Monday, July 27, 2026

Kaythong

KEYTHONG

 

Rare Heraldic Beast

Frequency: Very Rare
No. Appearing: 1-4
Armor Class: 4
Move: 18"
Hit Dice: 7
% in Lair: 20%
Treasure Type: C
No. of Attacks: 3
Damage/Attack: 1-6 / 1-6 / 2-8
Special Attacks: Pounce
Special Defenses: Surprise only on 1 in 6
Magic Resistance: Standard
Intelligence: Low (5-7)
Alignment: Neutral
Size: L (8' long)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: V / 525 + 8/hp

Description
The keythong is a rare heraldic beast closely related to the griffon. It possesses the head of a raptor, complete with hooked beak and pointed ears, neck, and massive taloned forelimbs, but the hindquarters of a great lion. Unlike the griffon, it is completely wingless. Keythongs are swift terrestrial predators inhabiting rocky highlands, lonely moors, and ancient borderlands where forgotten kingdoms once stood. Their heraldic significance often leads nobles to adopt them as symbols of vigilance and martial prowess.

Combat
A keythong attacks with two foreclaws and a powerful beak. If it charges at least 30 feet and hits with both claws, it gains an immediate beak attack at +2 to hit and inflicts double damage on the beak strike. This represents the creature hurling its prey to the ground and tearing into it. Also the target must save versus paralysis or be knocked prone and stunned for 1 round. Due to their avian forequarters and feline agility, keythongs may leap up to 9' from standing or 18' running. While leaping it has Maneuverability Class C. This allows it to turn 90 degrees per round, changing its pounce vector.

Special Defenses
A keythong's vigilance is legendary. It is surprised only on a roll of 1 on 1d6, regardless of terrain or lighting conditions. It has a 25% chance to detect invisible creatures within 30'. Invisible creatures do not gain their normal surprise benefits against a keythong.

Ecology
Though often mistaken for wingless griffons, keythongs are a distinct species. They hunt deer, mountain goats, and occasionally horses. Unlike griffons they rarely attack settlements unless provoked or starving. Their feathers, beaks, and talons are prized by heralds, wizards, and noble houses that bear the creature upon their coats of arms. Their eggs are highly priced, reaching values up to 10.000 go for the right buyer.

Training
Just like griffons and hippogriffs, keythongs can be trained with 4 months of intensive work. For carrying capacity purposes treat it as a Medium Warhorse (4,000/6,500 g.p. weight). Upkeep has a cost 200–400 g.p. per month for specialized feed and keepers

Monday, May 25, 2026

Erynnor Gilithrim

"Before learning the art of the shadows, Erynnor was a soldier of the realm. Under the colors of his clan, Gilithrim (meaning Star-Host in Sindarin), he trained in the tough discipline of the line and mastered both longsword and longbow. On the battlefield he realized that battles are often won before the first blow, in the shadows where secrets are kept. 

Seeking to bridge the gap between martial prowess and subtle cunning, he stepped away from the ranks. He traded the cumbersome heavy armor for the lighter leather and sought out the guild masters' advice. Under their gaze he learned to pick locks, disarm traps, and slip through the dark undetected. He didn't abandon his warrior roots but merged them. His fighter’s discipline steadied his hand when picking a lock under pressure, and his thief’s agility turned his swordplay unpredictable and deadly."

Erynnor of tne Gilithrim is an elven fighter/thief (Swordsman/Robber) for an OSRIC play-by-post game on Discord. We are playing UK4: When a Star Falls, a TSR UK module from 1984 by Graeme Morris.

The rest of the party so far are Don Tavanym, a human fighter, Eldrin Greenwood, an elven thief, Ark Lysemius, a human cleric, Friederich Flintstone, a dwarven fighter and Kojak, a human magic-user. 

STR 12, DEX 15, CON 10, INT 11, WIS 8, CHA 10


Friday, May 08, 2026

Lands of Cantona - Session 5

Last Sunday we had another session of my Lands of Cantona campaign with my son and nephews as players (wife couldn't play this time), set in Greyhawk and using the Labyrinth Lord rules. 

After the happenings at the "Red Rapier" tavern the day before, the group went back the next day to the place to try find more clues about the Syndicate and a bandit named Rollo, that was involved in the ambush they suffered on their way to Cantona. To their dismay they found the place closed with nobody answering their calls. Ragnar, the elf fighter, asked a couple of beggars if they knew about another Syndicate hideout or someone named Rollo. At first they denied, but after some silver coins they recalled someone with that name saying he was going West. When Larry, the human fighter, showed some gold coins pushing for more information, more beggars appeared surrounding the trio and asking for coins. Seeing this, Tak, the human cleric of Trithereon, tossed away some silver coins and the beggars went after them, leaving them alone. Late that day Ragnar noticed he was missing a dagger.

With not more clues to follow in Cantona they decided to go back West to the village of Baz, where they suspected of Arim, the moneychanger being the one responsible for the attack on them, even though the message they found on the ambush leader was signed by "D". Anyway, after 3 days of travel without incidents they arrived at Baz at late afternoon. Both the trading post and moneychanger were closed so they went directly to the "Dice and Raven Inn" to get a meal and a room. Ragnar bought drinks for all the patrons, about a dozen of them, and asked for someone to tell a story. A man told them about the disappearance of Arn, a local forester, and his family, wife and two kids. 

The next day they decided do go back to the Castle of the Mad Archmage ruins. They explored the NW part of the courtyard where several former stables were near one of the towers. Larry explored the tower navigating the unstable wooden stairs up. His luck ran out when he reached the second level and the floorboards gave in. He plummeted down but miraculously managed to grab a beam at the last moment and only end with a twisted ankle when he lowered himself to the ground. There was also a spiral staircase going down but they didn't explore it. In one of the stables they found the standing skeleton of a horse, that fell when touched. In another strange noises sounded when they entered but there was no one there. They searched the area inside out, with Cesar casting Detect Magic but nothing showed. At last Tak suggested it could be something of spiritual nature, so they built an ouija board with wood, horse bones and an oil Larry had, distilled from some silvery fungus he found in an abandoned tower (check the first session here). The message they received was that there has been a murder there. 

After that they investigated a patch of very tall grass, not like the rest of the courtyard that was sparse soil. Ragnar ran into it and was tripped by the grass, hit his head hard into the ground and fell unconcious. Larry treaded carefully cutting the grass and freeing Ragnar. Then they turned their atention to the NE part of the upper ruins where two doors could be seen from the courtyard, a great ironwood door and a lesser oaken one. They chose the latter that, to their surprise, was opened by the spirit of a doorman that bowed to their entrance. The group tried to talk to him but it was unresponsive, so they tried the ouija board which was a total success. they explored the place finding an old armory with a few rusty weapons, a room with a flight of stairs down (which they didn't explore), a hall with long tables and benches (Ragnar was attacked by a giant tick here, but he killed with one blow), a narrow hall with arrowslits and a hall (where the great ironwood door led into) decoreated with old tattered banners. 

They continued exploring to the South through a thick oaken door that could be barred from their side. It led to a short corridor that ended in a similar door that was shut. They proceeded to hack it with an axe making a lot of noise. When they finally opened it a group of bandits was waiting for them! They tried to parley but they reconized the elf and the druid and attacked them. The fght ended with the bandits dead and the group somewhat wounded.

The session ended with the sounds of more bandits approaching...

The party fight bandits in the Castle of the Mad Archmage


Sunday, April 26, 2026

Why I’m Testing Archivist AI

Archivist AI

After 20+ sessions as a player in a campaign that’s used Archivist AI since day one, I’ve seen firsthand how it transforms a long-term game. Now, I'm two sessions into a DM test run for a separate campaign to see the magic from behind the screen.

The core features I appreciate the most are:

        • Automatic recaps and timelines
        • The compendium for characters, items, locations and factions
        • The "ask the Archivist" chatbot integrated to Discord
        • Cast analysis showing the talk pace during sessions 
As a player, it helps I can focus entirely on roleplay without worrying if I missed a lore detail in my personal notes. As a DM, it help on session prep saving time and the "Session Handouts" it generates provides all the information for any player that missed the session. 

If you’re running a lore-heavy campaign or just want to spend less time transcribing and more time playing, it’s worth the trial.

Tuesday, April 07, 2026

Castle of the Mad Archmage: Vaulted Halls of Night


A new level of the Castle of the Mad Archmage by BRW Games is live on Backerkit and it's part of MEGA DUNGEON MONTH that runs from Aprith 7th to May 1st, 2026. It has two pledge levels: digital only ($4.95) and print+digital ($3.50). I backed it with the digital only. 

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