Accessing D&D magic items in the Guild!

First, an announcement that the gold totals in everyone’s Guild Account has now been INCREASED to allow for more gold in D&D 5th Edition. Couple this with the fact that people can now buy (not sell) items with gold using the prices in the Discerning Merchant’s Price Guide (print a free PDF at D&D Beyond or view the online spreadsheet and use the column “DMPG”), and you can now start picking out magic items for your character!

Let’s take a starting 7th grader’s character. That person will be 5th level and have about 800 gold in their Guild Account. FIRST they can get the starting standard equipment of a 1st-level character. Then they have about 800 gold to spend. This can get:

a +1 weapon
wand of smiles
ring of jumping

A few of the 8th graders have as much as 20,000 gold in their Guild Account right now. They can start a character who has:

helm of telepathy
ring of protection
Flame Tongue (longsword)
Elven Chain
wings of flying
Belt of Giant Strength (hill giant, Strength 21)

(Note that permanent item transfers between characters are not allowed, including different characters belonging one to student.)

The Guild Account is the wealth for a new D&D character. But for a limited time only: If your current character already has magic items and gold, then they can trade in everything they have in exchange for the above. This can be a strict upgrade for some people. You should see if it is!

-The Grandmaster

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Posted by on September 18, 2019 in Announcements


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Shopping Suggestions for Parents, Part 4

(Previous installments in this series were focused on Pathfinder 1st Edition, which has now been replaced by 2nd Edition as of Fall 2019. If you are interested you can see Part 1, Part 2, and Part 3.)

Note that nearly all these things can be found at Games of Berkeley and at Eudemonia in Berkeley. 


Firefly Dice Orange RedNothing quite makes a kid prouder at the gaming table than a shiny set of his or her own dice. Games of Berkeley has a wide selection that you and your child can browse. Do not choose a set for them — let them adopt their own aesthetic! 😀 A complete set of 7 polyhedral dice costs between $5 and $15.

Dungeons & Dragons (the predominant game on Mondays)


These are great if your kid wants to run their own D&D adventures with family and friends right away! They are inexpensive and they come with all the essentials: dice, basic rules, and a starting adventure that goes from Levels 1 to 5.

The D&D Starter Set (with pregenerated characters and an excellent starter adventure) and the D&D Essentials Set (with character generation rules) are excellent. The Stranger Things D&D Game Starter Set is great if your child and their friends like the hit television show.


The Player’s Handbook is where your child should start if they want the complete rules for D&D. It includes 9 races, 12 character classes, and hundreds of magic spells!


There is little that excites RPG kids more than monsters, monsters, and monsters! The Monster Manual has monsters great and small, from the lowly caterpillar up to dragons and the invincible tarrasque.

Pathfinder RPG 2nd Edition (the predominant game on Wednesdays)


Pathfinder RPG 2nd Edition Core Rulebook brings the options and customization that Pathfinder fans love and brings some of the innovations from D&D 5e to create an advanced, rich, tactical experience. The Core Rulebook has all the main rules of the game, including rules for game masters (including magic items). It comes with 6 ancestries (each of them has 3-5 options), 12 character classes (each of them has 3 options, with dozens and dozens of custom feats!), and the ability to make every single character utterly unique!


No game is complete without monsters, kids love these books! This is the Bestiary for Pathfinder 2nd Edition.

Starfinder RPG

The makers of Pathfinder RPG brought their talent and imagination to science fantasy, where elves and dwarves commingle with alien races in fantastical realms that span the stars. Spaceships duel, laser guns fire. Think Star Wars meets D&D.

Sixth graders are not learning Starfinder RPG by default this year (Fall 2019), but kids who are interested can tell me if they want to try the game and I will make it happen!


Although your child might not be able to play Starfinder RPG right away, if what I said sounds interesting to them then by all means buy them the excellent Starfinder RPG Beginner Box. It comes with dice, a full color map, thick full-color “pawns” to represent characters and monsters, a player book, a GM book, a starter adventure, and a basic version of the rules for players (with alien races and 6 classes).

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Posted by on September 16, 2019 in Announcements, For Parents, Resources


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More Character Options in the Guild!

Returning students should know that there will be a few changes this year that will increase character options:

Dungeons & Dragons

  • You can use races from outside the Player’s Handbook! The races from Volo’s Guide to Monsters are allowed, with the exception the yuan-ti. Races from other books will only be allowed on a case-by-case basis (the Grandmaster must give permission). You cannot choose a races that allows flight, unless you are 7th level or higher .
  • You can now buy magic items! We will be adopting the prices from the Discerning Merchant’s Price Guide, which is a free downloadable PDF at the DMs’ Guild website. You can also view the spreadsheet of prices (refer to prices under the column “DMPG Price”)

Pathfinder 2nd Edition

  • The WHOLE EDITION is a big step forward in giving you plenty of options while being easy to use and borrowing ideas from D&D!


  • You can use the playable races from the Alien Archives 1, 2, and 3 as playable characters! There’s a lot of them, and some of them are really weird! There’s the giant floating brains. There’s the alien that levitates by inflating silk balloons they extrude from their bodies. There are skittermanders. And much, much more! (See some of them here)

-The Grandmaster

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Posted by on September 13, 2019 in Announcements, Resources


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Rappan Athuk #111: The Light at the End of the Tunnel

In a missing chapter of our tale, the party encountered a prismatic pyramid containing the Ravager, powered by three beams of light. They nearly fell to the manifold eye-beams of a Gibbering Orb, but prevailed.

We bid a fond farewell to Valestar Eckhart, the last remaining member of the original party and its first scribe nearly four years ago. His conversion to Iomedae to unlike the powers of his new artifact sword came at the price of duty to a higher Cause, for he now joins the crusaders standing watch at Kenabres at the edge of the Worldwound.

Susurrus is on a sojourn, and Deckard Cain had to look into mysterious portents in the town of New Tristram.


6th day of Sarenith, 4722 AR

Three of our number have left us, and one mysterious stranger from this ancient prison has joined. None of us who remained had any healing power, so we were forced to rely on potions and scrolls. After maneuvering around some obstacles in our path, we returned to the great glass prism. It had not changed since we had left it, but we checked the blue tunnel anyway. There was nothing in it save a strange staff. After temporarily dispelling the blue light, the staff was revealed to be a potent staff of the magi.

“This world puts a dangerous amount of trust in elf-magic,” said I, “Where I come from, the elves destroyed themselves with their greed.”

It was then that I noticed the stranger, n, had pointed ears. I was in the presence of an elf! When I asked about his people, he told me he didn’t remember anything.

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Posted by on September 11, 2019 in Campaign, Pathfinder Chronicles, Rappan Athuk


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Rappan Athuk #109: Dispelling All Doubt

The wardens of the monstrous Ravager test the party’s strength.


6th day of Sarenith, 4722 AR

I shot arrow after arrow at the golems surrounding us. My arrows flew faster than an unladen swallow, slicing through the rocky flesh of these creatures. I laughed loudly as I watched our spellcasters fail at any sort of magical attack against these foes. They were made of rock, therefore most wizardry accomplished nothing.

Given time, I would have slain them all but eventually, Susurrus found a spell that could damage them. He summoned a wall of lava that swallowed two of the golems as they tried to pass through it. Grom-Gil-Gorm and I tore our way through the remaining enemies. The room was now silent. The only thing that remained of interest was the big statue of an angel. We considered trying to free them but they had the *circle triangle group thingy* emblazoned on them. We figured that they were probably here to defend this place and freeing them would only lead to more fighting. We continued forward to the far end of the room where a tunnel led onward.

The tunnel was quite short and ended with a vault door. However, it was no match for the might of our paladin, Valestar. He turned the wheel and the door swung open. Beyond stood a fearsome undead. I lit a smoke stick immediately, expecting a fight, but Valestar held me back from shooting. He whispered quickly to me that this creature was less evil than most things we had encountered so far and that we should talk to it first and maybe get some information.

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Posted by on August 23, 2019 in Campaign, Pathfinder Chronicles, Rappan Athuk


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Wrath of the Righteous #60 + 61: Out of the Wormhole, Into the Worm

When we last left our heroes, they had just obtained the Suture, a key to closing the Worldwound, and we licking their wounds their Magnificent Mansion. The commander of the demon armies, however, lay in wait for when they stepped out… (-GM)

13th day of Arodus, 4728 AR


When our heroes were ready, they charged once more into the treasure horde to confront this self-appointed “Storm King.” Supposedly a being of extreme power that would never back down from a fight who turned out to be nothing more than brief distraction, with no sense of honor.

Hiding in the rain and refusing to come and fight, our heroes almost decided to leave him alone and move on with their lives before he had finally worked up the courage to attack. The fight was quick and painless, aided by Nunya who created a gate to block out the rain and then summoned an extra large umbrella. Dealing with the rain proved to be the hardest part of the encounter, however, as our heroes dispatched the “Storm King” without suffering a scratch until he exploded in a cowardly suicidal explosion.

The party had already forgotten about this pitiful foe as they raced to their next objective, the arcane prison of Threshold. It stood on on an island at the bottom of an infested pit. Guarding the giant worm infested pit were 3 large Worms-That-Walk and 3 huge wyrms.

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Wrath of the Righteous #58+59: Seeking the Suture

The party could not steep any lower than they did in an unwritten chapter of our tale, from a brothel then down the infinite Rasping Rifts doing battle with leaders of the Cult of Deskari. When Nunya led an expedition back to the brothel to rescue some archons, they almost were killed by an ambushing ravener, an undead dragon. Iomedae’s Herald continues their tale. (-GM)

13th day of Arodus, 4728 AR

The corrupted Terendelev

We teleported away from the tavern, and not a moment too soon! The vile aura of the undead Ravener nearly killed both of my tiny comrades! I only caught a glimpse of the horrid thing, but what I saw was enough to give a lesser man nightmares. 

Returning to Drezen, we nursed our wounds and resurrected the temporarily deceased, although I can’t say I ever cared for this “magic” business to be honest. Do you know what kind of material components are in a Heal spell? No thank you; I’ll stick to treating my wounds with singing and essential oils.

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