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the, peril, and, plunder, gray, lady, favor, class, consciousness, crass, menagerie, spells, from, xanthic, codex, tenebrous, glyph, tofelbrock, tormentor, winter, warlock, carniburr, it, great, pumpkin, blight, charlie, brown, run, posts, navigation,

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breaker game in my head i d give clerics the choice of either smiting or laying on hands thus absorbing paladins and druids can be emulated by any spellcaster through choice of spells joesky tax rockfist conjuration a shell of solid stone coalesces around the spellcaster s clenched fist while the spell is active the caster can make melee attacks that deal 2d6 bludgeoning damage the attack and damage rolls are modified by the caster s spellcasting ability modifier whenever doubles are rolled for damage the target of the attack must succeed a strength saving throw or be knocked prone the spell lasts for one round per caster level at any time before this duration ends the caster can hurl the rockfist as a ranged attack against a single target they can see within 60 feet this also ends the spell crass menagerie may 29 2026 zack leave a comment i ve been having a hard time coming up with anything substantive to write about so i mma just drop a bunch of creatures for adventurers to tangle with out in the wilderness reaper leech large beast an armored worm the size of an anaconda capable of striking with blinding speed no appearing 1 prefers swamps and marshes but could also be found in city sewers hit dice 4d6 14 hp armor class high chitinous plating high dexterity movement moves two and a half times the speed of an unencumbered human cannot be knocked prone attack razor fangs 4 x2 1d8 damage and target must succeed a strength or dexterity saving throw or leech latches on special blood drain at the start of the leech s turn it deals 1d6 constitution damage to a creature it has latched on to loot a single reaper leech yields enough chitinous plating for a skilled craftsperson to make a suit of medium sized armor with the protection of plate heavy armor but the encumbrance of chain medium armor hunting plasm medium aberration amorphous quadrupedal pack hunter also know as a flowolf no appearing 2d4 hit dice 1d6 3 hp takes half damage from bludgeoning attacks and can t be backstabbed armor class low protoplasmic body movement twice as a fast as an unencumbered human a hunting plasm can squeeze through a space as small as 12 inches in diameter attack stinging tendrils 1 x2 1d4 damage 1d4 strength damage special fission when a hunting plasm is dropped to 0 hp there s a 2 in 6 chance that it splits into two smaller plasms instead 1 hp 1 stinging tendril attack vorpal newt medium beast amphibian ambush predator with a powerful bite it lurks in murky freshwater no appearing 1 lives in rivers lakes and wetlands hit dice 2d6 7 hp armor class medium slimy rugose hide above average dexterity movement as an unencumbered human a vorpal newt can also swim as fast as its land speed attack severing jaws 2 1d6 damage when maximum damage is rolled the vorpal newt severs a target s limb roll 1d8 1 right hand 2 right arm 3 left hand 4 left arm 5 right foot 6 right leg 7 left foot 8 left leg or stinging tail 2 10 ft reach 1d4 damage and target must succeed constitution saving throw or be poisoned taking 1d4 damage at the start of their turn con save for half effect ends after 3 successful saves squawk small beast flying cephalopods adapted to living out of water no appearing 1d4 found in forests particularly near a coast hit dice 2d6 7 hp armor class low rubbery body average dexterity movement can fly twice as fast as an unencumbered human can walk half as fast as an unencumbered human on the ground attack nipping beak 2 1d6 damage or spit acid 2 15 foot range 1d6 damage special active camouflage squawks can rapidly change the color and texture of their skin to mimic their surroundings this ability imposes disadvantage on any ability checks made to spot a hidden squawk shrychopath medium monstrous humanoid gaunt avian bipeds with enlarged craniums shrychopaths mark their territories by hanging the picked over carcasses of their prey from tree branches or rock formations no appearing 1d6 shrychopaths telepathically communicate with each other make their lairs in ruins or caves hit dice 3d8 13 hp armor class low unarmored above average dexterity movement as an unencumbered human can move across vertical surfaces at their normal movement speed attack grasping claws 3 1d6 damage and target is grappled or serrated beak 1 1d8 damage automatically hits grappled target special psychic shriek living creatures within 30 feet of a shrychopath must succeed a wisdom saving throw or be stunned for 1d4 rounds after using this ability it has a 1 in 6 chance of recharging at the start of the shrychopath s next turn loot shrychopaths keep small hoards of objects left over from intelligent prey 4d6 gp worth of trinkets and coins per individual in a given group spells from the xanthic codex april 22 2026 zack leave a comment inspired by listening to a bunch of yellow eyes lately and also to some extent by the novel our share of night by mariana enriquez so far only fragments of the xanthic codex have been found and from those fragments these four spells have been deciphered a forgotten corridor requires a length of wall of at least 10 feet wrenches open a 5 foot wide hallway that can connect to another wall up to 100 feet away multiplied by 10 for every level of the spellcaster 1 000 feet at level 2 10 000 feet at level 3 and so on the exit of the hallway must be in a location the spellcaster knows and can visualize the interior distance of the hallway is always 100 feet the hallway exists for one minute after the spellcaster crosses the threshold of the exit after which the walls seal shut and everything still inside is gone forever the scent of black mud transforms a 10 x10 per spellcaster level area of ground into a foot sucking morass creatures moving through the transformed ground move at half speed and have disadvantage on dexterity ability rolls a powerful stench exudes from the muck living creatures that start their turn within the affected area must succeed a constitution saving throw or become so nauseated that they suffer disadvantage on attack rolls and skill checks a creature that fails three consecutive saving throws is overcome by the smell and falls unconscious the spellcaster is immune to all effects of this spell the area remains transformed for up to one round per level of the spellcaster or until dismissed by the caster gold door to blindness summons a portal of blazing yellow light as bright as the sun in an unoccupied 5 x5 space the spellcaster can see within 15 feet all creatures within a 60 foot cone emanating from the portal direction determined by the spellcaster are blinded by the light a successful dexterity saving throw indicates a creature was able to protect their eyes and are only blind until they move out of the portal s area of effect creatures that fail the saving throw are permanently blind the spellcaster can use a move equivalent action to adjust the direction in which the portal faces creatures that are harmed by sunlight are similarly affected by the light from the portal after a number of rounds equal to the caster s spellcasting ability modifier minimum of 1 round at the start of each subsequent round the portal remains open the caster makes a constitution saving throw suffering 1d6 damage on a failure many long fingers bent in pain creates a warded area up to 10 feet per caster level by 10 feet per caster level creatures that enter the area of effect except for those chosen by the spellcaster are beset by the feeling of countless cold clammy hands pawing at them standing still provokes no additional effects if a creature persists in moving through the affected area they suffer 1d6 damage for every 5 feet of distance traveled accompanied by the feeling of sharp nails tearing at their body creatures with the ability to perceive magical effects will see disembodied hands crawling over the affected area and anyone standing within it the spell lasts for up to one minute per spellcaster level or until dismissed by the caster tenebrous glyph march 18 2026 zack leave a comment a ring forged from heavy drab gray metal bearing an arcane sigil characters with knowledge of magic can identify it as a combination of runes that meaning i call upon the darkness within with a successful intelligence check while worn the ring heightens the wearers senses at night and in darkness the penalties for poor illumination are lessened by one step treat low light like normal light and darkness like low light however they become irritated in the presence of bright light including sunlight suffering disadvantage on charisma ability rolls and reaction rolls due to crankiness and ill temper also while in possession of the ring a character will find their attention drawn to its sigil have the pc roll a charisma saving throw if they fail their fixation on the ring will be noticeable to others if present by spending downtime in research a character will learn that the ring s sigil is known as the tenebrous glyph and further power can be unlocked by giving in to the sigil and staying awake from sunset to sunrise covering every available of surface of a room with iterations of the tenebrous glyph a character that completes this ritual achieves level one shady in addition to the previous benefits a character wearing the ring becomes more attuned to that which is hidden they have a 2 in 6 chance of detecting falsehoods and a 2 in 6 chance of detecting hidden doors and traps the character begins to see the tenebrous glyph briefly tenuously in the swarming movements of birds or in wisps of smoke they can remove the ring if they like albeit grudgingly through further research the character can learn that if the wearer of the ring spends a day and a night in total darkness and silence they will reach level two dim now the character no longer needs to sleep though they still have to rest for 8 hours to restore spent resources like hit points or spell slots however they will always look like they haven t slept sallow with dark circles under their eyes also their senses become even sharper in the dark they can act in total darkness as if it were daylight more studying will reveal that the next ritual instructs the character to sleep for three days straight so that they can commune with the tenebrous glyph which will require powerful narcotics or magic to accomplish when if they awake from their slumber the character will have arrived at level three gloaming the wearer s eyes turn solid black and their light sensitivity worsens daylight causes migraine like symptoms that incur disadvantage on dexterity and wisdom ability rolls spectacles with darkened lenses will negate these penalties at this point the character will be reluctant to ever take off the ring but can do so if they succeed a charisma saving throw as their action the wearer can invoke the tenebrous glyph to cause their shadow to deepen and expand becoming a 15 foot radius sphere of impenetrable darkness for up to one minute maintaining the sphere requires great concentration so the wearer cannot cast spells at the same time the glyph can be invoked a number of times per day equal to the ring s level the wearer will begin to feel an internal pull subtle but insistent if they follow this feeling it will lead deep underground to a place where natural light has never reached if they invoke the tenebrous glyp here it will speak to them if they listen for seven days they will attain level four occult the wearer can now invoke the tenebrous glyph to detach their shadow and project it out to a range of 30 feet the shadow can manipulate and carry solid objects that weigh up to 10 pounds controlling the shadow requires the wearer s attention and concentration so they cannot perform a separate action of their own at this level the wearer will never willingly remove the ring perceptive characters might notice that wearer s shadow will sometimes move of its own accord contrary to the wearer s movements there is one final ritual to uncover performed during a total solar eclipse if the wearer invokes the tenebrous glyph moment at the exact moment the sun is fully obscured they will truly perceive the darkness within they must make a charisma saving throw if they fail they lose 1d4 wisdom as their mind recoils from the darkness success means they accept what the ritual has shown them and reach level five umbral now the wearer can invoke the tenebrous glyph to merge with their shadow while in this state of living shadow the wearer exists as a two dimensional being that can move along any lighted surface they are immune to non magical damage poison and disease but take double damage from light based spells and abilities the wearer cannot communicate vocally and cannot manipulate or carry any solid object weighing more than 10 pounds transitioning into or out of this form is a move equivalent action at this level the wearer will sicken and eventually die from exposure to sunlight without protective clothing they suffer disadvantage on all strength ability rolls and lose 1d8 hit points every minute a successful constitution halves this damage tofelbrock february 16 2026 zack leave a comment illustration by me medium beast no appearing 1 hit dice 3d8 13 hp saves as a fighter armor class 13 hide above average dexterity movement as a normal unencumbered human tofelbrocks can burrow through earth at half their movement speed demeanor highly territorial stubborn unsubtle ability checks to placate a tofelbrock are made with disadvantage attack headbutt 2 1d8 damage and the target must succeed a strength saving throw or be knocked prone the tofelbrock gains a 1 to hit and 2 to damage for every 10 feet of straight line movement it made before the headbutt or lashing tentacles 2 1d4 damage x 3 special blindsense the wringling tendrils on a tofelbrocks neck shoulder and back are sensory organs allowing it to perceive its surroundings in a 30 foot radius regardless of light conditions creatures have disadvantage on ability checks to sneak through this area prehensile tongue as it s action a tofelbrock can extend its tongue out and attempt to grab a creature it can see up to 10 feet away the target must succeed a dexterity saving throw or become grappled instead of moving a tofelbrock can pull a creature grappled by its tongue towards it a successful strength saving throw is needed to resist the pull or break free tofelbrocks are truculent burrowing omnivores that live in temperate forests and hills they are solitary creatures spending most of their time patrolling their territories foraging and challenging intruders their meat is considered unsuitable for eating unpleasant in taste and texture except for their tongues which are sought after by some gourmands the horny plates that cover their heads necks and shoulders can be made into armor enough plates can be harvested from a single tofelbrock to make a suit of medium armor tormentor january 19 2026 zack leave a comment we ve all been there tony the torment of st anthony by mich...
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The site also has references to the 2 subdomain(s)

  wordpress.com  Verify   subscribe.wordpress.com  Verify


Top 50 hastags from of all verified websites.

Supplementary Information (add-on for SEO geeks)*- See more on header.verify-www.com

Header

HTTP/1.1 301 Moved Permanently
Server nginx
Date Sat, 15 Aug 2026 10:26:00 GMT
Content-Type text/html
Content-Length 162
Connection close
Location htt????/perilandplunder.wordpress.com/
Alt-Svc clear
Server-Timing a8c-cdn, dc;desc=cdg, cache;desc=BYPASS;dur=0.0
HTTP/2 200
server nginx
date Sat, 15 Aug 2026 10:26:01 GMT
content-type text/html; charset=UTF-8
vary Accept-Encoding
x-hacker Want root? Visit join.a8c.com/hacker and mention this header.
host-header WordPress.com
link <htt????/public-api.wordpress.com/wp-json/?rest_route=/sites/perilandplunder.wordpress.com>; rel= htt????/api.w.org/
vary accept, content-type, cookie
link <htt????/wp.me/8QUnX>; rel=shortlink
content-encoding gzip
x-ac 1.ams _dfw MISS
alt-svc clear
strict-transport-security max-age=31536000
server-timing a8c-cdn, dc;desc=ams, cache;desc=MISS;dur=478.0

Meta Tags

title="Peril and Plunder"
charset="UTF-8"
name="viewport" content="width=device-width, initial-scale=1"
name="robots" content="max-image-preview:large"
name="generator" content="WordPress.com"
property="og:type" content="website"
property="og:title" content="Peril and Plunder"
property="og:url" content="htt????/perilandplunder.wordpress.com/"
property="og:site_name" content="Peril and Plunder"
property="og:image" content="htt????/s0.wp.com/i/blank.jpg?m=1383295312i"
property="og:image:width" content="200"
property="og:image:height" content="200"
property="og:image:alt" content=""
property="og:locale" content="en_US"
property="fb:app_id" content="249643311490"
name="theme-color" content="#ffffff"
id="bilmur" property="bilmur:data" content="" data-provider="wordpress.com" data-service="simple" data-site-tz="America/New_York" data-custom-props='{"logged_in":"0","wptheme":"pub\/hemingway-rewritten","wptheme_is_block":"0"}'

Load Info

page size41780
load time (s)0.601514
redirect count1
speed download69517
server IP 192.0.78.13
* all occurrences of the string "http://" have been changed to "htt???/"