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Nuggets2 v1.3
Nuggets2 v1.3
Acknowledgments
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Flat/Pains 24 6 1
Swamp/Hills 48 12 2
Mountain/Desert 96 24 3
Rumors Table
d6 Rumor
2 An ancient tribe with great treasure were rumored to live in the clouds
and came down bearing gold to people in ancient times (false).
3 A fey living in Lion’s Grotto know the location of a great treasure (false).
A gulch is dividing the forest to the is a 200 foot trickle of water coming
North West and the hills here, all from the creek. This cave can be
that remains of a once fast moving used to enter the deep dark
river. A creek flows through here underground of the area.
into a small pond. Switchback go
Many curious explorers have
from the top to bottom in several
ventured forth, but most never
areas, making it easier to traverse
return. The ones that do speak of
than it would appear.
great flying insects using the
The bottom of the gulch is used as hollow inside as a hive. The insects
a fishing spot and can be seen easily will ignore those who venture into
from the top on either side. Local the underground without
lizardfolk come to fish and a few disturbing the hive.
are always in an outcropping of
Deep in the hive the contents of
rock, hiding from onlookers and
many failed expeditions lie, one of
watching for trouble. There is a
the unlucky’s bag contains a book
secret area locked away her at the
of magical knowledge. It’s contents
end of the gulch.
can be used as scrolls. It contains
The river that used to cut through one scroll each of friendship,
the stone and flow underground, sending and sleep.
all that remains of a great waterfall
Preparation lie not only with armor and weapons we carry, but what we
carry in our hearts. Today we not only prepare to fight, but also prepare to
heal in the name of our deity.” –Codym, combat cleric, servant of Asclepius
You always have cure wounds and healing word prepared, and they do
not count against the number of spells you can prepare each day.
When casting a spell with a level greater than one apply the following
effects depending on the damage type. Saving throws use the caster’s spell
save DC. Roll d12 + d2-1 or pick one.
4. Fire: continues to burn, doing half damage next round unless target uses
its action to put out the fire
7. Necrotic: gain temporary hit points equal to the damage dealt, cannot be
greater than your current hit point total.
11. Radiant: wisdom saving throw or become blind for one round
“One should be careful when wearing any item created by a wild mage,
chaotic magic can create chaotic items.” – From the notes of Vantax the mage,
missing since last month
While wearing this ring, you gain +1 to your Spell Save DC and Spell
Attack Modifier. Also, while casting any spell that does damage roll 3d6
and add or subtract the corresponding number of dice on the chart below.
3d6 Result
3 -1
4 -2
5–6 -3
7 – 13 +0
14 – 15 +1
16 – 17 +2
18 +3
“The torchbearer claimed he only needed one torch. The one he brought
cleared away the fog and burned the entire duration of our journey.” –
Tagart Greataxe, dwarven adventurer
As long as you possess the torch and it is lit, you can see through heavily
obscured areas as if they were lightly obscured. You can spend a hit die to
extend this benefit to another creature who stays within 120' of the torch.
This effect ends when you regain hit dice or the creature moves farther that
120' from the torch.
A famous lich changed his loyal ally into a special revenant, capable of
directing his vengeance on the enemies of his regent. This sword was
created for him, to smite the living where they stand. Woe to any who
possess it, for surely he will seek it out.
You have a +1 bonus to attack and damage rolls made with this magic
weapon. If the creature being attacked is a beast, giant, or humanoid the
bonus is +3.
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