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

Sunday, December 22, 2019

52 Weeks of Magic - Item 37 - Splayer's Clothe

The Splayer's Clothe is a magic item used for many purposes. It has a tacky surface that holds things in place on a table. Many people use this item to hold complex parts in place while working on them. It is usually the same size of the table it is used on, perhaps a 48" by 60" oval.The magic of this item allows the user to fold the Clothe up while items are in place. Items resting on the clothe are not disturbed by this folding. The items end up in an extra dimensional space when folded.

While it is meant for taxidermists, tailors, cobblers, and other working people, adventurers can find strange uses for the Splayer's Clothe.

Items in the extra dimensional space are frozen in time. They will not rot, mold, cool, or warm while in the space. Hot or cold food can be wrapped up like this for preservation, as can a body. The only rule for placement is that the shadow of the item to be folded needs to fall entirely on the clothe. A standing person at noon can be folded up, as can someone in a darken room. The user can manipulate the environment to cause shadows to fall entirely on the clothe.

If a person is folded up, they maintain their original orientation when unfolded. People could be standing up, lying down or anything in between when folded, so long as their shadow is entirely on the clothe.

In the case of living creatures, they will be frozen in time, and will require no food, water or air. They cannot unwrap themselves as they can't move or think in this state. It is virtually impossible to wrap one's self up, as this would likely violate the requirement of keeping your shadow on the clothe.

The duration is unlimited. Unfolding a found Splayer's Clothe could be fun or perilous.

Saturday, December 21, 2019

Character Sketch - Senator Vitus


I'm not sure if we will get a chance to play over Christmas break, but I want to sketch out a couple of characters for our next session. 

First, the players have asked for a few more NPC followers. With the exception of a new cook, I am going to make the party act out the hiring process. Right now the party has 9 low level characters, four of which are NPCs. I don't mind the endless parade of hired help, the players aren't asking that these NPCs engage in combat. Cooks and horse handlers are fine, but I'll push back if they start looking for gladiators or other combat orientated NPCs. 

On my side of the equation, I need a few more NPC to flesh out the city of Nace. In our last session, the party chased the elven warband around and the elves managed to slip away. Where did they go in a xenophobic, human-centric city?  

They are hiding in the house of Vitus. 

Senator Vitus has a couple of connections to the story so far. He is the third son of Senator class citizen. He lives in Nace, but travels to the Capital for his duties to the Empire. As the third son, he wasn't expected to amount to much and was a miller before the deaths of his two older brothers. The oldest brother was assassinated for pushing for manumission of all slaves in the Capital. The other brother was killed in a skirmish with the elves out on the frontier. These two events shaped Vitus. 

He is a self-made man, having worked his way up in the family business of milling before establishing his own milling company. He specializes in milling the magical herbs and plants from Nace and is extremely rich as a result. Vitus only employs slaves in his own household on a routine basis, most of his workers are freedmen and women with only a handful of slaves in administrative positions in his business. 

After the death of his brothers, he became a stoic, seeking to mitigate the ills of the world in his life. Vitus is a 3rd level monk. He believes that slavery is wrong and a fruitful peace with the elves and dwarves is necessary. This is why he is harboring the elves. He has ingratiated himself with several temples and cults in the north of the Empire and is friendly with several powerful mages in Nace proper. 

He is a thorn in the side of the Coven of Ash. They would kill him in a heartbeat, if given the chance. The massive resources of Vitus and his family are the only thing keeping him safe. He has his own unit of assassins for counter intelligence and personal safety. 

He does have one vice, alcohol. It isn't much of a vice as he selects a couple of bottles and partakes in them only on holidays until he is roaring drunk. This results a private party where he frees one or two of his slaves. The members of his household know about this and are aware that this continuous stream of freedmen annoys the conservative in the Senate and many people in Nace, such as The Coven of Ash. For this reason, his household will prevent him from freeing more than one or two slaves each holiday. When he is in this gregarious mood, the slaves of the house draw lots. The losers absent themselves from Vitus's presence on these days so they cannot be picked for freedom. 

Several years ago, Vitus freed his whole household at once, and the Coven of Ash killed them all. Vitus's response was to target the assassins and personally executed one of the witches himself. Since then, the household has been careful to make sure this isn't repeated as they don't want their freedom to be a death sentence.  

My to-do list is to make some peasant type characters for the household and for the players to hire. I need a character sheet for Vitus and his assassin bodyguards. A handful of magic users and clerics should also be generated. The characters will probably ask to meet some of these people, too, given that Nace is a magical place.  

I hope to be done with all of these by Monday. 

Friday, December 20, 2019

Going Off The Rails - Part 5. The death of Bloodless Jack

Back in Part 3, I posted about how the characters confused their nickname for their opponent with his actual name. "Bloodless Jack" was a character nickname for a deadly pair of brothers, Marcus and Alex. Marcus was the warrior while Alex was the assassin. When cornered, the warrior answered with bluster and the characters killed him off.

Of course this enraged his brother Alexander, the actual assassin. Alex retreated to his brother's mountain top Keep and sent wave upon wave of assassins to kill the player characters.

That obvious didn't work, anything less than Bloodless Jack himself was not going to be strong enough to take the whole party. Eventually, the hunt was turned on it's head and the players located Alexander's mountain top abode. Then they did something weird.

They could have stormed the fortress themselves, or raise an army to do so, but they did neither. They hired a sage to give them instructions to recharge the Staff of Wizardry. I messed up that plan with a rather obvious counter. The Staff needed to be recharged under the full moon within a mountaintop keep. You know, Alexander's Keep.

Why not?

The players had exactly 8 charges in the Staff. They went to Plan B. They hired a horde of dwarves and hobbits to scout the land around the keep. They were smart about it, one assassin, one ranger and one hobbit per dwarven party to handle any natural or unnatural threat. They had several dozen parties. It was easy work, because they weren't being asked to fight, only scout and run.

I wasn't going to let the players assassinate Bloodless Jack, so a couple of the parties were captured and killed.

But raiding and sneaking wasn't their game. The dwarves found a weak point on the side of the mountain, a cliff face that couldn't be hit by weapons fire from the Keep. They used a Dig spell to remove the soil from the area. The dwarves dug an entrance 10 feet deep into the rock and near this opening the party and their minions assembled.

From their base, they attempted to storm the walls while the dwarves dug in another 20 feet. Then the plan changed. The characters retreated to their hidey hole and the wizard went to work. He used the remaining charges of Passwall to carve a hole deep into the mountain. The dwarves shored this cave open with their stonecraft and everyone else jammed all manner of debris in the unnatural cave. Within the hour, they had dozens of barrels of water, oil, bits of trees, rocks, mud, and dirt lining the Passwall cave.

When the mage concluded that enough junk blocked up the passageway, he released the outer Passwall spell inwards, sealing everything in place like a cork. From there, it was simply a matter of running away from the Keep, but being mindful not to run straight down the mountain.

As each Passwall spell expired, all kinds of flammable or incompressible material was crushed inwards. The pressure was incredible. The mountain cracked and the Keep came off it's foundations. The whole thing plunged to the base of the mountain. Bloodless Jack suffered a Disney-like death, but the players were thorough. They made sure they found a body.

It was a fascinating exercise in the physics of magic. One that I will never allow to be repeated. This was too much work to get rid of one bloody, +1 Staff.

Thursday, December 19, 2019

Going Off The Rails - Part Four

Back in 2015, I started this series about having stuff go haywire at the game table and never finished it. The first post was about playing for far too long and having wacky $hit happen because the players were too tired to think straight. Post two was about making a bad DMing choice and having the players run with it. Post three was about the players jumping to bad conclusions because the DM believed they understood. Post four should tell you about how the players defeated the evil Assassin, Bloodless Jack, but it won't!

Since this is the fourth post, let me tell why I can't tell you about Bloodless Jack's end. I need to set up the scenario as it played out, so I need to back up a bit.

This post is about a different type of mistake leading to player high-jinx. My campaigns have always been a blend of Basic, Expert and Advanced D&D. One quirk from the Moldvay-Cook expert set is the Staff of Wizardry. One of the functions of this item is the spell Passwall, which doesn't appear in either the Basic or Expert set. As far as I know, this spell is only in Advanced D&D. We used that book right along side the Moldvay-Cook set, so everything was fine.

So... anyway, I let one of players have this Staff of Wizardry. The character in question was about 5 or 6th level, so he had access to powers that I never anticipated. I saw "+1 staff" and thought it would be fine.

Once I realized my mistake, I decided to take it from the player in epic fashion. I would simply present him with so many opportunities to use it, he would run out of charges. He would keep the +1 weapon, but loose all of the crazy powers in an incredible display of force. He'd get a great story and I would "unwind" a stupid DM mistake.

No, no, it is never that simple.

As the characters hunted Marcus and Alexander, I needed to crank up the power level of the minions. The characters were now battling mounted knights with lances. I expected with the powers of the Staff of Wizardry, they'd get cooked and the charges would be burned up.

Oh, and did they get cooked. The mage got cornered by some knights. It sort of looked like this:


He let the knights get within 10 feet of him. I figured he'd do something cool to fry them or die trying, either one of which would solve my problem.


You know, it didn't play out like that. He decided to offensively cast passwall to create an opening in the ground right in front of the charging Knights. The hole would be at a 45 degree angle down, it would start in front of the mage and go backwards under him like a ramp.  

What? 

He drew me a picture, which was probably better than this: 


That was creative. And super fatal.

Exactly what could I say to this scenario? Horse one plunged down the ramp and slammed into a wall of dirt at top speed. Horse two plunged into a hole and into horse one at top speed. Horse three plus the fact that each rider was wearing plate with a lance set before them was worse than a train wreck.

But the player wasn't done. As soon as the last horse plunged down the hole he wanted to close it. Violently.

Holy crap.

The other characters stopped him. Their plan was to close the hole slowly, so they could rescue the horses. Sure they would need healing, but they were fine mounts.

My ruling on that was "Yes, you can close the hole slowly. But those horses are going to hate you, forever even if you heal them. You can buy your own horses in the next town. Deal?"

It was deal. But the seeds were planted.

We debated on how passwall was a great offensive spell, but also debated its various functions. Yes, the hole can be orientated any way you wish, including straight down. No, you can't cast passwall into the air above you to enter other dimensions. Nor does it cause movement against gravity.

But what about the closing of the hole? How does that happen? The PHB is not really specific, so we came up with some guidelines.

You could close the hole in a controlled fashion, where the bottom closed first, gently pushing anything in the hole out. The hole can be closed violently, where the entire length of the tunnel collapses in trash compactor style. Anyone inside can escape so long as they are able to move. They take minor (1d6) damage from being scraped and battered geting out. Option three, the hole closes from the open side in, anyone in the hole must make a save vs. death to escape before total obliteration occurs. Failure results in horrific screams from the very earth with a ketchup laser effect.

The last option was one of the better mistakes I've ever made.

Next post, I can tell you how Marcus and his brother, Alex, a.k.a Bloodless Jack were finished.

Monday, December 9, 2019

Session Update - Just Let It All Hang Out

After very nearly wiping out the party by accident and the players loving it, I decided to put the pedal to the metal and crank up the intensity. Many of the characters leveled up on the last adventure, so there was some give to the take. 


The characters broke into two groups, then four by necessity. The plan was to meet up at Five Tree Hill, just outside the city gates by lunch time, but it was lunchtime when the first group arrived. Jaime, Jim, Matilda, Megen and Melvin arrived on horse. Jaime made arrangements at the inn and stable for the care of the animals and kicked back to wait for the wagons out on the hill.

Megen and Matilda went to see the sights in Nace. Jim just declared himself to be a 1st level ranger and needed better supplies, so Melvin joined him on a shopping excursion.

The players were given several hints that something was amiss, and everyone but Jaime went to check out the "problem". The denizens of Villa quickly came to the conclusion (click for last pre-session update) that Guilbert should be sent north for trial and execution. Ortaire would be quick marched south to Nace for a mini-Triumph then sold in to slavery.

The four raiders in town were not too pleased by this. Ortaire could rat them out. The elven warband also encountered the sad Triumph over Ortaire, and were thinking of doing something about when Megen noticed them.

The players have an issue with this campaign in respect to the status of non-humans. They have been told elves and dwarves are evil enemies, but they just don't believe it. I decided to let fun and intrigue rule the day and the elves bolted as soon as she pointed them out. The players pursued them using a set of racing min-rules I invented. It was a chase as opposed to combat, which both amused and frustrated the players. It made them believe that the elves were shadowy antagonists without ham-fisting it. The players are probably not inclined to kill off elves for the heck of it, like most citizens of the Empire, which is fine by me. But now they are wary of them.

In the meantime, several other events occurred. All of the characters met up at Five Tree Hill just in time for the wagons to arrive. The raiders also came to Five Tree Hill to see if they could recruit help to free Ortaire by force or maybe just kill him to keep him quiet. Neither was a good plan for the raiders.


In the final act, the characters had not identified the raiders as such, but believed they were cut-purses or something and watched them closely. At this point, all players were playing their main character plus at least one NPC. It takes a load off of me, plus they seem to protect the NPC's better than I do. 

Queue up the finale. The Coven of Ash are the self-appointed defenders of the Empire. They are much higher level than the characters. I figure, why would a high level antagonist hide from the player characters when they have an advantage? This is the opposite of respect and should be every big-bad's operational standard. 

The Coven has walked right into the midst of the party, invisibly. As the party passed near the raiders, Caecilia, the youngest of the 3 witches, dropped her invisibility to cast Stinking Cloud on the raiders. Her intent was to set up the party as aggressors against the town and cause them all kinds of problems when they try to re-enter Nace. 

The Coven knows who and what the raiders are and thinks of them as useful pawns. They also know that the player characters are agents of the Emperor. And the Emperor intends to upset the "natural order of Empire", which cannot be allowed. 

We rolled for surprise. Guess what? 6 siders either hate me or love me*. No one was surprised by Caecilia. The player covering Melvin was living it up by doing some real role-play. He was eating an apple with a knife and managed to hit Caecilia before she could cast. 


Foiled, the other two witches helped Caecilia escape by invisibly tormenting the players, guards and raiders. The guards and raiders lost morale and slammed the gates shut. The players managed to convince them to open up, but only after suffering several rounds of invisible high jinx at the hands of the witches. Wails, loud claps and pokes sent the oxen into a tizzy and annoyed the players.  

The party ended the session in front of a warm fire at the inn, with mugs of beverages to sooth their nerves. The players seemed both frazzled and amused. 

*I have a bad time with surprise dice, but this outcome was even better than the one I planned. I can't wait for the next session. 

The Movement Game

In AD&D, movement is not real clear. On page 39, of the PHB distance is covered. 1" is 10 yards outside or 10 feet inside. Ah, easy. Next it says: "Your referee will have information which will enable him or her to adjust the movement rate to the applicable time scale for any situation".

Actually, that's not true. The information is on 101 and 102 of the PHB. Characters move 12" per round or 120 feet per minute. Outside, the rate changes to 12" = 12 miles per half day of travel, where "day" is defined as "daylight hours". Encumbered characters move less.

It is all very reasonable, so long as one doesn't ask "how fast can I move?". If you can run an 8 and half minute mile, you're moving at 62" in game terms or 621 feet per minute. An Olympic runner would be much faster. That is totally nuts.

But why break the math like this? This is AD&D, not a running simulator.

Last session, my players got in a dice heavy combat that came dangerously close to killing several of them and as the DM, I didn't realize how bad it was. 8 NPCs were actually killed, in some cases over-killed.

In this session, I wanted that fun without the element of danger and without railroading the characters with imaginary danger. The players realized the scenario was good fun without too much danger.

Here are the rules:

  1. A character can move 12" per segment, or 6 seconds. Encumbered characters move less fast.   
  2. At these speeds, no weapons can be used. 
  3. Turning 45 degrees costs 1" of forward movement. 
    1. Diagonal movement on the ground has no penalty other than the loss of distance covered, as the character moving parkour style. 
    2. Diagonal movement for flying creatures is doubled. One unit at a 45 degree angle counts double as they need to avoid things to stay airborne. 
    3. Turning 90 degrees costs 3" of forward movement.
    4. To stop, one must roll a 1d4 to see how many inches they will travel before stopping. 
  4. You can hit people with things in the environment, such as tree limbs, baskets, boxes, etc. 
  5. Everyone is AC 10 to these attacks, less Dex bonus and magical item bonus.
  6. These attacks don't do damage, they change the target's facing. 
  7. Roll to hit vs. AC 10, then roll a 6 sided die for effect. Consult the following table: 
    1. Turned 90 degrees to the left for free, but returning to your previous course costs 3".
    2.  As above, but to the right. 
    3. Turned 45 degrees to the right for free, but returning to your previous course costs 1". 
    4. As above, except to the left. 
    5. You hurtled the object and moved one 1" forward for free. 
    6. You are knocked down. You are motionless for the remainder of the segment. 
  8. Repeat as long as the fun allows. 
What is great about this system, is everyone can participate with little danger of death. Of course, wiley characters will invent ways to kill each other like this.

As near as I can tell, there is no good way to implement normal combat with this set of mini rules. Some rules of thumb. Bow fire could come once every 5 segments, twice per round and always comes last in the order above. Crossbows can fire immediately on segment 1, but then have to reload over the next ten segments. The interesting effect of bow fire and crossbow fire, is the environment itself. In a crowded city street, even a slow character can step around a corner preventing a shot from landing or even being fired.

As far as melee weapons go, even a lowly magic user or urchin should be able to stay one jump ahead...

Saturday, November 30, 2019

The Raider War Band


The Raider War Band is waiting for the PC's party to the Southeast of the Villa. There are 7 fighters and 3 thieves. The 3 thieves are mounted and have been hunting for food. Ortaire has been keeping everyone fed with his bow skills, but is running out of arrows.

Albé and Guilbert are the only mounted fighters. Guilbert is one of the younger raiders, but has risen to be the nominal leader of the war band thanks to his high Charisma. All three thieves have short bows as does Warren. Raglan, Albé, Frédéris and Guilbert have slings.

One square is 10 yards.
Guilbert has selected a bend in the road to ambush the party. His plan is to hide the sling armed raiders on the right side of the road with the two melee only fighters on the other side. The horse mounted bow men will charge at the party, which will be the signal for the slingers to attack the oxen. That will allow the bowmen to dismount and attack from the front.

Click the link for a PDF of the 10 characters.

Thursday, November 28, 2019

The Honor Guard

The players were not supposed to court any retainers or followers at the Villa. However, due to circumstances beyond their control, they will have an honor guard traveling with them until they reach Nace.

Cassia, Florentina and Lucius have been selected from the ranks of villagers by the Emperor to escort the two accused to justice and then lay their master and mistress to rest. All are slaves that were instrumental in operating the Villa del Vino successfully.

Lucius is an elderly man, however he is a former gladiator. He has a head for accounting. He is in his late 60's but is still powerful. His daughter-in-law is Florentina, the head woman of the villa's mill and presses. Her husband died many years ago and she is representing him. The final member of the honor guard is Cassia, the master's mistress and bodyguard. She was horribly beaten during the raid, but was also responsible for scattering the other villagers before she was incapacitated. She has given a statement that could free or condemn the accused murderers.

Rona has healed Cassia as much as she is able to. Gurwinder has encouraged the woman to take up her master's bow, which is a +2 weapon. Cassia laments not having it during the attack, as she is a deadly archer.

The honor guard will travel with the party several miles north to hand over the prisoners. They will then return to the Villa and transport the Master's family to it's final resting place in Nace. This is a little trickery on the Emperor's part. He wants the bodies of the family removed from the Villa proper, but also honored in a major city so that when he replaces them with his own leadership, no one will have a reminder of the former Master.

NPC stats will have to be generated for these characters as they will respond to any encounters with the enemy with lethal force, for vengeance. These will be loaded to the Pregenerated character lists when time permits.


Wednesday, November 27, 2019

Who's Out There - Post Twoth

Twoth by sea. Who is out on the water ways?

The elven schooner and the raider ship. The elven schooner put 3 elven warriors ashore and left to go chart the comings and goings of ship of the Empire. The Schooner has a problem as the raider's ship has been ghosting them.

The raiders have a spy and informant network on the shore and believes that the schooner is the source of a power band of warriors who hit them at the Villa del Vino. Well, that's not true at all. The party captured two, killed 3 and the remaining men are scattered to the winds. They know the sea and the coastline, but have poor land navigation skills.

The raiders have a myoparo, a ship with 15 rowers and a crew of 55 men who are also raiders. Most of the rowers are slaves but some of the younger, inexperienced raiders also man the oars. The real crew is less than a quarter of everyone on board.

The raiders believe that the schooner has inflicted all the casualties on their crew, which they count as 25. In reality, only 5 are dead, three are horribly lost and wandering eastward on to the plains and the last two were captured. There are three groups of raiders prowling the area, each unaware of the others. Technically, most of the raiders are not lost, they merely don't know where the others are.

There is a group of 5 men on foot, northwest of the Villa del Vino. They are busy dodging patrols. In actuality, these "patrols" are runners bring news back and forth from the Capital to the Villa. They would like to reach the shore, but keep getting forced into the trees due north of the Villa.

There is a tiny group of 4 that has wandered in to the city of Nace. They are currently drinking themselves silly, believing that the Empire's assassins are on their tail. They couldn't be more wrong.

The third group is southeast of the Villa, waiting to bushwack anyone coming south. There are 10 men, half on foot and half on stolen horses. They have seen their myoparo come and go several times, but they believe that they can catch some or all of the slaves fleeing the Villa. Unfortunately for the raiders, the people of the Villa are now heroes surrounded by real heroes, namely the PC party. They won't be fleeing anywhere and the PC party will encounter these guys soon. So could the elven war party, which could make things interesting.

The last raider is walking home, to his farm.

Meanwhile, back on the myoparo, there are only 35 raiders and 10 slave rowers. All of the inexperienced raider/rowers have gotten lost on shore. Since the ship needs 15 rowers, the older raiders are pulling double duty and are very angry about this. Words have been said that can't be taken back and violence will erupt if they don't find something else to fight. So far, the only thing they have seen small enough to engage is the elven schooner. Things are getting dangerous on the ship, for everyone, except possibly the slave rowers.

(Hey, that adds up to 17 raiders... I am updating the numbers to add to 25.)

Who's Out There?

Ok, the characters are not all alone out there. These are 6 mile hexes, so there are a lot of unfriendly forces hanging out.

Closest to the party resting at the Villa del Vino is an NPC party. This group is unusual as they are made up of 3 elven spies/warriors. Eirien, Liscë and Turu have a couple of problems they need to solve.

They aren't supposed to make contact with anyone as they are spies. But they are wearing military uniforms. They were dumped off just south of the Fortezza Port di Nace during rough weather, because the horses were going crazy. The schooner that dropped them off is tailing ships and marking the tides. The spies are zig zagging the area making maps and avoiding people. They started with 3 horses but lost one, so they are in trouble. This is one of the horses found by the player characters. They don't realize it's an elven horse. 

The elves have spotted Jim, Felice and Felix riding their horse, exploring the area around the Villa. They intend to take the horse back. Elven horses are supposed to respond to a whistle. It should throw any unfriendly rider and return to the owner. Except Jim has been feeding the horse apples galore and the horse now believes Jim is his owner, so it doesn't respond to Turu's calls.

Jim is a zero level character and scout, so he hasn't noticed these calls. In fact, he has walked right by the elves several times.

Plan B. Solve two problems at once. Knock Jim off the horse and steal his clothes. One of the elves will get a horse while someone gets a non-military outfit. Jim's clothes are not much of a disguise, but at least they are not military uniforms.

They do know that Jim has a bow and that he is kind to the horse. He is also not much of a scout, as he has trotted by them several times. They will use Shield to protect themselves from the bow and try to use Floating Disk to prevent Jim from cracking his head. They think they can overpower him and rob him without killing him.

We shall see.

Why hasn't the schooner come back? I'll cover that in the next post.

The Misunderstandings So Far

It looks like we'll get in a game session this weekend. The whole thing petered out two months ago, so I need to refresh myself with what is happening.

The Emperor's Council hired the players to head south and gather intelligence on a Keep. The Council was willing to pay the characters 1d6x100 each for this mission. Additionally, the characters were supposed to buy a ship using 4000 gps cash and a script for 36,000. The ship should be left at the southern port as reinforcement.

What actually happened was, no one mentioned the ship, the characters thought that the 40,000 gps was their pay and that more money will come after the adventure. Since 40,000 gps was put on the table from the get-go, the party thinks the reward will be on the order of 100's of thousands of coin.

The party purchased a modest 1,400 gps worth of supplies, pack animals, horses and wagons using the 4,000 coins they were given. Additionally, they are flashing around the Emperor's signature at the bottom of the script, like it means something more. Most people they have met believe that this IOU from the Emperor is some sort of warrant, order or title. They can't or don't want to read it.

The party has no idea that this is the general interpretation of an IOU letter in the Emperor's hand. They believe they are honoring the deal to the best of their ability and people want to help them.

The Council is a bit confused by all of this. Since the players never inquired as to their pay, the Council believes that they are dealing with professional, super-patriots. There has been some back and forth about either not paying them at all, killing them off or rewarding them handsomely with titles, land, military ranks and duties, etc.

The Council also believes the party is traveling by ship. Because of this misunderstanding, when the characters attacked the raiders at the Villa, the Council believe that the party destroy an enemy ship and killed as many as 100 raiders, not merely 5 guys left to fend for themselves. The captured raiders are rare prize. In the intervening weeks, the Council has received mixed messages from the Villa, which they find suspicious, but continue to believe the characters are on a ship.

The view from on high is not any less confused, but IS slightly better.

The primary reason for human/demihuman antagonism is human slavery. To the Elves and Dwarves, humans are evil because of their culture of slavery. They are only slightly better than the horde of sea-faring raiders who take and use slaves. Since the raider are mostly human, there is little reason for demihumans to look for differences. If this could be settled, the détente with the demihumans could turn to a real peace.

If only there was a way for the Empire to flip a switch and end slavery. The Emperor is willing, but there is too much societal momentum for him to simply command this. What he needs is an opportunity to unleash the manumission sects in the Empire, without setting up a palace coup.

Well, one good thing has happened. The master of the Villa was no friend to the Emperor. The man had hundreds of slaves on several farms around the port towns. Now that he and his whole family is dead, the Emperor has ordered the council to set up several more manors or villas in the area, operated by freedmen. This had been tried before, but each one failed because they couldn't compete with free labor. He has also ordered all the Master's slaves freed, for their service in the defense of the Empire. Thanks to the raiders and the PC's conflict, the Emperor now has a freedman foothold just south of the Capital.

The Emperor himself has taken personal interest in the battle for the Villa, the accused murderers Stephano and Trinculo and perhaps a Triumph for himself if they are convicted. Oddly, the Emperor is fair and good, so Stephano and Trinculo could be found innocent, which would make them a valuable set of prisoners as they are still thieves and brigands. Exactly which is better is a matter of point of view. If the party can continue to kill raiders and slavers, make promises they can't keep and complete the mission, the Emperor should come up smelling like roses.

Next, post: The Slowing of the Party.

The destinations, Tabletop, the Compass Rose Inn and Victory. 

Saturday, November 23, 2019

Elven Fire, 4th Level Magic User Spell

Elven Fire

Level: 4                                                                                                    Components: V, S, M
Range: 10"+1 per level                                                                            Casting time: 3 segment
Duration: Instant                                                                                      Saving Throw: Special
Area of Effect: One creature per level over 4

Elven Fire, like Greek fire is named for the culture that created it. The Elven Fire Spell will create one small bomb like projectile per level of the caster. These projectiles have a curious property that causes them to move away from objects and in to any open space. The magic user can force them into contact with a target by making a to hit roll at a -2. Each projectile does 1d6 points of damage, unless the target saves verse spells. A saving throw will reduce the damage by half. A target is entitled to a save for every projectile that hits them. Monks cannot deflect these projectiles but can dodge them. 

It is impossible for a miss to strike another object as they are keyed to a particular set of targets. Any misses will fizzle out as the go by the intended target. The magic user must declare targets at the moment of casting. They may redirect these missiles between the selected targets, but not add more targets as the combat round progresses. For example if a 5th level magic user targeted 2 ogres, if the projectiles downed the 1st ogre they could redirect all remaining missiles to the second ogre, but could not target a goblin that stepped out of hiding, mid-round.  

Initially, the caster will only be able to attack one target with an overwhelming barrage of 4 projectiles. At level each subsequent level, they can attack one more target. A 9th level magic user could attack up to 5 targets with 9 projectiles total, however they are not required to do so. The maximum range for a 9th level caster would be 19". 

Rather than burst like a fireball spell, Elven Fire will envelope the target. Although the projectile appears to as a flaming object, it is a magical force that will not ignite flammable items. While they appear as burning projectiles, they are not a good light source; they are only as bright as a torch. Each one will fizzle out in a single segment, whether they strike or not. 

Elven Fire will function underwater with no modification. Elven Fire does not do fire damage, so regenerating creatures will continue to do so after being damaged. 

Thursday, November 7, 2019

The Mac Is Not A Xerox Machine...

Back in June 2019, I released a scan of a Character Sheet I created back in the 80's.


I thought it was the best sheet I'd ever made or used. Still pretty true. You can pick up this one for yourself on DriveThruRPG. This file is pay what you want and it is strongly suggest that you use it before putting any cash down. If you like it come back and drop some change in the tip jar.

Tonight I was looking at it and wished that I still had the disc it came from so that I could have the deep black lines the originals had. Well, I don't have that no matter how much wish I did.

But I still have a Mac.

It turns out that either I have gotten much better at Mac Draw or the processing power of G4 is so much better than a 512K or Claris software has improved before its demise, that I can recreate this document. I started working on it tonight, I hope to have a new version done by Monday. Ah, Veteran's Day.

The new versions will be tacked on the old version of the file on DriveThruRPG, as a thank you to all the people who downloaded it. Many of you paid for it, and I really, really appreciate the support.

What you can expect is a faithful rendition of the old version, a new version with the classic 6 instead of 7 and a few bells and whistles add on, such as Acrobat Abilities added to the thieves table, a better encumbrance chart, AC chart, a space for mounts and pets, and a few other things.

Obviously, this will be more than one file. I might even make a faded version to match my scan of the original.

Sunday, November 3, 2019

Never Surrender?

Surrender or not, that is often the end of combat in D&D for the party or their enemies.

But what does surrender mean? Death? Imprisonment?

In history, there are many cases of surrender that end in neither death nor imprisonment. At the Battle of the Caudine Forks, 324 BC, the Romans walked into a trap. The Samnites, lead by Gaius Pontius trapped the Roman Legion in the passes with barricades. The Romans quickly realized their mistake and erected a camp. However, no attack was forthcoming. Gaius Pontius meant to wait until the food and water was gone, then accept terms.

However,  Gaius Pontius was too pleasantly surprised by this victory and sent a message to his father, Herennius, asking what he should do with the Romans. He hadn't expected this outcome. Herennius replied that Gaius should let them go. Herennius was a general in his own right, and this message didn't sound right to his son. The next message was much clearer: "Kill 'em all!" But Gaius was convinced that his father was going senile and sent for him.

Herennius arrived and explained that freeing the Legion and sending them on their way would position the Samnites and Roman for eternal peace through practical magnanimity. The other option, killing them all, would result in peace for a generation as Rome rebuilt it's legion to attack the Samnities.

Gaius Pontius decided on a third path, the yoke. Each Roman would be disarmed and forced to stoop under a spear lashed across the path home. Being wildly driven by honor, the Romans did this but marched home burning with anger. Either the Senate refused the treaty terms or merely waited until an excuse for war in 316 BC is unclear.

In either case, this appears to be a retelling of a tale from either the Punic Wars or a contemporaneous account of something Alexander the Great pulled off in his many campaigns. Truth or no, it establishes many cases where one side will let the other side to walk off relatively intact. Battles to the death in ancient times had a tendency of wiping out citizen farmers, which could result in massive disruptions of the economy or society of both combatants.

So, Herennius message is valid for gamers and generals alike. In the context of lawful or good characters, an honor bound solution is within the realm of possibilities.

Wednesday, October 30, 2019

52 Weeks of Magic - Item 35 - Lead of Calling

The Lead of Calling is a weak magical device used by country witches and sometimes huntsmen and trackers. The Lead of Calling will allow the user to call back a lost animal within a league of the wielder. The animal will take it's sweet time responding, often as much as 3 hours, but it will come. So long as the wielder's only intent is to collar and return the animal, the animal will behave as if it was charmed.

This Lead only works on domesticated animals, which does not include cats.

If the animal is more than 3 miles away, the Lead will indicate the direction to the animal.

There is a powerful and dangerous side effect to this magic item. If the animal is killed while on the lead, the holder will be struck down as if Mazed. They will be trapped in this maze until the animal is consumed, buried or naturally decays. The maze will continuously replay the animals last moments and the character cannot avoid this. There is no saving throw. The trapped person will also experience everything the animal's body experiences in death, from two perspectives, one of being the animal and one of being the Mazed watcher. They cannot starve, die of thirst or inclement weather in this condition. They may awake with one or more phobias or insanities from this effect.

52 Weeks of Magic - Item 34 - Aerialist's Skin

Flying is a little more than throwing one's self at the ground and missing.
This week's magic item is the Aerialist's Skin. This item appears as a rolled runner made of some sort of soft parchment. It feels slightly tacky and can be either brightly colored or a natural tone. It can be found at magic academies as much as at traveling circuses. The runner is laid down along a course or under the trapeze in lieu of a net.

The Aerialist's Skin somehow contains a fractional dimension, meaning that it acts like a net or trampoline. It does not need to be suspended like a net, the falling victim's body penetrates into the fractional dimension of the Skin, rather than the cold, hard ground. The Skin's surface is soft, with a lot of give. It will reduce damage from speed or falling by 6d6 or the equivalent of falling from 60 feet. The tackiness of the surface is amplified by speed and impact meaning that a person falling onto it will not roll or bounce off.

The Aerialist's Skin is unlikely to find its way into a dungeon, but it is an interesting "consumer magic device" which the general public will have a small amount of experience with. Wizards use it to learn to fly. Circuses use it as a safety device for high wire acts. Creative thieves and thief acrobats may find a use for it in cat burglary.

The material is flammable, so usually it is wet down before use.

Monday, October 28, 2019

52 Weeks of Magic - Item 33 - Mortar of Pestilence

The Mortar of Pestilence is a massive variation of the Wondrous Decanter. They stand 6 feet wide and 4 feet tall. The Mortar must be mounted on some sort of pivot. They are often found on castle walls as a defense. They can disgorge 100 gallons of water, like 3 bathtubs full, in one second. This will cause 1d6 points of damage on impact and will push the victim back 1d12 feet for an addition 1d6 points of damage. If the surface struck is a slope, the victim will slide further and possibly take more damage. The target area is about 10 feet by 10 feet.

But what about the Pestilence? One of the first attempts to use the Mortar involved oil. A couple of pours of oil worked correctly, but it was found that water was far cheaper. One of the Mortars was not poured and over time, the oil went rancid. The oil was impossible to light and within minutes everyone with in 120 feet was sickened, including the defenders.

Oil will go bad within an hour when put in the Mortar. The sickness is airborne and will require a saving throw vs. Disease in the first round of pouring for everyone within 10 feet of the Mortar or within the target area at the base of the wall. A failed saving will sicken characters to the point that they will suffer -2 penalty on all ability scores and a -2 to attack. Anyone who enters the target area will need to make a save, even hours later. This effect will be washed away by the next rain or by pouring water on it. 

The mortar can be filled by bucket or by Create Water spells. Usually clerics will have to work in shifts to fill the whole vessel by magic. Buckets are easier than magic and nasty materials can be added to the vessel. Oil is most common, but so is sewage. Any organic material placed within the Mortar will rot and spoil within an hour and causes the disease effect. Aside from water, any substance placed in the Mortar will become so foul it will be unrecognizable and often does not operate as it should. For example, poison will not be a poison on decanting, oil and alcohols will not burn and milk... oh god. Milk!

Pouring acid into the Mortar of Pestilence will demagik the device and it will bubble and spatter out of the container over a period of 100 hours. Everything in the area must make a save as if they were splashed by the acid.

52 Weeks of Magic - Item 32 - Wondrous Decanter

The Wondrous Decanter is often found in churches, temples and shrines. It is a utility item for holding liquids. Occasionally, the very rich will own one for home use.

The Wondrous Decanter will be filled with water when found. It can be refilled. It does not have charges. There are three ways of filling it: the normal way, going to the well or the stream and filling it up; the second way is for a cleric to cast Create Water; or using the Decanter as a part of the create Food and Water spell casting. 

In all cases, the Decanter will accept up to 36 gallons of water. When filling from a stream or lake as opposed to magic, the Decanter will fill to the brim with clean water in one round even if the source was muddy or fouled. It is not a perfect filter, the source liquid must be mostly water. It cannot take water out of another substances. If water is not the major component of the source, the Decanter will not fill.

One of the wonders of the Decanter is, it will not spill a drop. It will dispense 1 cup of water every 3 seconds. The stopper will seal itself if left unattended. This item is a +5 item when making saving throws. It may occur to characters to use it like a water bomb. It is often too hard to break to make this effective. If broken, all 36 gallons will gush out from the fragments over a period of a minute.

The last wonder is more for the sagely, the Decanter acts like a Bag of Holding for water. It is no heavier full than empty. The water contained within also has little momentum so that all 36 gallons can't be dispensed by accident.

These Decanters come in a variety of shapes, styles, and outward sizes. 

Sunday, October 27, 2019

RedBlade Character Generator Review

RedBlade is a super fast character generator for Dungeons and Dragons 3.5. This tiny piece of software is lightning fast and full featured. Don’t let the price or size of the package fool you.
The Base screen is all business. Down the left side are buttons to guide you through the process. Select a name, class, multi-class, adjust hit points, etc.


As you select items, the graphical interface displays changes. Click the Abilities button to continue.

Rolling abilities couldn’t be easier. But what kind of player would you be if you didn’t reroll? The program orders the rolls high to low. Assign the highest first by clicking the ability button and proceed through the numbers sequentially. Should you wish to make changes ability assignment, use the arrow buttons on the right.


The Class button displays all the class skills and abilities available. Since I have selected a rather plain fighter, nothing is displayed.

Skill selection is a breeze. There is a drop down box for class and Class skills and Cross Class skills. The software tabulates points to Class and Cross Class skills. The initial selection occurs on the center screen and more ranks are added on the right with the arrow buttons.

The Feats screen is rather ingenious; not only are bonus feats displayed in their own area, feats with prerequisites are greyed out. Hovering on a feat displays a blurb about it in the bottom box.


Languages are a snap with this software. Class and race are used to create a list of languages, the number available is counted off on the top box.


Shopping for equipment is fun; this is my favorite part of character generation. RedBlade breaks equipment down in to a dozen or more types and will display standard magical versions. The only oddity of this screen is the fact that coins are optimized to the minimum quantity. Silver is automatically converted to gold while gold converts to platinum.

The software allows you to customize equipment in the form of masterwork creations or non-standard magical items. It is very comprehensive.


Through out the software, helpful pop ups will appear and describe issues. Each is very clear. To resolve the issue below, you may add more money or click the “Buy for free” check box.
Each screen feeds another, so selecting armor under shopping calculates information for both the “Equipped” screen and the actual armor class.

The Equip screen allows for multiple sets of armor and weapons. It is intelligent, allowing for two handed welt weapons. This screen will create a series of armor classes and to hit numbers on the final character sheet.


One set of equipment is labeled primary combat kit. Using the Dropbox allows for secondary kits such as bows.
The magic screen displays all things magical. Typical this is reserved for inherent abilities. Our fighter does not have any so the screen is blank.


The spells screen divides spells into level and class.  It will allow you to “cheat” and obtain more spells than normally possible. It will also calculate any bonus spells based on race, domain, class or ability points.  It will display both known spells and spells memorized. There is a row for spell DC which I find to be very handy.


The role play section is all free form. Basic information is entered on this page.


A separated area is available for history.


The last area is for goals. If an area is omitted, it does not appear on the character sheet. No need for clutter, eh?


“Finished” gives two options, character sheet and save. The sheet is saved as an HTML file and clicking the sheet button will display it in your favorite browser software.
Since RedBlade uses standard HTML portability is not a problem. Pages can be opened in Word or converted to pdf to fine tune printing.
All and all RedBlade is not the most comprehensive character generator, but if you want to quickly crank out characters, this is the tool for you.

Saturday, October 26, 2019

Tales from the High-backed Booth

My wife and I were driving for the sake of getting out of the house. We were rolling through East Amherst, NY. My wife is recovering from arthroscopic knee surgery, so walking was out of the question but she had been in the house for far too long. So, a drive it was.

"Ow," she said for the hundredth time, for the hundredth pot hole on Transit Road.

"Sorry. Again," I said, "Also, for the hundredth time."

Kitty laughed a bit. "I wish it wasn't so dreary. And I wish I hadn't taken that hydrocodone."

"Well, if you hadn't taken that, I would have never gotten you out of the house," I said.

"True. But still, I wish it wasn't raining." She sighed.

"There's a Tim Hortons ahead." I've never been certain if "Tim Hortons" is grammatically correct, or if it needs an apostrophe or if it was the Buffalo "S" running amok. Verbally, you can't tell the difference, but in writing it gets flagged by the spell checker, every time.

As I pulled in for our usual Timmy run, Kitty began musing.

"I should've put something in my stomach before that pill," she said.

"A muffin? Maybe a breakfast sandwich?" I offered.

"Hey, that's weird." Her voice was dreamy, distracted. "They turned that old tavern in to a temple."

SCREECH!

I didn't slam on the brakes, it was just the sound my brain made.

"What did you just say?" I demanded.

"That tavern, the one that looks like a barn. It's a temple, now." She pointed at a rough building across Transit Road.

The Peasant Dance by  Pieter Bruegel the Elder
It was an impressive structure, despite being so old. The roof was thatched and the second floor was made of reinforced wattle and daub, framed in dark thick timbers. The timbers were rough cut and stained, as was the central door. Around the door was more of that light colored wattle and daub and two matching holy symbols. A hex with an eye in the center and 7 lightning bolts radiating from the iris in every direction. 

What was especially odd was that the tavern's... er temple's other walls were made up of hay bales stacked up the rafters of the second floor. Someone had placed blue canvas under the bales to protect them from direct contact with the asphalt parking lot.

Kitty's eyes met mine and she sent one of those mental commands that only a spouse can do.

I swung the car around and crossed Transit Road. All six lanes, excitedly, but carefully. Equally carefully, I opened my wife's car door and helped her hobble to the entrance of the tav... temple. It was a trick getting her over the blue canvas, flapping in the wind and rain.

"Does it have a name?" Kitty asked.

"None, that I can see," I answered.

The door wasn't locked and we stumbled over the threshold; Kitty sucked air as her knee moved faster than the surgery would allow.

"Sorry," I said as I took her weight on my shoulder. Inside, by lantern light, I could see dark, rich colors and little else. There was a large rectangle, which I interpreted as a booth and table. We hobbled over and took a seat. We sat in the middle of seven high booths. For some reason, I moved to the seat across from Kitty, rather than next to her.

As I blinked in the relative darkness, I could see the booth backs were nearly six or seven feet high. We could only see a narrow slice of the room, like a hallway. Along the far wall was a high bar or a low wall. I couldn't tell which, but there was a lantern on that wooden bulk. The near wall was more interesting, it was made of hay. We both ran our hands across the prickly surface. A small tray of condiments was in the middle of the table, and inexplicably, there was a framed picture tacked to the hay bale wall. In the dark, I though perhaps the photo was of a couple or family standing around a table, but I couldn't be sure.

Kitty chuckled and said, "It's the Hydrocodone Tavern."

Unnerved by her chuckle I got up from my seat and moved next to her. A shadow loomed over us as a form blocked out the light of the lantern on the bar.

"Welcome to the Temple of the High-backed Booth." A zippo flared before my eyes. The friar lit a small candle next to the condiment tray. He was clean shaven, with ring of wild white hair around his head, but his scalp was bare, tonsured. He seemed to be wearing some sort of bearskin or perhaps a hair shirt. His boot steps were heavy thuds, even as he delicately shifted to the far side of the table to look at both of us. His look was full of judgement and appraisal.

He produced a pair of menus and two small black cups. Like the boots, they clunked solidly on the tabletop before us.

"I am Elder Bruegel, but you may know me as Peter." His voice was gravelly, like an old peasant's and his smile was slight like a wizened village elder.

"Diamonddraught from the Land, for the lady's knee. And Black Taquynian coffee imported from the Country of Torre, for the gentleman. Please consider your options carefully." He left the menus before us and faded back into the darkness.

"I'd say that was 'weird', but we're in an old bar turned Temple on Transit Road, ordering drinks," I said. "And there is a picture of the d'Amberville family standing around Stephen in a coffin."

"I don't want to know that. And I certainly don't want to drink this," Kitty indicated the cup before her.

"Yes, you do. Trust me."

She sniffed it. "It smells... powerful, clean."

I made a sound of assent.

"Trust me, it's better for you than what I have here. And this coffee is frickin' close to perfect." I fished around in the condiment tray for a half and half and raw sugar. A pair of percentile dice toppled out of the tray and there was a flare from my menu.

"What was that?" she asked.

"Something very good or very bad, I'm sure." I ignored the light from the menu and stirred up my coffee. I took a tiny sip. My whole face smiled as I remembered the last time I had this coffee.

"That good? You're face is going to stay like that if you keep smiling like that." Kitty tapped my nose and lips, smiling back at me.

"I haven't been to Elanith in forever," I said.

"Is that in Canada?" she asked.

"You need to drink, too," I said.

As I spoke she gently picked up the cup and sniffed it again.

"Trust me," I repeated.

She sipped the Diamonddraught and let out a deep, deep breath. Relief spread across her face. Although I had made her laugh and smile several times that morning, the creases of pain had let go of her forehead, dispelled by the giant's drink.

"Sir, the dice have been cast. Tell me your option." Elder Bruegel said. Funny, he had approached silently this time. It struck me as mysterious, the boots were gone, replaced by pointed shoes. A minor mystery I guess, because there was never any explanation.

I opened the menu and looked at it. It was blank but for one glowing line. I nodded at the option and it seemed fitting. Before I read it back to him, I asked a question.

"Elder Bruegel. Peter, sir. What is this place?"

"This is the Temple of The High-backed Booth. It is the place where one goes when one does not know what campaign they are on. It is the starting place of many adventures. But for people such as you, it is a resting place between adventures. As you know, at the level you two have attained, there is no magic and no miracles, but the ones you make. It is time for you to read me your selection," Elder Bruegel said.

Reassured, I read to him from the table in the menu.

"Number 67-68. Scout. The Son of the Miller," I read. I was pretty sure that if I had counted, there would be have been forty-nine blank spaces around it.

"So your adventure begins. Do you know what it means and what you must do?" Elder Bruegel asked.

I nodded.

"Do I get to roll?" Kitty asked.

"No. Any number of casts may be made in The Temple of the High-back Booth, but you are bound together in life and in this adventure," he said.

Kitty did not look happy at all. She was very disappointed not to be allow to play.

"My lady, it is very well, it more than suffices. Have faith. Take a chance today, like you did when he asked your leave, years ago," he said.

We only had a moment to hold hands and exchange nervous glances before Elder Bruegel returned with our food. He placed a covered platter before each of us and handed me a small bundle. It was made of parchment and wrapped with a wax sealed ribbon. Inside, I could feel cool metal.

"Do you know what to do?" Bruegel asked.

"Yes. I do." I answered. Before he could leave, I asked him for a blessing.

"Tireless guardian on our way,
"Thou has kept us well this day,
"While we thank thee, we request,
"Care continued, pardon, Rest."

"Thank you, Elder," I said. "That was beautiful."

Kitty smiled at him and he excused himself. That was the last we saw of him.

"Oh! It's perfect!" she exclaimed. It was a plate of strawberries, chocolate, tiny muffins and jams. "What did you get?"

"Bread. Want some?" I asked, but I already knew the answer.

She nodded and I broke it into pieces to share. She slather them with jam and we ate together, sipping our drinks. Just like we did on our honeymoon at Disney. The little jars of jam even had little Winnie the Poohs and Piglets, just like the jars in Disney did in 2001. I glanced around, half expecting a castle view out the window, but there wasn't even a window. A Disney Honeymoon is fantasy and this was real life.

"Is that the bill?" Kitty asked as she tapped the small package.

"Its... a form of payment. We paid in advance, I guess you could say." I answered as best I could. "We have to run the message to receive the reward."

As we drove home, the rain abated. Everything seems so much lighter and not just the sky. We felt lighter inside.

I gave the package to my son Paul, the scout.

Kitty asked, "What is it?"

"I don't know. Will see when it is done," answered Paul. He ran off to his bedroom with Elder Bruegel message.


Later that night, long after bedtime, Paul was done.

"I never would have gotten into models and games, if it wasn't for you dad."

I smiled. "I said the same thing to my dad. Probably more than once."

"It's a windmill," he said.

"What does it mean?" my wife asked.

"I think it is a sign. Millers used to be a place where people went to negotiate, with the actual miller-man acting as the moderator. It's a good thing to be, kind of the linchpin of society." I said.

"I don't care about that. I would like any thing you brought for me," Paul said.

"He's my boy, through and through," said Kitty as she gave him a hug.