Aware Air
Level: 3 Components: V, S, M
Range: 0 Casting time: 1 segments
Duration: 6 rounds Saving Throw: None
Area of Effect: 36"
Being caught in melee is an occupational hazard for magic users. Aware Air gives the spell caster a supernatural ability to track threats out to 36" (360 feet indoors, 360 yards outdoors). Casting the spell takes but a single segment, but precludes attacks and other magic for the round of casting and the next round.
Aware Air will alert the magic user to moving targets in a 360 degree sphere, regardless of line of sight or illumination. This awareness gives them a bonus of 1 to AC and also means that moving targets cannot flank or sneak up behind them, even if hiding or invisible. They can't see details of the invisible person, only the fact that something is there. The spell will give the caster a bonus of 1 against illusions as it is one more point of data to allow them to disbelieve it.
The caster is aware of trees, bushes, etc. moving in the wind but will filter them out as non-threats. If the caster is in a body of water, they can only see above the surface. Moving liquids are opaque to this spell. Casting this spell underwater is ineffective, however it will create a sphere of airy water for two rounds before dissipating, out to 36".
The caster is NOT aware of non-moving targets. They cannot see barriers, meaning there could be a wall between them and the tracked target. In respect to flanking and backstabbing, if the enemy is already in position, within reach to attack and motionless, the mage will NOT see it coming. They do keep the bonus to AC. Likewise, the spell doesn't reveal traps because they typically don't move until sprung.
Creatures that teleport cause the caster duress, they will jumps-startle when something teleports within the sphere of the spell. This completely breaks their concentration. Blink dogs are particularly distressing. When fighting Displacer Beasts, the mage will see two copies of the creature and will be unable to detect which is real until someone either makes or fails a strike on the beast. If an Air Elemental is within the range of the spell, it will be the ONLY target tracked. Air Elementals in range of the spell can speak directly to the caster, as if they are whispering in their ear.
If the caster moves faster than a jog, they can only detect targets to their front and in their path of travel. If the caster stops running, the spell becomes a spherical effect again.
The material component is a feather plucked from a living bird. Found feathers do not count.
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Wednesday, October 16, 2019
Never, Ever Do I Ever... Horses, Drownings and First Aid.
I never let my characters have a skill called "horsemanship", "swimming" or "first aid". Know why? Killing a player because they don't have these skills is painful. Boring. Nothing is worse than being in bored and in pain. I wrote a book just for that reason.
If a player wants to role play that they can't ride a horse, the other players can cart him around like a bag of oats. No need for silly rolls. I'm not prepping a campaign for players where one of them wants to die of a horseshoe to the face.
How hard it is it to jump in the ocean in a full set of plate armor, shield and sword? Super easy. Why roll? It's obvious as to what happens next.
One time, I amused myself with this very scenario by having the player to roll a four to succeed. As an epic battle of life and death raged around him, he was the only person not in on the joke.
"No... you're still aliv- er, hanging in there... keep rolling..."
I have this rule that characters aren't dead until they hit -10 hp and once you hit zero or less, you lose one point per round. Anyone attending to that character stops to the hit point drop. It creates an interesting scenario where the wizard drops to -4 hp, and all the way down to -7 before the cleric hits him with a cure light wounds for 4 points leaving them at -3 until they heal naturally. It's a couple of days before the wizard wakes up.
No need to screw any of the characters by telling them the medic couldn't figure out the arrow was the problem due to a bad roll. This is realistic for some reasons and total BS for others. In the Middle Ages, if you didn't respond to treatment, they'd bleed you. Save vs. Barber? No thanks.
Why do this? Because I like to reuse bad guys. A dude with a club isn't assured of killing someone with it unless they beat that person downed and beyond. If THAT doesn't occur to the players, well, I can be lazy with their enemies and they can have endless rematches with opponents. My NPCs can have names.
Which is more legendary, beating someone to death in a dark, dank, dungeon or having a horde of people who refuse to fight you because they don't want to be whupped again, third time this month?
In my last aborted campaign, the "heroes" hacked apart 4 raiders that wouldn't surrender and took two captive. The captives were obviously intimidated by the PC's bloodthirsty treatment of their friends. Although the campaign ended, one of the players put two and two together and realized that the prisoners were the ones responsible for most... actually all of the raiding parties kills in the village. The 4 guys killed were a patrol that didn't mix it up with anyone. They let the wrong people live.
Trust me, that would have come back to haunt the party.
The lesson is, don't give people stupid skills.
Tuesday, October 15, 2019
#Inktober2019 collision - D&D meets Ink
This is an inktober2019 collision. I've been working on a map of a Roman themed city called Nace for a D&D campaign. The characters found a villa, but I really didn't have any idea of what it looked like.
#Inktober2019 Update - Tiny maps
I'm still working on Inktober projects. I have started doing tiny maps. Sometimes, when you are working on a large product, taking a break and doing something against the grain is helpful or at least destressing.
This is a motte and bailey castle layout, as yet uninked.
It's a copy of one of my dad's castles, a type of shell keep. While it won't end up in one of my D&D campaigns, the finished item could be good for yours. I'll scan it when I'm done.
Enjoy.
Update:
This is a motte and bailey castle layout, as yet uninked.
It's a copy of one of my dad's castles, a type of shell keep. While it won't end up in one of my D&D campaigns, the finished item could be good for yours. I'll scan it when I'm done.
Enjoy.
Update:
Ooo... Blogger App Update
It looks like they updated the Blogger app. It looks more modern.
the old app had a bug with large pictures, so I'll use this screen shot as a test.
It didn't work. Blogger is still restricted to 400k.
How about a Crusader Castle?
Dad is a busy guy. How about a tour of a Crusader Castle today?
Mom and Dad live down south so I don't get to see them much. We do talk via email and Facebook. You can follow him over there and get your own, more immediate updates rather than just the castles I like.
Mom and Dad live down south so I don't get to see them much. We do talk via email and Facebook. You can follow him over there and get your own, more immediate updates rather than just the castles I like.
It's impressive from an angle. |
And the side. I suspect this is fairly small, perhaps a little less than 3 feet by a little over 4 feet. |
Dad works in Styrofoam, but then adds details of plastic and wood. He skims the structures in plaster to get that texture.
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As you can see, he uses a simple dry brush style. |
Note the difference from the stonework on the bottom of the walls vs. the plastered look of the top. |
One of the painting tricks I picked up from my Dad was an item will look realistic if it repeats the colors from the surrounding terrain.
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You can see the castle shares the same colors as the rock it sits on. |
This building is obviously worn, another technique that makes an item look authentic. |
This angle shows the details of the stairs and such. Funny, this model is made for figures on bases, so their tiny feet can never reach the stairs.
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I'm going to leave the last couple of images comment-less, but check out Classical Hack on the web or over on DriveThruRPG. |
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Monday, October 14, 2019
A walk down memory lane... thru a Motte and Bailey Castle.
The Shell Keep | ||
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My dad has been a gamer since he was a child. His collection of books, resources and material is unsurpassed. When I was in high school, I needed to write a report on the Middle Ages. Obviously, he wanted to help. What I didn't expect was, he told me to bring my whole class. A horde of kids came in to our house for a lesson on the Middle Ages. Hand on, armor, swords, models, books, and history. On whim. |
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He was always like that. When I was a toddler, I recall a massive Motte and Bailey castle in our living room. And some times part of the dining room and kitchen. It was a huge undertaking.
I have no idea where that castle went, perhaps it was broken in our many moves from the projects in Lockport to the Eastside of Buffalo and finally to Tonawanda. It wasn't the only castle he had, it was one of dozens. |
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This one is 4 by 3 feet. It's tiny compared to some of the work he has done. |
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If you want to see more like this be sure to check out my dad on Facebook and on the web. Classical Hack on Facebook Classical Hack on the web |
Sunday, October 13, 2019
Update for Zero to Hero: Uncommon Commoners!
Send out the criers and the messengers. Have the herald hoist the flag. Zero to Hero: Uncommon Commoners has been updated with several new classes, some campaign notes from history, and many rewritten sections for clarity.
Ever wonder what the difference was between a papermaker and a parchminer? How about a leather worker, a lorimer and a tanner? What is ostracon? What is the difference between amate and papyrus? All updated to answer your questions.
I was thinking of holding off on this until November, but had the chance to get things done this week.
Everyone who purchased the old product can download the new product from their Library on DriveThruRPG.
If you haven't looked at Zero to Hero: Uncommon Commoners, let me tell you what it is and is not. In B/X and AD&D, characters were permitted professional skills to supplement their backgrounds, with nary a word on what those skills would be or how they would work. After decades of play and having my players want to have useful and memorable NPCs or codified professional skills, I wrote a set of rules to outline many common professions in historical times.
This expands in the information from D&D and AD&D, in a way that is very different than "skills" or "feats". Each commoner class member can advance up to 5 levels, from apprentice to master with hard work. Level determines the ease of success when operating as a professional class. Each class has distinct tools and skills, and where crossover exists, I have explained how these characters would work, while leaving the rules open to interpretation so they can fit into any D&D or AD&D campaign.
There is commentary on economies, hiring, firing and all other aspects of gaining skilled tradesmen. Make no mistake, these are not alternate adventurer classes, they supplement the player characters, not replace them. It is not a sieve or character filter. In fact, this rule set can rescue hopeless characters and save you time at character generation.
It also answers some age old dilemmas about who can do what and why.
Price at PWYW, this rule set can enhance your campaign. Go ahead, give it a try.
Ever wonder what the difference was between a papermaker and a parchminer? How about a leather worker, a lorimer and a tanner? What is ostracon? What is the difference between amate and papyrus? All updated to answer your questions.
I was thinking of holding off on this until November, but had the chance to get things done this week.
Everyone who purchased the old product can download the new product from their Library on DriveThruRPG.
If you haven't looked at Zero to Hero: Uncommon Commoners, let me tell you what it is and is not. In B/X and AD&D, characters were permitted professional skills to supplement their backgrounds, with nary a word on what those skills would be or how they would work. After decades of play and having my players want to have useful and memorable NPCs or codified professional skills, I wrote a set of rules to outline many common professions in historical times.
This expands in the information from D&D and AD&D, in a way that is very different than "skills" or "feats". Each commoner class member can advance up to 5 levels, from apprentice to master with hard work. Level determines the ease of success when operating as a professional class. Each class has distinct tools and skills, and where crossover exists, I have explained how these characters would work, while leaving the rules open to interpretation so they can fit into any D&D or AD&D campaign.
There is commentary on economies, hiring, firing and all other aspects of gaining skilled tradesmen. Make no mistake, these are not alternate adventurer classes, they supplement the player characters, not replace them. It is not a sieve or character filter. In fact, this rule set can rescue hopeless characters and save you time at character generation.
It also answers some age old dilemmas about who can do what and why.
Price at PWYW, this rule set can enhance your campaign. Go ahead, give it a try.
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