Thanksgiving Holiday Schedule

As you can imagine, some of us reprobates actually get together with friends and family this time of year, to give thanks, drink heavily, and more importantly feast! Because some of us will be traveling or prepping to host the event, we will not be broadcasting live on the 27th.

Consequently, there will be no re-posting of the live stream the following week. Instead, I invite you to catch up with loved ones, and if you’re really desperate, check out Aarons’s completion of his Pacific Coast Trail expedition at https://www.youtube.com/@hexcrawlhiker1702

Happy Thanksgiving everyone! We’ll be back on December 4th.

Halloween Sacrifice – It’s for the children…

This is a quick heads-up that the Merchants will not be streaming this Wednesday, 10/30/24, to allow for Halloween preparations. The Merciless Merchants shall return at their regular streaming hour (6:10PM) next Wednesday, 11/06/24.

The Merchants are Streaming Tonight 10/02/24

Tonight, we go live for our 42nd episode! Let’s see what kind of trouble our heroes can get themselves into tonight. 🙂

2 Page Adventure Contest–Delightful Dungeons

Hey All–

Thought I would pass some information on about a new contest: https://delightfuldungeons.blogspot.com/2024/06/the-first-delightful-dungeon-competition.html

A 2 page adventure contest, click the link for all the directions, rules, prizes, etc.

I’ve done a few contests over the years and I always think they are a great exercise to practice writing and flex your creativity muscle. It’s also a great way to get feedback–which is gold if you are trying to improve and publish on your own.

Anyways–we have nothing to do with this contest, but wanted to pass along the info of the opportunity and encourage everyone to submit an adventure!

Deity Contest Results

We received a few cool submissions for our Deity Contest and I’d like to announce the winners!

First Place

Author: Siddharth Singh

Second Place

Author: Derek Miller

Kurunnitu

(Lesser) Goddess of Beer, Mother of Civilization

Portfolio: Death, decay, fermentation, alcohol-related insights

Holy Days: Equinoxes

Symbol: Ceremonial cup

Alignment: True Neutral

Worshiper’s Alignment: Any

The first human to truly study fermentation, Kurunnitu — upon brewing a nourishing substance that was part beer and part bread — ushered in a change from hunter-gatherer wandering to agriculture in what became mankind’s first city, and learned how alcohol could spark insights that may never occur to a sober mind (such as seeing if alcohol, the result of decay, could work as a preservative against decay; and as a pesticide and a sedative and a disinfectant and a painkiller and so on).  Celebrated by name whenever drinks were poured for a wedding or a wake — or any other social occasion — she was honored for each innovation that followed at that settlement (even down to potters placing her petite-and-dark-eyed image on fire-hardened clay, to store everything from pickled vegetables to concoctions that helped embalmers curb decomposition). As a result, she eventually found herself figuratively and literally deified.

Specialty Priest

  • Titles: Brewmistress (Female) or Brewmaster (Male).
  • Requirements: Wisdom 10
  • Weapons: Blowgun, club, dagger, hand axe, knife, lasso, net, scourge, sling, staff, staff sling, whip
  • Armor: All non-metal armor; wooden shields
  • Required Proficiency: Brewing
  • Bonus Proficiencies: Agriculture or Herbalism (player choice), Pottery or Reading/Writing (player choice).
  • Duties: Kurunnitu is different from the other deities of nature and natural forces, in that she represents the elements of growing that people utilize and can control.  Kurunnitu’s priests therefore work to keep the flock appreciating, and emulating, her virtues: promoting sensible solutions and actions on the part of the flock, but with the twist of preaching that, sometimes, it’s wisest to put in the work — for example, by researching new recipes and uses for everything from ammonia to vinegar — but, sometimes, the only reasonable thing to do is knock back a strong drink and see if inspiration occurs.  What her priests do with any knowledge they thereby acquire — outside the context of helping their temple — is up to them, as long as they take care to participate in semiannual events where fermented goods of all sorts are displayed and promoted (before the throne or in market).
  • Major Spheres: All, Creation, Elemental, Healing, Necromantic, Thought, Time
  • Minor Spheres: Animal, Charm, Plant, Protection
  • Brewmistress/Brewmaster Spells:
  • Level 1
    • Elixir of Age
      • Sphere: Time
    • Range: Touch
    • Components: V, S, M
    • Duration: See below
    • Casting Time: 5
    • Area of Effect: One pint of water
    • Saving Throw: None
    • This spell permanently transmutes a pint of water into an Elixir of Age, a beer that — when imbibed by a person — grants the drinker, for one hour per level of the caster, the effects of an age category selected by the caster at the time the drink is prepared.  So it can serve as a potent restorative (letting an aging warrior briefly regain a measure of youthful vigor, while somewhat impairing his judgment) or enable a temporary state of heightened understanding (while somewhat impairing the drinker’s physical abilities).  The material component is a berry soaked in alcohol.
  • Level 2
    • Metamorphose Liquids
      • Sphere: Elemental (Water)
    • Range: 30 ft.
    • Components: V, S, M
    • Duration: Permanent
    • Casting Time: 2 rounds
    • Area of Effect: 2’-cube/level
    • Saving Throw: Special
    • This spell, except as noted above, is the same as the first-level wizard Metamorphose Liquids spell.
  • Level 3
    • Cakes & Ale
      • Sphere: Creation
    • Range: 10 yds.
    • Components: V, S
    • Duration: Special
    • Casting Time: 1 turn
    • Area of Effect: 1 cu. ft./level
    • Saving Throw: None
    • This specialized variant of Create Food & Water, known to Brewmistresses and Brewmasters — for whom Create Food & Water is only a second-level spell — creates sustenance that, while equally nourishing, appears as whatever nonmagical fare the caster has previously sampled and selects at the time of casting.  Brewmistresses and Brewmasters often opt for choices that showcase fermentation (be it beer and pretzels, or sausage and cider, or wine and cheese, or anything else from pickled eggs to sourdough bread).
  • Level 4
    • Fermenting Ideas
      • Sphere: Thought
    • Range: 0
    • Components: V, S, M
    • Duration: Instantaneous
    • Casting Time: 1 round
    • Area of Effect: Radius 10 feet around caster
    • Saving Throw: None
    • Identical in function to Idea, this spell affects everyone within 10 feet of the caster who drinks a beer served to them by the caster that round (with the service and the beer being the somatic and material component).
  • Level 5
    • Golden Dream
      • Sphere: Time
    • Range: Touch
    • Components: V, S
    • Duration: Permanent
    • Casting Time: 1 day
    • Area of Effect: Special
    • Saving Throw: None
    • Golden Dream transmutes an Elixir of Age into an Elixir of Youth.  The priest can use this spell but once per season.
  • Level 6
    • Corpse Reviver
      • Sphere: Necromancy
    • Range: Touch
    • Components: V, S, M
    • Duration: Permanent
    • Casting Time: 1 round
    • Area of Effect: 1 person
    • Saving Throw: None
    • As Raise Dead, though not reversible and with no need for a resurrection survival check; the magic will be effectuated 24 to 48 hours thereafter. The material component is an especially smooth honey-based beer personally brewed by the priest.
  • Granted Powers:
    • 1) Cakes & Ale once per day; 10) Commune with Kurunnitu once per week; TU Command
  • Followers and Strongholds: The followers are received at 7th level, and consist of one fifth-level priest, three third-level priests, and sixteen first-level priests of the same order. The priest may take the following on adventures: Three priests (only one of whom may be third level) of his choice. The priesthood will pay for half of the cost of stronghold construction at 7th level. Part of the stronghold must be a tavern where visitors may meet with the priests (and where drinks can be brewed on the spot).

I’d like to thank both Siddharth and Derek for sharing their creativity and taking the time to put these excellent deities together! I’ll be contacting you both to see what prizes you desire:

First Place: Siddharth— Ill add your name to the credits for your creation in The Marrow Ravine, AND I’ll give you a copy of our newly released The Coming of Winter (PDF AND pay for cost POD) OR 3 adventures (PDF and at cost POD) of your choosing.

Second Place: Derek— will receive The Coming of Winter PDF OR 2 adventures (PDF only) of your choosing.

I also talked it over with Jonbar and we decided, with Siddharth’s and Derek’s permission, we would add both deities to our growing Pantheon. Also with their permission, I’d like to add components of their deity to the new adventure I’m working on–The Marrow Ravine (Part 2 of Tar Pits of the Bone Toilers). I haven’t started this adventure yet so may be awhile, but I have 90% of the ideas in my head, just need to find some time….

–Malrex

Deity Contest is Closed….

I wanted to thank everyone for their deity submissions! The judges will be checking out the entries and discussing/deciding the winners soon. Will hopefully post results this weekend!

Artist: Enmanuel Martinez “Lema”

Random

What else is going on? It’s freakin hot outside and its melting my brain! And human rogues just have a huge disadvantage over demi-human rogues…mainly in the case of infravision. How is my human rogue supposed to sneak ahead and scout if I can’t freakin see?

This is what my character…Dubs Bollocks faces right now deep inside the War Tunnels under Coppercore. We got trounced by numerous goblins, kobolds, and even 1 troll. We had a little help from an NPC party of dwarves, but it was a slugfest–and we survived. But now we aren’t sure what to do…if we rest where we are at, we will probably get attacked. If we rush for the surface, we have to go through the kobold tunnels again and they always have some ambush/trap going on….and we all have 1-2 hp each.

So the decision was to have all the Level 2-4’s stay put and send my 1st level rogue and one of the sneaky dwarves off to find this crazy dwarf who has sealed himself off from all the danger…and attempt to ask him if we can stay inside his little domain or if he has healing potions…or something…..what’s the worse that could happen? Not many in the party trust the dwarf, and some don’t like him at all, but Dubs is also a river fisherman and that seemed to click with this ol dwarf, as they had discussed fishing stories so he is hoping for the best. But of course…he has to make his way over there safely first.

The sneaky dwarf is fine…he can SEE. So he can be all sneaky and whatnot…but not my guy…and since he is a fisherman, he has self-proclaimed his new nickname for this venture as “Bait” as he lights a torch. I’m not sure he is going to make it or not, but I do know that he would try. Not because he cares if the party lives or dies (they are a bit of a snotty lot, don’t ya know…I think I can get away with saying that as none of them read this blog, I don’t think?…) BUT, because the party has picked up a bard or skald in the group and he can’t go back with his tail between his legs—the bard would destroy his reputation with his stories! So off he is going….

So cheers to the human rogues out there….they live a tough life! You can bet 5 gold on Dubs living…he’s good for it!

Kickstarters?

Beware the King of the Cannibal Cult!: I just got another email from Ray…author of Peril in Olden Wood. He is ready for another round of editing….he also claims he has 3 pieces of art so far and he is trying to get a few more before the well is dry and we go for some support. Ray has been working diligently on his new adventure–Beware the King of the Cannibal Cult! It’s only about 218 pages so I guess my next few weekends will be busy….and it’s for high levels! Level 10-12 for OSE. I must say–it’s quite good and I’m excited to see it go out there. It’s a city adventure with a ton of things going on that will test any high level group. I’m sure Ill be talking about this more later on.

Slyth Hive: A few people have asked if a POD will ever come out for this adventure, which is currently just a PDF on Drivethrurpg. I believe Prince is adding to the adventure a bit and hoping to do a Kickstarter for more art at some point. But I’m waiting on him to make the call. This is also a high-level adventure…levels 14+ for OSRIC.

Exclusive

The Merchants had a discussion about being exclusive with DrivethruRPG. There are a few benefits of doing so. We have had a few of our adventures up on Lulu and Itch.io, but they haven’t received much traction. For example, with Itch.io, I think in 5 years we have made about 20$ in sales. I thought about expanding to Amazon and a few other places, but we are such a small, mostly unknown outfit, that I’m not sure it’s worth the effort. And it’s a ton of effort to put our stuff (33 or so adventures) up on multiple storefronts. So we may only have our stuff up at Drivethru in the near future, fyi.

That’s it for now…stay tuned for the Deity results coming soon!!!!

The Best—Slyth Hive

The PrinceofNothing, master of word and prose, has received ‘The Best’ from Bryce Lynch over at the 10 Foot Pole: https://tenfootpole.org/ironspike/?p=9160

There are not many high-level adventures out there….actually…GOOD high-level adventures. Usually I see instead of 1 dragon, they add 3 dragons to make things more difficult. While that can certainly make the situation more difficult, I always felt it took away from the awe and savagery of the dragon–I guess I’d rather see a ramp up of a single dragon’s abilities and power rather than just slapping in 2 more.

Another challenge is why are the characters going on an adventure when they are that high of level? Wouldn’t they be defending and ruling their own keeps and they send their minions to do the dirty work? Do all high-level adventures have to involve saving the world to make it feel epic? I think setting up a good adventure hook would be challenging.

Personally, in all my years of playing D&D, I’ve never really played a character much pass 9th level or so. I think it’s because I like the struggle of the low levels…the danger…and once my mage gets fireball at 5th level, for whatever reason, I feel like I won the game or something. So there are a bunch of spells and abilities I’ve never used except maybe by the monsters as DM. So I don’t want to appear like I’m bashing published high-level adventures out there–I think they would be very challenging to write, but I do give a sigh when I see the usual (adding more monsters of the same kind, preventing spells/abilities from working, etc.).

Anyways, I didn’t write Slyth Hive but I did work on the layout. I remember one of the first encounters is a shitload of animals and I thought, here we go again–just adding numbers to make something more dangerous for high levels….but as I delved deeper into the adventure, I became pleasantly surprised. Complex environments and interesting foes as well as ever-changing/adapting enemies to keep players on their toes…(sorta rhymed there…). I don’t know if as a player or DM, Ill ever run through a high-level adventure, but if I did, I would be down for going through or running Slyth Hive as it has the type of challenges I would be looking for with a high-level character. Another would be Geir Loe Cyn-crul by Andrew Huso. It’s a bit combat heavy with some additional monsters–but I liked the vibe when I read it.

Anyways, you can purchase Slyth Hive at DrivethruRPG. Prince has hinted at a Kickstarter to get more art and at that point we would offer a POD version (buyers of the PDF now would get the updated PDF).

Deity Contest

We have had a few submissions trickling in….the deadline–June 4th approaches!!!

Deity Contest Part 2

Hey All—

Quick update: The Cauldron will be the Deal of the Day on DrivethruRPG tomorrow (5/7/2024) so if you need a great island adventure for your players, pick up the discounted copy! Bryce Lynch at 10 Foot Pole gave it ‘The Best’ rating.

Jonbar wrote up some quick descriptions of some of the areas of our world that I thought I would throw on here. I know I said for Uzudum, but we decided the god/goddess could be from anywhere. There is also some more information at our shop at DrivethruRPG– The Zontani Sea Region Gazette which is free.

Deity Contest–The Realms

Several great empires have risen and fallen upon the shores of the Zontani Sea, and beyond. More have been swallowed by cataclysms, war and time, no lost to the minds of men. Here is a brief overview of current Realms in need of God.

  1. The continent of Uzarra: A vast continent to the South of the Zontani Sea. It contains blistering deserts, seas of grasslands, nomadic tribes, high mountains, dense jungles and lost civilizations. They say deep within these jungles is an advance reptilian race, advanced enough to work metal and wield magic. They are known to build stone structures under the surfaces of lakes and worship strange gods, possibly dragons.
  2. Uzadum: An ancient civilization now beginning to wither. The sages say the people of Uza survived a great cataclysm in times past. The survivors created the Empire of Uzadum on the north side of the Uzarra continent. They are builders of incredible pyramids, water works and ships. The people are tall with olive skin and black hair, though they often shave their heads in the cities. Uzadum is in a state of decay, rot from within due to the constant strife between the Theocracy (God King) and the Arcanan. (Wizard Lords). The Uza worship a pantheon of deities, and have mastered all the known schools of the Arcane.
  3. Rhone: Upon the northern shores of the Zontani Sea, the empire of Rhone has risen to dominance. By land and sea, the industrial Rhonii have conquered their neighbors in all directions. Though to the north they still contend with the Horse Lords and Verloren. To the east they’ve an uncertain peace/truce with Asheena, but to the south, the Uzadum empire is a significant threat. The Rhonii are ruled by an Emperor wielding incredible military might, with both priest and wizards to protect him. They worship a plethora of Gods and Goddesses, from various people they have conquered, along with their own Pantheon. But it is the War Gods that are most highly esteemed. The people tend to be a bit swarthy but with various hair and eye color. They are great architects in stone and builders of roads. They had a stalemate war with a Dwarf Kingdom, which resulted in allies. The dwarves taught them masonry skills, thus their cities are the most impressive of the continents.
  4. Asheena the Thirsty: This is an arid realm though highly fertile along the eastern coast of the Zontani Sea. A sea faring people, they excel at making trade far and wide, though their martial strength is to be respected. Their cities appear beautiful in the arid surroundings, like a heavenly mirage. Plants grow over white washed stone providing fresh fruit and flowery aromas. They worship both gods of the desert and sea. They are known for their fine wine and other spirits. The people are a bit darker in complexion then the Rhonni and tend to have dark hair and eyes.
  5. The Thundering Plains: North of the Rhone empire is a vast grassland that has seen many armies marching and battling within it, thus it’s name. Here the northern expansion of the Rhone Empire has been stifled. This is mostly due to the people who are known as The Horse Lords. They are a nomadic people traveling the region following the great herds of animals that cross the plains. These people are highly skilled at mounted combat, and breed some of the finest horses known. At this time, an uneasy truce has been made with Rhone, allowing for some trade. The Horse Lords are a tall, fair-haired people, free and wild as are their gods. To the west of the plains, centuries ago, some of the Horse Clans settled and created the Kingdom of Kel. Though they are kin to the Horse Lords, they are not their rulers and often raid each other usually for horses.
  6. The Fallen Lands: Far to the northeast is a wasteland, of roving humanoid, ravenous monsters and warring clans of men. In ages past, this land was beautiful and bountiful, known as The Four Kingdoms. But then came the cataclysm of the God’s Wrath War that sundered the four realms scattering the people in all directions and despoiling the land. Now it is a place of constant struggle for those that remain, both monster and man, demi-gods, and demons roam the wilds of this fell land, claiming by force or will what they can. The people survive by grouping into nomadic war bands, skilled at arms being most highly valued. They have little faith in the gods or wizards, but know their value. The land is riddled with ruins of cities, fallen temples, wizard towers and dungeons. A great rift scars the land where demons were summoned forth to fight during the God’s Wrath War. From this foul pit, evil things still linger and prowl. Strange cults have begun to form, drawing followers using their strange powers and promises of protection, wealth or other nuggets of coercion.
  7. Zontani Sea: Many islands are scattered throughout its waters, populated by all different types of people, worshiping all types of different deities. Some of the islands are populated by nothing more than hungry savages, while others have sophisticated societies, and still more are led by the Brine Lords and roam the seas looking for easy plunder and glory. Some island have been claimed by demi-gods, either to retire from the realms of man, or to begin a campaign of conquest. Or perhaps to build a temple for their followers to worship and bring their offerings to.
Artist: Enmanuel Martinez ‘Lema’

Throughout the world there are many Spirits and Gods known to all the various races. Humans, dwarves, elves, orcs and humanoids, etc. So meditate, ponder and enlighten us with an understanding of a new god and their specialty priest.

–Jonbar

Contest–Deity

Photo by Ellie Burgin on Pexels.com

There was a book I picked up, Petty Gods: https://www.orderofgamers.com/petty-gods/ and it had a bunch of petty and minor godlings and was fun to read the creativity. I’m not necessarily promoting it and had nothing to do with the book, but I thought it was a super cool idea to have the community put it together. I think back on it as Jonbar and I work on our next project.

We are busy working on gods for our world which I believe adds some flair and culture to our adventures. We were playtesting a museum adventure in Vermilion and I had tons of info about different gods, heroes, and history which I felt made the world come more alive. Yeah, I’m aware some people don’t like museum adventures, but it was a pretty great exercise for me as it helped me develop Vermilion and the world and if you are creating a city, I recommend doing one (but make it an adventure, not just a boring place). It also snowballed into making new magic items having potential stories–like that spear was used by the demigod Spear Guy or whatever and bards could have a field day discovering the legend of the item.

As we are muddling through our deities, I find myself asking questions–why would someone want to worship a God of Death….or a God of Decay? There has to be more of a reason of just ‘because they are evil’ or ‘because its cool’…although, I guess there is always the rule of cool. But I find that my first step is maybe thinking up a deity (i.e. God of the Sun) and then really delve into the worshipers (or cults) and why they want to pray to this specific deity? And then ask…why would anyone worship a lesser deity or even just a demi-god? Which can lead to foes and allies of the deity and stories/legends begin.

Then, since we are mostly 2e enthusiasts (with a healthy respect and joy for 1e), we are delving into Specialty Priests. Some Specialty Priests can be a bit overpowered (in my humble opinion), but I definitely like the flavor of them. Growing up, no one really wanted to play the healer…and I feel the Specialty Priest idea made it actually fun to play one. It also forces you to go deeper into the deity and helps answer the ‘why’ do worshipers pray to this deity as well as the culture of the religion (holy days, special colors or ornaments that must be worn, specific weapons, etc.). Come to think of it, I don’t think I’ve played a cleric since… unless it was multi-classed.

This also brings us to new spells which really makes the Specialty Priest stand out. Very fun to create…all of it.

The Contest

So this brings up the idea of a contest for those interested. I don’t want to compete with NAP or other dungeon adventure contests as I don’t have time to review them all. But in my last post, I discussed a little bit about The Marrow Ravine (Part 2 from the Tar Pits of the Bone Toilers) and one of my ideas is to have an imprisoned demigod or lesser deity that is worshiped by the denizens of the jungled lands of Uzuduum. They would be stuck in this dying dimension and the heroes may have a chance to save them, if they wish… Ya…that about sums up my idea so far…lol, but I can picture the scene in my head. I already made a lesser goddess of Whispers and Vines for Uzuduum…but anything else is fair game. Heck, we don’t even know much about Uzuduum yet except there are thick jungles and plains and they sail in HUMONGOUS ships called Juggernaughts. Jonbar may write something up soon. Got questions? you can add them in the comments below.

Photo by Rifqi Ramadhan on Pexels.com

Jonbar and I will look over the entries and pick one. It may (or may not) be added to our pantheon, but I will definitely use it my Marrow Ravine adventure regardless. I want to see only lesser deities or demigods for humans. I want to see some history or legends, what they look like, etc. I want to see a Specialty Priest, any special holidays or rituals or something specific they have to wear, and at least 1 new spell.

First Place: Ill add your name to the credits for your creation in The Marrow Ravine, there is a chance your creation would be added to our Pantheon, AND I’ll give you a copy of our newly released The Coming of Winter (PDF AND pay for cost POD) OR 3 adventures (PDF and at cost POD) of your choosing.

Second Place: You will receive The Coming of Winter PDF OR 2 adventures (PDF only) of your choosing.

Third Place: You can choose one regular adventure PDF.

Deadline: June 4th by midnight (Pacific time). Keep in mind, in may be a long time before The Marrow Ravine is completed (a couple years at most), but I thought this contest may be fun since we are working on an internal project now of the Gods and Spirits of our realms. The more people submit, the sooner the timeline!

SUBMIT ENTRIES TO themercilessmerchants@gmail.com

Here is an example of the template I would like to see that is in super rough draft shape (even Jonbar hasn’t seen it yet, nor have we playtested). The bullets don’t need to be included necessarily (just having tech problems with copy/paste). But basically an idea of what we’re looking for (EXAMPLE):

Fedelmar

(Lesser) Goddess of Iron, The Iron Maiden, Rust Defier, Mother of Ore

  • Portfolio: Iron, steel, blacksmiths, miners
  • Aliases: None
  • Domain Name:
  • Superior: Vulridir
  • Allies: Vulridir, Juladir, Kjoldir
  • Foes: Vurth Kyrvr, Jool Vrora
  • Symbol: Spiked, closed-faced helm
  • Worshiper’s Alignment: Chaotic Good, Neutral Good
  • Major Spheres:  All, Combat, Creation, Divination, Healing, Elemental (earth), Elemental (fire), Guardian, Protection
  • Minor Spheres: Necromantic, Wards
  • Some may mistake Fedelmar as a duergar or dark dwarf, but she is actually a beautiful dwarven female made of iron and is known to eat iron ore! Her dark hair ends in flaming red tips of fire and her eyes are merely golden orbs with no irises. Legends state she was the first creation by the Great Smith Vulridir, in his attempt to create a daughter. Fedelmar can use her iron fists in battle but prefers wielding dual lava-runed warhammers and wearing a nasty spiked helm. Like iron, Fedelmar also can be soft, thus she is known to show mercy to some of her foes as well as having superb healing arts as she taps into the importance of iron in the mortal body. Fedelmar distrusts Vurth Kyrvr and gladly burns any of his wood work or carvings in an attempt to show the strength of iron’s resiliency to such things. She also has fought several times with Jool Vrora, Goddess of the Starless Seas. During their last battle, Jool attempted to drown her and make her rust, creating a fear of deep water for Fedelmar.

  • Specialty Priest
  • Titles: Iron Maidens (Female) or Iron Clad (Male)
  • Requirements: Wisdom 12, Strength 12, Constitution 12
  • Weapons: Any, but war hammer required
  • Armor: Any metal
  • Required Proficiencies: Mining and/or Blacksmithing
  • Bonus Proficiencies: Healing, Iron Will, Alertness
  • Major Spheres: All, Combat, Creation, Divination, Healing, Elemental (earth), Elemental (fire), Guardian, Protection
  • Minor Spheres: Necromantic, Wards
  • Most miners and blacksmiths prefer to pray to Vulridir or Kjoldir, so Fedelmar’s priesthood is rare and mostly composed of females, with an even rarer few male members joining the ranks. They are seldom seen alone, usually traveling in small groups for long destinations or adventuring together and rarely letting outsiders join them. Most tend to their shrines hidden deep in the mountains near veins of iron and other useful ores and outfitted with great forges and anvils for crafting. They are also known to consume iron shavings with their meals, a strange practice to most, but dwarves see it as a sign of respect towards the goddess. Because of this standoffishness and secrecy, some dwarves believe that Fedelmar is more of an evil goddess for duergar which has resulted in her not being a popular goddess for most. Although most dwarves are stubborn, Iron Maidens are known to be the stubbornest. They keep to their goals no matter the odds and possess a strong will over their mind. They are also known to show mercy to respected enemies and foes. Most are gifted blacksmiths, especially in the forging technique of cold iron. The priesthood usually has one weapon made of cold-wrought iron.
  • Powers/Skills:
  • Can’t turn or control undead but are able to hit undead needing +1 to hit and deliver an additional +1 damage to undead with their cold-wrought iron forged weapons.
  • All Iron Maidens gain +2 to their saving throws versus any type of disease, perhaps due to the extra iron shavings they consume (iron helps with immune system support).
  • All Iron Maidens and Iron Clad gain a +1 to their Perception scores. Healthy iron levels in the body help with energy and focus, thus making one more alert.
  • At 4th level, Iron Maidens can focus on the iron in their bodies, increasing oxygen to the cells in their muscles. Thus, they gain an ability similar to the spell Free Action once per day.
  • Iron Maidens receive a -2 to reaction rolls with other dwarves who are not of their order.
  • Iron Maidens have a healthy fear of water and attempt not to swim unless needed. They receive a -2 to attack rolls if fighting on a boat in open water.
    • Iron Maiden / Iron Clad Spells
  • Level 1
    • Feldemar’s Will
      • Sphere: Protection
    • Range: Touch
    • Components: V, S, M
    • Duration: Permanent
    • Casting Time: 5
    • Area of Effect: One target
    • Saving Throw: Neg.
    • Feldemar’s Will is similar to the 3rd level Remove Paralysis spell except it only works on one target. When cast on dwarves, they are immediately freed from Hold spells or paralyzing effects. Non-dwarves receive another saving throw at +4. The material component is the priest’s holy symbol and a small chunk of iron or iron nail.
  • Rust Protection
  • Sphere: Protection
  • Range: Touch
  • Components: V, S, 
  • Duration: 1d4 days +1 day per level
  • Casting Time: 7
  • Area of Effect: One target
  • Saving Throw: Neg.
  • The Rust Protection spell protects all metal from natural rust occurring from sea water and other natural ways for the rust process to start. Scrolls of this spell are valuable, especially to sea-faring folk such as those in Vermilion. This spell protects armor from Rust Monster attacks.
  • A second effect of this spell is that it causes 2d6 damage on a successful touch attack when used on a Rust Monster. There are also rumors that if cast on an Iron Golem, it confuses it momentarily, causing the golem to focus attacks on other enemies and ignoring the caster for 1d6 rounds. But this has been difficult to prove. 

The Coming of Winter Released and Past Patreon Musings

We are proud to release The Coming of Winter to the masses. A huge thanks to all our Kickstarter backers to get this behemoth off the ground! It is packed with 3 main adventures for levels 2-5 with a winter theme. Explore snow covered mountains, crypts, glaciers and even inside huge waterfall icicles! There are a bunch of other scenarios and mini-dungeons for the party to get in trouble with while they explore the wintry Dragonback Mountains. Now on DrivethruRPG: https://www.drivethrurpg.com/en/product/473203/the-coming-of-winter

Past Patreon Musings

A long time ago, I had a Patreon called Malrex’s Modules. I would put together an adventure within 30 days for my backers. Some of these adventures were on the shorter side, but most were mid (28+ pages) to longer! Putting adventures together was a bunch of fun despite the deadline, but I don’t think it’s sustainable for a main reason: The quality can go downhill quickly. There wasn’t enough time to edit, read throughs and play throughs to make sure the content made sense, and the art was stock art–which some is quite good, but stock art doesn’t always capture the scene correctly.

It was my intention to spend more time on them, clean them up, play test them and maybe even get a few pieces of original art….but then the whole OGL fiasco happened, and I panicked. I wanted to make sure the adventures could see the light, so I published them quickly and only in PDF form.

There is only a few that I will spend more time on—Ice Needles of the Cryoptera and Winter’s Blight (formerly Ice Troll Cave), which are both in our Coming of Winter release. I also held on to the Cellar, which we actually just finished playtesting. Ill be editing and fixing it up for when we release Coppercore. You can follow along and even watch us go through the playtest on our YouTube channel: https://www.youtube.com/@TheMercilessMerchants-yx8pd

Or watch us live on Wednesday nights: https://www.twitch.tv/mercilessmerchants

I keep dying…I think I’m on my 5th character? oh well…anyways….

The result of my Patreon adventures, actually worked out pretty good. I learned a lot about layout on my own as well as practicing to put together an adventure in very little time and trying to make it good and worth the money of my backers. Over at the 10′ pole lair of Bryce Lynch, he has been busy reviewing some of my past Patreon adventures. He gave two of them The Best:

Scorchfire! https://tenfootpole.org/ironspike/?p=9097

Standoff at Sandfell Sea Fort https://tenfootpole.org/ironspike/?p=9120

And Tar Pits of the Bone Toilers got a No Regerts: https://tenfootpole.org/ironspike/?p=9124

Also, awhile back, another one, Winter’s Feast received a No Regerts as well: https://tenfootpole.org/ironspike/?p=8479

And The Caper of Lanjin Kettlespin received a little wrath: https://tenfootpole.org/ironspike/?p=8591

Overall though, not bad for putting together adventures within a month. But I dont think I will reopen my Patreon as I do care more about the quality of an adventure and don’t want to risk it with a 30 day deadline.

But I have received some questions, mainly about Tar Pits of the Bone Toilers. One question asked if I planned to rework it and do another editing pass, etc. The second question is if I was going to do a Part 2.

I’m still mulling over if I would do another editing pass for Tar Pits. I think with this hobby it comes down to that there is no incentive except pride. If I spend more time on the adventure, which quality is important to me….I just don’t think anything would happen to it…I mean, would people actually re-read it or replay it? Is it something that customers want to see? Would it get a second review so I can learn more? Would more people buy it even though its been in ‘The Void” now (shelf life is usually about 3 months, then everything slows to a crawl). Editing and reworking an old module usually leads to new layout as well and it can be a boring, long task, although adding to the adventure can bring in some fun…but is it really worth taking away creative time on working on something new? I’m still mulling it over because…..

Of the second question–will there be a Part 2? In my off time, which, isn’t a lot of time, I’ve been trying to brainstorm Part 2 for the Tar Pits of the Bone Toilers. I’m debating on the title but it may be The Marrow Ravine. And, with the success of the Coming of Winter Kickstarter, I was even able to get some original art that I was thinking may be the cover (the Maw of Ghormaug).

I have some ideas…this adventure will be a challenge because it will be in a different dimension which opens up a whole bag of chaos on how things work and whatnot. It also would give me a reason to re-edit Tar Pits–mainly because I would set the adventure in Uzuduum, which is a jungled continent near Vermilion. We got the world a bit fleshed out so I’d want to explore that a bit more for Tar Pits and give it a place in our world. I could also re-look at the review and see if I can clean things up….reviews are like gold because you can really learn from them.

I’ve rambled, and this has actually generated another idea for a blog post that I wouldn’t mind discussing. But that is for another day.

-Malrex