On Gormand's Larder, a Free Adventure via Illustration

If I may direct your attention to this free illustrated adventure.

So, what gets me, is when people characterize the old school renaissance for being a bunch of old fogies, or talk about Dungeons & Dragons like it's not innovative enough to drive new play, nothing being produced is as avant garde as this project.

This is true for a huge percentage of stuff in the old school Dungeons & Dragons scene. Vornheim redefines the city book. On the Non-Player Character codifies the hidden social actions in Dungeons and Dragons. A Fire on the Velvet Horizon is a monster book unlike any published. This list goes on and on, of new, innovative works that can completely change the way you run games.

This is a six page adventure, without any text, with only gorgeous illustrations and it's completely free. If you use it, make sure to let the author know! It's brilliant!


Hack & Slash 

On a 5th Edition Sorcerer Origin, Incantrix


Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, The Weave (Incantrix), Psionic Power, Deathmaster or Wild Magic, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Others, such as Incantrix, Psions, and Deathmasters are detailed below.


Your innate magic comes from the weave. The very nature of magic is intertwined within your soul. Often your birth might have been auspicious, or you might have been born or conceived during a magical event. There are few Incantrix's in the world, often fewer than a thousand, and nearly all of them are women. Male Incantars do exist, but are extremely rare.

Binding of the Weave

At 1st level, even though magic comes easy to you, certain spells are beyond your ability. You are unable to learn any non-ritual Conjuration, Evocation, Illusion or Necromancy spell. Spells of this type that are rituals are possible to learn.

Power of the Weave

When you do get sorcery points at 2nd level, you gain access to an additional amount of sorcery points equal to your Charisma modifier.

Magical Adept

Starting at 6th level, if you do not know the spells Counterspell and Dispel Magic, you gain them as additional spells known. If you do know either of these spells, you may select another spell to add to your selection of spells.

You also gain an additional metamagic ability.

Sight of the Weave

At 14th level, the weave becomes visible to you. You can now see invisible and ethereal creatures within 30 feet. You gain an additional metamagic ability.

You can also see the energies that connect casters to their spells. You may harness this energy and control it yourself. As an action you can Seize Concentration by expending a third level spell slot. If you do, you gain control of any spell another wizard has cast using their concentration. This is automatic if the spell is third level or lower. If it is of a higher level spell, you must succeed at an ability check with a DC of 10 + the level of the spell. If you use a spell slot of 4th level or higher, you automatically acquire control of a spell  if the spell's level is equal to or less than the level of the spell slot you used.

The spell continues to function normally, with the only change being that the spell is now under control of the incantrix.

Scion of the Weave

You are now a living representative of the power of the weave.

At 17th level, as an action you are now able to Drain Charges from magic items within 60 feet of your person. Every charge gained, restores either one sorcery point or a spell level, e.g. if you drain three charges from a wand, you can restore a third level spell slot, OR three sorcery points, Or a first level spell slot and two sorcery points, or any combination of the above.

Second, the difficulty of Counterspelling, Dispel magic, and Seizing Concentration is now DC 5 + the spell level.

Third, you make all saving throws versus magic and spells at advantage.

Fourth, as a reaction, you are able to apply a metamagic effect to another casters spell. They must be a willing target, otherwise you have to succeed at an ability check of a DC equal to 10 + the spell's level.

Finally, fifth, you gain an additional final metamagic ability.


Because the Incantrix's spell list is substantially different from the standard sorcerer, it is included below. In addition, Incatnrix have access to some unique spells. These spells are described below.

Chime of Release
1st Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Instantaneous
You ring a small brass tubular chime, which disappears when struck. The vibrations ring out over the area of effect, and release non-magical bonds holding any single creature or person. This unlocks locks, unties ropes, opens cages, unbindes straps, removes gags, et. al. whichever creature is the target is no longer bound and is now free to go.

3rd Level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You restrict a spellcasters access to the weave. For the duration of this spell, any spell or magical effect the target produces causes the minimum possible numeric effect. In addition, anyone making a saving throw against the targets spells makes such saving throws at advantage.

Lower Resistance
5th Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
This nullifies and lowers a creatures resistance to magic. If they have legendary resistance, it soaks up one use of the resistance. The creature targeted also has disadvantage on saving throws versus spells. On a creature with magic resistance, this will force them to save normally. The material component is a broken iron rod.

Steal Spell
7th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Any spellcaster targeted by this spell, must make a Intelligence saving throw at disadvantage, or lose a random spell. This spell is stolen from his mind, and at the beginning of the spellcasters next turn, may be used by the Incantrix at no cost, anytime during the next 24 hours. If it is not used, it is lost.
If used on a non-spellcaster or no spells are available, then this spell is wasted. It does not affect magical devices, items, or spell-like abilities.
The level, class, or type of spell does not affect the Incantrix's ability to cast the spell, even if it is of a level of spell she is normally unable to cast. Material components are not necessary, because they are consumed from the original spellholder, when this spell is cast.

Spell Turning
7th level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S, M
Duration: Instantaneous
This powerful spell protects the caster, causing any spell that specifically targets the caster to rebound upon the person who cast it. It only affects spells that target the caster, simply being in the area of effect of a spell does not protect the caster.  
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can choose a new target for the spell instead of deflecting it against the caster.
The material component for the spell is a small silver mirror.

Blade Ward
True Strike

Level 1
Alarm (r)
Chime of Release
Mage Armor
Protection from Evil and Good
Find Familiar (r)
Tenser's Floating Disk (r)
Unseen Servant (r)
Comprehend Languages (r)
Detect Magic (r)
Identify (r)
Charm Person
Tasha's Hideous Laughter
Illusory Script (r)
Expeditions Retreat
Feather Fall

Level 2
Arcane Lock
Detect Thoughts
Locate Object
See Invisibility
Crown of Madness
Hold Person
Magic Mouth (r)
Gentle Repose (r)
Alter Self
Magic Weapon
Rope Trick
Spider Climb

Level 3
Dispel Magic
Glyph of Warding
Magic Circle
Protection from Energy
Remove Curse
Leomund's Tiny Hut (r)
Phantom Steed (r)
Feign Death (r)
Gaseous Form
Water Breathing (r)

Level 4
Mordenkainen's Private Sanctum
Arcane Eye
Locate Creature
Control Water
Stone Shape

Level 5
Planar Binding
Contact Other Plane (r)
Legend Lore
Rary's Telepathic Bond (r)
Dominate Person
Hold Monster
Modify Memory
Animate Objects

Level 6
Globe of Invulnerability
Guards and Wards
Drawmij's Instant Summons (r)
True Seeing
Mass Suggestion
Otto's Irresistible Dance
Flesh to Stone
Move Earth

Level 7
Reverse Gravity
Steal Spell
Spell Turning

Level 8
Antimagic Field
Mind Blank
Dominate Monster
Power Word Stun
Control Weather

Level 9
Prismatic Wall
Power Word Kill
Time Stop
True Polymorph

Hack & Slash 

On a 5th Edition Barbarian Variant, The Rage Mage

Rage Mage

Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, Path of the Totem Warrior, or Path of Arcane Rage, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Path of Arcane Rage
Some barbarians experience access to immense power during their rage, power that is uncontrolled and dangerous. The Path of Arcane Rage is a path of great power and danger. When you enter rage, you gain access to raw arcane power, which lashes out across the battlefield, heedless of your health and well-being.

Arcane Fury
Starting when you choose this path at 3rd level, You gain access to spellcasting. You become a conduit for pure arcane energy during your fury allowing you to cast a small selection of spells. See chapter 10 for the general rules of spellcasting, and the table following the class description for the Path of Arcane Rage spell list.

Casters of the Path of Arcane Rage do not prepare spells. Strength is your spellcasting ability for your spells, the power of your spells comes from your physical power and fury. In addition, you use the Strength modifier when setting the saving throw DC for a Path of Arcane Rage spell that you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Strength modifier
Spell attack modifier = your proficiency bonus + your Strength modifier
You may not cast ritual spells, and you do not need material components for your spells.

You gain a limited number of spells known, any of which may only be cast during your rage. In exchange, you lose your resistance to bludgeoning, piercing, and slashing damage, and your melee rage damage bonus. You may only cast spells while raging. Spells do not use slots. Spells are always considered to be cast a level equal to 1/2 the level of the Barbarian. There are no restrictions on how many times you may cast a spell during a rage, beyond the normal restriction of not being able to cast more than 1 spell a turn unless that spell is a cantrip cast with a bonus action.

You choose a new spell when you level of a spell level you can cast. Once selected, the spell may never be changed.

Any round during which you don't cast a spell will end your rage. From the beginning of your initiative count to the start of the following turn, a spell must be cast or you will exit rage. This does not negate the normal limitation of leaving rage if you haven't attacked an opponent or taken damage since your last turn. Either condition will cause you to leave rage.

Spell Fury
Beginning at 6th level, your anger and blind range enhances the power of your spells. Saving throws versus your spells now have a Spell save DC of 10 + your proficiency bonus + your strength modifier. At 17th level this increases to DC of 12 + your proficiency bonus + your strength modifier.

Raging Enhancement
Beginning at 10th level, choose one: Empower Spell, Quicken Spell, Twinned Spell. You may apply one of these metamagic effects to one of your spells during your rage, once per rage.

Focus of the Arcane
Starting at 14th level, you no longer exit rage if you fail to cast a spell during your turn.

Barbarian Path of Arcane Rage Spells Known
Level   Cantrips           Spells known   Maximum level of spells known.
1          0                      0                      -
2          0                      0                      -          
3          1                      1                      1st
4          1                      1                      1st
5          1                      2                      1st
6          2                      2                      1st
7          2                      3                      2nd
8          2                      3                      2nd
9          2                      3                      2nd
10        3                      4                      3rd
11        3                      4                      3rd
12        3                      4                      3rd
13        3                      5                      4th
14        3                      5                      4th
15        4                      5                      4th
16        4                      6                      5th
17        4                      6                      5th
18        4                      6                      5th
19        4                      7                      5th
20        4                      8                      5th

Barbarian Path of Arcane Rage Spell List

Acid Splash
Fire Bolt
Poison Spray
Ray of Frost
Shocking Grasp
Chill Touch

1st Level
Burning Hands
Chromatic Orb
Expeditious Retreat

2nd Level
Scorching Ray
Ring of Fury
Ray of Enfeeblement
Melf's Acid Arrow
Spider Climb

3rd Level
Sleet Storm
Lightning Bolt

4th Level
Fire Shield

5th Level
Cone of Cold
Bigby's Hand

Ring of Flaming Fury
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
A burst of flame emanates out from your location, burning and damaging those nearby. Each creature within 10 feet of you must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels, When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two levels above 2nd.

Hack & Slash 

On the "Missing" Delay Action in 5th Edition

It's not missing. There is no Delay action in 5e.


Because it makes a better game.

One of the nice things about the Modern Role-Playing Game world is that we have learned some things. Objective things that allow us to handle arguments in new ways. One of those, is that the goal of the design of the game is player enjoyment and weighing that against costs.

This means that arguments from realism can be dismissed!

No longer must we wade through pages and pages of endless debate about real world experience and what makes sense! We can simply decide what we want based on what we think is most fun.

When people talk about defending the delay action, they talk about verisimilitude and attempting to do things under strict RAW. This may be important for some people. You can see the effects of designing a game from this standpoint by playing a mid-level Pathfinder game.

The Delay action slows play down. Do you want to slow play down?

Does it sit better with people to be allowed to skip their turn and interrupt the game to take it when they want, because it makes more sense?

Let me tell you a story. Once, in a game I was in, we had a new player. There wasn't a good place that made sense for a new character to appear, so that player sat in the room, unable to play for five hours. The game ended without him getting to join the group. He never returned to another game ran by that Dungeon Master.

Verisimilitude, especially in a game where flying gnome wizards cast fireballs, can die in a fire.

The second part to this delay argument is where you might have a Dungeon Master who wants to run initiative rules as written for things like, entering a dungeon room, or maneuvering in a narrow space. This has nothing to do with the rules, which are explicitly set up for the Dungeon Master to make judgement calls to speed play along to the interesting choices and enjoyable play. If you've got a Dungeon Master who's doing that, more rules are not going to make him be less of a dick. He'll just be a jerk in more technical and new ways.

This isn't just some sentiment I'm writing up in response to (not the first) place this discussion has been had. It's a call to action for people to say, "Yeah, that isn't in this game because it slows down play." instead of getting involved in a debate over why you can't avoid taking your turn and whether it makes sense.

Of course, the design team is on record as saying, you know, you can put it back in if you want. And really, you can. The question just is, if you're houseruling ways that can complicate and slow your game down, you have to ask yourself why? What does it add? And if the answer is "It makes me feel better about the rules" or "It stops my Dungeon Master for making things difficult for us rules as written." then maybe you should examine your motivations and find out if there's better ways to address that. If the answer is "It makes the game more tactical," then perhaps playing a more tactical game is the answer to that.

Hack & Slash 

On the 5th Edition Shadow Wizard

A 5th edition wizard school for your games. With new spells.

School of Shadow

As a member of the School of Shadow, you have used the dark essence of shadowstuff to power your magics. Some shadow mages travel and discover hidden secrets, others corrupt those pure and innocent, still others watch from the shadows to insure that what is at bay, remains at bay. Shadow is a sub-school of illusion, and certain illusion spells are also considered shadow spells.

Shadow Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a shadow spell into your spellbook is halved.

Starting at 2nd level when you choose this school, your mastery over the powers of darkness and shadow increases. As an action, you can choose to cause a source of bright light to become dim, and an area of dim light to become dark. You also gain Darkvision out to 60 feet.

Blinding Shadow
Beginning at 6th level, You can blind creatures with shadow. Choose a creature within 30 feet. On a failed Dexterity saving throw against your wizard spell save DC they are considered blinded. They may reattempt this save at the end of each of their turns.
Also, you are considered in total cover due to being obscured while in darkness, and are considered to have three-quarters cover in dim light.

Shadow Step
Starting at 10th level, as a bonus action you may move between any area of dim light or darkness to any other area of dim light or darkness within 400 feet.

Shadow Self
Beginning at 14th level, shadow becomes infused with your essence. You gain expertise at stealth checks and your armor class increases by 2 due to the fact that you are partially immaterial.
You can also spend 1 full-round to create a Shadow Double. This double has your abilities, hit points, armor class and is identical in all ways, except it is made from shadowstuff and has no equipment or will of its own. You my command it to protect you, in which case all incoming attacks are at disadvantage due to the confusion and protection provided by the shadow double.   Or, you may command the shadow double to move anywhere within your line of sight. You can see what the shadow double sees and can cast spells having them originate through the double. It lasts as long as you maintain concentration, up to 1 minute or until it takes lethal damage.

Shadow spells
New shadow spells are italicized. Spells that are normally of other schools, categorized as shadow spells before are identical to their Players Handbook versions, excepting the fact that they manifest as shadow, instead of illusion. Blur cloaks you in shadows, rather than obscuring your form using light.


1st Level
Wall of Gloom

2nd Level
Ray of Enfeeblement
Shadow Blade

3rd Level
Shadow Anchor

4th Level
Darkening Bolt
Evard's Black Tentacles
Shadow Bolt

5th Level
Create Darkenbeast

Conjure Shadow

6th Level
Demishadow Magic

7th Level
Shadow Walk

8th Level
Shadow Form

9th Level
Mass Blindness

Shadow Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of soot)
Duration: Concentration, up to 1 minute
The caster touches a target wearing metal or other reflective material, and it darkens becoming black. This grants the user advantage on stealth checks when in dim light or darkness.

Wall of Gloom
1st-level Shadow
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (Cotton)
Duration: Concentration, up to 1 minute
Creates a 10 foot high wall, up to 40 feet long and 10 feet thick of dim light. Any targets behind the wall are considered lightly obscured.

Shadow Blade
2nd-level Shadow
Casting Time: 1 action
Range: Self
Components: V, M (an iron rod painted black
Duration: Concentration, up to 1 minute
This spell creates a blade of darkness and shadow. It uses the casters Strength, Dexterity, or Intelligence bonus as a bonus to hit and damage, as the caster prefers. It deals 1d6 damage and is treated as a magical weapon for purposes of resistance to normal weapons.

Shadow Anchor
3rd-level Shadow
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A small needle)
Duration: 1 minute
Choose a target. That creature must succeed on a Strength saving throw versus your spellcasting DC or is considered grappled, because their shadow is pinned to the ground. They may reattempt this save at the end of each of their turns.
At Higher Levels, If this spell is cast using a higher level spell slot, you may select one additional target for each level above third.

3rd-level Shadow
Casting Time: 1 Action
Range: Self
Components: V, S, M (A strip of gauze)
Duration: Concentration, up to 1 minute
This spell turns the caster immaterial and insubstantial. They gain resistance to non-magical bludgeoning, piercing and slashing attacks. They may pass through solid objects, no thicker than 10 feet. This spell does not grant the ability to fly, nor does it make the user invisible.

Darkening Bolt
4th-level Shadow
Casting Time: 1 action
Range: Self (100 foot line)
Components: V, S, M (A bit of dark cloth and a glass rod)
Duration: Instantaneous
A stroke of Darkness forming a line 100 feet long and 5 feet wide blasts out from you in the direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 Necrotic damage, or half as much damage on a successful one. Targets who fail their save are blinded. They may save at the end of each of their turns in order to end this condition. Anyone viewing the bolt, sees it as a dark purple, as if they had stared at a bright light.
At Higher Levels, When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Shadow Bolt
4th-level Shadow
Casting Time: 1 action
Range: 180 feet
Components: V, S, M (Iron fillings)
Duration: Instantaneous
The caster flings out a number of bolts of shadow at targets. The caster flings out 4 bolts. Each bolt makes a separate attack roll. The caster may target a separate creature with each bolt, or send as many bolts as he wishes to the same target. Each bolt that hits does 2d8+2 damage, and the target must save or gain the poisoned condition. The target may save at the end of each of its turns to end the poisoned condition.
At Higher Levels, When you cast this spell using a slot of 6th level or higher, you gain an additional bolt for every 2 slot levels above 4th.

Create Darkenbeast
5th-level shadow (ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (Bone Ash)
Duration: Special
This spell turns a normal animal into a Darkenbeast under the control of the caster. The caster may only have one darkenbeast at a time. This spell lasts until the creature dies or is exposed to sunlight, at which point it reverts to its natural form. The animal gains the following traits: Magic Resistance, the creature has resistance on saving throws versus magic. Armor class increases by 2 due to shadow and sustainability. The creature gains a +6 bonus to Strength and Constitution, granting it 3 hit points per hit die, and +3 to hit and damage. 
At Higher Levels, When you cast this spell using a spell slot of 6th level or higher, the creature gains an additional point of AC and an additional +2 to Strength and Constitution for every slot above 5th.

Conjure Shadow
5th-level shadow 
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (oil)
Duration: Concentration, up to 1 hour
You call forth an a Shadow. Choose an area of darkness that fills a 10-foot cube within range. 4 shadows appear in an unoccupied space within 10 feet of it. The shadows disappear when they
drops to 0 hit points or when the spell ends.
The shadow is friendly to you and your companions for the duration. Roll initiative for the shadows, which have their own turns. They obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the shadows, they defend themselves from hostile creatures but otherwise takes no actions.
If your concentration is broken, the shadows don't disappear. Instead, you lose control of the shadows, they become hostile toward you and your companions, and they might attack. An uncontrolled shadow can’t be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the shadow’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, more creatures appear. Twice as many shadows appear with a 7th level spell slot, and three times as many with a 9th level spell slot.

Shadow Magic
6th-level Shadow
Casting Time: Special
Range: Special
Components: V, S
Duration: Special
This spell allows the user to cast any Evocation spell of 1st to 4th level. This invocation isn't as real as a normal casting, the spell energy being substituted with shadowstuff, so the spells are considered of their base level when cast. E.g. a Fireball cast with Shadow Magic is cast as if a 3rd level spell slot were used.
All other factors involved with the spell are as they are listed above. Casting time, range, and duration are as the original spells, as are saving throws and damage. This spell can only duplicate damaging evocations: no rituals or non-attack effects.
At Higher Levels, When you cast this spell using a spell slot of 7th level or higher, you can duplicate more powerful evocations, a 7th level spell allows you to duplicate 5th level spells like Cone of Cold or Bigby's Hand (but not Wall of Force or Wall of Stone, because those are damaging evocations), an 8th level spell slot allows 6th level spells and a 9th level slot allows 7th. You may also choose to use a spell slot of 7th level or higher to increase the level of the evocation spell being cast. A 7th level spell slot will produce a fireball cast as a 4th level spell.

Shadow Walk
7th-level shadow
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
This may only be used in shade. When cast, the target enters the plane of shadow, where they may travel up to 7 miles per 10 minutes, moving normally on the plane of shadow, but a great distance on the prime material plane. This affects the target the caster touches.
At Higher Levels, When an 8th level spell slot is used to cast this spell, the duration is 8 hours and the caster may walk himself and up to 2 other people. When a 9th level spell slot is used to cast this spell, the duration is 24 hours and the caster may take up to 8 other targets with him.

7th-level shadow
Casting Time: 1 action
Range: Self
Components: V, S, M (an ivory likeness of the caster, costing 500 gp, and a strip of paper)
Duration: Concentration, up to 1 minute
This spell causes the caster to have only two dimensions, height and width, without any depth, like a sheet of paper. When viewed from the side, the caster is invisible. This allows the caster to make stealth checks at advantage anywhere, even in plain view, and on a successful stealth check be considered invisible.
The wizard can declare that he is keeping himself turned to the side against one opponent as a bonus action. This makes the caster unaffected by any form of attack from that opponent. However, any damage the caster does suffer (from area affect spells or damage from other targets) is doubled.

Shadow Form
8th-level shadow
Casting Time: 1 round
Range: Unlimited
Components: S
Duration: Concentration, up to 1 hour
The caster creates a transparent duplicate of herself, which appears adjacent to the caster. For the duration of the spell, the caster controls the actions of the shadowform and can perceive as if the caster were the shadow. It is an extension of the caster.
The caster does not gain any extra actions, but may use her actions to control either the form or herself. If the shadow form is struck in combat or dispelled, it vanishes, leaving nothing but dust and leaves. 

Mass Blindness
9th-level Shadow
Casting Time: 1 Action
Range: 180 feet
Components: V, S
Duration: 1 minute
All desired targets in 100 foot radius from a point the caster designates become blind. Shadowstuff crawls over their face and eyes blocking their vision. Creatures may take an action to make a Dexterity saving throw to end the effect. On a success, they target can see again. 

Hack & Slash 

On Early Tropes, Bag of Holding

"Bag of Holding: A sack-sized magical bag which will contain 10,000 Gold Pieces as if they were only 300. Objects up to 10' length and 5' width and 3' height may be stuffed into the bag, but the weight equivalent, regardless of the weight of the object, then becomes 600." -Volume 2, Monsters and Treasure

The bag of holding is an idea, of something that is more than it appears. A space, bigger on the inside, then the out.

This changed from reducing the weight of gold and allowing objects to be transported as if they were 60 pounds, to an actual extra-dimensional container.

The idea is classic, and it's interesting that you're viewing this text on a real live "bag of holding", for your tablet or computer screen always weighs the same, yet may carry hundreds of games, movies, or other items.

Delta points out that the bag of holding may be a rules hack, designed to fix an economy bug, allowing money to be transported and used in real world ways to make up for the fact that the weight and value were changed to make dungeon exploration more exciting.

It is one of the first items to receive a cursed version, a bag of devouring, designed to punish those who found a bag in the dungeon and assumed it was a bag of holding. Or more nefarious, a bag of transmuting, which functions as a bag of holding, but eventually turns gems and precious metals into worthless stones and rocks.

Modern variations and iterations continued, from the Quiver of Ehlonna, Portable Holes, and Heward's Handy Haversack, to the idea of Bagworld, put forth in Knights of the Dinner table (and Hackmaster 4th edition), postulating the entire universe of bags of holding all connected via dimensional channels. Later versions would change the portable hole to create a 5 foot depression in an object, making it a literal hole. Both the Quiver and the Haversack produce the item requested or desired by the user (in the sense that they make it available, not that they create it.)

The extra-dimensional space involved has created hundreds of internet discussions and arguments, about what would happen if you pierced a bag of holding, to the effects of storing one bag or portable hole inside another. What happens if you put a bag of holding in a lake? What happens to people in bags of holding? Food? Is what you put in your bag safe? Various rule systems and games have given their own interpretations on the issue.

Modern avant garde interpretations by the old school renaissance (Irony?) include bags of holding that are actually living maggots (via +Bryce Lynch), that store their goods inside their stomach.  Dungeon World quantifies the way a bag might not return what you wish to retrieve. Another entertaining revision of the bag, is from the 3rd edition book, Dragon Magic, Hoard Gullet, allowing you to swallow up to 100 pounds and 10 cubic feet a level and store it in a second extra-dimensional stomach for around 8 hours, with the ever present danger of vomiting the goods back up.

The idea of storing and transporting more than you can naturally carry, is one of the natural evolutions of play. It provides additional treasure capacity for high level characters in megadungeons, allowing their delves to be more successful. In other styles of campaigns, they often appear when the focus changes from small area exploration, to exploring hexes (between levels 4 and 6) and a focus on more "adventuresome" play. When the necessity of this utility was reduced by the reduction in weight of treasure and the shifting gameplay priorities of accumulating it in 3rd edition, the additional functionality of the Harversack was added.

Whatever game you're playing, it will likely have a bag of holding, and that bag of holding won't be like anyone else's bag, in anyone else's game. The answers you have to questions over the bag of holding aren't going to be the same as another's. But the classic trope of a bag of holding belongs in a fantasy game.

Top 10 ways to add unique bags of holding to your game

10) Bags are actually living creatures that must be bred and have personalities and different capacities. Those without skill at handling animals will be poorly equipped to handle such a creature.

9) All bags of holding are produced by the same wizard conglomerate and are affordable and common, there can't be a downside, right?

8) An eyeball the size of a volleyball, fully functional. An orb surrounded by flesh, with eyelids and lashes. Items are pulled out of the pupil, much to the distress and chagrin of the eye. Only functions in dim light, otherwise the pupil is too narrow to reach in.

7) A hat, that functions as a bag of holding, but will only produce an item in trade for another. Groups of coins should count as a single item for this purpose.

6) A mirror, about as sturdy as a normal mirror. The reflection shows the contents of the mirror in the background. You reach into it to retrieve items.

5) A blinding helmet, the metal covers the eyes. If put on, you see a virtual space filled with darkness. Anything you were holding can be set in this space and stored. Anything retrieved while in this space, you will still be holding when you remove the helmet.

4) A dreamcatcher of holding. Items can only be stored and recovered while sleeping.

3) A circlet of holding. A golden ring about 2 feet across. Anything dropped into it from one side is stored, reaching in allows you to retrieve items. There are no special features of things passing through the other side of the ring.

2) Orifice of holding. A spell, enchantment or magical item that causes an orifice on the person to act as a bag of holding. This could be an ear, nostril, anus, vagina, or any other opening on the persons body. The opening will distend. The distention is painful.

1) A horn of holding. The horn must be sounded in order to retrieve an item.

Hack & Slash 
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