In my campaign, the druids of the City of Nace need an offensive spell that does not damage property. Bolt from the Blue is it. The Gardens contain many magical crops used by the Empire. Due to the healing nature of these items and the unique environment required for the plants, the Empire uses them as a both a good will item and a soak for their enemies.
The Empire is often on the edge of war with both the Dwarves and Elves. These products allow the Empire to bribe off their opponents with magic or sell them at a premium to the same to divert funds away from the war machine. The Elves and Dwarves use the price of said items as a means of measuring the Empire's war drive. Low prices tend to indicate the Empire is NOT willing to be aggressive and may be facing some sort of other threat. The Dwarves have no comparable magic, while the Elves do. Cost of shipping from the Elven homeland makes the human Empire's market work.
Bolt from the Blue
Level: 5 Components: V, S, M
Range: 0 Casting time: One segment
Duration: Instant Saving Throw: Special
Area of Effect: One creature
Bolt from the Blue is a precision lightning spell, which only hits one target. It can only be cast outside and requires no visible storm or cloud. A bolt of lightning streaks to the target, almost horizontally from the horizon. The bolt will avoid all other objects and creatures to strike the target. It will not damage non-living items, however, it can be used on the undead.
The bolt does 2d12 and will stun, deafen and blind a creature for 1d6 rounds. If the victim makes a saving throw, they take half damage and are only stunned deafened and blinded for 1d3 rounds. Each one of these effects has a separate duration, so someone could be stunned for a round, deafened for three and blinded for 6 rounds. All durations start at the moment of the strike and run concurrently. There is a chance that someone will be stunned longer than they are blinded, rendering that status moot.
Additionally, if a saving throw is made, the target will have at least one hit point left. It is an excellent and humbling negotiation tactic.
The spell has an odd side effect on other spells and casters. The bolt causes short term memory loss. If a spell caster is struck while preparing a spell, they do not lose the spell. The caster forgets that they ever made the attempt to cast whatever spell they had in mind and can attempt to cast it again. If someone struck is subject to a charm like effect, and they survive the strike, they are immediately allowed a saving throw vs. that charm. If a character is wielding a cursed weapon is struck, there is a 50-50 chance that they will drop it and have the presence of mind NOT to pick it back up. This is a single roll, not two rolls.
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Wednesday, September 18, 2019
Tuesday, September 17, 2019
Drinking from Pods - Red Dice Diaries
Lately, I have listening to a bunch of different podcasts, new and old stuff. One 'cast that stands out to me is The Red Dice Diaries. John Alan Large has been hosting the show for a while now, and he has many interesting titles. This week I picked four: Potions (new), Magic Items (also new), DMing Rough Spot and Setting Agnostic vs Setting Specific. The first 3 I listened to really made me think of all the games I've played, to extent of not listening (yet) to the last.
Back when AD&D was the big boy game for TSR, we had about 12 regular players but only 3 of us would GM. Mark had an excellent style that was deeply planned out, but he rarely branched out into improvising anything. If it wasn't in the book, it didn't happen. Doug had an excellent game plan, but improv'd his way through everything. The rule book was something for the dice to fall on. My style was someplace between the two, very well planned out but using almost improvisational style comedy to make a point.
Doug was my best friend, so we argued. But it was a strange sort of arguing. If I didn't like something he did, I'd say so, but didn't expect this to change anything at the table. Usually, it didn't matter much. But for one campaign, Doug switched up his style and went entirely by the book. I couldn't get a sense of what he was doing and tried to play characters as smash mouth, in your face sort of people.
It didn't work out at all. My characters would level up the fastest and get the best equipment, but I died six times. My last character was "Reg". That wasn't his name. Doug asked me what kind of character I had rolled up and I answered, "Aw, just one of the regulars." Man, did that make him laugh. And the tag stuck. Reg the Magic User.
As a player, I understood the REASON for the change in style. The issue was Doug wanted to tell a complete story, therefore he needed to drop the goofy, light-hearted improv. My characters kept dying because I didn't know what story they were in.
Reg the Magic User broke out of that by being dangerously wrong genre savvy. He was also help by some incredible luck. I am not much of a magic user type, so I advanced by wit and cunning rather than magic. Usually by the end of the session, I had expended most of my 1st level spells, but nothing higher.
One bit of luck I had was a couple of magical items meant for the party cleric who expired before they could claim them. I could heal. An old man gave all of the characters magic weapons, except me, who received a black rock and a bag of holding. We battle a witch, killed a massive pack of wild animals and generally hunted for loot. We chased a unicorn and bought a ship.
One player found a green ring of regeneration, which I identified for them. At the time, I asked if there were any other magic rings in the treasure.
Doug said, "Yes."
I asked, "What kind is it?"
"What kind do you think it is?" Doug answered.
"Flying!"
Doug rolls some dice and says, "It is a yellow ring of flying!"
You totally know where this is going right? For the next year or so, my ring of delusion provided endless humorous to horrifying scenarios.
Doug decided that if my character had time, then he would cast fly on himself while attributing the magic to the ring. Unsurprisingly, my character would discover they forgot to study that third level spell. However, if my character ever tried to fly spontaneously or with no prep time, the ring would fail.
This went on for over a year, the player tagging off the DM to create interesting stories. Suddenly, the campaign ended, as we had completed the story, whatever that was. I had though the whole thing was lost on me due to my style of play. I couldn't figure out what the point was, or what the ending meant, but I did have a lot of fun. That seemed to be the message sent.
Fast forward 25+ years. I was watching a movie with my kids. There was a scene that left me dumbfounded. I picked up the phone and called Doug. "Reg was in Narnia!"
"Yes!"
I got it. Being a good DM goes beyond storytelling and being a good player doesn't have to follow expectations.
Back when AD&D was the big boy game for TSR, we had about 12 regular players but only 3 of us would GM. Mark had an excellent style that was deeply planned out, but he rarely branched out into improvising anything. If it wasn't in the book, it didn't happen. Doug had an excellent game plan, but improv'd his way through everything. The rule book was something for the dice to fall on. My style was someplace between the two, very well planned out but using almost improvisational style comedy to make a point.
Doug was my best friend, so we argued. But it was a strange sort of arguing. If I didn't like something he did, I'd say so, but didn't expect this to change anything at the table. Usually, it didn't matter much. But for one campaign, Doug switched up his style and went entirely by the book. I couldn't get a sense of what he was doing and tried to play characters as smash mouth, in your face sort of people.
It didn't work out at all. My characters would level up the fastest and get the best equipment, but I died six times. My last character was "Reg". That wasn't his name. Doug asked me what kind of character I had rolled up and I answered, "Aw, just one of the regulars." Man, did that make him laugh. And the tag stuck. Reg the Magic User.
As a player, I understood the REASON for the change in style. The issue was Doug wanted to tell a complete story, therefore he needed to drop the goofy, light-hearted improv. My characters kept dying because I didn't know what story they were in.
Reg the Magic User broke out of that by being dangerously wrong genre savvy. He was also help by some incredible luck. I am not much of a magic user type, so I advanced by wit and cunning rather than magic. Usually by the end of the session, I had expended most of my 1st level spells, but nothing higher.
One bit of luck I had was a couple of magical items meant for the party cleric who expired before they could claim them. I could heal. An old man gave all of the characters magic weapons, except me, who received a black rock and a bag of holding. We battle a witch, killed a massive pack of wild animals and generally hunted for loot. We chased a unicorn and bought a ship.
One player found a green ring of regeneration, which I identified for them. At the time, I asked if there were any other magic rings in the treasure.
Doug said, "Yes."
I asked, "What kind is it?"
"What kind do you think it is?" Doug answered.
"Flying!"
Doug rolls some dice and says, "It is a yellow ring of flying!"
You totally know where this is going right? For the next year or so, my ring of delusion provided endless humorous to horrifying scenarios.
Doug decided that if my character had time, then he would cast fly on himself while attributing the magic to the ring. Unsurprisingly, my character would discover they forgot to study that third level spell. However, if my character ever tried to fly spontaneously or with no prep time, the ring would fail.
This went on for over a year, the player tagging off the DM to create interesting stories. Suddenly, the campaign ended, as we had completed the story, whatever that was. I had though the whole thing was lost on me due to my style of play. I couldn't figure out what the point was, or what the ending meant, but I did have a lot of fun. That seemed to be the message sent.
Fast forward 25+ years. I was watching a movie with my kids. There was a scene that left me dumbfounded. I picked up the phone and called Doug. "Reg was in Narnia!"
"Yes!"
I got it. Being a good DM goes beyond storytelling and being a good player doesn't have to follow expectations.
Sunday, September 15, 2019
The South-Western Woes and Rues
The city of Nace is a fair city, one that sees travelers come from all over the Peninsula to trade for magical goods. It is the second city of the Empire, only surpassed by the Capital itself. However, it is not without it's own troubles.
Unlike the Capital, this city was of entirely human design. The Empire has been building cities for centuries, but usually with the assistance of gnomes. Since the city was built to meet the needs of those fleeing the Port after a particularly hard hurricane season, there was no time to send for the gnomish guilds. From the base camp, the two main roads were extended 360 yards north and south, east and west. Each road was 30 feet wide slashing the town into 64 (technically, less than that.) even squares. As the walls were built, the aqueduct was brought into the east side of the city.
Perfect!
Wrong.
Under the South-Western walls was thick layer of clay which the engineers covered with stone to support the roads, walls and towers. Some careless planning caused the fountains and cisterns to be irregularly placed on the north side of the city. Compacting the clay soils walls caused the natural flow of water to be disrupted which was exacerbated by the incorrect placement of water features. The backwash flooded the south-western side of the city. The walls held, the towers held, but a sea of mud and sewage bubbled up from the roadways, fountains and cisterns.
The town came up with an a hoc solution. Install large gravel filled berms along the western wall to absorb the overflow. In order to do this, the South and West Walls, towers and all needed to be moved back 30 or so feet. It was expensive and it cost the town it's planned regular shape, but it solved the problem.
Now the natural course of the water has not been restored, but floods an area several hundred feet west of the city. That area runs riot with all kinds of flowering plants and shrubs which sweetens the air. Additionally, this area makes travel by wagon and horse difficult, so it also holds off raiders. The trails along the west wall have formed from years of inspection and people venturing out to gather wild berries and flowers.
Since each 30 by 30 area of land is based on the overall planned area of each insula, these areas are overpriced. Additionally, the worry of possible flooding limits those desiring land from building along these walls. As a consequence of this mess, people refer to these walls as "The South-West Woes". Woe Street runs north-south and Rue Street runs East-West along those walls.
Towards the center of town, just on the edge of the Forum is an area called Hopper Town. The local brew-masters banded together and purchased much of the land and have planted gardens and orchards to support their trade. Most houses have a small herb garden but the use of large tracts of lands for growing, outside of the city's official gardens, is prohibited. The reason that the brew-masters have gotten away with this is beer. It's a huge tax base and general balm against insurrection.
A Worldographer map of the South West Corner of Nace. |
Perfect!
Wrong.
Under the South-Western walls was thick layer of clay which the engineers covered with stone to support the roads, walls and towers. Some careless planning caused the fountains and cisterns to be irregularly placed on the north side of the city. Compacting the clay soils walls caused the natural flow of water to be disrupted which was exacerbated by the incorrect placement of water features. The backwash flooded the south-western side of the city. The walls held, the towers held, but a sea of mud and sewage bubbled up from the roadways, fountains and cisterns.
The town came up with an a hoc solution. Install large gravel filled berms along the western wall to absorb the overflow. In order to do this, the South and West Walls, towers and all needed to be moved back 30 or so feet. It was expensive and it cost the town it's planned regular shape, but it solved the problem.
Now the natural course of the water has not been restored, but floods an area several hundred feet west of the city. That area runs riot with all kinds of flowering plants and shrubs which sweetens the air. Additionally, this area makes travel by wagon and horse difficult, so it also holds off raiders. The trails along the west wall have formed from years of inspection and people venturing out to gather wild berries and flowers.
Since each 30 by 30 area of land is based on the overall planned area of each insula, these areas are overpriced. Additionally, the worry of possible flooding limits those desiring land from building along these walls. As a consequence of this mess, people refer to these walls as "The South-West Woes". Woe Street runs north-south and Rue Street runs East-West along those walls.
A Worldographer map of the Western gates. In the north eastern corner of each insula should be well or fountain. Note how irregularly placed they are. |
Towards the center of town, just on the edge of the Forum is an area called Hopper Town. The local brew-masters banded together and purchased much of the land and have planted gardens and orchards to support their trade. Most houses have a small herb garden but the use of large tracts of lands for growing, outside of the city's official gardens, is prohibited. The reason that the brew-masters have gotten away with this is beer. It's a huge tax base and general balm against insurrection.
Proper Equipment - Non-Gamer Style
A friend of mine has a wonderful website called Blue Shift Designs for purses, bags, soaps and clothing. I can't tell you I've tried these products, but my wife has and they are exceptional. Personally, I love the soaps but I could totally see a gamer rocking a bag for books or accessories. Each one is lovingly handmade, no two are identical.
While I spend a lot of time outfitting my characters, there is a special sort pleasure in outfitting my wife. Especially when the choice is a high quality, yet one of a kind design. Gifts are wonderful, because they are typically items you would never think to buy yourself.
You can check out her blogspot here or follow her Facebook page. If you follow along on Facebook, you get previews of new items as she creates them.
Darien Lake Under Six Flags
It's a rebuilding year for Darien Lake under Six Flags. We gotten a new ride, The Sky Screamer. And old ride removed, The Vomit Log or whatever they called it. The Pirate is a hit or miss, which is ok because they extended hours to the end of October. But the one thing they improved is something you can't see... The free WiFi service. Today, I haven't found a spot where it doesn't reach.
We will certainly be back more this year.
We will certainly be back more this year.
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