Sunday, May 12, 2019

52 Weeks of Magic - Week 21 - Potion of the Lionhearted

The potion of the Lionhearted appears to be some sort of healing potion. While it can heal humans and demi-humans, this is not how it was designed to be used. If quaffed, it will heal 1d6 points of damage, sustain the drinker for 3 days without food or water and provide a +2 to saves vs. extreme (natural) temperatures. A single flask of the stuff holds 21 doses.

Should someone attempt to imbibe the whole thing, they will find that they cannot do so. The power of this fluid is so much that any creature will avoid taking more than a single sip per day. This should be a clue that this is the wrong usage. Any spell caster will realize this at a single sniff. Paladins and rangers may be able to identify the potion at a glance.

The Potion of the Lionhearted is used in times of desperation. The potion is supposed to be diluted in holy water and sprinkled on food and drink. If used correctly, once dose will be enough to cover enough food and drink for 100 men. If anyone takes a single bite or sip of food so treated, they will recover 2 hit points, be sustained for 24 hours without other food or drink and will feel refreshed. Other names for this potion are "Siegebreaker", "Ironheart" and "Hope". 

The potion can only be created by a Paladin and a Ranger working together. While it contains a number of unusual ingredients, the hardest items to obtain and process are 500 pounds of fruits, herbs and vegetables collected by a Ranger. These materials are reduced over a flame for 21 days. The Paladin must pray over this concoction and the prayer must include the words: "care", "pardon" and "rest". Obviously, these potions are prepared well in advance of the need and are often stored for emergencies. The potion never spoils or loses effectiveness.

This item is extraordinarily dangerous if consumed directly from the bottle. If more than 7 sips are taken over 21 days, the person will become addicted to it and refuse all other forms of sustenance. When the potion runs out, the victim must save vs. magic every day, for 21 days in a row. If they fail a roll, they will lose one point of Strength and Constitution. If either score goes below three, the character will fall into a coma lasting 7 days. If either of imbiber's scores falls to zero, they die. Should the person survive the experience, they will regain 1 point per ability every 7 days until they are fully restored. Drinking the potion again during this recovery period will restart the addiction. If the person consumes food or drink doused with the potion, the recover of ability scores stops until the effect wears off in a day.

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 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Saturday, May 11, 2019

Camp Scouthaven, Freedom, New York

I have such wonderful memories of Camp Scouthaven. As a child, I didn't stay in Scouts long enough to get into camping. Boy, did I want to and really regret it.

In 2014, my son Nathan and I went camping in Freedom, New York. Scouthaven in a massive campground for Scouts. On this day, we were "up on the hill", a test skill to end a scout's time in Webelos before moving on to Boy Scouts. On the last night at Cub Scout Camp, the oldest scouts go up on the hill for a little archery.

This isn't your typical archery range, it's action archery. Some of the targets move. Some of them are everyday things you aren't allow to shoot at under normal circumstances. Others are just plain fun distance shots.

Nathan loved MOST of it. The one that got him was a series of three lines with bells, a giant truck tire and a regular bulls-eye target behind it all. On his first shot there was a "tink-tink-thunk!" as the arrow struck bells, zipped through the tire and landed in the middle of bulls-eye.

Fifteen minutes later, he was crying. The problem? He couldn't hit 3 bells, thread the tire and hit the target with one shot. The range instructor told him "The bells are set up close, medium and far. You aren't supposed to hit three of the them, just one."

Nathan replied, "Why would do that to kids. I've been hitting two bells at a time and couldn't figure out why I couldn't get all three."

The range instructor asked, "Two bells?"

Nathan fired arrow after arrow into two bells, threaded the tire and hit bulls-eyes, flawlessly. Then he switched hands and repeated the trick. The range instructor was flummoxed. The only reason he could hit two bells was because the wind was blowing them into a line. "Okay, Hawkeye. Go to another station..."

Later, there was a bonfire. There is a whole story that goes with this event. I won't ruin it for you. No spoilers, but it is amazing. If you get the chance, you must see this.

That's enough for now. I'll come back and update with more details on the pictures below.














Sunday, May 5, 2019

52 Weeks of Magic - Week 20 - Helm of Aware Airs

This weeks magic item is an unusual helm for arcane spell casters. The Helm of Aware Airs is made of tin, copper and iron. It reduces AC by 1, a magical effect. The helm has no opening at all, so the wearer is physically blinded, deafened, cannot smell or taste anything. It's purpose was to prevent the casting of spells by magic users. It will block spells cast by rangers, magic users, witches, sorcerers and illusionists. If the wearer is unrestrained, they can remove the helm easily. It was obviously meant to be used on someone who was restrained.

It does not prevent the casting of spells by clerics, bards, shamans and paladins. Some deities take considerable exception to people who place these items on their temporal proxies. The consequences of such displeasure is up to the DM in charge.

The helm has several useful side effects. First, the helmet will allow the user to see/sense every living creature within a 100 foot radius, though walls and barriers, even if the targets are hidden or invisible. Living creatures appear as glowing, ghost like shapes which become more indistinct over distance and intervening materials. Someone in the helm will sense barriers and walls a fogginess in front of living beings.

The wearer cannot be surprised by living creatures. This useful feature is mitigated by the fact that the user only has a hazy awareness of non-living objects, barriers or walls. They can sense enough to walk, hands out before them, but they have a -4 to strike or perform any task that requires the senses blocked by the helmet.  Without a living creature to orientate on, the wearer cannot sense walls and barriers. The helm does not impact the users ability to defend themselves from living things at melee ranges, the wear still receives an AC bonus for Dexterity. This does not apply when the attack comes from a non-living creature or a missile weapon.

If a potion is brought to the mouth area of the helmet, the wearer will know if the potion is magical, poisonous, or mundane and know if it is safe or unsafe to drink. The wearer will not know the purpose of the item. Alcohols register in a unique fashion due to the nature of the beverage.

The helm renders the wearer invisible to all undead but does not reveal the presence of undead. Intelligent undead can guess the wearer's presence, but have a hard time tracking the wearer if they stay motionless or move quietly.

The history of the helm is lost. The obviously usage is to force a magic user to wear the helm while restrained. The loss of sight and sound while remaining aware of living threats was probably a happy benefit when forcing confessions from witches and the like. Player characters will probably find other uses for it.

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 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

52 Weeks of Magic - Week 19 - Staff of Eyes

The Staff of Eyes grants the user infravision and ultravision when held like a torch. Additionally, the user's eyes will glow like a cat's eyes while using the staff in this fashion. The device emits no light. This effect takes some time to get used to so the wielder will be at a -2 to hit the first 3 times they experience this effect. Since the effect requires no charges, the wielder will probably do this long before going into combat. Once the user becomes used to the device, they will crave this type of vision. To stop using the effect, the wielder must save vs. magic to stop. One attempt per day can be made, usually first thing in the morning.

The wielder is able to cast a light spell at the cost of one charge, however the staff will not allow this spell to target creatures eyes. For two charges, the user can cause a flare-like missile to shoot from the staff into the sky. The effect lasts three rounds and is as bright as daylight.

The flare does no damage if it hits something or if fired inside of building, cave, etc. If fired indoors, the light bounces around in a very nonsensical way and the swaying shadows and light causes all people within the area of effect to suffer a -2 to hit with melee weapons and a -4 for missile weapons. This even affects the wielder.

The staff also has a defensive nature, it will absorb spells targeting the casters eyes, such as blindness, light, dark, power word blind, etc. This consumption of spells restores charges to the staff at a rate of one per level of the spell cast. If the staff absorbs more charges that it normally holds, the orb and the caster's eyes appear to burst into flames for one hour per charge over 50. This is uncomfortable, but not damaging to the holder.

It is not possible for the person holding the staff to recharge it by casting spells at themselves. Any attempt to do so will give the user a bad feeling and if the caster persists, the effect of the spell cast will be permanent until "remove curse" is cast on them.

This staff is rather light weight but can be used as a weapon. It is +1 and will do 1d4 +1 if held one handed and 1d6+1 if swung two handed.

The orb at the top of the staff will take on the color of the holder's eyes. The staff normally holds 50 charges. As the charges are used, the orb and the wielder's eyes become milky white which is only a cosmetic effect, it does not impact the user. The staff remains a +1 weapons without any charges, but all other effects end immediately. Once all of the charges have been used, it cannot be recharged by absorbing magic spells.

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 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Saturday, May 4, 2019

Opening Day at Six Flags Darien Lake.


I was the fourth person in the park! There was a family of 3 in front of me and they fired off a bunch of confetti cannons to mark the new sign.

I haven't noticed too many changes from last year. Skyscreamer has replaced the Vomit Log or whatever it was called. Good. 

The Preditor was out of action, I saw some workers on the tracks making adjustments or repairs. 

I stopped at the camp store and lounge. The only change I noticed was an uptick in beer prices at the camp store, which is still cheaper than everywhere else in the park and the fact that wifi is having problems in the lounge. Not too bad for opening day under a different brand.



Corfu, NY

I find myself traveling in Genessee county all the time for camp and vacationing. On of the better stops is on Route 77 and 5. This Tim Hortons has a nicely appointed sitting area, bathrooms and free wifi. They have an outdoor sitting area and charging stations inside at the big wooden table. When I need a coffee, breakfast or just a break this is my go to place. It's about 10 minutes from Darien Lakes State Park* and Six Flags Darien Lake.

*Did you know the lake at Darien Lakes State Park is called Harlow Lake?

A Forgotten Classic - The Dark Tower By Milton Bradley Company

As a child, I spent many hours attacking the Dark Tower. Back in 1981, this game was an incredible technological feat. Now, it seems rather simple, but I would kill to get my hands on one.

Game play was simple, up to four players adventured from their home citadel to find 3 keys to unlock the final battle at for the Dark Tower. Keys and three other treasures, The Sword, The Wizard and The Pegasus could be found in the 8 tombs and ruins around the map. At the Bazaar, players could purchase warriors, food, a Scout, a Healer and a Beast.

Warriors fight but could also carry gold for you, up to 6 bags each. If you ended a battle with more gold than you had warriors can carry it, you lose the surplus. Warriors also ate food. Up to 15 warriors ate 1 food per move, 16-30 ate 2 food, 31-45 ate three and so on. Moving without food caused the loss of one Warrior per turn.

On your adventures, you could make a safe move with no event occurring, get lost, encounter a plague, a dragon or engage in battle with Brigands. Battles were the most common event. In combat, if you won a round the Brigands would lose half of their force. If you lose a round, you lost one warrior. Winning or losing a battle could increase your gold, but if you didn't have enough warriors to carry the gold, you lost it. A Beast could carry 50 bags of gold, on top of what your warriors could carry. Getting lost caused you to lose a turn but if you had a scout, you could move again. When struck by a plague, you lost 2 warriors and possibly some gold due to carrying capacity being reduced. If a healer was purchased, you received two warriors instead of losing them. The dragon could wipe out 25% of your warriors and gold in one swoop. Having The Sword drove the dragon off and awarded gold and warriors.

The Wizard curse was a special event controlled by other players. When The Wizard was awarded to player, they could curse one other player. The curse transferred 25% of the other player's Warriors and gold to the cursing player. There was no defense and the effect was immediate. 

The Pegasus allowed a player to advance anywhere within the kingdom they were in. They could not use The Pegasus to leap over the Frontier. Any attempt to do so would result in a lost of the turn AND The Pegasus.

Once the player had all 3 keys, found in the other three kingdoms, they could advance on the Dark Tower but only from their home kingdom. Going to your home citadel with 16 or less Warriors would double your troops. You could repeat this, but only if you went to one of the other special places such a tombs or ruins before returning.

The assault on the Tower required the player to guess the correct order for the keys. The riddle showed a random key and the player would guess if it was correct. If it was, they had to guess the next key until the correct order was input. The game would display a random key, but the order was fixed in the system so that it would not change, making the process less painful than it sounds.

In the final battle, the number of Brigands was based on which of the three levels they players selected at the outset. Level 1 had up to 32 Brigands while 2 and 3 had 64. You could approach with up to 99 Warriors, but there was little point in doing so.

Tuesday, April 30, 2019

Pre-generated Character Sheets

I've started updating my layout again and loaded some pre-generated characters to the top tab. These are first and second level fighters and dwarves for Basic Dungeons and Dragons. I based them on the format from Ghost of Lion Castle, so there are three per pdf.


As I get around to digitizing some of the background NPC from my various campaigns, I will upload them to the character tab.

Sunday, April 21, 2019

13 days to go

Hello campers. It is 13 days until the opening of Darien Lake Six Flags Theme Park. This is the second time that Six Flags has taken ownership of the park and I can't wait for some changes and fear others. Only time will tell.

Whether you are camping, staying at the hotel or just riding the rides, it really is a beautiful place. I cannot wait for May 4th. I believe the water park will open May 18th. I hope to see all of you there. 

Saturday, April 20, 2019

52 Weeks of Magic - Week 18 - The 12 Stone Horses

A rumor is spreading about the 12 stone horses. Up the road and around the left hand bend is a meadow full of stone horses. They were not there last week. The statues are strange, each life-sized stone horse is posed as if running. The 12 horses complete a circle in the middle of the meadow, as if the herd was running around the center. What is particularly strange are the hoof-prints. It's as if the statues thundered in on their own.

Yesterday, they found the thief buried in leaves at the edge of the meadow. He is rough shape, he can barely talk. He said his friends had to go, they left him for dead. Scoutie said, "He buried himself to die." There are faint tracks of men and dwarves, and perhaps a halfling at the edge of the forest. But no tracks around where the thief was found. The thief is weak and delirious. He muttered strange things: 

"The fetlock... 'ware their breath."
"Your power is theirs."
"Speed is life. Speed is death."  

He is deeply sleeping, and if the gods are kind, he may recover. But not today. 

The stone horses are magical. Touching the horse's fetlock* will trigger the magic. The stone horse will come alive and breath on the character, then inhale them. As the person is inhaled, the detail of the stone horse will become more lifelike, but it will still have the appearance of stone. There is no means in this dimension or any other to locate the character inhaled. 

The horse will desire to run and will take the person to the destination of their choice, within a range of 12 hours. The horse will move over any terrain at 30 miles per hour for a maximum range of 360 miles. If the player has no destination to go to, the horse will run for 15 rounds and return them to the starting point. In either case, the horse will let out a nicker and exhale the character at the end of the run. 

The stone horses are unnaturally surefooted, they never fall or slip, and can run on any surface such as water or lava. They are effectively weightless. They do not fly or sink while in motion, but will not end their run on an unstable surface. They cannot inflict damage on themselves as a consequence of running. The stone horses can absorb up to 50 points of damage from blunt forces before being destroyed. Sharp weapons do but a single point of damage. Natural forces such as water or fire cannot damage them, but magic will. Magical attacks on these statues must be capable of damaging a stone item. Destruction of the horse disgorges any character inside.

Players within the stone horses are immune to damage, scrying, charm, sleep, etc. as if they were made of stone. People using the horse only has a vague sense of their surroundings and cannot use any of their abilities, natural or magic. 

The stone horse will not fight and will not willing touch anything on their journey. Usually the stone horse is fast enough to avoid most creatures and almost all creatures will avoid them. If someone forces the issue, the victim will take 3d8 points of damage on contact and another 1d6 points of damage from being knocked aside. Leaping onto a running stone horse is possible, but the person doing so will take 1d6 points of damage per round until they die or fall off. This is damage directly to the groin, so they will probably fall off and wish to die, rather than stay on and actually die. 

If hit with a stone to flesh spell, the horse will permanently come to life. If it is carrying a character, that person will appear on the horses back. The horse will behave as a loyal steed for them, for life. If the spell stone to mud is cast on them, the horse will deform but maintain it's shape. It will continue on it's journey at half speed and return to stone as soon as the spell duration expires. The spell passwall is devastating. It will cause the horse to momentarily vanish and the person carried will be disgorged from the space the horse once was, at speed. Worse, the CASTER must save vs. Death. The effect is as if the caster was struck by a heavy boulder dropped from a great height. There will be a splash. Once the spell duration ends the horse will reappear, usually behind the spell caster as if they ran through another dimension. Wish and alter reality can damage the stone horses, but the attacker will find that no equine will allow them to ride afterwards. Using wish or alter reality to benefit the stone horse causes no ill effects. 

The cost of this means of transport is constitution. On arrival at the destination, after the character has been exhaled, they will discover that they have recovered one hit point per hour of running. Additionally, for one round for every hour of running, their constitution has increased by one to a maximum of 18. Unfortunately, this is merely a temporary side effect. 10 rounds after the run, they begin to lose one point of constitution per round for every hour of running, unless they make a saving throw vs. magic. If their constitution falls below zero, they will die. If their constitution falls below their normal ability score, they will recover lose points at a rate of 1 per day. If the character ends up with a score higher than what they started, it will fade away within 24 hours. 

Characters with an enhanced score will gain all of the bonuses a high constitution normally conveys. If a character gains temporary hit points they can only be lost through damage or by the passage of 24 hours. Injuries suffered by the characters from this pool of temporary hit points are free. The damage will be magically transferred to the stone horse and will appear as weathering. This is repaired by the next rider's stamina.  

These horses may be used once per day, however due to the constitution loss most people cannot not do this without magical enhancement or healing. A second rider will be required to wait the 24 hours from the horse's last use. 

*Most people would call a fetlock an ankle, but is more like a knuckle. 

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 25b 26Shield of Force27
Coming Soon



Now, the commercial. I have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. Also on Drivethru is my custom character sheet for AD&D and Unearthed Arcana.

I am obviously thinking of writing another and Gnolls might be the subject. Please let me know what you think in the comments. 

Friday, April 19, 2019

52 Weeks of Magic - 17 of 52 - Missile Mirror


The Missile Mirror is a handy defensive item for spell casters, although any character can benefit a little from it.

The mirror is about 4" in diameter and has a rune of a satyr in a sun on the back. The front is concave and silvered. Used as is, the reflected image is distorted. It is intended that the user "black" the silvered surface over a candle, place it on a tabletop and fill it with water. This produces a crystal clear reflection. The device reveals some of it's magic by repulsing the candle black on command. The black residue forms a small pellet and can be dumped out. It can be used to make paints, inks, dyes or cosmetics. The pellet will have a value of one copper, so it is not a good source of money but will replace a candle or few.

Possession of the Missile Mirror will improve the owner's AC by 1. Anyone can benefit from this. Holding the Mirror out towards missile fire will improve a spell caster's AC by 3 (total). Additionally, spell casters will have a 40% magic resistance to magical missiles AND if successful at foiling such an attack, it has a 20% chance of reflecting the spell back on the caster.

Foiling magical missile attacks uses one charge. Reflecting magical missile attacks uses two charges. The Missile Mirror has 16 charges. The rays of the sun are a visual indicator of these charges and will pit and dent when a charge is used. If all of the charges are used up, the Missile Mirror will still provide a -1 to AC for simply having it and will still be a useful mirror.

The Missile Mirror can be recharged by a silversmith of great ability. By repairing the pits and dents on the rays, they are restoring a charge. While the mirror can be damaged by abuse, an attempt at recharging it will never damage it. Failure to restore a charge causes the smith's patch to bubble and hiss before being absorbed into the mirror's structure. The materials needed to repair each ray is 20 silver pieces or a like-sized slug, bar or ingot. The makeup of such repair materials doesn't matter, only the size or volume counts. Some people use spoons.

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. 

52 Weeks of Magic - 16 of 52 - Defender's Boss

The Defender's Boss is an unusual magic item. When found, it is approximately 4 inches around. It has an image of a lion painted on it and has a loop on the back as if it belongs on a chain or necklace. If worn in this fashion, it will improve the wear's AC by 1. If the wearer is a fighting type (ranger, paladin, cleric, etc.) who can normally use a shield, the Defender's Boss can be willed to grow to a maximum of 4 feet in size and it will act as a +1 shield. This is in addition the previous benefit of 1, for a total of two.

If the boss is used correctly and placed in the center of a shield, it will fuse to it and that shield will now be +3 and always magical. The shield will have the same ability to grow or shirnk as a the boss does.

If the shield is destroyed either by magic or a massive force, the Boss in entitled to it's own saving throw and if it succeeds, it will pop off the destroyed shield and be ready for use again in one day. If a smith or armorer attempts to remove it, it will respond to their desires and come off in their hands. No tools required nor will it lose it's powers.  

If this device is used by an assassin class character, it will not confer the bonus to AC for mere possession nor will it operate as a normal shield. When an assassin attempts to use it as a shield, it will grow to a full five feet in diameter forcing them to hold it with both hands or drop it. If held in this fashion, it will provide cover AND a +2 to AC. While recalcitrant to use by assassins, it will shrink or grow on command. 

If the boss is rammed into an opening smaller than it's diameter when fully deployed, the shield will squirm so that the boss is facing the character. If the shield is destroyed trying to expand, the boss will fall off the holder's hands. It does not want to be lost. Doing this will cause the item to lose it's magic for 7 days. 

If the lion symbol is painted over, any damage to the shield or boss will cause the paint to blow off, reveling the lion. 

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.