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.

Reality to Fantasy and Back

I want to explain some of the fantastic and mudune items that appear in my last post. This piece felt like a bit of Ready Player One. There are many references which may be unclear.

  • On Transit Road, in East Amherst is a former bar converted to a Church. I have no idea what kind of church, but there it is. My wife really did point it out to me. 
  • In Buffalo, it is common for people to tack on an "s" to words that should not have them. "Anywheres" is a horrible one, but we also say things like "Federal's" for "Federal Butch Shop". It's not entirely clear if we think that Mister and Missus Federal own the butcher shop or if we think we need to add an apostrophe because we dropped whole words. "Timmy runs", "Timmy ho's" and "Tim Hortons" are some of the more common language butcherings we perpetrate. 
  • The Peasant Dance and The Peasant Wedding by Pieter Bruegel the Elder are the source of many of the references in this story. If you enlarge the picture on the right, look at the two men carrying pies on the unhinged door. There is an extra foot or two people have 5 feet. The foot is wearing a shoe which doesn't match the boots of either men. Mysterious, eh? 
  • Fact: The very high booths are a reference to a bar named McBee's. (Again, that damned Buffalo "s".)
  • The picture on the wall matches McBee's style and mirrors Bruegel's styling of the Wedding painting, but is actually an image from the classic D&D module, X2 Château d'Amberville.
  • Bruegel is referred to as "the Elder", but he wasn't a friar or anything. 
  • Many of Bruegel's paintings depict The Church in a questioning way.
  • "Diamonddraught from the Land" is a reference to the Thomas Covenant Chronicles. It heals people. 
  • "Black Taquynian coffee imported from the Country of Torre" is a reference to the game Gemstones IV. 
  • Gemstone IV is entirely textual. Actually consuming coffee from a text game would be weird. 
  • The coffee referenced can be found in the town of River's Rest or simply "the Rest", which is referenced in the blessing prayer potion of the text. It is the reason that one word is capitalized after the comma. 
  • Elanith is not in Canada, it is the fictional world Gemstone IV and DragonRealms takes place in. 
  • The menus and dice are a reference to the many tables in various RPGs. 
  • "Scout. The Son of the Miller" was meant to sound like the name of a Tarot card. 
  • One of the ways of gaining experience in Gemstone IV is run messages. Destinations are random, as is payment. 
  • The die rolling is kind of reference to The Deck of Many things and how it is presented is how a Deck of Many things might work for a married couple. 
  • The blessing is a reference to classic Cub Scout and Boy Scout meal time prayers. My son is a Scout and lifeguard at a local camp.  
  • I'm a teacher who has taken over a classroom from an excellent teacher and mentor named Ms. Miller. This has happened at two different schools, three times. Weird how that happened. 
  • There is only one magic item table with an entry for 67-68 in the Efreet DMG . It's the Armor and Shield table, Splint Mail, +3. 
  • Believe it or not, passing down tradition like D&D has been going on for 3 generations, with more to come.