d100 Dragon Hoards


Dragons have no need for gold and the other shiny baubles valued by the infant, ephemeral civilizations that grow and die around them. They amass vast, exquisitely-curated collections of whatever appeals to them, disdaining any judgment but their own.

1) Uranium glass
2) Teapots
3) Classic cars
4) Flags and banners
5) Stuffed animals
6) Taxidermied animals
7) Cameras
8) Items decorated with the Solo Jazz motif
9) Other people's scrapbooks
10) Vintage computers
11) Radio equipment
12) Remote-controlled vehicles
13) Trading cards
14) Buttons
15) Cardboard standees
16) Quilts
17) Handwoven rugs and carpets
18) Silkworms
19) Tropical fish and coral
20) Vinyl records
21) Scissors
22) Hand tools
23) Stained glass
24) Pillows
25) Dogs
26) Mirrors
27) Clocks and timepieces
28) Cardboard boxes
29) Bubblewrap
30) Marbles
31) Souvenir snowglobes
32) Fridge magnets
33) Collectible lunchboxes
34) Birdfeeders
35) Prisms and suncatchers
36) Art supplies
37) Thimbles
38) Pewter figurines
39) Half-filled diaries
40) Enamel pins
41) Retro videogame consoles
42) Pinball machines
43) Arcade cabinets
44) Eggs
45) Haute couture
46) Bouncy balls
47) Office supplies and stationery
48) Fountain pens
49) Trophies and ribbons
50) Houseplants
51) Boardgames
52) Comic books
53) Seeds
54) Garden gnomes
55) Wind chimes
56) Skeletons
57) Candles
58) Heavy construction equipment
59) Forklifts
60) Jean jackets
61) Blank notebooks
62) Bells
63) Seashells
64) Puzzles
65) Fossils
66) Paperback potboilers
67) Home movies
68) Musical instruments
69) Accordions
70) Novelty telephones
71) Neon signs
72) Stickers
73) Vintage televisions
74) Trampolines
75) Slugs
76) Blacklight posters
77) Circus memorabilia
78) Psychedelics
79) Cool rocks
80) Personal aircraft
81) Maps 
82) Autographs 
83) Secret family recipes
84) Bottles
85) Pinecones
86) Driftwood
87) Graphic tees
88) Kawaii mascot merch
89) Fanfic
90) Gossip
91) Virtual pets
92) Beadwork
93) Lamps
94) Doll houses
95) Weird fiction
96) Withdrawn library books
97) Fancy soaps
98) Hand-knit socks
99) Furniture
100) Postcards and letters from pen pals

Ghost Livestock

These strange creatures resemble animal skeletons wrapped in hazy, transparent ghost flesh. They're the same as normal livestock in their care and behavior, and are raised for their intensely magical meat and byproducts.

The only difference between ghost livestock and their mundane cousins is in how they reproduce. They don't breed. After being slaughtered the bones must be scoured and sheltered from the sun. If the skeleton is complete, undamaged, and perfectly clean a new ghost animal will rise in three nights. It won't be the same creature as before, though it shares the same skeleton.

No one knows where the come from, only how to care for them.

Thinking About Wards

Warding is one of my favorite types of magic. It's extremely flexible and there are so many flavors that it's easy to work into just about anything. I'm always disappointed when games reduce warding to basic shields and 'protection from'-type spells, or ignore it in favor of flashy destructive magic. Immolating your foes at will isn't always the answer. It's practically boring compared to setting guardian spirits behind you to tear apart your pursuers.

I boiled down the different variations of wards I've seen and came up with six general types that spells tend to resemble. Description and flavor-wise a spell could be anything, but the effects and power sources usually fall into at least one of these main categories:

1) Creates a physical barrier that intruders can't pass. This is stuff like magic circles and boundary stones that exclude or contain entities. Anything trying to get into or escape the warded area runs into a solid wall of force that keeps them from entering or leaving the space.

2) Repels intruders with the sight or physical properties of an object. This is "garlic repels vampires" and "fae can't touch iron"-type stuff. There's not a physical force keeping intruders out, but they're blocked by the properties of whatever's set out along the boundary. It might have an actual effect or the intruder might just believe it does, but it's more applied folklore than magic.

3) Repels intruders by invoking a Power to protect the space. This is when the warded area is guarded by a god or guardian spirit that the caster has politely asked to help. Anything that tries to get in either can't, gets thrown out, or has to fight the guardian entity. The key thing is that the guardian is helping because of an entreaty from the caster, not compulsion.

4) Tethers a force to guard a space. This is stuff like the spirits of ancient warriors bound to statues in a tomb to guard it forever. It's the same as 3, except the guardian(s) is there and acting the way they are because of a compulsion from the ward's magic.

5) Makes an area actively hostile to intruders. Things like holy ground or threshold magic, where an intruder either can't enter at all without an invitation or are severely weakened while inside the bounds of the ward. May also burst into flames.

6) Acts as an alarm. Intruders can pass across freely, but it pings the caster or otherwise records their presence. Sometimes acts as a trigger for other spells.

That's it. There are your archetypes. You can break down most types of protective magic and they'll fit into one or more of them. Try it out.

I also thought about why warding regularly gets downplayed or entirely overlooked in games and settled on two main reasons:

First, cowardice. Like I said before, warding is extremely flexible. Your options for using it change with each new space you visit. Codifying how the magic could potentially interact with different architectural elements vs things inside rooms vs open space in a way that produces satisfying rules would be an effort. So designers don't and we end up with boring and generic protection spells. Cowardice. There's no need for that level of exactness and specificity in rules, just give the players things and trust them to have fun.

Second, flavor. Warding is usually complex, static magic with (by definition) sharply marked boundaries. Making wards takes careful planning, time, and precise spellwork because they're supposed to be major enduring pieces of protection. It gives you things like castle cities where the wards have been active for centuries, family homesteads protected over generations, and magic barriers in the far-off wilderness that have barred monsters since before living memory.

It's good stuff and works great for locations the players might visit, but not so well for the players themselves while they're on the road adventuring. Any wards players might use in the field would have to be made fast. Improvised work cobbled together from whatever was lying around or in their pockets. Protections that would serve to secure a campsite for a few days or seal an area of the dungeon so nothing can sneak up on them, but that wouldn't last long after the party leaves.

In that spirit, here are some ephemeral wards made from basic supplies that can be easily carted around and deployed as needed.


1d12 Ephemeral Wards
1) Water from a holy lake or well. Works until it evaporates.
2) Blessed bones. Animal? Human? Something else? Yes! Each have a spirit bound to it that awakens and attacks when an intruder comes within range.
3) A stone. Seal evil entities by way of plonking a big rock on them.
4) Teeth. Summons a ghostly maw to devour unwelcome visitors.
5) Smoke. Creates solid walls of haze between fires burning at the edges of the safe zone.
6) Carved pebbles. Put them in conspicuous places around the area, the sigils on them repel interlopers.
7) A design of footprints pressed into the dirt by dance. Creates a palisade of invisible spikes from each print.
8) Sootblack collected from a sacred fire. A figure made of greasy lampblack tirelessly pursues anyone who crosses the ward's perimeter.
9) Fallen leaves arranged in careful patterns and drifts. Forcefully imparts the idea of gravity to pin anyone who enters the space uninvited.
10) Chunks of empty honeycomb. Houses a swarm of spectral bees. If anything passes by they fly to warn the caster with a waggle dance.
11) Holy texts. Stack them like bricks into a solid wall that'll seal doors and portals.
12) Braided cord made of hair. Delicate and so fine it's almost invisible. If anything breaks it, it starts screaming and won't stop.


(If you'd like more stuff in this vein, Luke Gearing's created a magnificent batch of wards that I absolutely love.)


Tiny Coffins Challenge: June

 Welcome back! This month's prompt is:

"the first signs of your efforts coming to fruition"

I grow morning glories every year. I've grown the same seedline for almost a decade now, collecting seeds to plant again each spring. The plants I have now are exceptionally hardy because I'm a neglectful gardener. Only the ones who can withstand regular droughts and bad soil make it to flower. I still worry though, mostly about the newly-sprouted seedlings. Will they survive frosts? Is their soil draining properly so their roots don't rot? Do they actually need fertilizer this year? It's not until about June when the vines have climbed onto the trellis and started flowering that I can be sure something won't go terribly wrong.