Magic Items
Magic Items
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2 Magic Armour
1d4 Armour Ascending Descending Inv. Slots 1d8 Leather Material Decoration / Detail
1 Leather 12 AC 7 AC 2 1 Polished Hide Bright stripes.
2 Chain 14 AC 5 AC 4 2 Studded Hide Brass fittings.
3 Plate 16 AC 3 AC 6 3 Tanned Scales Decorative fringe.
4 Shield +1 AC -1 AC 1 4 Thick Furs Cloud of flies.
5 Quilted Cloth Embroided cloak.
1d100 Compressed Magic Armour Table
6 Laminated Cloth Silver trinkets.
1-25 +1 (+1 to AC).
7 Wood / Vines / Reeds Pockets.
26-40 +1, reduce [Element] damage by 3.
8 Bone / Teeth / Horn Abundant belts.
41-55 +1 or +3 against [Specific Target].
56-65 +1, [Spell] once per day. 1d8 Chain / Plate Material Decoration / Detail
66-75 +1, Agile (+2 to Saves to Dodge). 1 Steel Menacing spikes.
76-80 +2, Crimson (restore 1 HP every 10 mins). 2 Bronze Heraldic mark.
81-85 +2, reduce magic damage by 3. 3 Rusted / Enameled Iron Stylized muscles.
86-90 +2, Utility (+1 Quickdraw Slot). 4 Wire / Cables Gold filigree.
91-97 +3. Adamant (cannot be knocked prone). 5 Ceramic / Stone Sizzling runes.
98 -1. Cursed. -5 against ranged weapons. 6 Crystal / Obsidian Chrome edges.
99 -2. Cursed. Catastrophically noisy. 7 Starmetal / Mithril Silk ribbons.
100 -3. Cursed. -3 to all Saves. 8 [Element] / Raw Magic Snarling faces.
1d8 Element Specific Target (+3 against) Spell (once per day)
1 Acid Beasts Featherfall (pg. ###).
2 Air Dragons Haste (pg. ###)
3 Fire Elementals Gaseous Form (pg. ###)
4 Ice Giants Mirror Image (pg. ###)
5 Lightning Ranged Weapons Misty Step (pg. ###)
6 Stone Trolls / Regenerating Creatures Shield (pg. ###)
7 Void (Sonic) Orcs / Goblins Spiderclimb (pg. ###)
8 Water Undead [Element] Breathing (pg. ###)
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3 Potions
1d20 Potions
[Creature] Control. 5d6 rounds. Cast charm monster (pg. ###) or charm person (pg. ###) on all creatures
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of the type for the potion’s duration. Glowing white eyes.
2 [Element] Resistance. 1 hr + 1d10 mins. Reduce [element] damage by 6. Oily sizzling skin.
3 [Element] Breathing. 1 hr + 1d10 mins. Can breathe [element]. May still take damage from it.
4 Flight. 1d6+10 mins. Fly at normal speed. Nimbus of shifting light.
5 Growth. 2d6 rounds. Triple in size. Attacks deal 2x damage, take ½ damage. Voice drops, eyebrows fuse.
6 Healing. Restore 2d6 HP. May heal minor scars. Satisfying warm glow.
Heroism. 2d6 rounds. +2 to attack rolls, AC, and Saves. Strength of 20. Reduce incoming nonmagical
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damage by 4. Aura of confidence. Glow as brightly as a candle, shout at maximum volume.
8 Invisibility. 1d6+10 mins. Invisible. Effect ends if drinker takes any offensive action.
9 Invulmnerability. 1d4+1 rounds. Immune to all damage. +10 to Saves. Pulsing yellow glow.
10 Longevity. De-age 2d12 years towards physical prime.
11 Gaseous Form. 2d6 rounds. Become an intangible cloud. Move at ½ speed.
12 Glibness. 2d6 rounds. Listeners must Save to disbelieve plausible lies. Winning smile.
13 Polymorph. 1d6+10 mins. As the spell (pg. ###) for the potion’s duration.
Scrying. 1d6+1 rounds. See and hear a location within 100’ as if present. Can change locations each
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round. Halo of black fog.
15 Shrinking. 2d6 rounds. 1/10th size. Deal 1 damage in melee, take 3x damage. Voice goes high pitched.
16 Speed. 2d6 rounds. Move at 2x speed, make an additional attack each round. Shimmering echoes.
17 Spiderclimb. 1d6+10 mins. Climb at normal movement speed. Can stand on walls or celings.
Telepathy. 2d6 rounds. Detect the thoughts of creatures within 100’. Surface impressions only. Can
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concentrate to speak directly with the mind of one creature.
19 Delusion. Believe the potion to be a different type (1d20). Tasters will agree on the type. No actual effect.
20 Poison. Save or die. Deals 6d6 poison damage to very large creatures. If tasted, 2d6 poison damage.
PCs can taste a potion and test Intelligence to
determine its effects. One potion can only affect one 1d10 Potion Container Oil / Salve Container
person. They often appear in bundles of 1d3. 1 Bulbous glass orb. Screw-top tin.
1d8 Creature Element Flavour 2 Conical glass flask. Glass jar.
1 Beasts Acid Beef broth. 3 Slim crystal vial. Clay pot.
2 Dragons Air Mild acid. 4 Gourd, cork stopper. Pump-top bottle.
3 Elementals Fire Pine, ash. 5 Re-used wine bottle. Metal syringe-sprayer.
4 Giants Ice Sugar, bacon. 6 Geometric crystal. Wax paper packet.
5 Humans Lightning Salt water. 7 Tiny iron cauldron. Decapitated egg.
6 Orcs / Goblins Stone Bitter herbs. 8 Wax-sealed skull. Taxidermied goose.
7 Plants Void (Sonic) Sour milk. 9 Clay tin-capped stein. Wooden bowl.
8 Undead Water Fish, copper. 10 Leather wineskin. Overfed grub.
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4 Tools
1d20 Adventuring Equipment
1 Amulet of Featherfall. Fall at ½ speed. Reduce fall damage to 0 at the last possible moment.
2 Amulet of Protection Against [Threat]. See the table below.
Bag of Holding. Normal bag with extradimensional space inside. Can contain 100 Inventory Slots,
3 1,000lbs, or 150 cubic feet. Takes 1d6 rounds to rummage for an item. 5% chance a Bag of Holding is
instead a Bag of Devouring (destroys items instead of storing them).
Bag of Vermin. Normal bag. Can reach in to pull out a mouse, vole, rat, or large beetle. Only one creature
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can be pulled out every 3 rounds, and no more than 10 in 24 hours. Creatures are not obedient.
5 Bowl of Purity. Poisoned/diseased food/liquids placed in this bowl are purified. Toxins emerge as smoke.
Bucket of Levitation. Wooden bucket. Can be pulled upwards by the handle, 10’ per round, by someone
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crouching in it. Only floats while someone is crouching in the bucket. Alarmingly wobbly.
7 Darklantern. Casts darkness instead of light. 30’ radius. Assists with stealth.
Decanter of Endless [Element]. 5L/round. Usually water or air. Other elements will cause trouble: 30’
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cone, 3d6 [element] damage per round, Save to aim and not fall over, take damage to recork.
9 Dimensional Anchor. Lead anchor charm. Within a 30’ radius, nothing can be teleported or banished.
Grappling Launcher. Crossbow-like magical device. 100’ range, fires a grappling hook with 100’ of rope.
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Hook’s prongs will adjust to find purchase.
11 Gloves of Climbing. Climb at normal movement speed. Cannot involuntarily drop held items.
12 Horn of Alarm. Audible within 300’ to allies only.
Immobile Rod. 3’ iron rod. Button on the end. When activated, cannot be moved by any means except
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strong magic. Hangs in the air. Can be teleported or destroyed.
Mobile Rod. 3’ iron rod. Button on the end. When activated, fires as fast as an arrow, dealing 1d8 damage
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on a hit. Will slowly grind through stone. Can pin creatures to a wall, dealing 1d8 damage per round.
Obedient Rope. 50’ coil. Controlled by a person touching it. Moves like a snake. Can slither but not fly. If
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multiple people are contesting control, roll off. Highest roll has control.
16 Portable Hole. Cloth with a 6’ diameter 10’ deep hole. Can be folded tightly.
Returning Ball. Fist-sized steel ball. Flies back towards thrower at a shouted command. Useful for
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pressure plates, pit traps, illusions, etc. If thrown hard, 60’ range, 1d4 damage.
18 Sending Stones. Paired oval rocks. Shouts into one emerge as faint tinny whispers from the other.
19 Seven Yard Slippers. Click heels, move at 4x normal speed, but must move maximum distance.
20 Weatherproof Cloak. Immune to conventional weather. Always a pleasant temperature inside.
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5 Transport
1d10 Transport
1 Amulet of Teleportation. Teleport wearer to any known location within 1,000 miles. 1 use per day.
Bridle of Obedience. If placed on a creature, 1 rider can steer them as an obedient steed. Creatures can
2 Save with a bonus equal to 2x their HD to escape. Hostile creatures Save every 10 minutes, sapient
creatures Save every round. If a creature escapes, it is immune to this item for 48 hours.
3 Broomstick. Fly normal, 1 passenger. Will fly to owner at a command word if within 30’.
4 Horsewhistle. Summons 1 normal specific horse. If it is slain, summons 1 normal horse corpse.
5 Folding Boat. 8 passengers. Folds to the size of a napkin. 1d6 rounds to unfold, 1d6+10 mins to fold.
6 Magic Carpet. Fly normal, 4 passengers. Occupies 4 inventory slots when rolled.
Seven League Boots. Step 21 miles exactly. Pass by or around buildings, trees, etc. but not through walls.
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Boots will try to land on flat and safe terrain, but no guarantees. Cannot be used indoors.
Underwater Apparatus. Hollow metal lobster-fish-machine. 3 passengers. Swim 2x normal, dive up to
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900’, 6 hours of air. 2 claw attacks, 2d6 damage on a hit, can also grip. 100 HP, armour as plate.
9 Walking Wagon. 6 passengers, move normal. Ignores difficult terrain. Open-topped, self-driving.
10 Wings of Flying. Fly 2x normal. Back harness. Cannot wear chain or plate armour.
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5 Helms
1d20 Helm of…
1 Appraisal. Know the local market value of mundane items. Detect false gems, fool’s gold, forgeries, etc.
2 Attraction. If a magic effect targets anything within 30’, wearer can choose to have it target them instead.
Blasting. Once per day, 50’ radius, 3d6 damage, Save for half. Wearer is deafened and blinded for 1
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round. Each use has a 5% chance of destroying the helm, dealing its damage to the wearer.
4 Darkvision. See up to 60’ in darkness. Toggle glowing eyes.
5 Dread. Glowing red eyes, shadowed face. Once per day, 50’ cone, Save vs. fear/test Morale or flee.
6 Eyes. 360 degree vision. Detect invisible creatures and illusions. 50% chance to act in surprise rounds.
7 Hardness. Reduce incoming bludgeoning damage by 3. Immune to damage from falling objects.
8 Headlessness. Makes head invisible and intangible. Immune to mind-altering effects. May worry people.
9 Horns. Make an additional club attack each round, dealing 1d6+1 damage on a hit.
10 Hunger. Lamprey mouth. Any organic matter (wood, corpses, etc.) counts as a meal. Immune to poison.
11 Languages. Speak, hear, and read a slightly garbled and dry version of any language. Non-protective.
12 Mageslayer. Reduce magic damage by 2. +4 to Save vs. magic. Glows if wearer is targeted by a spell.
Mirrored. Glamour mimics the face of any intelligent creature looking at the helm. Different people see
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their own face. Glamour is fooled by disguises and illusions.
14 Sealed. Immune to toxic gasses. Reduce acid damage by 2. Bulbous filters and hoses. Non-protective.
15 Shouting. Clearly audible within 1 mile at maximum volume. Wearer cannot be deafened.
16 Teleportation. Teleport wearer to any known location within 1,000 miles. 1 use per day. Non-protective.
Telepathy. Detect the thoughts of creatures within 100’. Surface impressions only. Can concentrate to
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speak directly with the mind of one creature. Non-protective.
18 Underwater Action. See, hear, and breathe underwater. 60’ darkvision underwater.
Cursed Devouring. Appears to be a different helm (1d20). After 2d6 rounds, will messily devour wearer’s
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head. Instant death, no Save. Sprays blood 30’ radius.
Cursed Opposition. Massive change to personality. Good to evil, generous to miserly, courageous to
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cowardly, etc. In settings with cosmic alignment, it is also altered. Wearer will resist removing the helm.
Unless otherwise stated, Helms provide the same Non-protective helms are not armour. If a non-
protection as armour work by the character. See the protective helm is hit by an attack that deals 3 or
optional rule for mixed armour (pg. ###). more damage, it is destroyed. Other Headgear (below)
follows the rules for non-protective helms.
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7 Holy Items
1d10 Weapons
1 Crepuscular. 3 times per day, fire 3 rays. 50’ range, 1d10 holy damage, wielder takes ½ damage dealt.
Cursebreaking. +1. If an attack deals damage to a creature, 1-in-6 chance to cast Remove Curse (pg.
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###). Does not work with deliberate damage-reducing shenanigans.
Healing. +1. Heals good creatures, damages neutral and evil creatures. Determined by cosmic aligment
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and/or the weapon’s harsh and uncompromising views, not the wielder’s.
Holy Avenger. +3. Additional +3 damage to unholy targets. Once per round, a Paladin wielding this
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weapon may cast Dispel Magic (pg. ###) with a 10’ range.
Inquisitorial. +1, +3 against heretical members of your faith. Glows red hot if people of your faith lie within
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50’. Notorious and feared symbol.
6 Lightbearing. +1. Casts light as a torch. Once per day, bright sunlight in a 50’ radius for 1 minute.
7 Merciful. +2. Cannot kill a living creature. Can maim, dismember, scar, and bludgeon to unconciousness.
8 Questing. +1, +3 against a specific named target you have vowed to destroy. One target at a time.
9 Wounding. +2. Damage dealt cannot be healed by magical means or regeneration.
Wrathful. +2 if the wielder has taken damage this combat. A Cleric wielding this weapon may use their
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Turn Undead ability as if they were 2 levels higher.
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1d12 Icons
OPTIONAL RULE: ICONOGRAPHY Iconodules
Some sects consider Icons to be reflections of the
A Cleric, Paladin, or divinely affiliated PC must be
divine. Icons must be displayed to have an effect.
either an Iconoclast or an Iconodule. One sect usually
Unless a specific back frame, helmet, or shield is
enjoys official support, the other is persecuted. Other
constructed, displaying an Icon requires 1 hand.
PCs may choose an affiliation, or be Disreputable
Unless otherwise noted, they occupy 1 inventory slot
Pagans (who cannot benefits from Icons).
(pg. ###). A PC can carry any number of Icons.
Effects are split by sect; the benefits of a displayed /
The destruction of a carried Icon deals 1d4 damage
destroyed Icon only apply to Iconodule / Iconoclast
to an Iconodule PC. They must also Save or
PCs and witnesses. Destroying an icon should always
permanently reduce a random stat by 1. Weeping and
be a gamble.
contrition are not required but are encouraged.
Characters can switch affiliation with a tedious,
humiliating, and expensive public ceremony. The Iconoclasts
procedure requires a priest and at least 100gp. Some sects consider Icons to be blasphemous idols.
Switching a second time might be tolerated. A third Their supposed power comes from mischievous devils
switch marks the character as a faithless fool; they or foolish superstition. Deliberatly destroying an Icon
gain no benefit from either sect and are treated with yields a one-time benefit. Destroyed icons yield
universal contempt. 1d20gp worth of gold and silver leaf.
1d12 Icon of… Iconodule Effect (While Displayed) Iconoclast Effect (When Destroyed)
The Seventh Emperor. Golden At the start of combat, witnesses Witnesses heal fully and are cured
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starburst on a pole. within 100’ gain +6 temporary HP. of diseases. Yields 20x1d20gp.
St. Athagel, who, though Witnesses within 100' do not need Can fall alseep instantly, in any
2 besieged, remained in vigilant to sleep and cannot be rendered conditions, and wake at a set time
prayer for fifty days and nights. unconscious while alive. or with a set trigger.
St. Eudoxia, who was nightly Hostile summoned creatures cannot Reroll reaction roll / disposition of
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tormented by demons. approach within 20'. sumoned creatures.
St. Evantia the Wanderer, who Cannot be fettered or bound. Lose 1 Invisible, intangible, and
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only stopped to pray and sleep. HP to run at 2x speed for 1 round. untargetable while asleep.
St. Gratian, martyr. Tied to a Cannot be struck by mundane Increase range of all ranged
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stake and pierced by darts. ranged weapons. Requires 2 hands. weapons and spells by +30'.
St. Neophotus. Stauch Cannot be pushed, moved, tripped, +2 to AC when unarmoured, +2 to
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defender of true doctrines. or knocked prone. Saves to dodge.
When attacking from ambush, on If ambushed or surprised, +2 to AC
St. Tarsus, martyr. Champion of
7 their first round, witnesses within and take ½ damage on the first
the Faith.
10’ may make an additional attack. round.
St. Tyrophon. At the saint's Target fresh corpse answers 3 First time killed by any means,
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command, the dead returned. questions. The corpse can lie. instead reduced to 1 HP.
St. Verina of the Baleful Gaze. Once per day, fires a holy bolt. 100’
9 All offensive spells deal +1 damage.
Killed pagans with a glance. range, 2d6+2 damage.
St. Praetextatus the Hermit, Strength becomes 18. Can bend
10 Gain +2 Quickdraw Slots (pg. ###).
who wrestled lions. iron bars with bare hands.
The Sword of the First Weapons of witnesses within 100’ Take ½ damage from non-magical
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Archangel. Blazing silk. count as magic weapons. weapons.
St. Cyra, martyr. Posthumously Undead cannot approach within 20'.
12 Reroll failed Saves against death.
visited congregation in dreams. Ghosts within 100’ are visible.
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1d20 Relics
OPTIONAL RULE: RELICS
The relics of a saint are the saint. Any magic targeting Unless otherwise noted, relics occupy 1 inventory slot
the soul of a person carrying a relic has a 1% chance (pg. ###). A PC can carry any number of relics. Some
to strike the relic (and saint) instead. Relics have 6 relics must be held or displayed to have an effect, but
HP. Saints are immune to most magic, but some most work if hidden in a pocket, backpack or
particularly powerful spells might be have dire reliquary.
consequences for either the caster, the relic-carrier,
or the saint.
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8 Roguish Items
1d10 Weapons
Deceptive. +2. Disguised as an innocuous item. A sword appears to be a walking stick or umbrella. A
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dagger appears to be a spoon Weapon does not appear to be magical unless closely examined.
2 Disarming. +2. On a hit, target must Save or drop one held item.
3 Dispensing. +1. 3 slots for vials of liquid (poison, acid, etc.) Can be dispensed with the press of a button.
Dissembling. +1. On a hit that deals damage to a human-sized creature, wielder can be take on the
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illusionary appearance of the target for 30mins. Does not mimic voices or supernatural abilities.
Gambler’s Aid. +1. Wielder can speak a command word to replace a coin they are holding with this
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weapon, provided the weapon is within 10' of the wielder. Cannot intersect another object.
Infinite Dagger. Requires a 10min ritual to bind. Owner always has a non-magical dagger. Thrown or
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discarded daggers disappear after 3 rounds. Item can be taken if owner is killed. Ouroboros gem.
7 Infrahuming. +2. The bodies of human-sized creatures slain by this weapon become invisible.
Lightdrinking. +1. While drawn, darkens light sources within 30’. Fire is not extinguished, but casts no
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light. Magical light sources get a Save.
9 Slithering. +1. On a hit, wielder can immediately move 10’ in any direction.
10 Treacherous. +2. Make an additional attack if the target trusts you. Deal +1d6 damage to former friends.
1d10 Armour (Also see pg. ###).
1 Greasy. +1. Wearer does not take an attack penalty and can move at full speed while prone.
Infiltration. +2. Once per hour, armour can shift to match a visible uniform or livery. Cannot mimic unique
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or personalized garb. Could resemble a guard, a royal courier, or a member of a holy order.
Misdirection. +2. Once per day, upon taking 3 or more damage, wearer can leave behind an illusionary
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corpse, teleport 10’, and become invisible for 3 rounds or until they take any offensive action.
Painful Wisdom. +1. If reduced to 1 HP or below by circumstances beyond the wearer’s control (combat,
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not running into a brick wall for fun), gain +2 HP and +1 critical hit range permanently (max of +10/+5).
5 Reactive. +1. If wearer takes damage while surprised, once per round, deals 1d6+1 damage to attacker.
6 Smuggling. +1. Hide 1 Inventory Slot from all searches and scrying. Takes 3 rounds to access.
Cap of Trickery. By concentrating, can create an illusionary object the size of an apple, a noise as loud as
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a shout, or a mild odour at a point 30’. Non-protective. Jaunty peak, ostrich feather.
Fugitive’s Skullcap. +1. Steel bowl, invisible while worn. If wearer would be decapitated, they are instead
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unharmed. Skullcap detaches with a summoned replica head. Wearer’s head is invisible for 6hrs.
Hood of Shadows. +1. Step into any unlit area and teleport to to any known unlit location within 10 miles.
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This teleporation registers as very subtle magic. 3 uses per day.
Mask of Banditry. Wearer moves silently, leaves no footprints or fingerprints, and can climb with both
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hands full. Black ribbon with eyeholes. Non-protective.
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Pocket Rubbish
1d20 Rustic Refined Adventurous Monstrous Goblin
1 Sand. Digestive pills. Stained bandages. Uprooted tongue. Mashed eels.
2 Stale bread crust. Broken monocle. Patched wool socks. Wooden mallet. Awful acidic wine.
3 Clay donkey charm. Fruit bun with jam. Ostrich feather. Strangling wire. Hooks and wire.
4 Tiny ball of red wax. Lace doily. Soaked chalk. Bloody molars. Locket full of leaves.
5 Soggy turnip. Torn paper fan. 6 glass marbles. Reeking beef. Tuft of raw wool.
6 Dried flower. Lucky tin medallion. Inaccurate compass. Rusted chain. Earwax collection.
7 Clump of feathers. Wig powder. Empty wineskin. Iron tongs. Nose flute.
8 I.O.U. note for 8cp. Empty perfume vial. Prophylactics. Shredded skirt. Carnivorous snail.
9 Bone toothpick. Cracked mirror. Corner of a map. Rotting green ham. Shed snakeskin.
10 Candle stub. Unlabelled key. Wanted poster. Severed thumb. Mouldy fruit.
11 Fraying ribbon. 14gp gambling debt. Cheap fake nose. Bloody rags. Bottle of algae.
12 Cheese rind. Toasting fork. Waterproof hat. Jawbones. Petrified toad.
13 Snapped belt. Empty velvet pouch. Smashed kettle. Dried heart. Fistful of maggots.
14 Tattered kerchief. Lump of sugar. Badly frayed rope. Menacing corkscrew. Amusing carrot.
15 Polished pebble. Silver-plate bangle. One match. Extracted beard. Leather blindfold.
16 Snail shell. Moustache grease. Sticky pot of ink. Halfling stew. Stringy sludge.
17 Mediocre string. Beauty mark pen. Rattling whistle. Stretched goose. Ice cubes.
18 Wooden buttons. Lewd playing cards. 3d6cp in a sock. Bag of breadcrumbs. Moist live fish.
19 Plucked weeds. Sodden love letter. Bent crampons. Peeled rabbit. Sharpened spoon.
20 Iron nail. Pink carnation. Seasoning salt. Broken manacles. Another Goblin.
1d8 Provocative Letter Detail Virtue Vice
1 Conspiracy to assassinate a local leader. Crumbling paper. Dried over a fire. Courage Envy
2 Blackmail demand. Hints of a scandal. Red wax seal, pompous ribbons. Diligence Gluttony
3 Acrimonious negotiations. Emerald ink. Neat handwriting. Humility Greed
4 Admission of heresy. Tiny, cramped. Easy to conceal. Justice Hatred
5 Sorcerous, magical, or alchemical insight. Lightly bloodstained. Kindness Lust
6 Forbidden love. Elopement, adultery, etc. Stabbed multiple times. Patience Pride
7 Cringing apology for a failed scheme. Shaky handwriting, ink spots. Prudence Sloth
8 Treasure map (pg. ###). Trivial substitution cypher. Temperance Wrath
Overhead shot, cultist with an Thief expiring from a poison dart in Shadow of a ghoulish arm with a
exploded head. neck. See Chick Tract. bone dagger behind a kneeling
fighter.
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D is for DIMBLE E is for ERIC F is for FAERIS
who missed an attack caught doing a crime who softened to slime
Halfling with a large sword swinging Burglar in striped outfit and mask, Armour and clothes still mostly
it into the ground and looking up in climbing down a wall with a loot standing upright as contents
alarm. sack, caught in a spotlight. dissolve and dribble out.
• • •
• • •
• • •
Two identical sorcerers pointing at Fighter hammering on a wooden Tiny distant figure dangling below a
each other in shock. gate, looking over shoulder in fear. flock of birds.
Arrows studded into gate, fighter.
• • •
•
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P is for PUTNAM Q is for Q’XSH R is for ROWAN
flattened by rocks left behind in a chase pulverized by a mace
Heap of boulders with a pair of Wizard lying flat on the left of the Heavily armoured fighter with
curly-toed boots sticking out from frame, reaching up, as if they’d just shield. head smashed into
under them. fallen. Sugestion of running legs on shoulders, helmet squashed like a
the right of the image. tin can.
• • •
• • •
• • •
Thief, focused on picking the lock of Robed caster with an old-timey bag
a chest. Chest is sprouting eyes, of ice on their head. Arm in a sling
teeth, tentaches. holding a spellbook, bandages,
cuts, etc.
• •
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