Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

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 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

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.

Monday, September 3, 2018

Be Careful What You Wish For...

My first offering on DriveThruRPG is Zero to Hero. In the past 5 days of sales, there have been 80+ downloads. Thank you so much for your support, but do you know what I really need? Reviews.


I am in the process of coming up with a second title by October. The reviews would certainly help me craft a quality product for you.

Again, thank you for downloading. But please let me know what you think.

Tuesday, June 19, 2018

Book Review - A Brief Study of TSR Book Design

Title: A Brief Study of TSR Book Design
Code: N/A
Author: Kevin Crawford
Rule Set: D&D
Year: 2015
Pages: 26
Number of characters: N/A
Levels: N/A
Rating: ★★★★★

A Brief Study of TSR Book Design is one of those excellent finds for any game master or would be B/X author. In just 26 pages, Mr. Crawford covers the design element of decades of publications for Dungeons and Dragons books. He covers the ins and outs of fonts, margins and styles used in games from the 70s, 80s and 90s. Get your game on!

Mr. Crawford also gives sage advice on direct copying of styles for a variety of reasons such as technological updates, copyright issues and creativity. This is a surprising and useful find for the would be module author and at its price of free is unbeatable. Easily a five star rating.

Saturday, July 29, 2017

3.5 House Rules - Arrows

I don't like tracking arrows. Treasure Hunters HQ has posted on this very issue. Treasure Hunters HQ has a whole collection of posts to make your game more interesting and flow better than ever before. Everything from shields to magical unguents. Go ahead and follow them, the HQ is full of good ideas.

Ah... back to the point. Arrows. Tracking arrows on character sheets simply burns holes in the sheet. It is annoying and subject to abuse. Many years ago, I realized that player's will cheat on ammo more than any other thing. Why? Because, it is annoying. To avoid it, I tended to have the players encounter lots of arrows, either because the enemy had them, they were working from a fortification, or they had a natural pause to collect up their used arrows. Some players will want to roll a number to see if the arrow broke, but that is as exciting as my other pet peeve, save vs. drowning.

After a while, I decided to impose a rule that if a player rolled a 1 with ranged weapons, they fumbled the quiver and dropped all of their arrows on the ground. Picking one up, pulling one from a target or returning an arrow shot at the player takes time, a single action. If the character doesn't take any other action, they can refill a quiver in a single round. It seemed reasonable, since the standard has been changed from a quantity to have something or don't have something.

My primary issue with running out of arrows as a DM is, the rules don't take "out of ammo" into account. It is assumed the characters have a functional method of attack, and a certain quality of weapons. But if the requisite ammo is missing, they have neither. Suddenly striping the characters of missile weapons isn't really accounted for in the rules. While a good DM will give players and characters time to reprovision, the DM really can't account for 4 character's missile counts on the fly.

Thursday, January 19, 2017

A not so #miniaturemonday post - Figures with Flair - January 18th, 2017

I missed #miniaturemonday, but I do have some figures to show off. Please excuse the blur as I haven't had time to get out the nice camera.

First, two D&D figures.

This rogue is one of my favorites. He is based off of Jubal in the Thieves World series of books. He has a bit of grey hair and a multi-colored outfit. He holds a dark colored staff.

I wish I could remember the manufacturer of this figure. This figure is pretty old, and the base shows signs of age. I will likely rebase this figure and give him a new coat of gloss coat.

I especially liked doing the mismatched green and red. for his sleeves. It's a hint of flair for an otherwise normal rogue.

From about the same time period, I have a simple bard with lute. He was my character in several AD&D adventures.

When my friends and I played AD&D, we rotated turns as DM and had a shared world. It was rather interesting as your "main" would become an NPC. One of our rules was to have NPC acquire wealth and experience, but never any magical items.

As a result of this rule, we had many game breaking characters and magic items. The main issue was not power creep as you would expect, but a combination of unique magic items and the courtesy of returning favors. The end result was a bunch of characters with very non-standard gear in large amounts as six DM's doling out goodies was a little too much.

The last item is a cool "unseen" mecha from Battletech. As you can see, he has taken a lot of damage. Before painting this figure, I took a Dremel to the nose and wing. I then washed a propane torch over the entire figure to give it a bubbled and softened look, as if it had walked through fire.

The figure rippled a little too much under the torch, but I still liked the effect.

I would imagine that the pilot was lucky to be alive as the cockpit was very nearly holed. I like figures with character that hint at a little background and story.








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, June 3, 2016

Module Review - BSOLO Ghost of Lion Castle

Title: Ghost of Lion Castle
Code: BSOLO
Author: Merle M. Rasmussen
Rule Set: D&D
Year: 1984
Pages: 32
Number of characters: 1 - Solo Play
Levels: 1-3
Rating: ★★★★★

This is an impressive and iconic module, meant for one player. Crammed into just 32 pages is a solo adventure complete with special solo rules and sample characters. Lion Castle is a wonderful starter scenario for groups or an introductory game for just one.

The five star rating is for the expansive and creative writing and world-building that appears in this module. Lion Castle gives the player the ability to try out new things in a limited setting. The module pulls no punches, this place will kill you more often than not. Fear not, this module is also there every time you wish to play. In fact, it is suggested that you note where your last character died so that the next one can acquire his equipment.

This is one flaw in the game/scenario. If you run a series of character’s through the Castle and noted where the prior characters fell, you can break the game with equipment and magic items in quantities not ordinarily allowed by the rules.

All and all, this is an excellent module.

Where to Buy:
DrivethruRPG

Tuesday, May 31, 2016

Module Review - B2 The Keep on the Borderlands

Title: The Keep on the Borderlands
Code: B2
Author: Gary Gygax
Rule Set: D&D
Year: 1979 and 1999
Pages:
Number of characters:
Levels: 1-3
Rating: ★★★★★


This is one of my favorites, the star rating says it all. The Keep hovers on the edge of sandbox wilderness, one that is your to explore. The Keep is the perfect place to kick off an adventure, the players can obtain all they need to fully explore the environs.


As a carryover from B1, the advice sections are present and highly valuable. There are also handy details such as gossip and the willingness of the lord of the Keep to provide the player characters with man-at-arms and magical items.


Where this module shines is in the tactics provided for each group the characters encounter. Some of them are embryonic or silly, but in keeping with the intelligence level (or madness) of the inhabitants of the Caves of the Unknown.


One of the better things about this adventure is the player mapping is logically constrained, allowing them to make mistakes, but not so bad as to create a mapping nightmare like In Search of the Unknown.  


Where to buy: DriveThru RPG

Monday, December 28, 2015

Google Docs Templates for D&D



Google Drive shared files and templates are a rich find for gamers of all types. Under templates, you can find a ton of D&D resources.

My personal favorite is Benjamin Connell’s 3.5 Character Sheet. I plan on making the standard for my 3.5 campaigns.

As time permits, I will be loading pre-genned characters in the top bar. Right now, I have characters for D&D and AD&D. I also have a link to my own AD&D character sheet for Unearthed Arcana pictured on the right.

Additionally, if you like having secondary skills for PCs or stat'd up NPCs, try my book Zero to Hero: Uncommon Commoners.

Feelies

When I was seriously into gaming, I made feelies.


This document was made in 1988 or so. It references the Castle Amber module, The Order of Light from Gemstone III, and Louise Cooper’s Time Master Series, plus the city of Charn from my home-brewed campaign.

(2024 update - Back in 2015, I didn't mention Charn is from the Chronicles of Naria. I have no idea why, that is my favorite book in the series.) 

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.

Right! Now we are going to have company again! (Vampires)

What do you do when vampires show up? The old classics are garlic, holy water, and crosses.

What do you do if you don’t have those things?
Looks like I wasn’t the only one who got lucky last night.
Get creative or die. If it all goes to hell, you die creatively and that’s something to be written on your tombstone.

Remember the basics. 

Vampires can’t enter a home uninvited. Should this happen, a quick exchange of money can fix the situation. Stables, churches, and other areas are not homes. Don’t hide there without a backup plan.

Holy water is great, but grease and oil are surprising. Lock the door, grease the floor, and upturn a table in the middle of the room. When the vampire smashes his way in, down he goes, ready for a nice stake.

Variation two involves spraying oil under the door as the vampire attacks it. This keeps him out for the short term.


Both of these tricks make vampires respect locked doors.

Water is another great benefit, as are small boats. Packing a rowboat full of characters in the middle of a body of water is an impenetrable barrier to bloodsuckers. Should they turn to gas or a bat and attack the boat this way, it can be capsized and hidden under.

Fire on a larger ship is a nightmare, but doubly so for vampires. Always burn the ship before it gets dark and well out to sea, just in case.

Seeds. Vampires have obsessions and counting is one of them. Throwing seeds is a great delaying tactic. Make sure you are not holding an envelope full of seeds labeled “144 count”. This never works.

Tying is another obsession of vampires. Braiding or unbraiding your hair can be of use. However, half of this is the delaying action and half is emphasizing your neck as a target.

Many rule sets allow for knockouts if the damage is high enough. A wand of fireballs can turn a flock of vampires flying over a moat into fish food quickly. Fireballs do more damage in confined spaces. Fireballs do not have to be fired directly at a target to do damage, so fire them behind the target to knock them forward. Or in front of them to force them back.

Always remember the game mechanics that allow you to move other characters. You can’t hurt a vampire barehanded, but boy does the sun sting if you shove them outside.

There are myriad ways of dealing with vampires. Let me know if you have any favorites.

Quick Doodle - Stave Church

I’ve been doodling to get back in the habit of drawing. Tonight’s offering is a Norse-themed church.


2024 Update - I have more than a few posts about Stave Churches. Click the link to read them all. 

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. 
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 launches 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.

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 rogue, 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.

Thursday, August 20, 2015

Going off the Rails – Part One

Have you ever had a night of gaming go off the rails?
I had a 3 hours session turn into a 6-7 hour marathon of gaming. We should have cut it off, but everyone was having too much fun. The players had reached a remote village and were trying to set up a trade agreement. They offended the villagers and the party tried an Indiana Jones style escape to a rope bridge and escape.
The one magic users who could have stopped the villagers with a spell instead flew to the bridge with axe. He was prepared to cut the bridge after his fellow adventurers made it across. This is when the game exhaustion hit.
All of the players shouted “Cut it now!” And the magic user complied, trapping everyone on the wrong side of the bridge. Note that it was the players that made the request, their characters obviously were to far away. A little meta-gaming goes a long way when injected into the story.
We ended right there with everyone high-fiving and congratulating each other. Only the player who cut the bridge looked concerned and perplexed.
At the start of the next session, everyone was sheepish. With a little sleep, they realized the implications of last session. I started the next session with the characters toweling off from their heroic leap to into the river and swim to safety.
Sometimes, you just have to end with a gag to keep the fun alive. Die rolling and tactics are great, but a story sometimes has to jump to stay alive.


Chaos Star

Tuesday, August 18, 2015

A Study in Recreation: Fear Itself

Today’s update is about Kippers and Jam‘s blog post on recreation. Adrian BK and company has revisited a module called Fear Itself, created back in 1999.
The authors lost the original copy and rewrote it after reconnecting with each other.
The details:
Module: BK1 Fear Itself
Author: Adrian BK
Level: 2-4 (AD&D)
Pages: 18
Price: Free!
You can download a copy from Kippers and Jam. This module features enough leeway to plug into nearly any campaign or play style. Fear Itself features glorious artwork from many artists and professional quality layout and formatting.
Take a look and don’t forget to thank the folks at Kipper and Jam for providing high quality game products.

Monday, July 20, 2015

The Evil Reversal Hook

The characters have proven their worth to the Horned One. They have pursued the Hand of Light to the edges of the kingdom and captured him in a epic battle.
On this day, they will assume their Mantles of Rank during the ritual of sacrifice. The Hand of Light will be extinguished forever. The Horned One will consolidate his power with the elimination of the weak, as the prophecy foretold.
One last time, before the ceremonial shackles are transferred from the hands of the followers of the Horned One to the hands of the Light One, the enemies stand face to face in the darkness of a cell.
Drums pound as the ritual has begun in the next chamber. The Hand of Light smirks and winks. A guard moves forward to strike him, but a quarrel arrests the motion. No harm can come to the Hand of Light except the final strike in the ritual chamber. The guards grumble profanities at the fate of their comrade, but step over the corpse.
The Hand of Light pushes his way into position at the head of the hooded procession, and the final sacrifice stomps away with the clinking of shackles.
Dim light, smoke and heat pour from braziers around the ceremony chamber. The Hand of Light’s robe is a smudge of white before the altar. The High Priest of the Horned One steps forward but the Hand of Light turns his back to him.
Or so it seemed. The ceremonial shackles click tight as the Hand of Light and Horned One of Chaos turn their attention to the sacrifice of the weak. Guards panic as the room erupts in cloying smoke and the characters struggle to free themselves from the shackles that have secretly held them for many years.
Madness reigns as the struggle for life and death rages in ceremony chamber of Chaos…