Tabletop Tales: The Story of Hemlock Evetide

Hello, everyone, once more to the blog!

I highly doubt that any of you have watched the Flumph Cast YouTube channel, which I am a part of, but if BY CHANCE you have listened in, you probably have seen a previous campaign titled ‘Wrath of the Tyrant God’. For this installment, I’ll introduce you to a character that you’ve met in the later parts of the game. Guys, let’s go talk to some trees!

The character I speak of comes in at around the 59 minute marker in the video above.

“This was a very, VERY, bad idea”-  Hemlock Evetide, Dryad Summoner

So, some of you may or  may not know I play in the games on the Flumph Cast YouTube channel  (which you guys should totally check out, along with our Instagram page).  A while back, we had recorded our very first full length campaign on the channel, run by our fellow Flumph named Julian.

The campaign which followed, titled ‘Wrath of the Tyrant God’, had the party searching desperately for a way to bring down a mad deity by the name of Uber: a creature who had destroyed the rest of the pantheon of Cruxis. Whatever he could not destroy, he nerfed. The major catagories of creatures he had this happen to were the dragons, the demons and fiends, and the fey.

Of course I wanted to play a fey creature. Enter Hemlock Evetide, a rather skittish dryad who is skilled in the strange arts of Summoning. A pirate by survival and circumstance, Hemlock’s small crew rescues the party once their glass boat (yes, you read that right) shatters in the ocean in an attempt to return to the mainland. Evetide’s crew rescues them from a most certain watery doom, and they tend to the party to the best of their abilities.

Through the adventure, they find out several things about the mysterious plant-like fey creature. Hemlock is a rare kind of spellcaster, a Summoner, who for all his life had to live the life as a pirate out of necessity. The other crew members, aboard a floating tree-vessel called the Mangrove Supremacy, served as a safe haven in the world of Cruxis after the Tyrant God wrought his terror. In his time fighting for survival, he had fallen in love with a fellow dryad, named Foxglove, and they intended to soon be wed.

But tragedy struck before such a time, and they soon witnessed a ship with dark purple masts upon the horizon. This though was not a mere friendly ship: this was a vessel belonging to paladins to Uber himself. With this hostile ship swiftly approaching, they made an attempt to flee. But their vessel could not escape the rapid fire of cannons, and they were shot down with little to no way to defend themselves.

Foxglove, who was the captain of their little ship, as well as the other fey creatures, were taken down in a matter of minutes. Hemlock was lucky, in that he was single sole survivor, sent adrift on spare planks and hoping for the best.

But continuing to the present state of things.

Hemlock, once rescuing the group, joins them in their quest to slay the deity. And through many trial and tribulation, they actually succeed in this with the world of Cruxis being safe once more.

His story doesn’t end there though. He actually revives the love of his life, begins a career as a naturalist as well as opening up a Mage college. He also ascends, after death, to the role as a deity of life along with Foxglove and his favored summon, Minerva: a shadow-touched Wyvern.

Lovely art of Headmaster Hemlock Evetide, done by Lesluv on DeviantArt.

Many Eyes of the Magi

Hemlock’s story is not quite done, however.

On the channel, I run a new campaign where Hemlock serves as the headmaster of a school known as the Avehi Arcana Magitorium. This is where the party meets, as third year university students assigned to one another for their big semester long project.

The group consists of:

– Theren, Wood Elf Rogue (Arcane Trickster)

– Kaiyu, Kitsune Warlock (Archfey)

– Keth, Naiad Runic Knight

– Rilith, Dracovecta Bard

– Tilgi, Selkie Paladin (Oath of Redemption)

– Taku, Charcardin Monk (Kensei)

Hemlock is rather approachable, if students can get past the initial fear of how Minerva rarely leaves his side on the university grounds. Some people have even gotten attached to the wyvern, especially Keth and Rilith. The entire time when the group was getting their third year assignment, at least one person was playing with ‘Minervikins’, as Hemlock affectionately calls her. Anyone else doing so would result in their hand being bitten off.

Just like the original character, Evetide’s past is not pleasant. He was forced into the Chervaux Royal Military Corps, and told to perform horrifying experiments in making chimeras for the battlefield, which often utilized dying humanoid soldiers.

The most terrifying project though was overseen by Hemlock, and known as Project Sandstone. This was a covert operation in making siege machines that had all the firepower as well as appearance as dragons. It was brutally effective. Once Hemlock’s four of service was complete, he took all his notes on Project Sandstone with him as well as four intact Brasswings (the machines). The government also gave him a plot of land in the middle of nowhere. This later became the grounds for the Magitorium.

Why I Love This Character

Hemlock does a lot of things. He combines my love of summoners, the fae and magic together in one character. He’s also quite different from others who I’ve played as up to that point in that he is in no capacity brave. Heck, he started out as an absolute coward. But as things began to become more dire, he lost that part of him and became the wise Dryad he is known as today.

I also have a lot of sentimental feelings with him because of his story. He lost everything before the game even started: I usually don’t make such tragic backgrounds but in that campaign, it made sense given what was going on. Equally, his background as an NPC as well needed to match the situation in Faustus Kil: equally dark and tragic but not something you’d expect on the surface level.

He is in no way a fighter first, and would rather take a tactical role should combat break out. He first tries diplomacy to win over a foe before unleashing his summoned death machines to wreck the field. Besides, if he wins over an enemy, that means a possible new summon to add to his arsenal.

My homebrew Summoner class can be found here at Dungeon Master’s Guild.

Featured image belongs to ArenaNet (Guild Wars 2). 


Tabletop Tales: The Story of Arsène Vulpin

I thought it would be rather rude of me to not contribute something to the RPG Blog Carnival which I’m hosting for the month of July. So, here’s a post about my latest character who has (thankfully) survived the campaign he was in, although narrowly at some points. Bonus points to my compatriot Doctor Necrotic over at Daemons and Deathrays for his playing of his lupine character Moon Lotus. We affectionately called her Moon Moon, of course, for assorted reasons. I may also put his final stats come the end of the campaign, for those who want to use him as an NPC. 

Caution: this post is gonna be long!


“Does it look like I want to be in charge of a noble house? Thanks but no thanks. I’m not one for politics.”- Arsène Vulpin, heir to the House of Avardin 

Legends don’t often start out in a glamorous life. Urchins and thieves and poor village folk is how most adventurers begin their career.

Not for Arsène. Born a kitsune (a race of shapeshifting fox-folk) in the world of Ragnivald, Arsène was dragged through the rungs of life at a young age and in a “profession” that would physically and mentally scar him for years to come. Taken in at a young age by a slave caravan, he was used by clientele for sex and other pleasures of the body.

In Ragnivald, the fey folk are bountiful and consistently appear. As common as humans in other settings, kitsune are the exception. They are few and far between. So much so, that a young MALE Kitsune prostitute would bring any owner no small amount of coin in the time of his service. In Arsène’s case, this was ongoing. He was taken by the caravan at fourteen years of age, but did not begin “working” until two years later, after his new owners saw he was healthy enough to make their treks across Faustus Kil.

There were few things the Kitsune could do when he was not providing customers with the attention they paid for, but he found solace in both tarot card reading as well as dancing. Granted, his preferred style was belly dancing which was initially forced upon him by the slavers. Later he took rather large pride in his dancing, which at least helped him to dull the mental scars he had-

Quicker then he could remember, the stationed caravan was swarmed by a band of green-cloaked men: elven, based on their height and how he saw some with elongated ears. Arrows were shot, swords drawn and clashed with no mercy. By the end of the skirmish, all of the slavers were dead and the elves were going about freeing captives.

Initially, they found Arsène in his fox form: locked tightly up in a cage with two enchanted locks that kept him in this feral body. Once he was taken out of the cage, however, his innate magic surged once more and he was able to take humanoid form. The glint of gold in the sunlight, as the rays of the day reflected off a pair of slave tags around his neck: depicting a naked woman, and a gold price placed on the man for usage.

Arsène learned that these elves were guards and warriors in service to House Avardin, a merchant family dealing with  gems and whatnot. This caravan was passing through the family’s territory without permission, and Avardin did not take kindly to this. They did, though, bring the Kitsune to the man of the house, seeing that fox-folk are exceedingly rare.

Lord Cimmeril did the unthinkable: he adopted the young kitsune, affectionately named ‘Kit’ in the house, into his fold. Arsène spoke not a word while in the house, save in the company of an older elven gentleman by the name of Tethyn Silverymoon, House Avardin’s scholar.

He developed a close friendship to Tethyn, finding solace in the walls upon walls of books. More then he had ever seen as a child, it only took two months or so for him to devour every tome that Avardin had in possession. His inevitable reading would had lead him to a long-forgotten passage on Silvi Varilax eventually. In the common tongue, this was simply known as Arcane Archery.

Years had passed, and Kit had begun to develop his own rapport within the house: as a skilled archer whose abilities outmatched any of his company. Yet, he remained largely silent and barely spoke a word, even once he reached twenty five years of age. Again, the most he spoke was to Tethyn, who he bought up to about learning Silvi Varilax. His teacher was doubtful of this, but spent many weeks finding him an appropriate teacher. This came in a the form of a strange faerie being who simply asked to be referred to as Puck.  It pressed Kit hard, but  saw his abilities begin to take shape. Once Puck had given the Kitsune all the knowledge he needed, they parted ways.

At the age of 29, the still relatively young Arsène strode off into the world, away from House Avardin. This was one of the few times he spoke in front of all of his adopted family, and many had thought he lacked the ability to speak altogether.  He had said that he had confided solely in Tethyn, and spoke to no other. When lord Cimmeril asked Tethyn why he did not bring this up to him, he simply responded with “I made a promise. I keep my word,”.

He was gifted both a longbow and an enchanted whip before he set out into the realm beyond, and for a large time he simply wandered where he wanted to. Looking for other kitsunes like himself but having no luck, he mostly took up tracking jobs and odd services to earn gold. This gold, ironically enough, was used at inns and brothels. His view of sex and pleasure is that so long as it’s mutually agreed and not forced, then he is perfectly fine with paying for such services.

It was through this situation that  found Arsène checked into an inn known as the Leaky Wizard’s Hat with a whore at his side. Once business was all said and done, he fell asleep and offered the woman to share his bed overnight (there were wolf howls in the distant, and it would better for her to remain safe).

Commissioned artwork of Arsène, done by the lovely Bambz-Art on

Morning comes, and the woman is nowhere to be seen. In no small amout of worry and confusion, he looks out the window and sees not the town he checked into but a place he had never seen before:  the town of Dragons Meadow. The next day was learning he had been teleported to another world completely, which he later learned was called Zestra. This was the fate of two other travelers he had met in the tavern there, by the names of Torren Blacksky (a blind human Sorcerer whose abilities came from the mysterious Void), an Aasimar named Oyev (Paladin, Oath of Conquest) and a strange shapeshifting wolf-woman named Moon Lotus (werewolf-esque Battle Mage).

They had all been called, in some way, shape or form, by a being calling himself Duncan, who ran the Leaky Wizard’s Hat and always reading and writing in a large leather-bound book. Inter-planar shenanigans resulting in collecting shattered fragments of a long-dead (or so we thought) chaos deity, traveling to Sigil, Carceri, and even back to Faustus Kil and the faerie realm there. Over this time, Arsène has had many challenges along the way, not limited to but including:

  • Oyev himself. He never quite saw eye-to-eye with the Paladin, and despite traveling with the Aasimar for an extended period of time, never truly trusted him even when he claimed that he will always be loyal to the party.
  • Dealing with an arranged marriage. He did manage to get out of that, because it wasn’t what he wanted.
  • His distrust of firearms and technology. Ragnivald is a place of low tech, and he favored his longbow more than anything else. Until Oyev gifted him a custom made rifle, which he named Kasuf (Arabic for ‘eclipse’).

But there was one major event which spurred him on to trying to be a better man, and that was his confession of feelings to Torren. For months, he had been battling his heart and debated long and hard on what he should do. But Arsène eventually worked up his courage and professed his love to the Sorcerer.

Torren felt the same way, and the two have been inseparable, even when Torren had lost his memory briefly. It was because of  Arsène’s caring and re-educating the Sorcerer that he was able to remember everything that had happened. In all of Arsène’s years, he could not have believed that someone who was so broken of a man and who had literally seen a prior lover go insane would fall for him, a simple Kitsune who was hardly anything special. How wrong was he in thinking that.

Arsène, post vampire transformation. It is a huge change in his appearance. 

Arsène also became a vampire in the later half of the game, which caused no small amount of conflict in the party. Oyev and Moon Lotus immediately wanted to cure him of the vampirism, but Torren stepped in and defended Arsène’s decision on keeping his newfound abilities. And while Arsène has come very close to losing himself to bouts of blood frenzy and hunger, he has managed to stave it off…for the most part. When the change had occured, his midnight black hair had turned a stark white, his tan skin became  significantly paler (imagine dusty clay pottery), and his eyes became black and red. When he lost himself during his feedings, streaks of blood would fall from his eyes like tears. I also like to imagine that his ears became slightly pointed and were tipped with tufts of white fur.

I head-cannon that Arsène and Torren had run off to Torren’s original world, known as Daro, to deal with the problems he had left unfinished there prior to him being summoned to the Leaky Wizard’s Hat. After that, I’d like to think Arsène took Torren on a tour of Faustus Kil after all the craziness for some much needed rest and relaxation. And from there, more adventures.


Why I Love This Character

When I mean by love, I don’t mean in an obsessive anime fan girl way.

Arsène is a character who is very much unlike any of the characters I have played as of late/at all. I usually favor complete spellcasters, such as Druids and Warlocks. This guy could technically be a spellcaster but not really: his magic comes from his Arcane Shots.

Another giant factor of how he’s different is that I generally never have a character who specializes in weapons, especially firearms. I’m not a huge fan of weapons (I frankly find them boring in regards to everything else a fantasy setting can provide), so playing someone who prefers rifles and swords is strange for me. I got used to it though, and I’m not sure if I see the allure of Barbarians and  those sort of classes still.

His personality has a lot to do with it as well. A lot of my previous characters all had some sort of whimsical side to them as well as a child-like view of the world. Arsène? Not so much. He was perpetually in a grumpy mood, a heavy alcoholic at the beginning of the campaign and would find any reason to indulge in his personal kinks and desires. But despite that all, he did try to be a decent enough man, even though him and Oyev didn’t see eye to eye on many occasions.

His relationship with Torren also felt natural. At first, he did not truly trust anyone in the group, but did feel some sort of connection to Torren: as the both of them were not native to the world of Zestra, I suppose that’s what first started their close friendship which developed into something far deeper. At one point, Arsène had said to the Sorcerer that out of all the party members, Torren was the only one he would lay his life down for in order to protect him. Torren said the feeling was mutual on his end.

Torren was also the only one to support Arsène wishing to remain a vampire when Oyev and Moon Lotus wanted to turn him back with magic (Oyev) or outright kill him and resurrect him without the “curse” (Moon Lotus). It definetly gave some more tension to the group (as if there wasn’t enough already).

Arsène also wasn’t above attacking his party members if he needed to. At one point, Oyev was getting too full of himself after obtaining the position of a leader of a merchant household. Arsène told him “if you start getting your ego inflated and all that power goes to your head, I’d be more then happy to pop that balloon and knock you down a couple of pegs”.  Granted, Oyev’s self-importance could also be derived from his origins as being related to the fallen angel Lucifer but I digress.

Want to include Arsène into your story and/or quests? You can find his stats, abilities and whatnot here!





Tabletop Tales: the RPG Blog Carnival, July 2018

Welcome back, pixies and sprites, to my corner of Internet insanity!

Why do we play our favorite tabletop games? This is my question to you, the reader.

It could be a combination of many aspects: the thrill of being your own hero, perhaps your character was chosen by the fickle hands of fate to be the harbinger of the end of days even. Maybe you’re nothing more then a peasant man who discovered his love of the natural world, or a minstrel with a bad case of sticky fingers.

But if your responsibility to a gaming group for you falls as the position as the Game/Dungeon Master, you know that one of the key ingredients to keep players coming back to your table is simple and complex at the same time. This is the story itself.

The story is what draws players in. It is what develops characters, ensures all-too-numerous hours of organization on your end, and ultimately why we are all joined in this past time. Yes, some stories drag on for too long or end abruptly, but at the heart of the hobby, the story and  the tales which are told will always remain a most vital aspect. Dare I say, even more important then dice *gasp*!

Okay, so maybe the story is on part with dice, which these lovely ones are one of my newest sets. You can find the dice for sale here. ) 

For July, the theme for the RPG Blog Carnival is Tabletop Tales! You’re probably wondering, “what the heck in Tiamat’s name is that theme all about?”. I’m glad you asked (and yes, I did put this post up a few days early so that way I can start getting people’s ideas flowing)!

Tabletop Tales is a theme where contributors can write any number of articles and posts, revolving around the stories told at the table. A list of ideas are provided below, to get your creative gears going:

  • As a DM, what was a plot point you are especially proud of in your last game?
  • Criticism of official and unofficial campaign module’s storylines (Curse of Strahd, Rise of Tiamat, etc.)
  • The exploits of your characters, both good and bad
  • The role of stories and legends in your game(s)
  • Lore behind your world(s)
  • Legendary boss battle recounts that are worthy of a DM giving out Inspiration

Once you’ve written your post (or two, or three if you’re feeling brave!), come back to this page when it’s completed and post a link to the entry. At the end of the month, I’ll make another post that will have all the links to those who contributed to the theme of July.

I know I have several ideas planned out for my own contributions, and I look forward to seeing your entries!

The RPG Blog Carnival is run by ‘Of Dice and Dragons’, and you can find all of the previous entries to the Carnival here on this handy dandy link. 



A Wandering Occultist’s Guide to Racial Curses

Hello, Pixies and Sprites!

Its been some time since I’ve readily posted anything (I have been doing a lot of work on stuff on Dungeon Master’s Guild), but I figured ‘let me dust off the ol’ WordPress and see what I can do over here for everyone’!

Curses: whats not to love about them? If you’re a player character, a lot. They can be annoying or downright deadly.

But what if not all curses operated the same? Here, I’ve decided to step away from the usual and make cursed items that are specific to different races.

Keep in mind, theres only a few shown here. If you have a “fun” idea of your own, post it in the comments section: I’d love to see what you make.



Ancestor’s Armor (requires attunement, very rare): this divine armor, with the images of angels in flight upon it, can only be worn by Aasimar. While attuned to it, you have immunity to the damage type you usually have resistance to, based on your Aasimar subtype.

Curse: while attuned to the armor, you have vulnerability to one type of damage out of the following: fire, cold, lightning, thunder, poison, force.


Token of Tiamat (requires attunement, very rare): this brooch, made of five different types of gemstones, glistens in the sun when held up to it. When attuned to the Token of Tiamat, you gain advantage on weapon attacks against creatures with the dragon subtype as well as Persuasion and Intimidation.

In addition, when you are struck by the same elemental damage your Breath Weapon does, you take no damage and heal for half of the damage you would have taken.

Curse: when attuned to this item, you have vulnerability to a specific elemental type. At the beginning of each day, roll a d6. The roll of the die dictates what you are vulnerable to.

1: Fire

2: Cold

3: Poison

4: Acid

5: Lightning

6: Nothing happens.

A spell such as remove curse can remove the Curse from the person affected by it.


Weapons of Elf Slaying (rare, requires attunement): the dwarves are known for their general dislike of elves, which even is applied to some weapons. While attuned to a weapon of this kind, you deal an extra 2d8 to creatures considered elves.

Curse: you have disadvantage on spells and spell-like effects cast by creatures considered elven or fey in nature.


Opal Spider Charm (Dark Elf/Wood Elf)(Rare, requires attunement): An obsidian trinket, carved to resemble a predatory spider, shines with facets cut by a skilled hand. When attuned to the Opal Spider Charm, you gain the ability to walk on walls akin to a spider. In addition, surfaces covered in webs do not count as difficult terrain for you.

Curse: once you are attuned to this ring, your vision is greatly impeded by sunlight. You gain a modified Sunlight Hypersensitivity. When you start your turn in sunlight, you take 1d10 radiant damage and you have disadvantage on checks to sight-based Perception checks and attack rolls.

A spell such as remove curse can remove the Curse from the person affected by it.


Miria’s Ring of Beastly Wonder (Rare, requires attunement): This wooden ring, embedded with black sapphires, gives off druidic magic. Once per day, you may use your action to Wild Shape into a beast who’s Challenge Rating is equal to half your total character level. You may use this item once per day, regaining use at the start of the next morning.

Curse: once you use this ring, your stats are replaced by the stats of the beast you turned into for the next day. This wears off at the start of the next day.

A spell such as remove curse can remove the Curse from the person affected by it.



Meepo’s Dragon Fury (dagger, requires attunement): this dagger, which is too small for most standard races to wield, has the image of a deadly White Dragon etched onto the blade. While you are attuned to this weapon, you have immunity to cold damage, and you can use your Grovel, Cower and Beg feature an extra time, regaining it on a short or long rest.

You also gain a Dragon Breath Weapon which deals cold damage (standard Dragonborn Breath Weapon recharge time and range).

Curse: when you are attuned to Meepo’s Dragon Fury, creatures with the dragon subtype as well as Dragonborn, Half-Dragons, Draconic Bloodline Sorcerers, and any creature predominately affiliated with dragons has advantage on attacks to hit you as well as saving throws.



February Blog Carnival: Time Marches On

Hello, fellow friends of the gaming community!

The month of February’s RPG Blog Carnival is being hosted by my good friend and general ally in weirdness, Doctor Necrotic, over at Daemons and Deathrays. The theme tackles the subject of time in it’s many different broad terms and spectrums.

I have, at the table, had players and NPC’s who are a wide variety of ages. From young adults and barely-there teenagers in my latest 5e game to a wizened “seventy-something year old” wizard in a desert campaign (not something to be snuffed at, by the way, in that setting!), it only makes sense that their skills and capabilities are going to be vastly different due to age range.

What throws a wrench into this even more is all of the various races that 5th Edition has. How would a grizzled old Half Orc chieftan be different from his younger tribe-members? How do you tell the difference in Elven ages when all of them look eternally youthful? Here, I’m going to offer racial feats not just for different  races but also age groups as well!

Note: not all playable races are listed, as some are harder then others to craft racial-based feats for. If you have any ideas, feel free to share them in the comments section. 


Any Race

Youthful Enthusiasm: prerequisite 14 years and under 

While not as experienced as others your age, you see the world in a more positive light.

You have advantage on fear-inducing saving throws.

Elf (any)/Half Elf

Elven Perfection: prerequisite: must be at least 300 years of age if elven and if half-elf, 150 years. 

Your age has honed your skills to more sharp ways, getting closer to perfection.

Choose one Skill you are already proficient in. You gain double proficiency in that skill.

In addition, the Ability Score that that skill is based on increases by one, to a maximum of 20. Example: the Performance skill is chosen and that character has double proficiency in it. Their Charisma score is then increased by one.



Lineage Weapons: prerequisite: Dragonborn, over the age of 50.

Your age has made you hearty, and finding how to use your predatory gifts to great effectiveness.

Choose either your Strength or Dexterity. You increase that stat by one, to a maximum of 20.

You gain a natural Bite or Claw attack. Your Bite is 1d8 piercing damage and your Claw 1d6. You may chose this feat twice to gain both a Bite and Claw attack.

If you choose Bite attack, your Strength score increases by one, to a maximum of 20. If you choose Claw attack, your Dexterity score increases by one, to a maximum of 20.



Mouthy: prerequisite, Kenku and at least 50 years of age

As you age, you have honed your vocal talents far beyond that of others of your race.

Your Charisma increases by one, to a maximum of 20.

Creatures who are trying to see through your Mimicry racial feature also have disadvantage on the roll to do so.


Yuan-Ti Pureblood

Serpentine: prerequisite Yuan-Ti Pureblood, 40 years and older

Tapping into the  magic of your race, you adapt yourself to become more snake-like.

Your Dexterity increases by one, to a maximum of 20.

You also gain the ability to shapechange into a Constrictor Snake once per short or long rest, regaining this feature on either one. Your stats are the same with the exception of your Armor Class and hit points, and you are unable to use your equipment in this form.



Naturally Druidic: prerequisite Firbolg, 300 years and older

Being a Firbolg, you have a more intimate connection to the wilds of the realm.

Your Wisdom increases by one, to a maximum of 20.

You also learn one Druid cantrip of your choice, and have advantage on one of the listed Skills of your choice from these listed: Nature, Survival, Animal Handling.



Apologies from the Faerie Woman

Hello, pixies and sprites!

I do have to apologize for being so quiet as of late. I’ve been rather uninspired to create much lately, not to mention life has been getting in the way, including both a new Dungeons and Dragons campaign for the Flumph Cast YouTube channel and a job, and just general craziness that reality won’t let me ignore.

So, I’m going to ask you of the Internet: what would you like to see on the blog? Class options? Backgrounds? Reviews? More playable races? I am always up for ideas to spark creativity in me!

Again, hopefully I’ll get out of this slump sooner rather then later.

On To A New Chapter: The Blog Wrap-Up

Hello, pixies and sprites, to the year 2018!

blog carnibalWith the new year comes the close of Pitfalls and Pixie’s playing host to the RPG Blog Carnival for December.

The theme of literature was the month’s topic, so a big thank you to the handful of folks who participated! Everyone’s works can be seen below:

Thank you to the site Roleplaying Tips for hosting this event! 

The Lady of Thorns: ‘The Ancient Magus’ Bride’ Homebrew

Hello, pixies and sprites, and welcome to December!

I must admit, I don’t update the blog as much as I used to and even more rare do I stick to a theme, but after discovering a manga/anime series that I fell in love with, I couldn’t help but make some of the characters from it into statted out Dungeons and Dragons characters. Also to contribute in my own way to the ‘It’s In a Book’ theme for this month, because I consider manga to be a form of literature in it’s own way.

‘The Ancient Magus’ Bride’ is a new anime series which I am absolutely hooked on, and follows the story of a young Chise Hatori as she studies as an apprentice mage to the mysterious Elias Ainsworth, also known as the Thorn Mage or just simply ‘Thorn’. She is given a new shot at life, and her world changes in unforeseen ways.


In the PDF file provided, I have made Chise, Elias and Chise’s familiar, Ruth, into creatures for you to use in your Dungeons and Dragons games. If you use them, let me know how you wove them into your campaign setting!

Ancient Magus Bride Homebrew

‘The Ancient Magus Bride’ is copyrighted to Kore Yamazaki.  Foremat of PDF is courtesy of the Homebrewery. This is a fan creation only. 


December RPG Blog Carnival: It’s In A Book

blog carnibal.jpgWizards know the allure of parchment-filled tomes: after all, it is here where their most prized and powerful spells are. Not only for those who learn the magic that course through the realms, books are gateways to knowledge previously not known or misunderstood.

They invoke a strange aura to them, books. Whether they be scrolls, leather-bound things found in ancient monasteries or kept in the collection of an eccentric businessman, we, as gamers, oftentimes find ourselves drawing inspiration from the books in our own lives.

No doubt that the creators of Wizards of the Coast were inspired by Tolkien’s hobbits for their Halfling race;  the dryads of Greek mythology lay in the Monster Manual as does the half-bovine Minotaur and Medusa. The noble Griffin too, seen oftentimes as a terror of both land and sky. And who can forget dragons, seen in everything from the final encounter with Beowulf , to the Hydra fighting Hercules, and the three “children” of Danaerys Targaryan of Game of Thrones fame.

Which is where you come in, dear readers.

For the month of December, the RPG Blog Carnival is coming around: its caravan decked with silver bells, Faerie Fire lights aglow to ward off the winter chills, and the sound of jovial singing is on the wind. They invite you to their firesides for a yuletide celebration of merrymaking and storytelling, and who knows? You may go to your own home, passing on a story of your own.

THE BASIS: Write an article based on the theme of the month, which is literature in its wide formats. Post it up on your blog, and include a link to this post for the month of ‘It’s In a Book’. At the end of the month, when the carnival leaves this part of Faerieland, all of the submitted posts will be compiled and posted on one master page.

Special thanks to Roleplaying Tips for hosting the year-long event! 


Oddities and the Occult: Cryptoids for 5th Edition

Good evening, pixies and sprites!

I know I’ve been absent for a while now, but alas! Real life seems to suck the fun out of everything.

Due to the month of October being full of witches, vampires and general spookiness, the theme of this month’s Blog Carnival (hosted by Of Dice and Dragons ) is all about superstitions!

But, what about creatures which cause such rumors and fears to arise? Surely there is something at the route of a werewolf’s bite, the sounds in the night? And who better to push forward to see the truth then brave-hearted adventurers.

For this month’s contribution, I provide to thee a host of cryptid creatures who are sure to inspire superstitions of their own! Note: all of these are actual cryptoids, some more well-known then others but all frightening.

Game on!

The Blackbird of Chernobyl/Mothman: A crpytid of humanoid shape, the Blackbird of Chernobyl and the Mothman are believed to be the same “species”, if one can call them as such. Regardless of where it is seen, whether it be a quiet West Virginia town or in the fallout of a nuclear power plant, whatever this species is haunts the nightmares of fans of cryptozoology all around the world.

Bloody Mary stats


The Jersey Devil: In the Pine Barrens of the state of New Jersey stalks a creature which has captured the imaginations and fears of the residents who have lived there. Such a monster has risen to its own sort of fame in the state, being New Jersey’s most well-known urban legend. But its mystery is just one thing which makes it frightening: encounters with it are even more so.

Jersey Devil stats

The Capitol Demon Cat: an urban legend specific to Washington D.C., the Capitol Demon Cat is a creature which only is seen and talked about during election season. It is seen as an omen of political unrest and madness. For its secrecy and shadowy ways though, it’s fangs can be felt: oftentimes, the passing of politicians are believed to be traced back to the rather unassuming black feline.

demon Cat stats 2