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.