Vaults & Vagabonds

Traveling through dangerous wilderness and mythical underground

Glass Blade of the Ancients

As I read through some published modules and plan my new fantasy campaign I substitute every bland magic item and vanilla +# weapon with something more colorful.

This my reworking of a bland +1 short sword wielded by goblin leader in a module for character levels 1-3.


Short Sword, acts as +1 but gives no bonuses except the abilities described below, ie. it can hit creatures that require +1 but gives no +# bonus to hit or damage.


Double-edged short sword. Both hilt and blade is translucent, but the grip is wrapped in fine dark leather for comfort. The circular pommel acts as a small magnifying glass and can be used as such. The scabbard is plain leather with no particular marking or pattern. The inside however is extremely soft and tight to protect the blade. The blade is preternaturally sharp and capable of dismembering even an armored enemy.


Old beyond memory these swords were once made for an ancient army in the battle against an opposing force of magnificent constructs. The swords were sharp enough to injure the otherwise indestructible golems, but also prone to shatter in the hands of the inexperienced. At the time of their making the swords were not particularly rare, but most was destroyed during the war with the constructs, shattered in the hands of the untrained or lost in the many aeons that has passed. The knowledge of how to make these weapons are also lost.

Game effects:

Exploding damage: On a strike doing maximum damage the sword will do an additional die of damage. This effect stacks.

Shatter: on a fumble (attack roll of 1) there is a chance it will break. Roll 1d6. The Glass Blade of the Ancients will shatter completely on a result of 1. It is otherwise difficult to damage, but if so happens it will loose its magical properties. The blade is impossible to repair as the art of making Glass Blades is lost.

Magnifying glass: Can be used to make fire, but need a directional light source equal to the sun. Using the magnifying glass to study small or detailed objects can sometimes give clues about the objects making, origin or peculiarities (can require an INT check, in that case with +2 bonus).

#RPG #OSR #item #weapon #magic

Dungeon Crawl Classics Deity: RaccRocc

I'm working on the setting for my Dungeon Crawl Classics-campaign and I’ve got a smallish map and some nations and areas worked out in my mind. Among the things I feel are promising is an evil nation of undead elves (a sealed off area held at bay by a knightly order of heroic warriors) and a nation ruled by draconic druglords.

Anyway; the thing that gets the creative juices flowing most at the moment is working on the pantheon. I have previously presented the god of festivals, orgies, food, wine and gluttony, Omnomnom. Today I give you the twin gods of chance and destiny. It is loosely based on Oponn from the Malazan-books. As usual I like to give the clerics some small benefits and drawbacks from their deity.


Alignment: Neutral Domains: Luck, fate, destiny, mishaps, games, gambling, coincidences, irony, duality. Holy symbol: A standing coin with a woman’s face (Racc) on one side and a man’s face (Rocc) on the other. Description: RaccRocc is better known under several other names. Among these are The Twins, The Jesters, Masters of the Game and Shakers of Fate. RaccRocc is not one god, but two, but they almost never appear separate. They are always man and woman – he represents mishaps and bad luck, she represents luck and fortune. He pushes, she pulls. They are known to be twins, and considered children of Ato (the True God of time and everything in between physical reality). Their relation to Ato is, however, theologically debated. The Twins are also gods of gaming and gambling, and their symbol is often used by establishments that offer this sort of entertainment.

RaccRocc is (naturally) a very ambivalent deity, and most common folk will, according to circumstance, only offer prayers to Racc or Rocc. Nevertheless it is impossible to predict whom of the twins that will hear and act upon these prayers (if they will act at all). Theologians think The Jesters are locked in a never ending struggle, and that the mortal realm both benefits and suffers because of this. RaccRocc is a very common god.

Physical manifestation

RaccRocc is typically depicted as a man and a woman holding hands with their back turned against each other.

Game mechanics for clerics

  • Clerics of RaccRocc must totally devote themselves to chance. When confronted with difficult ethical choices, or choices that effect alignment the cleric must flip his holy coin (symbol) and let the faces decide what he must do.
  • The cleric must make their own holy symbols (the two-faced coins) and can only own one of these coins at any time. To make a new coin the cleric must have access to a forge and work a full day.
  • Every time the use of a holy symbol is required the cleric must flip his coin. This seldom has any mechanical effect, but it requires one action and the use of a free hand.
  • The cleric must pray to The Twins as one god, not two. This means that he can’t swing any outcomes through prayer, and he must silently accept the whims of his deity.
  • The cleric must always have Second Sight (1st level spell) among his known spells. He is considered one level higher when casting Second Sight.
  • Clerics of RaccRocc may burn Luck as a Thief of one level lower (i.e. as a 1st level Thief when Cleric level 2).
  • Each week the cleric roll 1d3. The number rolled is regained Luck.

#DCC #RPG #deity

Dungeon Crawl Classics Deity: Omnomnom

I've decided to make my own setting for my Dungeon Crawl Classics game. Every setting (mine is called Qis) needs a unique pantheon of gods right? I like how gods imbue their clerics with some new powers and drawbacks. This is a god I’m quite certain will make the cut.


Alignment: Neutral Domains: Food, drinks, orgies, gluttony, drugs, partying Holy symbol: A large cornucopia Description: Omnomnom is worshipped all over Qis, and he’s especially popular during feasts, festivals and holidays. Omnomnom has relatively few regular and devoted followers, but clerics that follow him must always strive to enjoy, consume and acquire the best of what life has to offer. Because of this his clerics are normally loud, colorful and relatively corpulent. It is regarded as a sin to loose weight, to abstain from anything and to refuse any gifts or offerings.

Physical manifestation

Omnomnom is popularly depicted as an obese man riding a cornucopia towed by five well-fed sows.

Game mechanics for clerics

  • Clerics of Omnomnom must blow their cornucopia to turn unholy.
  • They receive +1d against all digested poison.
  • They are regarded as one level higher when turning unholy that do not feed (i.e. skeletons, but noe zombies and vampires).
  • Clerics of Omnomnom can cast Food of Gods once per day. This spell will never fail and always produce a feast as a die result of 12+CL. This daily spell does not count against number of spells known. Subsequent castings of this spell follow normal game rules.
  • Because of their physical size a cleric of Omnomnom has his speed reduced by 10′ and he will receive negative modifiers for actions in cramped spaces.
  • Clerics of Omnomnom can only lay on hands if they have recently fed.

#DCC #deity #RPG