Showing posts with label Campaign. Show all posts
Showing posts with label Campaign. Show all posts

Sunday, May 12, 2019

The Battle of the Compass Rose Inn – The Naming of Two Wills

Welcome, to the blog. I can also be found on MeWe in addition to Blogger. Back in 2015, I created a quick battle for a D&D game and ended up writing a relatively useless background piece on the scenario. Since that time, many of the details have been re-concocted for my D&D campaign and I had no idea what to do with this series of posts.

Today, I was invited in a MeWe Group called Vault of Imaginings and now I have a target audience for these three posts.

Please enjoy! 

When Willy the Scribe and William of Northmost were 12 and 16, a horrible disaster struck the Inn. A herd of boar piglets ran through the yard behind the Inn. Moments later, they were followed by a massive boar sow and a wolf, riding the sow’s back.
As the animals disappeared down the hill, the guests and family stood on the porch, shocked. The sow was cut off by a pack of wolves and ran back up the hill towards the Inn. Guests and family members took cover as best the could. Willy, Edwyna and Elma locked themselves in the barn. William dove for cover in an empty Lodge room. The rest took cover in the greatroom of the Inn.
Soon, wolves converged every point of the compass. They tore down the sow and her piglets in short order. Then they took a horse and pony. The pigs in the pen didn’t stand a chance. As the day wore on, the wolves picked the corpses clean and circled the Inn seeking more prey. Fighting among the different packs cause confusion. 
By afternoon, the children trapped in the barn grew thirsty. In the early evening, Willy decided to make a break for the Inn. The family and guests were trapped in the greatroom and couldn’t warn Willy and the girls that the wolves had penetrated the kitchen, the closest door to the barn.
When Willy and the girls opened the kitchen door, the wolves sprang. Willy shoved Edwyna out of the way and pulled Elma to safety. William of Northmost heard the ruckus and charged to their rescue with a spear and axe. The four of them fought their way to the Lodge steps and were forced up the stairs. William of Northmost was savaged at the foot of the stairs, he was left for dead in the scrub-like bushes in front of the Inn.
Willy managed to get the girls to the top of stairs where huntsmen knocked the wolves back long enough for the children to escape. Willy used his own body to protect Elma and Edwyna from serious harm. His backside and legs were horribly bitten.
By morning, the wolves were gone and William of Northmost was discovered in the shrubs. The hunters nicknamed him “Scrubs”, a name he detests as it sounded rough, rude and cowardly in his ears.
Willy was more seriously wounded and had a long period of convalescence. He spent most of his time writing. As he ran out of stories to put to paper, he took to etching stones from the garden.
In the place that Scrubs fell are three stones inscribed with the words: “Hope”, “Courage”, and “Strength”. This scratching of words on stones gain one William the nickname of “Scribs”.
If Scrubs could read, he would not be so sour about his nickname. There is a rubbing of these stones in Scrub's bedroom. It was placed there by the maid, Delia.

Navigation in order:
Post one, first meeting of these characters. (You are here.) Post two, William Scrubs. Post three, William Scribs.

Thursday, April 11, 2019

World Building with Worldographer

I'm working on a new map for the Peninsula of Plenty campaign using Inkwell Idea's Worldographer. The software is remarkably easy to use and makes the whole experience of world building a wonder rather than a pain. I went whole hog on this purchase and selected the $99.00 bundle plus Hexographer 1E World Style Icon Set. 

Right now I am tinkering with the different icon sets and have a mishmash of icons. I hope to correct this and work entirely with the 1E World Style set for everything. 

One of the nicest parts of the software is that once you have your geography set, where towns, rivers and road go make more sense. I've blogged about the 'Potamus Bay area before, but didn't realize how much was missing from the region. I detailed just a handful of settlements, but I envisioned an area that was both old and wild. That means more, but smaller settlements. The map now displays six settlements around the lake. A navigable river cause most people to refer to the lake as a bay, it actually is a lake next to a bay. 

The southern most ruins is actually a double ruin. There was massive wooden manor house that had been burned to the ground, but a smaller stone folly remains largely intact. It has been settled by kobolds. They call themselves Tribe of Minwan after their king. Thirty-six miles to the west is the largest settlement in the area ruled by a Gerent. The area is nominally controlled by the Empire, but due to the lack of luxury, the local ruler is permitted to rule as he see's fit. Along the western edge of the lake are two manors, one which supports a town and the other which is a fortified house. On the eastern side, the north-most habitation is a small village which has sprung up around a miller and blacksmith family. The tiny house on the southeast of the lake is an ancient fortified house made of stone. It is tiny but well populated. 




All this information basically wrote it's self as I used the software to make improvements to ideas I had kicking around in my head.

Sunday, March 10, 2019

52 Weeks of Magic - 11 of 52 - Armilla Carna

My campaign setting is based off of the Roman Empire. The common tongue is spoken by all cultures and is the true lingua franca of the Peninsula of Plenty. It is rendered as modern English. Demi-humans each have their own language and humans speak Latin.

This week's Magic item is reflective of this. The Armilla Carna is a magic charm carried by followers of the goddess Carna, the embodiment of health and heart. These charms are not magical in and of themselves, but contain a magical concoctions prepared on the feast day of Carna. Most people will call them "heart lockets" or "Carna's Charms" in common. Priest of Carna always refer to them as "Armilla".  

The most common style of charm is a locket containing a tiny amount of beans and pork prepared on the feast day. This small portion of food imbues the charm with the ability to heal the wearer when their hit points are at 1 or less. When a character hits one hit point via any kind of damage, the charm will heal one point per hour to a maximum of 4 hit points. 

If, by some chance, a person dies while wearing one of these charms it will char. Not only won't it work again, it is considered to be very bad omen. Typically, this occurs when someone dies by murder, drowning and poison. The small charm is not able to overcome the damage done by these kinds of incidents. It is a tradition to create a new charm as a burial gift. Taking one of these gifts from a grave is common law crime and the punishment is stoning or exile.  

The discharge of magic from the locket's consumption of the food stuffs will cause the device to warm and glow faintly while working. When the healing is complete, the wearer will find the locket has been completely cleaned and appears new.  

Anyone can create one of these lockets, however it must be blessed by a priest or priestess of Carna. Once blessed, it can be filled by anyone on the feast day of Carna to regain it's power. A priest of Carna can recharge the items if they have preserved foodstuffs from the feast day. Temples to Carna will do this for a small donation, usually an amount necessary to put on a small, simple feast on the holy day. 

The charms tend to be very rustic and primitive in nature, being made of string and large hollowed out beans. Traditionally, family member will make one for their children, cousins, parents, etc. to celebrate their first attendance of the feast. 

These items are very popular with soldiers. Their lockets tend to be more ornate and sometimes very valuable. Manufactured charms tend to be metal copies of the simple string and bean construction of commoners, despite being made of higher quality materials.  

Navigation:
Week 1 of 52 - Magic Lamps
Week 2 of 52 - The Rat Bag
Week 3 of 52 - Emulous Cursed Sword
Week 4 of 52 - The Cloak of Peaceful Repose
Week 5 of 52  - The Cowl of Death
Week 6 of 52 - Scimitar of Smiting
Week 7 of 52 - The Symbol of Sol Invictus
Week 8 of 52 - The Equi Phalera
Week 9 of 52 - Libertatem
Week 10 of 52 - Sorrow
Week 11 of 52 - Aemilla Carna
Week 12 of 52 - The Obice Cardeam
Week 13 of 52 - The Gnollish Rattlebone

Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Thursday, January 31, 2019

52 Weeks of Magic - 6 of 52 - Scimitar of Smiting

The Scimitar of Smiting is a dangerous weapon. It does not have a bonus to either the to hit roll or damage, but it does grant one additional attack. The sword does count as +1 magical weapon for the purposes of striking targets immune to mundane weapons.

On each successful melee strike, the blade begins to crackle with energy, slowly charging. If a natural 6 is rolled for damage, the sword is fully charged. On the very next round, the wielder can unleash a bolt of lightning for 1d6+1 points of damage. The holder will have this information transmitted to them as a vague instinct, no words, just the idea.

The bolt has a maximum range of 50 feet and comes from the sharp edge of the blade. The weapon has the following range modifiers:

Short: 0-15 feet +1
Medium: 16-20 feet 0
Long: 21-30 -1
Very long: 31-50 -2

Lightning blasts are so random, the user cannot add their Dexterity bonus for ranged attacks. The weapon can be used as a melee weapon or as a range weapon while it is charged. The weapon will fire lightning at the same rate as the users normal attacks, plus one. It can alternate between swings and bolts in any chosen pattern.

The weapon will lose its charge if sheathed, touches the ground or if a miss is rolled. This means as long as the wielder strikes a target, they have another chance to strike another target. Swings and bolts can be targeted on the same or different creatures in the same round.

Wiley characters may attempt to charge weapon by deliberately striking objects or the ground. This never works. The weapon will unleash an electrical burst on the holder for 1d6 hp damage if they state they are attempting this. There is no saving throw.

If the holder contrives some situation where they cannot be shocked by this burst of energy, such as a spell, the scimitar will smite them later. The sword will wait until it is good and ready, rather the earliest opportunity. If the sword decides to wait, it will often select a time when the wielder is well away from others or when the strike would most deadly or embarrassing. For example, shocking a swimmer or when entering a church or temple. The delayed damage is 2d6, with no saving throw.

The sword is vaguely intelligent, but does not speak or communicate often. Most communicated information is emotional in nature.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Sunday, January 27, 2019

52 Weeks of Magic - 5 of 52 - The Cowl of Death

The Cowl of Death is a magical monk's habit with hood. The cowl is imbued with the spell Feign Death like last week's Cloak of Peaceful Repose. It will immediately affect the wearer under one of two conditions:

1) the wearer is rendered unconscious by any means other than normal or magical sleep,
2) the user pulls up the hood and invokes the words, "memento mori".

If either of these two conditions are met, the wearer will collapse to the ground, seemingly dead as per the spell description.

The cowl has two other features. Over a period of an hour, the wearer will seem to rot while actually regaining one hit point (if any had been lost). Normally, the spell would prevent the recovery of hit points, but this item is designed to protect the wearer. The illusion of rot will prevent all but the most hungry scavengers from attacking the wearer. Intelligent creatures are allowed a saving throw vs. magic to ignore the illusion and the resulting implication that something was horribly wrong with the person before being struck down.

The Cowl of Death normally has 20 charges, but charges are only used when the command word is used. Invocation of the command can be verbal or mental. Being knocked unconscious does not use a charge.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Saturday, January 26, 2019

52 Weeks of Magic - 4 of 52 - The Cloak of Peaceful Repose

Last week, we saw an evil weapon. This week, a more pleasant items is available.

The Cloak of Peaceful Repose will cast Feign Death on the wearer under two conditions:

1) the wearer is rendered unconscious by any mechanism except natural or magical sleep,
2) the wearer invokes the command, "Pardon" or "mihi pace".

In the case of being rendered unconscious, this cloak operates differently. The spell lasts 24 hours and the wearer is given the illusion that they've been laid out in a loving fashion. Scavengers will not interpret the wearer as food and intelligent creatures will be loathe to disturb the body. If invoked by the command words, the spell lasts but a single hour. In both cases, the wearer will have one hit point restored.

If the character is moved to a location that would cause actual death, The Cloak of Peaceful Repose sacrifices itself to rouse the wearer. The wearer will be granted all of the hit points they would naturally regain in 24 hours and they will rouse before they are buried, burned, etc. The cloak will disintegrate into a glowing white dust cloud, which will seem miraculous. The risk of death must be eminent, such as being placed in grave or set on on pyre mound.

Being buried at sea or in water provokes a violent response. The wearer will wake immediately and break for the surface with no hesitation. If the wearer loses a hit point to drowning damage, the cloak sacrifices itself by encasing the person in a glowing sphere which pushes them to the surface in a single round while also restoring a number of hit points equal to 48 hours of healing. Any weights, rope or chain wrapped around the character will fall off, undamaged. In this case, the cloak loses all magic but is not destroyed completely. The cloak changes to the color of wet slate and will remain so permanently. It will it will not accept dyes and is not affected by any normal bleaching agents or processes. It is subject to all other forms of damage.

The cloak has 20 charges if invoked by the keywords but functions any number of times unbidden. Obviously, if the cloak turns to dust, it is gone.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Sunday, January 13, 2019

World Building Vignette #2: 'potamus Tarn (renamed 'Potamus bay)

The Tarnian Empire derives it name from a dozens of mountain lakes called tarns. In the north western region of the Empire is one of it's oldest settlements called 'potamus Tarn (now Bay). 

The area's main feature is not a tarn (or bay) at all, but a massive lake. The lake is fed by many tarns to the north and give it its name. The lake supports many types of large animals, the hippopotamus being the most noticeable. Gazelle, wildebeest and lions are found on the north and south sides of the lake, the treed areas host puma, rhinoceroses and deer.

The local inhabitants have built three small walled towns. The plains are home to many fortified houses. These fortifications have solid stone first and second floors but often have ramshackle third, fourth and fifth stories. Their purpose is to protect against the larger animals in the area, especially the unpredictable hippos and rhinos.

In the Century of Chaos, many of these fortified houses were burned to the ground by Elven and Orcish warbands. A few were reconstructed as actual keeps, but most were rebuilt with sturdier but still wooden upper stories.

This map was created using an online editor called Hextml and some details were retouched in GIMP. I'm looking to redo them with Worldographer.

If you are interested, I have a small book called Zero to Hero: Uncommon Commoners which includes farmers and huntsmen as classes for your old school D&D campaign. Priced at pay what you want, every download no matter the price, supports me as an author.

Click this link to read Vignette #1. Later this week, Vignette #3 will be available.

Friday, January 11, 2019

World Building Vignette #1: The Town of Tabletop

The southwestern tip of the Peninsula of Plenty comes to a ragged point. The cliffs have collapsed into the sea creating a natural formation of semi-submerged, stone tables in the water, which makes for excellent fishing. The town that sprang up on the point was dubbed "Tabletop" after these formations.

Tabletop is a seagoing community, it's whole culture revolves around life at sea despite being ruled by a land based Empire. Several of the earliest Imperial magistrates were lost at sea which was predicted by the town's cults. These events created the odd situation where the one half of the town's leadership was held by a tribune appointed by the Empire and the second was often elected from and by the various priesthoods as the sacerdos.

This is not the normal state of affairs within the Tarnian Empire. Major cities are assigned 2 tribunes by either the Senate or the Emperor or Empress, with a three year service time. The Senate selects tributes in times of peace, while the Emperor or Empress acts in time of war.

The town of Tabletop is so far from the Capital, not only is it a poor backwater, the citizens are thought of as seditious, backstabbing traitors. The fact that the whole of the Empire's shipping passes through Tabletop requires a Tribune. Tribune assignments are viewed at best as a punishment and, at worst, a death sentence.

It is true that Tabletop is a relative backwater, but the citizens and townspeople are far from seditious. In times of war the town has been captured and the people have ousted these conquerors by trickery, sabotage and even murder. They are ruthlessly effective at returning to the Empire.

Because of these military threats to shipping the town is responsible for maintaining a cohort. With approximate 12,000 townspeople and most of those involved in sailing ventures, this is not possible at all times. In times of peace, the tribune has about 220 soldiers or guards at his disposal. Tabletop also has 15 regum antiquorum, or "Ancient Kings" who are required to provide approximately 100 soldiers for the cohort. The remaining soldiers are drawn from volunteer citizens, and traditionally they will provide enough men, women and even children to round out the cohort at 888 soldiers. Again, this is unique to Tabletop.

Once the cohort is on the move Tabletop is very vulnerable to capture. The cohort and the townspeople view this as a necessary evil, which explains the viciousness of the townsfolk towards invaders.

On a daily basis, the town supports a virtual cohort of sailors and marines, perhaps many more than 800. One tribune is permitted sea travel rights, while the other remains in town with the sacerdos as his or her second.

The sacerdos is responsible for the physical safety of the tribunes, his or her sailors and these tasks are a local tradition, not something found in the Imperial Tables of Laws. Tribunes are not normally assigned a bodyguard, but in Tabletop they are effectively surrounded by people who will defend them. Many public oaths involve loyalty the Tribunes as individuals, which may be the cause of the perceived seditious tendencies.

It is rare for both tribunes to show up for duty on time. Often, at least one tribune will "tag the base", showing up late and leaving early, if not immediately for home. The citizenry to elect an honorary mayor while the priesthoods to elect a sacerdos. The sacerdos would stand in as one tribune, if needed. The elected mayor has no power so long as a single tribune is working in the service of the Empire. This creates many cases where a tribune is at sea or leading the legion while the sacerdos has sole control of the town.

The role of sacerdos is unusual. All of the religious organizations can vote for a single priest or priestess from any organization. Since this job does not require any special physical or magical skill, very often the selected person is young. They typically are negotiators, book keepers and planners.

Tribunes acknowledge and respect the power of sacerdos but do not acknowledge mayoral powers. This is because a mayor only has power in the absence of both tribunes. If there are two tribunes in town, the sacerdos only has his religious duties and the duty to organize the production of goods for the protection of the sailors. A few tribunes will invite mayors and sacerdos on to their council of advisers, but never use the title "mayor".

Tribunes can forbid any public activity, except for two very specific actions by the regum antiquorum and cult activities deemed a public service. This is similar to the idea of a veto and is it is called that by the townspeople. The town hovers on the edge of martial law at all times. In the absence of one tribune, the sacerdos does not have the power of veto even when acting as a tribune's second. In the absence of both tribunes, the mayor and the sacerdos can veto each other actions, but not public activities. Basically, they can stop new laws or policies from going into effect.

When a veto by a sacerdos is in effect, the temples, churches and shrines will symbolically close, displaying a black curtain over a predominate window or door. When the mayor vetos an action, all public businesses shutter themselves with a plank over the front door. These traditions are symbolic and end once the mayor and sacerdos negotiate a solution or when a tribune arrives to set the situation right. The businesses and religious institutions still conduct operations while symbolically closed.

The current acting sacerdos cannot not leave the confines of the town, is responsible for blessing each new vessel and is able to charged the various cults to produce goods, magical and mundane to support the seafaring tribune. The sacerdos has a specific blessing for each type of ship, which is spiritual, not magical in nature. The sacerdos' symbol of office is small rudder. He or she wears a black cap with three long tassels over each ear. Former office holders wear a similar white  cap with one yellow tassel for each year of service.

In this Empire, the collective word for all religions is "cult". It is not a disparaging term. The ruling class is leery of all cults and the Empire does not have a default religion. Religions are viewed as mysterious groups, which are largely impenetrable to outsiders.

Click this link to read Vignette #0 or this one to read Vignette #2.

Sunday, January 6, 2019

World Building Vignette #0

I am working on a new D&D campaign world, largely based on the Romans. This is an interesting scenario as it is so different than the typical D&D setting which is often based in medieval times. This is wildly different than the Greyhawk setting or anything else I have encountered.

I plan on posting a series of vignettes on this process. Next Saturday, I plan to introduce a magic item unique to one town in this world: "The Rat Bag". The town has an interesting name and history, which explains the rational for this item. It is a mass produced magical device, which is strange to say the least. 

My planned schedule for posting is Friday and Saturday nights. The first post will be vignettes of this campaign world and the second will continue my 52 Weeks of Magic Series. As time permits, I may increase my posting rate. 

Please join me this weekend for world building fun.

Click the link to read Vignette #1

Saturday, January 5, 2019

52 Weeks of Magic - 1 of 52 - Magic Lamps

As a New Years resolution, I have decided to create a news column style post, entitled "52 Weeks of Magic".

These spells and items have played a prominent role in my various D&D campaigns over the years. They should be amendable to the various D&D editions available to all players, including retro games such as Labyrinth Lord and BlueHolme. I am uncertain about 4e or 5e as I do not play those sets... yet.

The first entry to the 52 Weeks of Magic is a basic magic spell employed in a way that was never really intended: Continual Light as magic item. Quite possibly, this was your first magic item. It was mine.

The spell creates a sphere of light with a 60' radius. It will move at the direction of the caster or it could be attached to a mobile or immobile object such as a rock. As an attack spell, it could be cast at a creature's eyes to cause blindness. Over the years, dispelling the globe of light was worded differently. It could be canceled by a Darkness spell, at will by the caster, Dispel Magic, and in the case of blinded creatures, Remove Curse.

Gee, that is a rather problematical spell on a couple of levels. It disappeared in 3.5e, replaced by Continual Flame which has a cost and is less effective. This was a stylistic change and probably for the better.

Down to the brass tacks. Or tube, as the case may be. Character's intelligent enough to realize the immediate benefit of the spell could cast this spell into a scroll tube. My character used a brass map tube, creating a brass lantern, ala Zork. One of my players cast the spell into a cut and blackened tube of bamboo and added a large glass bead for color and dubbed it the 'boo Torch. The color of the bead of glass was assigned to specific characters so they could identify each other over great distances. How ingenious.

This article is not about the spell, it's about the items created for the spell. The material cost can be very low in the case of the 'boo Torch. Or more likely, the spell would be cast on a high value item such as an ornate, custom-made tube or a standard votive candle.

The game breaking aspect of this spell and the items created by it are not the obvious ones. A Continual Flame spell in 3.5e carries a cost of 50 gp. Even at many times this rate, every village should have one or more lanterns powered by Continual Light. Dungeons should be lit all the time. Another consequence is lanterns should not exist at all or exist as a cheaper replacement to the magic lanterns being turned out by the player characters.

An interesting cultural twist on this type of item is whole cities being lit by these devices. Attackers would be well advised to make Dispel Magic and Darkness apart of their siege craft. Imagine the terror of having your defenses plunged into darkness the moment a besieging army arrived? Where are those lamps and torches, again? Defenders wouldn't have ready stocks of oil due to a lack of reliance on it for lighting.

Another aspect to considered for this infiltration of magic on a culture is the lack of heat by light sources. A permanently lit room is pretty chilly without a fire or stove. Some cities may require lamp and torch making materials on hand at all times after the "White Winter Death", a particular bad winter which exhausted all primary sources of fuel for heating and no reserve of burnable lighting materials existed. Sure, there was light but it was of little comfort from the cold. Other cities may not be able to handle tradition sources a light as they are walking fire hazards.

In general, if a culture has no reliance on oil for lighting, the need for oil is greatly reduced. This fact could reduce a nation's need for presses, ceramics, waxes, machines, crops like olives, the hunting for blubber bearing creatures, etc. Lighting is a critical aspect of a culture's style.

Limitations to this type of object could be simple. There is a desire to outdo other wizards, clerics and magic users by having the most ornate device imaginable. It isn't a material cost of the spell, it is the desire to have shinier kit than everyone else that drove the price.

Another limitation introduced by my characters was to voluntarily end the blinding effects after a period of time. This is an entirely different issue, but interesting because the players thought of it themselves. I liked it because I had forgotten about the poor blinded victim. He was never coming back into the story, but the good and lawful players decided that a day of blindness was more than enough "punishment". Can you say bonus role play experience?

The oddity of this was the "dispel at will" function never had a clear distance rule. This circles back to siegecraft, a wizard could be enticed to turn out the lights on an offending city.

I experimented with the "the birthday rule", where all magic spells ended on the caster's birthday if not supported by another energy source. A Resurrection spells continued past the birth date of the caster because the living person was the source of power for continuance, but poorly worded Wishes and Continual Light stopped on the caster's next birthday. I liked this story line as a one shot, as it put a single character at the center of an adventure, but it was impractical over time. This adventure corresponded to a player's birthday and I was unable to keep it going over the whole campaign.

I hope you enjoyed this essay. Next week's magic item is The Rat Bag. Please come back next Saturday evening for another unique essays on magic.

Navigation
WeekItemWeekItemWeekItemWeekItem
1 2 3Emulous Cursed Sword4
5 6 7The Symbol of Sol Invictus8
9 10 11Aemilla Carna12
13 14 15Shape of Memory16
17 18 19Staff of Eyes20
21 22 23Whispering Wings24
25 26
Coming Soon
27Coming Soon28
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Friday, November 23, 2018

Overpowered Spells and Obvious Consequences

Meteor Swarm is one of those that has some very obvious societal consequences, even more than teleport or fly spells. Magic users anywhere nearing the ability to cast this spell should immediately become a "priority" to anyone operating an army in the area.

I've never ran a magic user from 0 to 18, nor had anyone in any of my campaigns done so. I was unfamiliar how effective Meteor Swarm was until I played a game with a pre-generated, 21st level magic user. The DM was an old school wargamer. He loved the Chainmail rules and WRG. He intended to start the game with a prison break, but as a twist, let us play out our capture. Our party encountered what could only be described as hoplite phalanx, a seemingly overwhelming force that would easily capture our tiny party.

As the DM described the situation, I read the description for Meteor Swarm. I asked if they were in bow range. The DM advised that they were not. he smugly informed me it didn't matter because magic users use darts, not bows. As they got closer, the party loosed arrows. A few arrows hardly did anything, there were several hundred guys. At 180 yard... yards(!), I cast Meteor Swarm.

Meteor Swarm vs. Phalanx
The DM consulted the Player's Handbook as I rolled damage. He read that description back and forth, over and over again, as I rolled die after die. The zig-zag of range in yard and area of effect in feet confused him, but not me. The AoE is massive for this spell. The rolls didn't matter, there were only a few hundred guys. The DM ruled that anyone hit by the spell was dead. The overlapping pattern of damage made saving throws moot.

What happened next was even more horrifying. I cast it AGAIN! The DM walked away from the table. Even assuming the phalanx scattered to the winds, I was killing survivors by the dozens. The few that ran towards the party were running into a hail of arrows and in the very next round, I would be casting a fireball.

As it stood, the DM decided to allow this insanity to stand. The second, third and forth phalanx captured the party. Funny how they snuck up on us. My character was put to the sword. I played a 5th level thief for the remainder of the session.

If there is a smart lord or lady of the lands, they would be wise to kill any and all magic users before 18th level.

Thursday, August 23, 2018

Zero to Hero: Uncommon Commoners - Update - We are live!

Update we are live!

I've been a gamer since the Fall of '77. Rules sets change, but I keep coming back to D&D. It was my first experience as role play and it made huge impression on me.

In the past 4 decades, I have come to a realization that players don't need much NPC help. I still always include a NPC as a guide, or an extra information resource but when I ask my players who the best NPC was, they always point to the character I thought was a background character. The cook who spotted the enemy approaching, the herald who cracks meta humor, the stableboy who worships them. Never the ranger I put there to absorb arrows and tie up combatants.

Well, in light of that revelation, I started making 3x5 cards of every NPC. Except, they really didn't fit as a classic NPC character. No stats, no spells, no combat abilities. When my players demanded that these folks support them in the field, I started making up stats for NPCs, willy-nilly.

Not uber stats, just average guys and gals who came along for the ride. Tiny details for people who gossip about the characters as they make their way. I decided that maybe some of these people were not NPCs at all but fully blown characters in their own right but with decidedly different points of view from the PCs. I decided that these types of characters were commoners. Not lords, not adventures, but just citizens.

One of my favorite characters was a scullion named Delia. She was taken by a first level fighter who frequented the local inn and slowly made a move on him. While everyone else understood that she had eyes for the fighter, he didn't get "it". However, if there was danger, he was the first to ask about her. If he had a need for something, she was always there. So obviously, she was important. After 3 years, the campaign ended in a wedding.

But there was no "scullion" class of character. How to represent her caused me to sketch out some guidelines for all of my commoners so they could fit the character mold.

I would like to share that guide with you. I am launching "Zero to Hero: Uncommon Commoners" on DriveThruRPG.

The pamphlet is 24 pages, lists over 50 professions, how to evolve a zero level commoner into a full blown PC, how commoners interact with those above them, etc.

I hope you enjoy it as much as I enjoyed writing it.






Saturday, August 5, 2017

The Temple of Light - Maps

This temple complex is the work of an ancient people. The first map is of a traditional family abode. In the past, the tribe dug horizontal homes, as a means of collecting flint. 


As the people transitioned to a bronze age culture, they began construction of the Temple of Light. The structure is a gleaming white, the effect was achieved with a decorative coating quartz and flint. 


The Temple was a beacon of solidarity for the people, but it also proved to be a beacon for raiders. The pirates devastated the village proper, taking valuables and prisoners. The raiders returned seasonally to plunder the people. For a time, the villagers disbursed to escape the onslaught.
One day, several young children entered the Temple and discovered a pair of holes in the central hall leading to a deep natural cavern. When the chief was informed, he ordered a return to the old ways of digging pit homes under the Temple.


In a few months, the tribe had relocated under the Temple. By concealing the upper openings with floor tiles, the villagers were able to extract revenge when they breached the Temple. The surviving pirates completed the turnabout with tales of a diamond encrusted temple protected by spirits of the earth.

Epilogue:

The children discovered the leader of instability in the rock. Future generations will tell the story of a fortress of diamond beneath the crystal blue waters of a cenote. The stone age villagers speak in hushed tones about the mighty Sea Mage sunk the fortress in anger for the king's refusal tribute payments. Adventurers may find tablets of stone that tell of the powerful shaman who levitated the entirety of the Temple to allow her people time to escape the collapse into the waters below.

This series of maps are based on a mix of real world places and cultures, Grime's Graves, Ancestral Puebloans and people of Teotihuacan in particular.

Wednesday, January 4, 2017

My Favorite - Greyhawk

My favorite campaign setting for D&D is the Greyhawk. I have the 1983 set and look to it for ideas for my current campaign. Nothing brings back memories like that old gazetteer of information.

Over the years, my campaign has set itself apart from the World of Greyhawk in many ways. However, the Isle of Dread is common to both. Someplace south of the Isle is a magical anomaly that provides transit between these worlds.

I would like to do a Glossography and Guide to my world, but I guess I need a name first. The little things.

Friday, July 8, 2016

New NPC Character Sheets

I have been cranking out some characters for an upcoming campaign and decided to start with the villains and heroes around the PC's home base.

The Compass Rose Inn will allow the PC's easy access to a large town, a hunting lodge, a haunted mine and of course, the great outdoors.

The Compass Rose Inn is owned by Otto Lanskeep. He is rough and tumble former hunter, but is held on an even keel by his wife and daughters. Player characters will meet Otto's family, Hilda, Edwyna and Elma in addition to Otto's employees named William "Scribs" von Otto, Thomas and Delia.

A weekly patrol comes to the Inn to ensure the safe transport of goods and people to the border. William of Northmost (aka Scrubs), is the most frequently encountered guard and often spends the night at the Inn.

I will explain more about William aka Scribs and William aka Scrubs. William isn't such a strange name for two men to share, but Scribs and Scrubs comes from an adventure these two young men... survived.

I will be sharing their story and introducing the rest of the Lanskeep family and friends, in statistical form, in the very next post.

Sunday, January 17, 2016

The Kobold Warren Folly

A repost from 2016.

This map is of a folly in the southwest of Potamus Bay. Who built the folly is lost to time. There is a larger ruin closer to the Lake, but it isn't as well preserved or interesting as the folly.

The tale of the folly's preservation is very odd and owes its history to the river. The river is subject seasonal flooding and one of those floods brought the kobold's to the folly.

The kobold's had their own underground village, which made them very happy. They stole the best food, killed the prettiest animals and had wild political intrigues that often ended in bloodshed. One day, the ruling clan pushed the wrong buttons and were tossed in prison to await their doom, as soon as the method could be decided.

A chance rainstorm freed the rulers, but washed them deep into the cave system. The village rejoiced at the apparent deaths. They were very kobolds happy, indeed. The ruling clan was washed away into the cavern system under the folly. They were able to squeeze and claw their way into the basement of the structure. The family rejoiced when they discovered the ring of pear and apple trees, the fresh water and rabbits.

There are no furnishing, no details inside the Folly.
The kobolds keep the interior bare.
The ring of trees continues, but is obscured by the
upper two levels. 

Over the years, they have set themselves up a kings and queens of the folly. They do not understand the principle of a folly, they believe that human or elven kings hold court in an empty building. The six rulers have set themselves up as the High, Middle and Low Kings and Queens. They receive guests through the windows, as there are no doors except trapdoors between the levels. They keep the folly up, but they do not live in it. They live below in finely finished chambers. Recently, they have hung curtains in all of the windows of the folly, purple, yellow and red. 


The family plans on enlarging the chambers, but for now they are satisfied.


The lowest level is almost all natural, only the eastern side has any finished features. The western side is often flooded with fresh water and sometimes contains fish.

Folly Details:
One Square equals 5 feet.
Height: 45 feet.
Depth: 75 feet below ground, as near as anyone can tell.
Population: 17 adults, 33 children.

Monday, December 28, 2015

Feelies

I was seriously into gaming, I made feelies.


This was made in 1988 or so. It references the Castle Amber module, The Order of Light from Gemstone III, and Louise Cooper’s the Time Master Series, plus the city of Charn from my home brewed campaign.
The punchline to many of these references was that the characters AND players were aware of all of these references as works of fiction. The characters had copies of the Time Master Series and Averoigne stories. Each character has ring of wishes to enter the stories themselves.
When I was in high school, this seemed like a great hook.

Saturday, August 22, 2015

Going Off the Rails – Part Three

In the last post, I described a player created assassin named Bloodless Jack. He sprang from the character’s minds fully formed and all I had to do was give him a character sheet and a band of minions. The players even gave him a very cool name. Somehow, minor details of a handful of traps inspired them to create a character out thin air. And he was so epic, I had to make him real.
I decided that he had two types of minions, one group of sword slinging fighters for security and targeted attacks and a second group of cleric-rogues for sneaky infiltration type work. Bloodless Jack would have a chief of operations, a warrior named Marcus Bastion. A nice strong name for someone who handles front line fighting and defense. It makes sense.
How these two met in my mind was very natural. They were brothers. Bloodless Jack and Marcus Bastion. Everything makes sense… Wrong?
Of course it’s wrong. Brothers would never have different last names; Jack is as stupid a last name as Bloodless is a stupid first name. I completely understood that, so Bloodless Jack was obviously a nickname. And a character/player created nickname. Obvious. Or so I thought.
Bloodless Jack, or just plain Alexander Bastion launched ambushes, targeted assassinations and finally outright treason to topple the crown prince for fame and glory.
So when the characters cornered Marcus and his brother in an attack on the crown prince, they asked:
“Which one of you is the assassin known as ‘Bloodless Jack’?”
Alex and his brother Marcus chuckled. The follow up question, “Who lead this attack?” was also met with a snort of derision as Marcus was suited in full plate and obviously leading the assault.
Marcus went down fighting… and upon his defeat was outed as the deadly assassin know to all as “Bloodless Jack”.
And thus, “Bloodless Jack” was truly born. Alex rallied his and his brother’s minions and relentlessly attacked the characters at every turn. An epic battle to the death, fought in back alleys and shadowy corners of dozens of towns, across an kingdom, all the way to the brother’s mountain top enclave.
How did it end? All in the next post.

Friday, August 21, 2015

Going Off the Rails – Part Two

Player inventions… How many times have you had a player try to invent something and complete throw a campaign into chaos?
Many years ago, I was running a campaign that had too many rogues to be well rounded. There was not much need for traps in this world, they only came in three varieties:
Noise making traps on homes,
Animal traps,
Generic fortification defenses.
Being made up of thieves, the party kept checking for traps where there were none. Since it was a point of interest for them, and one player rolled very well, I decided that a box did have a trap. I described workings in great and gory detail. The players and their thieving characters ate it up. Of course, the next door had a trap. Lacking any foresight, I described this trap as exactly as the one before.
And the seed was planted.
The next chest had the same trap as the first two, except this time it killed a character. My bad, I didn’t expect this to happen, but the players had. As the play paused to reroll a new character, of course another rouge, I overheard the strangest thing:
“Bloodless Jack got ya.”
“That was awesome.” said another player.
“What do you think he wants?”
“Don’t know. It could be that chalice.”
“Naw, we are going to give it away and a priest is a much easier target than us.”
“Fame,” added a third.
“Yes! It makes sense that someone would want fame and notoriety. Sort of like the guy in the cabin mailing bombs.”
“Ted something, right?”
“Yeah. We should nail this guy before he gets us.”
In just a 30 minute character generating session, the players had worked out that they were up against an assassin. A very detail orientated, cunning and evil assassin. A man who called himself Bloodless Jack. Bloodless as in so cold, the blood didn’t run in his veins. They had gathered all these details from the repeated description of a single trap described the exact same way, three times over.
Oops. These traps were simply on the fly details in response to the character’s expectations. At no time did I picture a mysterious assassin. I didn’t say anything that would have laid such an awesome name on him. In fact, there was no assassin except in the players minds.
Guess what? The very next session had a very fleshed out assassin bent on killing the characters. This assassin was neatly merged with the prior story, assassinating the priest who hired the players. He then took out the boat captain that hired the characters for security. As time went on, the characters were defending the crowned prince against this diabolical fiend.
And so the stuff of legends becomes real.