In an effort to revamp my maps tab, I am reposting as many maps as I can. These maps were created in Worldographer and have 6 mile hexes. The region below is rough the size of Italy.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Monday, September 2, 2019
Fall Pi Challenge!
I've had a Raspberry Pi sitting in my drawer for over a year. By December, I will be making use of it, using only parts and items I have on hand.
I am a junk accumulator, so if I can't do anything cool with this, I am going to pass it on to someone else who can and will.
Here is my list of things I want it to do.
I am a junk accumulator, so if I can't do anything cool with this, I am going to pass it on to someone else who can and will.
Here is my list of things I want it to do.
- Work with some sort of joystick, Wii or PS4. Preferably a Wii mote.
- It will work like Kiosk.
- The Kiosk will display the weather, date and time.
- The Kiosk will have a theme, like summer, winter, vacation, etc.
- The Kiosk will be changeable.
- It will play music from a source. I haven't selected the source.
- It will display pictures, from a source.
- It will display movies, from a source.
That's a pretty good list for now. Time to do some exploration of these topics to see if I can actually do this with code others have created.
Wish me luck!
Sunday, September 1, 2019
Oh, No You Don't! Unfettered Magic
All Magic Users (and only magic users) in my campaign have the inherent talent to read and control magic for their own use. Generally, this is limited to the magic user, his own items and knowledge. However, mages also have a darker, more dangerous power which can be used with great care.
Unfettered Magic
Level: 1 Components: V, S, M
Range: 3" (30 feet/30 yards) +1" per level Casting Time: Instantaneous
Duration: Instantaneous Saving Throw: Special
Area of Effect: One Creature
All magic users have the ability to defend themselves from magical forces, by the nature of their studies in their profession. Unfettered Magic is a dangerous defense against hostile magic users. The danger comes in respect to the possible level disparities of the defender and attacker.
A magic user can only cast this spell when they see another magic user begin casting a spell with a Casting Time of one segment or more. It cannot be cast in preparation - I.E. before the other caster begins.
As soon as the last symbol and word for Unfettered Magic is uttered and woven, the other magic user is entitled to a saving throw. If they are successful, the caster of Unfettered Magic also makes a saving throw. What happens next, depends on these rolls.
If the defender makes their roll saving, the caster of Unfettered Magic must make a saving throw to avoid taking 2 points of damage per level of the defender's spell. If they are unsuccessful AND they do not have enough hit points to survive this damage, they are burned to ash and the extra damage explodes in a 1" (10 feet or yards). People in this area must make a save for half damage. The magic user can't be revived to a corporeal form by any means short of wish. Casting resurrection or reincarnation will summon their ghost.
If the defender loses his saving throw verse Unfettered Magic, they immediately lose the spell they are casting and the caster of Unfettered Magic gains this spell, in all ways. They can cast it before the end of the round. If they survive combat, they can scribe this spell into their spell book. If they do not transcribe the spell within 24, they forget it. The magic user is not required to cast this spell at all, they can merely release the energy.
IF both magic users make their save, no damage is taken, but the caster of Unfettered Magic has his position revealed and is now know to be a hostile spell caster. The other caster has the option of targeting them immediately with their current spell instead of casting at their previously selected target. Range and area of effect may preclude this.
If there is a level disparity, say a 1st level magic user trying to divert a 5th level spell, the user of Unfettered Magic takes one hit point of damage per level of difference. For example, a 1st level magic user gains Magic Jar, they would take 5-1 points of damage, regardless if they used the spell at all. If this reduces their hit points to zero or less, they die. In this case, they can be revived by normal means and there is no explosion as the energy was directed inwards. Note: even if the caster dies, they may direct this spell before the end of the round.
When a magic user uses the Unfettered Magic spell, there is a cool down period where they may not work other magic. The duration of this is based on the level of the spell they attempted to seize. It is one round per level of spell. Redirecting a 7th level spell will result in a 7 round period where the magic user cannot use magic at all. While magic items will continue to function if they function continuously, like a +1 dagger or ring of protection, the magic user cannot use a wand, staff, rod, potion, or cause a miscellaneous item to activate. This limitation occurs on both success and failure.
Unfettered Magic can only be used on actual spells, cast by a magic user. It does not work on clerical, druidic, or illusionist magic, nor can it be used against spell like abilities or magic items, such as a wand of missiles. Non-magic user casters accidentally targeted by this spell will immediately know the location (even if hidden) of the magic user and have a choice to redirect their current spell on to them.
Since most low level magic users have relatively no chance of forcing a higher level mage to fail a saving throw, this is a desperation move, where death is better than not trying. Oft-times, low level magic users will do this when they are within 30 feet of a higher level caster, in the hopes that the explosion will hurt them. Higher level magic users can use this spell with virtual impunity but generally don't because of the cool down.
Unfettered Magic
Level: 1 Components: V, S, M
Range: 3" (30 feet/30 yards) +1" per level Casting Time: Instantaneous
Duration: Instantaneous Saving Throw: Special
Area of Effect: One Creature
All magic users have the ability to defend themselves from magical forces, by the nature of their studies in their profession. Unfettered Magic is a dangerous defense against hostile magic users. The danger comes in respect to the possible level disparities of the defender and attacker.
A magic user can only cast this spell when they see another magic user begin casting a spell with a Casting Time of one segment or more. It cannot be cast in preparation - I.E. before the other caster begins.
As soon as the last symbol and word for Unfettered Magic is uttered and woven, the other magic user is entitled to a saving throw. If they are successful, the caster of Unfettered Magic also makes a saving throw. What happens next, depends on these rolls.
If the defender makes their roll saving, the caster of Unfettered Magic must make a saving throw to avoid taking 2 points of damage per level of the defender's spell. If they are unsuccessful AND they do not have enough hit points to survive this damage, they are burned to ash and the extra damage explodes in a 1" (10 feet or yards). People in this area must make a save for half damage. The magic user can't be revived to a corporeal form by any means short of wish. Casting resurrection or reincarnation will summon their ghost.
If the defender loses his saving throw verse Unfettered Magic, they immediately lose the spell they are casting and the caster of Unfettered Magic gains this spell, in all ways. They can cast it before the end of the round. If they survive combat, they can scribe this spell into their spell book. If they do not transcribe the spell within 24, they forget it. The magic user is not required to cast this spell at all, they can merely release the energy.
IF both magic users make their save, no damage is taken, but the caster of Unfettered Magic has his position revealed and is now know to be a hostile spell caster. The other caster has the option of targeting them immediately with their current spell instead of casting at their previously selected target. Range and area of effect may preclude this.
If there is a level disparity, say a 1st level magic user trying to divert a 5th level spell, the user of Unfettered Magic takes one hit point of damage per level of difference. For example, a 1st level magic user gains Magic Jar, they would take 5-1 points of damage, regardless if they used the spell at all. If this reduces their hit points to zero or less, they die. In this case, they can be revived by normal means and there is no explosion as the energy was directed inwards. Note: even if the caster dies, they may direct this spell before the end of the round.
When a magic user uses the Unfettered Magic spell, there is a cool down period where they may not work other magic. The duration of this is based on the level of the spell they attempted to seize. It is one round per level of spell. Redirecting a 7th level spell will result in a 7 round period where the magic user cannot use magic at all. While magic items will continue to function if they function continuously, like a +1 dagger or ring of protection, the magic user cannot use a wand, staff, rod, potion, or cause a miscellaneous item to activate. This limitation occurs on both success and failure.
Unfettered Magic can only be used on actual spells, cast by a magic user. It does not work on clerical, druidic, or illusionist magic, nor can it be used against spell like abilities or magic items, such as a wand of missiles. Non-magic user casters accidentally targeted by this spell will immediately know the location (even if hidden) of the magic user and have a choice to redirect their current spell on to them.
Since most low level magic users have relatively no chance of forcing a higher level mage to fail a saving throw, this is a desperation move, where death is better than not trying. Oft-times, low level magic users will do this when they are within 30 feet of a higher level caster, in the hopes that the explosion will hurt them. Higher level magic users can use this spell with virtual impunity but generally don't because of the cool down.
Saturday, August 31, 2019
The Tek - August 2019 Stats.
August 2019 Downloads via DriveThruRPG:
AD&D Character Sheet For Use with Unearthed Arcana - 5
Compass Rose Inn Minisetting - 13
Kobold Folly Minisetting - 41
Zero to Hero: Uncommon Commoners - 9
Swashbucklers Character Class - 54
Webstats:
Blogger Pageviews - 5,638
Google Analytics Pageviews - 1,006
Google Analytics Sessions - 649
Pageviews per Session - 1.55
Amazon Stats:
Seller Central - 1 sale
Amazon Affiliates - 0 clicks, 0 fees, 0 bounties
Audible: 0
AD&D Character Sheet For Use with Unearthed Arcana - 5
Compass Rose Inn Minisetting - 13
Kobold Folly Minisetting - 41
Zero to Hero: Uncommon Commoners - 9
Swashbucklers Character Class - 54
Webstats:
Blogger Pageviews - 5,638
Google Analytics Pageviews - 1,006
Google Analytics Sessions - 649
Pageviews per Session - 1.55
Amazon Stats:
Seller Central - 1 sale
Amazon Affiliates - 0 clicks, 0 fees, 0 bounties
Audible: 0
I feel great about the Google Analytics numbers despite being less than a fifth of the Blogger numbers. In looking at what I did this month vs. other months, I believe that I have some insight into why the Blogger stats are so high.
I suspect that if something is a clickable element, say an ad or a picture, and someone views a page that contains those things, it will count both the post plus those elements. So one post with an ad and a picture counts as 3 page views.
My behavior this month has radically changed. First, I pulled in posts from 3 other blogs and made them live. There were 70 blog posts this month, an average of 2.25 per day. That is atypical for me and cannot be sustained. Also, I made myself post an image for every post. And finally, I added several new ads to the site. You can see the DriveThruRPG and Amazon ads down the right column, plus the Sponsor Ads tab for Audible and Amazon Prime. (If you can't see them, you have an ad blocker turned on, which is fine.) 5,593 pageviews as measured by Blogger in this context make sense. Analytics is also filtering a lot of garbage out, such as spam views.
So, what do I think I know? I think I can sustain a viewership of 500 sessions and 1.5 pageviews per session, so I think I can hit 750 pagesviews per month. So that is next month's goal.
I am now reviewing Amazon ad data. It might not be worth having any ads outside of DriveThruRPG.
UPDATE: On September 1st, I caught some data which might be enlightening. Analytics told me I had 30 pageviews across 9 different landing pages. Blogger said I had 60 views on ten different posts.
In looking at each post visited, I get the following numbers;
10 posts,
15 images,
38 ads or banners.
That's 63. Too many.
BUT when comparing landing pages to post views, I see that one post was in yesterday's data set according to Analytics. So, 63-4 is 59. But wait. There is one post that is a duplicate of an ad that appears on the right-hand side. +1 for 60!
I am now satisfied that blogger is counting every loadable element as a "pageview", while Analytics is counting the code where it appears, which is the post level. It doesn't add up entirely, but I am sure this is correct.
UPDATE Jan. 12, 2020. I've decided to add some images of my Google Analytics to this post.
August 2019 |
September 2019 |
Second Session Update - Who Knew What and When?
This session needs some picking apart because the players did the unexpected.
Again.
About a month ago, the Emperor's Council decided they needed to gain intelligence on the southern City of Tabletop. Tabletop should be a backwater town on the sea, but has evolved into a small yet vibrant cosmopolitan city which rivals the Capital itself. While intensely loyal to the Empire, the citizens of Tabletop like doing things their own way.
For example, they have their own unofficial legion, the 888th. It isn't a full sized legion, nor was it commissioned by the Empire. For logistical reasons, it numbers at exactly 888 men and women, human or otherwise. Eight hundred troops are about all the city can muster from it's 4-5000 residents.
Alarmingly, for the Empire at least, the town mustered it's legion and attacked several raiding forces brigands while defending against an Elven, Half-Orc and Dwarven incursion from the west. This unofficial legion, who does not swear fealty to the Emperor destroyed a series of brigand raids while cowing a significant Eastern force. Rag-tag auxiliary force, this is not. How did they muster so many people so fast?
It is disquieting to the Capital and the Emperor. More information is needed.
Two weeks ago, the call for spies went out. The Emperor's Council managed to block out all foreign spies and infiltrators from this very important work. The player's party was interviewed, hired and filled in on details of the operation.
Queue the reconcotion. The players were supposed to board a ship and proceed south. Instead they boarded wagons and set off east, before turning south. The players may go due south or hug the coast. Who knows?
This major hiccup made me rethink the scenario being played out. Time becomes important. The raiders and the Eastern forces of Elves, Dwarves and Half-Orcs are two different groups with no real connection other than stressing the Empire. Right now, the raiders are the more dangerous force, having had their attacks in the south blunted by the 888th Legion. That has pushed the raiders northwards, to the Capital.
The raiders had spies in the Capital and were planning on killing the party at sea. That didn't happen, so that force diverted to pillage small settlements on the coast. On the day before the party left the Capital, the raiders hit a settlement just outside of the Capital's control, north of the major city of Nace. They managed to capture or kill half the thorpe's population of 34.
At this moment, the raiders have a party of six heading south by land to check the status of Nace. Actually what happened was two raiders got drunk and are sitting in the thorpe while the other four rode south.
At the start of this session, the party encountered a pair of wild horses. They avoided the party, but then started following them. Clearly, these are domestic strays, not wild horses. Just outside the the thorpe, the party encountered a 3rd horse, saddled. This one they "captured". They can see the thorpe and are aware of the total lack of activity. Ambush time.
The players brought their wagons to the house outside the northern wall. Jaime, Jim, Megen and Gurwinder circled around to the south on horseback then abandoned the horses at the L shaped building. Rona, Melvin and Matilda, hid behind the north wall.
The raiders aren't too smart. As the party was sweeping the L shaped store house and barn, the two of them wandered out the villa with all kinds of food to greet their friends. The party captured them immediately. The raiders were expecting their patrol back at sunset, which comes and goes uneventfully. Everyone holds up in the barn, the wagons and animals inside waiting for the patrol.
The patrol arrives and death ensues. The patrol went back to the villa, where they left their drunken friends. The party decided to sneak up on them and ambush them with missile fire.
Instead, Matilda waltz up, party dress and all to start a sword fight. Let me mention that Matilda is a swashbuckler and her main skill is non-lethal combat with a pointy weapon. She can perform 3 non-lethal attacks per round, doing 1-2 points of damage each (weapon type doesn't matter). She can only do lethal damage on a 20, which allows her to disarm a person. If the other person doesn't flee or surrender, she can do a run through attack for double damage. She has more opportunities to score a 20 per round but never increases her number of attacks due to leveling. Alternatively, she can make one lethal full strength attack per round, but must roll on the thief or cleric attack table.
She downs one of the raiders because no one takes her seriously. The other three DO take that seriously and draw swords.
The rest of the party swooped in and the 6 to 3 battle was over quickly. Before anyone can stop them, Rona and Gurwinder killed off the four raiders. The hungover raiders traded information with Rona to avoid joining their friends. They know some villagers escaped and suggest lighting a bonfire. Megen and Matilda correctly surmised that a bonfire is a signal for the ship to come back. They light the bonfire anyway and Megen, Melvin and Matilda take off for the coast 2 miles to the east. I have decided that these two drunks are named Stephano and Trinculo. They are tied up in the storehouse, awaiting justice.
Once the characters reach the coast, Megen dresses up as one of the raiders and they wait for the ship. When it arrived, it signaled with a lantern. Melvin cast his light spell. Matilda marches Megen in front of the light. Silhouetted, she pushes Megen to the ground and goes through the motion of cutting her throat. The lamp on the ship goes out and it put out to sea.
The rest of the session was spent counting up loot, as the villagers filed back into the thorpe.
The characters increase their haul. They have 6 bastard swords, 6 short bows, 6 suits of chain armor, a ton of iron rations and 60 more arrows. They really are playing Oregon Trail, they have an inventory sheet for each wagon. They also managed to do some horse swapping with the villagers and end up with a new pony for Melvin while the villagers accepted 6 daggers and the 9 horses for their losses.
Some details that the party missed. The lord of the villa would be pleased with 9 horses, except he's dead. No one searched the villa. Who killed him? No one knows, yet. Also, 9 horses is great, but there were only 6 raiders. Where did the other three come from? And no one looked at the odd saddle on the third, extra horse.
Next time, I'll upload the raider's characters sheets plus sheets for Felix, Felice and Jim, who are verging on becoming player characters. Normally, I would have players handle NPCs in combat, but they specifically excluded them, on account of the loss of the chef and laborer in the last session. I want to say my players are good, but they are more pragmatic than nice.
Again.
About a month ago, the Emperor's Council decided they needed to gain intelligence on the southern City of Tabletop. Tabletop should be a backwater town on the sea, but has evolved into a small yet vibrant cosmopolitan city which rivals the Capital itself. While intensely loyal to the Empire, the citizens of Tabletop like doing things their own way.
For example, they have their own unofficial legion, the 888th. It isn't a full sized legion, nor was it commissioned by the Empire. For logistical reasons, it numbers at exactly 888 men and women, human or otherwise. Eight hundred troops are about all the city can muster from it's 4-5000 residents.
Alarmingly, for the Empire at least, the town mustered it's legion and attacked several raiding forces brigands while defending against an Elven, Half-Orc and Dwarven incursion from the west. This unofficial legion, who does not swear fealty to the Emperor destroyed a series of brigand raids while cowing a significant Eastern force. Rag-tag auxiliary force, this is not. How did they muster so many people so fast?
It is disquieting to the Capital and the Emperor. More information is needed.
Queue the reconcotion. The players were supposed to board a ship and proceed south. Instead they boarded wagons and set off east, before turning south. The players may go due south or hug the coast. Who knows?
This major hiccup made me rethink the scenario being played out. Time becomes important. The raiders and the Eastern forces of Elves, Dwarves and Half-Orcs are two different groups with no real connection other than stressing the Empire. Right now, the raiders are the more dangerous force, having had their attacks in the south blunted by the 888th Legion. That has pushed the raiders northwards, to the Capital.
The raiders had spies in the Capital and were planning on killing the party at sea. That didn't happen, so that force diverted to pillage small settlements on the coast. On the day before the party left the Capital, the raiders hit a settlement just outside of the Capital's control, north of the major city of Nace. They managed to capture or kill half the thorpe's population of 34.
At this moment, the raiders have a party of six heading south by land to check the status of Nace. Actually what happened was two raiders got drunk and are sitting in the thorpe while the other four rode south.
At the start of this session, the party encountered a pair of wild horses. They avoided the party, but then started following them. Clearly, these are domestic strays, not wild horses. Just outside the the thorpe, the party encountered a 3rd horse, saddled. This one they "captured". They can see the thorpe and are aware of the total lack of activity. Ambush time.
The players brought their wagons to the house outside the northern wall. Jaime, Jim, Megen and Gurwinder circled around to the south on horseback then abandoned the horses at the L shaped building. Rona, Melvin and Matilda, hid behind the north wall.
Comically drunken raiders. Stephano and Trinculo from The Tempest are the inspiration. |
The patrol arrives and death ensues. The patrol went back to the villa, where they left their drunken friends. The party decided to sneak up on them and ambush them with missile fire.
Instead, Matilda waltz up, party dress and all to start a sword fight. Let me mention that Matilda is a swashbuckler and her main skill is non-lethal combat with a pointy weapon. She can perform 3 non-lethal attacks per round, doing 1-2 points of damage each (weapon type doesn't matter). She can only do lethal damage on a 20, which allows her to disarm a person. If the other person doesn't flee or surrender, she can do a run through attack for double damage. She has more opportunities to score a 20 per round but never increases her number of attacks due to leveling. Alternatively, she can make one lethal full strength attack per round, but must roll on the thief or cleric attack table.
She downs one of the raiders because no one takes her seriously. The other three DO take that seriously and draw swords.
The rest of the party swooped in and the 6 to 3 battle was over quickly. Before anyone can stop them, Rona and Gurwinder killed off the four raiders. The hungover raiders traded information with Rona to avoid joining their friends. They know some villagers escaped and suggest lighting a bonfire. Megen and Matilda correctly surmised that a bonfire is a signal for the ship to come back. They light the bonfire anyway and Megen, Melvin and Matilda take off for the coast 2 miles to the east. I have decided that these two drunks are named Stephano and Trinculo. They are tied up in the storehouse, awaiting justice.
Once the characters reach the coast, Megen dresses up as one of the raiders and they wait for the ship. When it arrived, it signaled with a lantern. Melvin cast his light spell. Matilda marches Megen in front of the light. Silhouetted, she pushes Megen to the ground and goes through the motion of cutting her throat. The lamp on the ship goes out and it put out to sea.
The rest of the session was spent counting up loot, as the villagers filed back into the thorpe.
The characters increase their haul. They have 6 bastard swords, 6 short bows, 6 suits of chain armor, a ton of iron rations and 60 more arrows. They really are playing Oregon Trail, they have an inventory sheet for each wagon. They also managed to do some horse swapping with the villagers and end up with a new pony for Melvin while the villagers accepted 6 daggers and the 9 horses for their losses.
Some details that the party missed. The lord of the villa would be pleased with 9 horses, except he's dead. No one searched the villa. Who killed him? No one knows, yet. Also, 9 horses is great, but there were only 6 raiders. Where did the other three come from? And no one looked at the odd saddle on the third, extra horse.
Next time, I'll upload the raider's characters sheets plus sheets for Felix, Felice and Jim, who are verging on becoming player characters. Normally, I would have players handle NPCs in combat, but they specifically excluded them, on account of the loss of the chef and laborer in the last session. I want to say my players are good, but they are more pragmatic than nice.
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