Category Archives: Roleplaying

A Pirate’s Life

A Pirate’s Life

Based on the Dungeons & Dragons character created by Leslie Holloway

Image credit: Ship at Sea


Dusk had fallen over the ocean about a day’s journey from the nearest port. Eevil steadied her equine legs behind the helm of her captain’s ship, Fool’s Gold, and kept her hands on the wheel.

“Captain, I don’t think this is a very good idea. This new crew…” Eevil’s voice trailed off. She would never openly defy her Captain’s orders. But that did not vanquish her love for him, and her desire to keep him safe.

“You have been given your orders,” Lord Cromwell said in a stern whisper. He was known to the crew as Captain Cut Throat and would not let his first mate tarnish the reputation that came along with the name. “I agree our last crew had become our family, may they rest in peace. This is our crew now, and we must make with what we have. This mark will set us all up for some time.” He patted her human shoulder and set off down to the deck to his assembled crew.

Night approached as Eevil came upon their mark. A royal cargo vessel transporting a king’s treasury. The ship was rumored to be minimally guarded with no passengers to make room for the vast amount of riches. It was a pirate’s ticket home, but Captain Cut Throat was no mangy, murderous pirate. He would take his share, a “tax”, and vanish. No killing, burning, raping, or any other acts of unnecessary violence. This was what drew Eevil to Cromwell and his crew as an escaped centaur slave, along with running from her capturers.

But when their loyal crew had been slaughtered during a hit gone sour, it was difficult to trust any new recruits. Finding pirates to fit Lord Cromwell’s terms were not easy, and she could feel a terrible change of the wind bringing her a message of horrible news.

“Lights out! No calls, no bells!” Captain Cut Throat called out as the lanterns of the cargo ship came into view.

She watched him and his selected mates set off in rowboats quick and quiet, like shadows on the waves. She could barely make out their figures as they climbed the side of the ship. Then a deafening silence washed over the sea. She heard Lord Cromwell start to call but his voice turned to a gurgle as a blade flashed over his throat. Her body went rigid and her hooves fought to keep her upright on the rocking deck.

It was a trap. It was a set up. Her mind whirred, trying to fit everything together. The loss of the old crew, the new recruits, the rumors of this too-good-to-be-true target. It had all been planned. They were out smarted by–

“BRUTES! MANGY, FILTHY PIRATES!” Eevil yelled and charged down the deck, jumping over the stairs to land on one particularly hideous pirate. Her scimitar shimmered in the moonlight as it slashed at anything that moved.

She felt a cool edge at her neck and a drip of warmth trickle down her skin, and she froze. “Easy girl. Ain’t none of us wanna lose a prized mare,” and she heard a moist clicking of a tongue over an incomplete set of teeth and a hand felt it’s way down her black coat on her hindquarters.

“Get away from me,” Eevil growled and kicked hard with her back hoof but caught only air.

The pirates laughed and jeered, and the echoes sounding across the waves from the other vessel reminded her of the grim events. The blade pressed harder against her smoky skin and she winced. “If you’s not gon’ play nice, than how’s ’bout a deal? We send you on your merry way,” some of the pirates attempted to gruff in protest, “and we takes da ship an every fing innit?” The pirates let out roars and cheers of conquest.

Eevil was defeated. For a moment, she thought of requesting death. After all she had nothing to live for. But if she lived, she could avenge her love, take back Fool’s Gold, and watch the lives of these thieves drip from the tip of her sword. The thought burned in her with determination. She walked slowly to a rowboat, head held high, her hooves clopping softly on the wooden deck. She folded her legs into the small boat while a pirate bound her hands. Several of the more muscular pirates struggled to lower her into the dark waters.

A cool breeze kissed the small cut on her neck. Everything was about to change.


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Tipsy Scribbles: Painting a DM Screen

Painting a DM Screen


Justin and I are fans of our imagination, that is pretty obvious. We also like pushing it to the limit with Dungeons & Dragons and other role playing table top games. So far, all of our campaigns have only included ourselves. Yes, Justin would try to be the Dungeon – or game – master AND play a character at the same time. He hated it.

Now he has decided to trade in his player character to become multiple non-player characters, monsters, a world builder, and a chaos-causing puppet master. He will be a full on Dungeon Master (Game Master) and every DM needs a screen to hide their devious plans from his unsuspecting players. While he’s checking stats and creating monsters, I thought I would add something a little more pleasant to the side of the screen we get to see. A backdrop to set the stage for our adventurous band of misfits.

Now, this is nothing fancy. It is a sheet of scrap blue corrugated plastic that measures about one foot by four feet. Cardboard corrugated could be used but this is more sturdy. I would love to make a version with light wood sheets, but for now this will serve its purpose.

I used serval thin layers of white gesso to cover the glossy plastic and to hide some of the blue. My acrylic paint is on the cheap end since I don’t paint often, so acrylic craft paint would work with this.  I then looked up some inspiration photos to help with choosing a color scheme. After the paint dried, I applied a  thin coat of acrylic sealer to protect from wear and tear. *Artist Tip* Styrofoam egg cartons make great paint pallets as well as empty – and washed – prepackaged lunches, or other disposable divided trays. Then, place plastic wrap over the top and place in the refrigerator to keep the paint from drying out.

Tipsy Scribbles - A picture says a thousand words when wine loosens the tongue.
DM Screen
Tipsy Scribbles - A picture says a thousand words when wine loosens the tongue.
DM Screen Castle Silhouette


Here are some links to more artist tips for painting with acrylics:



“Imagination is the beginning of creation. You imagine what you desire, you will what you imagine and at last you create what you will.” — George Bernard Shaw

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They Came and Got Barbara! A D&D Narrative

They Came and Got Barbara!


With the sun just starting to peak through the trees of Willowspur Forest, Devereau checked the sparse equipment that lay before him. Although Devereau was always welcome in the nearby trading post of Pondview, the seventeen year old human male had made Willowspur his home. After returning his bedroll and waterskin to his backpack, he tightened the straps of his studded leather cuirass and secured his swords at his side.

Any thoughts of a peaceful day spent searching the forest for useful goods were swiftly pushed aside when a shrill scream that was cut short rang through the dew soaked air. Devereau scooped up the backpack and his longbow and sprinted East, towards Pondview and the source of the scream. He suspected the old abandoned cabin that nature had reclaimed so many years ago. The traders of Pondview always whispered about the building being haunted. Devereau had not yet been motivated to test the rumors, until now.

He slowed his pace and crouched into the brush as he approached the abandoned cabin. The young ranger was not the only one drawn to the cabin by the scream. From the tree line on the other side of the building, a tall, thin woman in custom hide armor stepped into Devereau’s view. Pointed ears protruded from her long, unkempt auburn hair comprised of dreadlocks, braids, leaves, and twigs. Her right hand rested on the hilt of a scimitar, the curve blade fashioned from bone. A larger than average gray-brown wolf trailed her by a few paces. Her perceptive emerald eyes instantly fell on Devereau’s hiding place. He stepped from the brush and nodded to the young druid.

“Phayegwynn, I presume?” Devereau had heard rumors of the young half-elf that had been accepted by the druids of Willowspur Forest.

“The traders still speak of me in Pondview, ranger?”

“On occasion. I believe Traver misses you.” The gnome innkeeper was the only citizen of Pondview that had spoken with Devereau of her by name. “Perhaps you should visit when this is through,” Devereau suggested as he nodded towards the decades old wooden door that hung askew by a single hinge.

Without saying a word, Phayegwynn drew her scimitar and used it to push the door open, revealing a dimly lit hallway. Her wolf companion sniffed around the base of the first door on the left. Phayegwynn twisted the rusty door handle slowly and swung open with a pained groan.

To the right of the now ajar door, a humanoid figure in a black hooded robe looked over its left shoulder at them. The cloaked figure’s shoulders sagged as if from exasperation, before vanishing in a small cloud of smoke. As the smoke cleared, Devereau noticed a young woman restrained to a wooden chair. Longbow still in his hand, Devereau took one step towards the restrained woman. Phayegwynn tapped Devereau’s thigh with her scimitar and gestured towards the other side of the room as three zombies began to shamble out of the shadows in a flanking formation.

Devereau fired an arrow at the one positioning itself between Devereau and the captive woman. The arrow passed harmlessly between two sets of exposed ribs and found its mark in the rotted wood of the wall behind the shambling zombie. Phayegwynn removed the left arm of the one closest to her as the wolf tore the third into pieces. Devereau’s second arrow missed its target as the dismembered zombie’s lunge made him lose his footing. Phayegwynn slashed at the zombie at Devereau’s back. Devereau and Phayegwynn turned in unison to find the wolf standing over the remains of the final zombie. Trying to hide the disappointment that he felt with his own performance in the encounter, Devereau quickly plucked the two arrows from the back wall while Phayegwynn untied the young woman.

“What can you tell us about your cloaked friend?” Phayegwynn asked.

“I think she meant ‘Are you alright?’” Devereau eyed Phayegwynn.

“I… have no idea who that was,” tears slid down her cheeks and her eyes darted around the room, taking in the gathered party. “I was picking fruits from the edge of the forest and he grabbed me and dragged me to this… place.”

“We should check the rest of the cabin for signs of our hooded friend before returning her to Pondview,” Devereau whispered to Phayegwynn.

“Very well,” Phayegwynn nodded then helped the girl to her feet. “Come with us for a few minutes.”

The four entered the hallway, with Phayegwynn leading the party. Deciding to work clockwise around the cabin, she walked farther down the hallway to a second door on the left side. She cautiously pushed the door open to find an emptied room with vines making up more of the wall than the original wood.

With a sigh, she returned to the hallway and reached for the door knob of the door opposite the cabin’s entrance. The door yanked free of her grip. With the taste of metal on her tongue, she dived back towards the party entering the hallway from the empty room she had just left. A blast of lightening arced down the hallway and blew the entrance door off of its single remaining hinge.

“What the hell was–“ Devereau caught Phayegwynn mid interjection, “are you okay?” Devereau looked towards the door, “must be something they didn’t want us finding behind that door.”

Phayegwynn pulled herself away from Devereau and stormed into the room with her scimitar ready for attack. She stopped two steps into the room. The scimitar lowered as her eyes scanned the empty room. Nothing. No hooded figure. No furniture. No zombies. She turns back to Devereau, confused, “Why install a trap for a vacant room?” Devereau merely shrugged in his own confusion. Phayegwynn sheathed her scimitar as she returned to the hallway for the next room.

After eyeing the door and determining it wasn’t rigged with another trap, she kicked the door in with a sigh of frustration. The floor of this room was covered in ropes of various lengths and thicknesses. In the very center of the room, a large ornate mirror stood. The cloaked figure from the first room was staring straight at the party from beyond the glass. The head tilted toward the young woman before vanishing again, leaving only the reflection of the party.

Phayegwynn drew and hurled her cudgel at the mirror and it shattered instantly. Phayegwynn crossed the room to recover her club and picked up one of the larger pieces of glass shards that now accompanied the ropes. She pocketed the shard before turning to Devereau, who was inspecting some writing on the wall. Phayegwynn could only make out one word, “Erythnull.”

“It’s written in blood,” Devereau stated without checking to see if anyone else had even noticed what he was seeing. “Well let’s see what wonders that last room has to offer us.”

As the party turned for the hallway again, Devereau inspected and coiled up a useful length of rope to take with him. He rejoined the two women and the wolf as Phayegwynn slowly opened the last door.

“It would appear that something exploded,” Phayegwynn stated flatly as she eyed the crater in the floor and the scorch marks that covered what was left of the room. Noticing that the ceiling was damaged and the crater was flooded with water, she added, “a great while ago.”

“And treasure,” Devereau, more excitedly than he had meant to, pointed at a floating chest in the middle of the flooded crater. Picking up a piece of lumber, most likely once part of the ceiling, Devereau nudged the floating chest to the edge of the crater and hauled it up to an undamaged section of the floor. A handful of gold pieces lay scattered in the bottom of the chest.

“Give the gold to the girl. I have little use for it and you will surely survive without it, ranger.”

“Barbara. My name… it’s Barbara,” the young woman said, with as much confidence as she could finally manage to muster.

“Very well. Give the gold to Barbara.” Phayegwynn stroked her wolf’s head as she walked past Devereau and Barbara towards the entrance of the cabin. She wished to be back in the forest. She assumed that today would not be the last time she saw a mysterious figure causing trouble in Willowspur. The forest was her home and nothing would bring it harm.

Devereau and Barbara followed Phayegwynn to the edge of the forest in silence. Once the inn of Pondview was in sight, Phayegwynn turned to Barbara. “Speak only with Traver at the inn. Tell him what happened and he will do everything he can to help you.”

The young woman nodded, “Thank you both so much for rescuing me.”

Devereau and Phayegwynn silently nodded as Barbara jogged to the inn. “I need to consult with the elders. I’ll see you again soon, ranger.”

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Premade D&D Character: Elf Wizard

Premade D&D Character: Elf Wizard

Volodar Crasys

Premade D&D Character: Elf Wizard (Necromancer)

Medium-sized humanoid (Elf) of Chaotic Good alignment. The wizard has forsaken the school of Enchantment in an effort to further his skill at Necromancy.

Armor Class: 11 (10 Natural, +1 Dex)

Hit Points: 7 (1d4)

Speed: 30 feet

Ability Scores

  • Strength: 8 (-1)
  • Dexterity: 12 (+1)
  • Constitution: 10 (0)
  • Intelligence: 17 (+3)
  • Wisdom: 12 (+1)
  • Charisma: 10 (0)

Saving Throws: Fort (Con) +0, Ref (Dex) +1, Will (Wis) +3

Skills: Concentration +4, Knowledge (arcana) +7, Spellcraft +7, Search +4, Spot +4

Damage Resistances: Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.

Senses: Low-light Vision

Languages: Common, Elven, Draconic, Gnome, and Orc

Proficiencies: Simple Weapons, all Bows, no Armor or Shields

Feats: Toughness, Scribe Scroll

School Specialization: Necromancy (Enchantment is prohibited)

Armor: None

Weapons: Quarterstaff (1d6, crit x2, 4 lb., Large, Bludgeoning). Shortbow (1d6, crit x3, 60 ft., 2 lb., Medium, Piercing).

Equipment: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Ten candles, map case, three pages of parchment, quill, ink well. Spell component pouch, spellbook. Quiver with 17 arrows. 11 gp.

Spellbook: All 0-level spells; plus Cause Fear, Chill Touch, Ray of Enfeeblement, Feather Fall, Summon Monster I, Animate Rope.

Familiar: Cobra named Ethassu. AC 13, HP 8 (1d10+1). Master gains Perception +2


Volodar Crasys, at the age of 78, had only just began his training in the magical arts to become a wizard. The instructors believed he had great potential although he lacked focus. Volodar wanted to learn as much as he could about every facet of magic.

Volodar’s life changed forever when attackers descended upon the elves’ sanctuary. Volodar was knocked unconscious during the attack and left for dead. Most of his kind were far less fortunate. When Volodar recovered, he searched though the ruins and identified the fallen as best he could. However, his young sister was missing entirely.

Volodar heeded the advice of his now deceased mentors and focused intently on the school of magic that gave him the best advantage over the forces of life and death. With his cobra familiar, Ethassu, the young wizard began his new life.

Outside Sources

Names generated via Fantasy Name Generators. Stats and information gathered from Dungeons & Dragons (3rd Edition) Player Handbook.

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The Surprise Party: A D&D Narrative

The Surprise Party

Ayda Orcbane rolled her dwarven war ax in her rough, callused hands. Her father’s family crest, engraved on the blade, gleamed at her. As gently as she could, she placed it on the stained table and eyed the empty chairs around her before noticing that she was being watched.

The innkeeper glared at her intently with one good eye, the other concealed behind a faded eye patch. She wasn’t sure why the innkeeper was staring at her. She had paid. She had cleaned her weapons before she placed them on display. This was a common practice among mercenaries who were in search of work.

Ayda Orcbane. The Surprise Party: A D&D Narrative
Ayda Orcbane

She had recently fulfilled a contract that she had accepted from a shady man and his army of usurpers; she was spending her measly share on the first inn that allowed Dwelves, let alone mercenaries. Hailing from both a proud, ancient dwarven clan and of highly viewed elves wasn’t enough to shake the negative view of mixed races in most parts of the world. With a name like Crushed Skull Inn, there wasn’t much room for judgment and most of the people around Wanderer’s Stop hadn’t spared her a second glance. Until now.

She was ready to get back out on the road and join a cause. A good one this time. Since leaving the Orcbane clan to find her own way in the world, she had hoped to find something worth her training and effort. Instead, all she found were various jobs all amounting to being everyone’s grunt. She drank through another pint of Rumm Scum, longing for something worth putting in a flagon.

The inn’s door flew open and thumped loudly against the wall filling the poorly lit room with the afternoon sun. In unison, the patrons turned to see who or what felt the need to announce their entrance in such a fashion. All seventeen eyes sank towards the floor. Ayda was more than a head taller than the newcomer, and she had certainly inherited her height from her father’s dwarven bloodline. The commotion was brought on by a Halfling, standing and hardly blocking the entrance of the Crushed Skull. This particular Halfling donned a full set of armor and was holding a mace in his right hand. The Halfling had already scanned the room before the nine occupants had laid eyes upon him. His left index finger was aimed directly at Ayda, his eyes on her war ax.

“Pick it up and assist me,” the halfling’s commanding voice was deeper than Ayda had expected. “Orcs approach and I could use your—“. Orcs knocked the Halfling aside as they burst through the doorway. Four of them, armed and ugly.

The smell hit Ayda nearly as hard as the orcs had hit the Halfling. Her muscles tensed as she took up her ax. As she found her feet, the realization of how much alcohol she had drank sank in. She swayed as she closed on the orc party. Two had taken an interest in her while the other two made for the Halfling. One of the orcs swung a crude club at Ayda. Her handicapped reflexes denied her the block and the club caught her across her chest and launched her backwards into a table that gave way beneath her and the room went dark.

The Halfling recovered almost instantly from the surprise assault. The orc’s knee crunched beneath the mace’s first strike. Wailing in pain, the orc doubled over for his knee. The creature’s pain ended abruptly with the second, ironically, skull-crushing strike. The Halfling glanced across the room to find a middle-aged man tending to the injured Dwelf. As he saw her eyes open, a makeshift axe caught the Halfling across the chest. He stumbled back several steps, uninjured, into the arms of another orc that had presumed the Dwelf was dead. The Halfling buried his heel into the orc’s foot as he swung the mace over his head. The mace killed the orc before it could express any of its pain.

Ayda grabbed her bow and readied an arrow as the orc noticed she was not out of the fight. The slightly blurred figure raised its club for an overhead strike. The arrow worked better than she had hoped. It penetrated the orc’s blackened mouth, exited out the neck and lodged in the last remaining orc’s left temple. She rolled to her right as the putrid orc landed where she had been. The last orc slumped to the floor and the room fell silent. Ayda searched the room for the man that had saved her but could not find him. She stood on shaky legs. The hit had sobered her somewhat but she was still unsteady.

“Very nice shot indeed,” the approaching Halfling complimented Ayda. “Not often that you see a dwarven archer.” His eyes fell on her ears. “I suppose that would be from your elf-kin then,” he added with a broad smile.

“Perhaps. The clan was always impressed with my shots,” Ayda replied hesitantly.

“What clan would that be?”


“I’ve heard wonderful things but until now have never met an Orcbane. Pleased to make your acquaintance, Lady Orcbane. I am Korvias Belfire of Bellshore.” The Halfling stood as tall and proud as any three foot tall being could.

“Please, just Ayda.” She looked about the room at the four fetid bodies that lay across the floor and the table that had broke her fall. “The least we can do is dispose of the bodies from this place. These people have showed me some measure of tolerance.” With a nod, Korvias managed, despite the size difference, to heft the nearest dead orc over his shoulders. An orc leg in one hand and an arm in the other, the Halfling sidestepped through the front door of the inn. With a heavy sigh, Ayda shook her head and knelt to grab an orc by the foot and followed Korvias outside.

A few hours later, as the sun descended near the horizon, the orc bodies were providing a small bonfire for the people of Wander’s Stop and the inn had been returned to its previous state. One couldn’t quite say clean, and although it was short one table now, the scraps provided good kindling for the bonfire. The cycloptic innkeeper thanked Korvias and Ayda again for their help. “Most folk that end up fighting in a small town’s inn aren’t the type to be cleaning up afterwards. I truly thank you for your help. It’s getting late,” the innkeeper nodded to the fading light outside the door. “You two are welcome to stay the night. No need to fret over the usual fee.”

“Thank you kindly, sir,” Korvias said with a toothy smile. He turned to Ayda, “I still have work that needs doing in the days to come. If you’re interested.”

Korvias’s constant smiling unnerved Ayda. It was suspicious. In her experience, people weren’t nice unless they were looking to manipulate others. She certainly needed the work however. “We can talk out the details tomorrow. I’m exhausted.” Without waiting for a response–she didn’t want to see the halfling’s smile again this day–she asked the innkeeper for a room key.

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Sword of Unquenchable Thirst

Sword of Unquenchable Thirst

The Sword of Unquenchable Thirst is a +5 Chaotic (+2d6 damage against Lawful) longsword. The sword is intelligent and cursed. Yesterday’s fantasy writing prompts feature just such a sword; Leslie suggested that I use the sword for today’s roleplaying homebrewed weapon.


  • Charisma: 18 (+4)
  • Intelligence: 14 (+2)
  • Wisdom: 11 (+1)

The Sword of Unquenchable Thirst possess the soul of a Chaotic Evil entity that seeks to defeat and slay all things it encounters. However, it is aware that it needs a wielder and will safeguard the wielder to ensure that the cursed blade can continue to taste blood. In doing so, the sword grants the wielder certain privileges. These include the Improved Initiative feat, the ability to see Invisible at will, and as long as (s)he is wielding the sword, the PC does not have to breathe and is therefore unaffected by any such condition of drowning, suffocation, etc.

The Sword of Unquenchable Thirst Sketch
The Sword of Unquenchable Thirst Sketch

As the sword is cursed, the privileges bestowed are but one side of the coin. Anonymity comes to the wielder of the Sword of Unquenchable Thirst. No one knows the PC’s name or recognizes him/her. If the Player Character wishes to defy the blade’s thirst for blood, they must succeed on a Willpower Save of DC 20. The frequency of such checks is at the Dungeon Master’s discretion.

The Sword of Unquenchable Thirst speaks three languages: Common, Dwarven, and Abyssal.

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Sentient Ring of Protection: Undead Farm Reward

Sentient Ring of Protection

This ring is bestowed upon the Player Characters (PCs) after completing the D&D Adventure Module: Undead Farm. Role-play the delivery depending on the outcome of the encounter with the Mother’s Spectre. If the PCs decided to defeat the spectre and the young necromancer, then the ring will be on the boy. If the PCs avoided combat in any way and work towards saving the child, the spectre will gift the ring to a PC. It’s up to the GM how much the PCs know about the ring.

The ring grants +2 to the wearer’s AC at all times.

However, the ring is intelligent and has its own purpose.

  • Intelligence: 13
  • Wisdom: 11
  • Charisma: 15

The ring is of Lawful Good alignment and communicates with the wearer in an empathic nature, the wearer can sense the emotions of the ring and understand its intentions. The ring is motivated by a single goal: the destruction of evil. The ring rejects all evil alignments and urges the wearer to destroy or slay those it encounters. To aid the wearer, the ring also grants two additional abilities. The wearer can see Invisible at will and use Detect Magic at will.

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Undead Farm’s Boss Encounter

Undead Farm‘s Boss Encounter

Toys litter the floor around a small child, but his attention is on the Player Characters (PCs). A heavy black cloak is draped over his shoulders and his eyes are red from crying. Tears still fill his eyes, eyes too hard for such a young child. The child becomes distressed by the appearance of the PCs in the master bedroom of the farmhouse.

“Mommy!” he cries out in a panicked voice.

The spectral image of a woman rises from the floorboards near the crying child. Her clothing is torn and tattered. There are noticeable signs of a gruesome death on the ghostly woman. The incorporeal mother will do anything possible to protect the child.

The following stats are from Third Edition’s Spectre.

The Mother’s Spectre

Undead Farm's Boss Encounter-A Mother's Spectre-Undead Farm A D&D Adventure Module

Medium-sized Undead (Incorporeal)

Hit Dice: 7d12 (45)

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Speed: 40ft., fly 80 ft. (good maneuver control)

AC: 15 (+3 Dex, +2 deflection)

Attacks: Incorporeal touch +6 melee

Damage: Incorporeal touch 1d8 and energy drain

Face/Reach: 5 ft./5 ft.

Special Attacks: Energy drain (Fort save negates with DC 15), create spawn

Special Qualities: Undead, Incorporeal, +2 Turn Resistance, Unnatural Aura, Sunlight Powerlessness

Saves: Fort +2, Ref +5, Will +7

Abilities: Str –, Dex 16, Con –, Int 14, Wis 14, Cha 15

Skills: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10, Spot +13

Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

CR: 7 (3,000 Exp)

Citations: Cook, Monte, Jonathon Tweet, and Skip Williams. (2000). Monster Manual: Core Rulebook III (Dungeons & Dragons). Wizards of the Coast, Inc. Pages 169-170.

Check back next week for the PC’s reward for completing Undead Farm!

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Undead Farm: A D&D Adventure Module

Undead Farm


In Undead Farm, the player characters (PCs) are investigating rumors surrounding a farmhouse located at the edge of a forest in the farm lands of Radun. Start the session in whatever location works best for you. If you want, you can sprinkle in hints in current sessions that would lead the PCs to the farming settlement.

The rumors about the farm include howling throughout the nights, a lingering presence of dark magic over the area, the screams and crying of a child, and an inability of the locals to get close to the house. Use any or all of these rumors to lead your PCs to the farm. It is recommended that the PCs be at least 5th Level. All details, however, can be altered to fit the party as necessary.

If you are a player and not a game/dungeon master, anything beyond this point could contain spoilers. Continue at your own discretion or share the link with your DM.

Approaching the Farmhouse

Please reference the Mysterious Farm Maps in conjunction with this adventure module.

  1. Corn Fields. Two scarecrows take turns casting Mind Fog over the property to dissuade any that would approach the farmhouse. A successful Will Saving Throw of DC 18 negates the effects. A failure results in a -10 competence penalty to all Wisdom checks and Will saves and leaves PC temporarily unsure of their purpose of approaching the farmhouse.
  2. Horse Pasture/Cow Pasture/Chicken Coops. Undead versions of the three farm animals can be found surrounding the farmhouse. Stats are provided below under Threats to the Player Characters. The conditions of the fencing and the environment itself are in varying degrees of degeneration due to the necromantic presence.
  3. Barn. The barn is beyond use. Most of the structure appears to have been destroyed by fire. The roof is collapsed in and most of the walls have crumbled. If the PCs investigate the debris further, they will find a multitude of bones beneath the ash and charred wood.
  4. Farmhouse. The structure is the centerpiece of the adventure model. The building is in disrepair and appears to have been painted white at some point in the distant past. The occasional howls of a canine-beast can be heard coming from within the farmhouse. The aura of black magic is stronger the closer the PCs are to the structure.

Within the Farmhouse

Main Floor Map of the Farmhouse. For Undead Farm: A D&D Adventure Module

  1. Covered porches. There are two, at the front (1 on the map) and the back (8 on the map) of the farmhouse, covered porches. The handrails are worn and are broken in several places. The floorboards creak slightly under pressure. The doors entering the farmhouse are locked (DC 20 to Open Lock or DC 18 (Str) to break down door).
  2. Foyer.The only light in the foyer is the soft glow of a fire coming under the double doors that leads to the living room.
  3. Living room. A small fire burns in a pit at the center of the living room. A think layer of dust settles over the room. A successful Search check DC 10 reveals footprints in the dust leading to a staircase to the second floor. If the search check exceeds DC 17, the PC(s) also notice a less used path of footprints leading to the basement’s staircase.
  4. Library. For the scholarly PCs, the library houses over 400 books. Including tomes and scrolls on Necromantic magic and spells.
  5. Dining room. A table slightly too large for the room forces people to walk single file around the perimeter of the dining room. A single meal is placed at the head of the table. It was placed recently but the food is now cold.
  6. Kitchen. There is a decently stocked larder in the kitchen if the PCs are in need of food and willing to take from the farmhouse. The kitchen, however, is looked after by a Zombie Housekeeper that is not happy to see someone in the house. If the PCs have been making a lot of noise (breaking doors, etc.), the Zombie Housekeeper will likely meet the PCs in the dining room, library, or living room.
  7. Storage room. The storage room has no light source. If the PCs have a torch, they will discover the room is neatly arranged but also features a thick layer of dust. Farming equipment lines the walls, sacks of corn in various conditions can also be found, as well as riding equipment.

Upstairs and Down

  1. Upstairs hallway. Several small torches are ensconced in the hall way. Instead of the peeling paint found on the walls throughout the rest of the house, this room appears to have been painted recently. A portrait of a young boy is hanging on a wall.
  2. Bedroom 1. The room has been undisturbed for several years. The bed remains neatly made and everything is in its place. Cobwebs are the main attraction of this room.
  3. Bedroom 2. In contrary to the other bedroom, this one is frequently used. There is no dust or cobwebs. A nearly burned out candle illuminates the room. the bedsheets are tossed and unmade. A midnight black robe is draped over the back of a chair and book (romantic fiction) lay open on the table near the candle.
  4. Master bedroom. The child heard crying and seen in the portraits is playing in the master bedroom. He becomes frightened by the PCs and begins to summon something to protect him. See below in Threats to the Player Characters.
  5. Basement. The basement is an open rectangular room. A single torch is ensconced near the only door, casting a faint glow but leaving most of the room in shadows. Upon exploring further, the PCs learn the basement is full of 6 foot cubed steel cages. The steel is coated with silver. There is at least one werewolf locked in the basement (more, if you desire). The/one werewolf begs for the PCs to free him/her.

Threats to the Player Characters

  1. Scarecrows. 5d10-5 (20 hp). AC 15 (-1 Dex, +6 natural). +5 melee (claws) Dam 1d6+3. CR 2. There are at least two. They are casting Mind Fog on the area.
  2. Undead Horses. 3d12+3 (21 hp). AC 14 (-1 size, +5 natural). +2 melee (hooves) Dam 1d4+2. Undead. CR 1. There can be as many or as few as you like. Their goal is to protect the child within house.
  3. Undead Cows. 2d12+4 (17 hp). AC 12 (-1 size, +3 natural). +1 melee (slam) Dam 1d6-1. Undead. CR 1/2. There can be as many or as few as you like. Their goal is to protect the child within house.
  4. Undead Chickens. 1/2 d12 (3 hp). AC 14 (+2 size, +2 Dex). +3 melee (beak) Dam 1d4-2. Undead. CR 1/6. There can be as many or as few as you like. Their goal is to protect the child within house.
  5. Zombie Housekeeper. 4d12+4 (27 hp). AC 12 (-1 Dex, +3 natural). +3 melee (slam) Dam 1d6+2. Undead. CR 1. The zombie housekeeper is keeping a set of keys that can unlock any door in the farmhouse.
  6. Necromancer Child. 5d8-5 (22 hp). AC 14 (+1 size, +1 Dex, +2 Amulet). CR 3. The child is rather powerful in Necromantic magic but is unwilling to fight on his own. When frightened, he will summon a powerful monster to protect him. PCs may attempt to save the child rather than fight.
  7. Werewolves. 2d8+4 (13 hp). AC 12 (+2 natural); AC 16 (+2 dex, +4 natural) as wolf or hybrid. +0 melee (Unarmed strike) Dam 1d3 subdual; +3 melee (bite) Dam 1d6+1 as wolf/hybrid. Curse of Lycanthropy. CR 3. The caged werewolves are looking to be freed.
  8. Boss Monster? Check back next week to see what the child has conjured to protect himself!

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Mysterious Farm Maps

Mysterious Farm Maps

I’m channeling my inner Dungeon Master! The rest of October’s roleplaying posts will all be connected. With this first post, there are three maps for a farm and its farmhouse. All have been hand drawn by me, so Leslie can focus on other projects. As usual, you are welcome to use these maps for any of your own games. Next week, we’ll be posting an adventure module set at this farm. The following week will detail the final boss of the module. And, finally, on Halloween itself, the treasure hidden within the farmhouse will be revealed!

Farm Map. The area surrounding a mysterious farmhouse. For upcoming D&D Adventure Module.

In the first of the three maps, there is an overview of a farm in Radun, a farming settlement in the fictional world of Vallonde.

  1. Farmhouse
  2. Barn
  3. Horse pasture
  4. Chicken coops
  5. Corn fields
  6. Cow pasture
  7. Radun’s Forest

Main Floor Map of the Farmhouse. For upcoming D&D Adventure Module

The second map is of the main floor of the farmhouse.

  1. Covered front porch
  2. Foyer
  3. Living Room, 3a: Stairs to basement, 3b: Stairs to second floor
  4. Library
  5. Dining room
  6. Kitchen
  7. Storage room
  8. Covered back porch

Second Floor Map of the Farmhouse. For upcoming D&D Adventure Module

  1. Hallway
  2. Bedroom
  3. Bedroom
  4. Master bedroom

Details of each area will be included in the adventure module. I promise, the farmhouse is far from bare. I’ll paint the rooms in glorious detail with words next week!

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