Sunday, December 22, 2019

52 Weeks of Magic - Item 39 - The Miller's Device

The Miller's Device is small hand held box. It is used to grind grains to flour. It is typically found in the homes of the very rich. It will grind enough flour for one day's baking needs of the house. These items are usually proportional to the size of the household, but as households change, sometimes the device will be to small or large for the house it supports.

The device is self-driven and can be left unattended, except in the case where it is too small for the house and needs to be refilled with grain. The functioning of the device creates a loud grinding sound and moves on it's own. It can mill enough flour for the house in 4 hours, even if it needs to be reloaded several times.

The device merely grinds grains, it does not create anything.

52 Weeks of Magic - Item 38 - Ponderous Crampons

Just like the name implies, the Ponderous Crampons fit over boots and secure a climber to a surface. The Ponderous Crampons allow someone to walk on not only ice, but also on walls and ceilings. Movement is limited to a prosperous walk. This device causes each footstep to resound like a giant metal shod foot. The user will behave as if gravity is pointing at their feet, but any item released will fall in the correct direction for normal gravity.

The user is slowed incredibly and cannot sneak up on anyone. However, if they are motionless and on a wall or ceiling, they will receive a +1 to surprise. In combat, the wearer loses their Dex adjustment if standing on the ground. However, the bonus returns if they are standing on walls or ceilings. This is due to the novelty of the situation, not a return of speed. Likewise, thieves attempting to hide in shadows receive a +10% bonus if they abandon the floor for another unusual surface.

The Ponderous Crampons lock firmly on the feet with a sort of crank like contraption. It takes two rounds to don them, but only 6 seconds (a segment) to remove them with the release switch.

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.