Matthew Carroll Archive

  • Deadly Gardens: Greenscream Trumpet This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   All right, we begin this pdf with 2 different magic items, the first of which would be the nettle net, which not only can be used by those with enough Knowledge (nature) ranks. The net has a properly codified damage type and may cause sickened and even paralysis via its nettle poison. The second item would be the rod of the winds that allows the target to walk and fly in hurricane scale winds and also allows for a limited command of wind strength. […]

    Deadly Gardens: Greenscream Trumpet

    Deadly Gardens: Greenscream Trumpet This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   All right, we begin this pdf with 2 different magic items, the first of which would be the nettle net, which not only can be used by those with enough Knowledge (nature) ranks. The net has a properly codified damage type and may cause sickened and even paralysis via its nettle poison. The second item would be the rod of the winds that allows the target to walk and fly in hurricane scale winds and also allows for a limited command of wind strength. […]

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  • Deadly Gardens: Stiletto Palm This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   The pdf begins with two new magic items, with the first being alluring rawhide, which may be thrown up to 20 ft. – the animals closest to the item will then be compelled to chew the magic item – which is pretty cool and reasonable, perhaps even a bit highly, priced. The second magic item would be the daisy bandolier, which is pretty cool: It nets a bonus to AC via daisies attached to the bandolier; the item grows these flowers and allows you […]

    Deadly Gardens: Stiletto Palm

    Deadly Gardens: Stiletto Palm This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   The pdf begins with two new magic items, with the first being alluring rawhide, which may be thrown up to 20 ft. – the animals closest to the item will then be compelled to chew the magic item – which is pretty cool and reasonable, perhaps even a bit highly, priced. The second magic item would be the daisy bandolier, which is pretty cool: It nets a bonus to AC via daisies attached to the bandolier; the item grows these flowers and allows you […]

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  • Deadly Gardens: Catchweed This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   We begin this installment of Deadly Gardens with the twigman fetish, which can generate a wooden construct, which then may be directed by the user to attack and otherwise idles. I like this item per se very much, though the interaction of the item with save-prompting spells and effects make it a bit flawed – I assume auto-failure, but I’m not sure.   The pdf also features two terrain types: Razor Shale is EXTREMELY hard to climb and requires similarly high Ref-saves to prevent taking […]

    Deadly Gardens: Catchweed

    Deadly Gardens: Catchweed This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   We begin this installment of Deadly Gardens with the twigman fetish, which can generate a wooden construct, which then may be directed by the user to attack and otherwise idles. I like this item per se very much, though the interaction of the item with save-prompting spells and effects make it a bit flawed – I assume auto-failure, but I’m not sure.   The pdf also features two terrain types: Razor Shale is EXTREMELY hard to climb and requires similarly high Ref-saves to prevent taking […]

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  • Letters from the Flaming Crab: Coins and Credit This installment of Flaming Crab Games’ oddball Letters-series that deals with unconventional topics clocks in at 20 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 16 pages of content, so let’s take a look!   Coins. Money. Gold or the Euro or the American Dollar. The stuff that binds civilization together and makes completely foreign nations that would otherwise hate each other engage in trade. Coinage has a role as important to our development as a species as few other inventions – and it is EVERYWHERE in our games. The dragon’s hoard. The orc’s pocket. Heck, it could be argued that from a certain 3-adventure […]

    Letters from the Flaming Crab: Coins and Credit

    Letters from the Flaming Crab: Coins and Credit This installment of Flaming Crab Games’ oddball Letters-series that deals with unconventional topics clocks in at 20 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, leaving us with 16 pages of content, so let’s take a look!   Coins. Money. Gold or the Euro or the American Dollar. The stuff that binds civilization together and makes completely foreign nations that would otherwise hate each other engage in trade. Coinage has a role as important to our development as a species as few other inventions – and it is EVERYWHERE in our games. The dragon’s hoard. The orc’s pocket. Heck, it could be argued that from a certain 3-adventure […]

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