures as we were setting up.

One of our halflings spent a few months in a town called Soulgrave (from one of the older Goodman Games modules, if I’m not entirely mistaken), famous for its location on the tomb-riddled Old Moors.  

I’ve been in the habit of “unlocking” new classes available for play based on what the group does, and this seemed like a perfect opportunity to sneak out a halfling variant: the graverobber!

Much like the dwarves who inevitably always dig too deep, halflings sometimes run into nasty things under the old hills, as they dig around building burrows to settle in. And, inevitably, some of these inquisitive souls find the call of hidden wealth under the hills too much to bear, becoming strange, spindly and furtive in their endeavors as a result.

My table seems to be rather riddled with halflings at the moment, and having this variant available for play is useful in the sense that there is less overlap now, as the graverobbers lack the luck battery ability altogether.

Halfling graverobber: DCC_HalflingGraverobber_AMP

Halfling graverobber sheet: DCC_HalflingGraverobberSheet_AMP