Friday, April 30, 2010
Why I Started This Blog...
Thursday, April 29, 2010
Found a Map...
I found this map on my backup harddrive - I thought I had lost it in one of the many moves (I thought I just had a hard copy of this - didn't think I had digitized it). It's the political boundaries of the Midlands of Daen Ral. Specifically noted is the boundary (the red) of the Hamlish Empire. I started working on a kind of Gazeteer of the Midlands - modeled on the Greyhawk Gazeteer, but I never got very far - then I moved twice in 12 months and things got pretty chaotic. But now that I located this map, I'll be putting together the gaz for it - another in an ongoing series of projects that I start and (someday) finish...
Wednesday, April 28, 2010
Exploring the Shuttered Consciousness of a Mad King
Tuesday, April 27, 2010
On Fighters...
Monday, April 26, 2010
Rewriting History...Sort Of...
Saturday, April 24, 2010
Rethinking Demihumans
Friday, April 23, 2010
Filling the Hexes
Thursday, April 22, 2010
New Spell Idea
4th Level Druid Spell
Range: 0
Duration: Instantaneous
Effect: special
This spell must be cast outdoors. When the spell is cast, the wind begins to pick up and as it does so, it begins to moan with a haunting voice. The wind can answer a single yes or no question that pertains to the natural world in the particular region the spell is cast (DM discretion as to details).
Wednesday, April 21, 2010
A Long Prelude - and Faeries and Ars Magica
Boy, anyone looking for a rhyme or reason in this blog is going to be sorely disappointed - I'm WAY more ADD than I thought I was (hmmm, ADD AD&D...a game where you start to save the princess and then oh, look, a butterfly...) erm, as I was saying. Not a lot of ORGANIZATION here - but that's okay with me - I'm brainstorming here as I type. Dunno how I'm supposed to organize that...maybe it comes later.
Tuesday, April 20, 2010
A New Monster From My Lost City
Guardian Columns
AC 5; MV 30’; HD 8; hp 8-64; THAC0 12; #AT 2; D 2-12/2-12; SD Edge weapons do 1 pt damage, special regeneration; SZ L; Int Non; AL N; XP 600+12/hp.
Like all undead, Guardian Columns are immune to mind affecting spells, cold attacks and lightning.
So...any good?
Monday, April 19, 2010
On Religion
Religion in general:
There's a Creator God. There are angels. Some of those angels "fell away" - some of the fallen angels repented (and weren't granted re-entry into heaven until the consummation of history - the end of times - whatever - so they walk Daen Ral as the Firstborn, elves/exiles and gods of the world), some remained fallen (demons and devils).
Through the turmoils of the ages, worhsip of the Creator has continued, though the religion has seen its dark eras, too. Still, when humanity was forced from the shores of Daen Ral by the Elves and the Dwarves (the Great Storm - thousands of years ago), some remnants of humanity, and worship of the Creator God, remained in hidden pockets (the Knights of the Crescent Moon, for example). When humanity re-discovered the New World (Daen Ral), they brought with them a very different religion than what developed over the eons in the secret pockets of humanity in Daen Ral. Thus, while there is officially one Church/Religion for humanity, there are multiple sects - the Way of the Master and the Church of the Path being the two major examples of worhsip of this One God. More fringe groups also exist, The Eternal Order, the Freethinkers, and others, but they give at least lipservice to one or the other heirarchies of the Church.
But other fringe groups exist that have nothing to do with worship of the Creator God. The most sinister of these being the Churches of the Elemental Gods - Air, Earth, Fire, Water and Void/Darkness being the five points of the Elemental star - yet these themselves were born of Chaos, the Primoridal element (for out of chaos the Creator God brought all that is...). These gods are fallen angelic beings of eternal age and tremendous power. I'll be using Cthulu-esque creatures here. Then there are the other Old Gods (all the elemental gods are Old Gods, but there are others as well - like life and death and chance and...well, there are 13 total - another post for another time). Worship of the Old Gods is carried out in secret, even by members of the clergy of the Way of the Master of the Church of the Path. It is forbidden, it is heresy and it is a path to temporal power (since the "gods" are real beings who can grant real power to their worshippers, though at a cost to themselves).
There are many Local Gods - Firstborn or Firstfallen who crawl out of their eternal slumbers and set themselves up over villages, cities, kingdoms if they can. Some choose not to reveal themselves, to work behind the throne as it were, some fabricate huge armies of mostrous creatures and threaten war.
And other more bizarre/fringe religions sprout up as well: the Cult of the God's Eye (worshipers of the comet that circles the planet), Children of the Fire (a cult that uses fire in its worship), Watchers of the Night Sky (worship stars)...okay, not that bizarre - I'll work on it...
Friday, April 16, 2010
Magic Push...
Thursday, April 15, 2010
Wyvern Lair
Wyvern Lair
High atop the Devil’s Finger is the Wyvern’s nest. The wyverns used to plague the region, but they stopped suddenly, years ago. The former village druid claimed that he had brought balance to the natural order of things and that the wyvern would no longer be hunting the village sheep and cattle (or the occasional villager). The truth is that the red dragon in the northern mountains awoke from a centuries-long sleep to find human beings once again on his doorstep and has been plotting to destroy them before they discover his presence. The dragon formed an uneasy truce with the wyverns (for the time being) demanding that they not raid the human settlements. The wyverns have sought food among the goblin tribes and the elk herds in the area for the past several years now. However, all that has changed. Last week the dragon sent an envoy to the wyverns and told them to stop preying on the goblins as the master had need for them. The wyverns (not the brightest of the draconic family) took the message to mean the human settlements were again available to them. So they began to steal cattle and sheep.
As the party approaches Devil’s Finger:
Watching from atop the peak is the male wyvern. During the day, PCs have a 9-12 chance of being spotted by this vigilant creature when they enter the hex in which Devil’s Finger is located unless some extreme measures are taken. The area 100’ around the spire is cleared of trees and underbrush, so if the party approaches this area in full daylight, there is a 100% chance of being spotted. If spotted, the male will call to his mate and they will launch from the nesting area and attack. This mated pair is fiercely loyal to one another and extremely aggressive, attacking any creature which comes near to the spire.
The wyverns’ typical approach is to attack the target(s) from different sides, hoping that one or the other can gain the element of surprise. They have been living in this forested area for decades, so they are adept at fighting among the trees (they gain +1 for surprise when attacking PCs in forested areas).
1. The Pit
In the spoor around the base of the spire are ripped and broken bits of armor and destroyed weapons and many bones, primarily goblin and elk. If the party searches the waste, they can find the following (1-6 chance per turn of searching to turn up one item): 10gp in a leather pouch, a ring (gold with a pearl set, magical – ring of haste), a ruby (worth 250gp), a small pile of coins fused together (13gp, 11pp, 19sp, 4cp), a brass ring (worth 1gp). Feeding on the offal are several grey oozes. For each turn spent searching in the waste, the PCs have a 1-6 chance of encountering a grey ooze. There are 3 oozes at the base of the spire.
The Long Climb
Climbing the spire is easy for thieves (who gain a +25% on their climb skill) and can be accomplished by other PCs relatively easily with ropes. CLIMBING RULES?
2. The Lower Fissure
This area, 120’ above the base of the spire, is a crack in the rock wide enough for a normal human or smaller being to enter. The fissure runs about 25’ into the spire and closes up.
A series of small ledges climbs from the base of the spire to this fissure.
These ledges have eroded and are weakened. If 200 pounds is place on one of these ledges, there is a 50% chance (+5% for each 10 pounds above 200 is placed on the ledge) that the ledge will collapse. So if a fighter wearing armor and equipment totaling (with his body weight added) 230+ pounds were to try to cross a ledge there would be a 65% chance of it collapsing. The %age chance remains for any subsequent usage of the particular ledge (that is to say, if the 104 pound mage crosses after the fighter, there is still a 65% chance the ledge will collapse, since the fighter would have worked it loose with his weight). If a ledge collapses, everything (and everyone) on it falls, taking 1d6 hp damage for every 10’ fallen. PCs get a DEX check (with AC bonuses/penalties applied to the roll) to avoid falling. A falling PC hits the ledge below on a 3-6 chance for every 10’ fallen. If the falling PC hits a lower ledge, the damage for the fall is halved and the ledge is 80% likely to collapse under the weight of the falling character (and debris) from above. Falling PCs will continue to crash through ledges until either a ledge holds or they hit the ground.
If either or both of the adult wyverns still lives when the PCs ascend the spire, they will gather the hatchlings and attack the PCs as they climb. If neither adult lives, the hatchlings remain in their nest (room 4) until the PCs enter the chamber.
3. Galltrit Lair
As the party passes this point, they might notice (as detect secret door) a small, well worn hole in the stone. The opening would be hardly big enough for a man to put his arm into it.
This is a lair of four Galltrits. These tiny creatures come out primarily at night to feed on the offal and carrion around the Spire. During the day there is an 80% chance that they will be asleep, though very loud noises (like crashing ledges, for example) will certainly wake them. The Galltrits’ lair is a 9”x6” crevice that opens into a somewhat larger space in the rock (PCs can reach in and feel around, if they want). In the lair are a Gem of Seeing and a 50gp aquamarine. Also in the lair are a ten tiny splinters of wood coated with a mild poison (save vs. poison or become dizzy and pass out for 1-6 rounds). PCs groping around inside the lair make a DEX check at to see if they hit anything. If they do, roll d12 and see what they hit:
1. Gem of Seeing
2.-11. Poison splinter
12. Aquamarine (worth 50gp).
GALLTRIT (4): AC 2; MV 30'/180’; MC: B; HD ¼ ; hp 2; THAC0 20; #AT 1; D 1-2; SA Drain blood, anti-coaguant, anaesthesis; SZ S; Int Avg; AL CE; XP 32. (FF)
4. Hatchlings’ nest.
HATCHLING (4): AC 6; MV 40’/120’; HD 5+2; hp 12, 15, 19, 26; THACO15; #AT 2; D 1-6/1-2; SA Poison; SZ M; Int Low; AL NE; XP 575+5/hp.
These four hatchlings are about half the size of their parents. Their sting does only 1-2 points of damage and their poison induces unconsciousness (2d4 turns) not death (though the hatchlings will begin to devour any unconscious victims, inflicting 1-6 hp/round for each hatchling feasting on a particular victim).
In the jumble of bones, offal and various other bits of junk can be found (1-6 per turn of searching) 2 small sapphires (100gp each) and various coins (1-4 of a random type found in any given turn, 2-20 of each type available).
5. Wyvern’s nest.
The wyverns have built their nest here in this cave, separated from the hatchlings but able to watch over them in case of a threat. The female wyvern is here 80% of the time (always in the daytime, she hunts occasionally at night) and is asleep 50% of the time. She is guarding a clutch of eggs.
WYVERN (2): AC 3; MV 60’/240’; MC: E; HD 7+7; hp 34 (male) 49 (female); THAC0 13; #AT 2; D 2-16/2-16; SA Poison; SZ L; Int Low; AL NE; XP 925+10/hp (MM)
5a. Fetid pool.
This small pool is the wyverns’ water supply. The water collects here from rain. Presently there are bits of three goblin bodies rotting in the water. PCs who drink the water must make a save vs. poison or suffer an intestinal infection. (cure disease or suffer incapacitation for 36 hours – onset in 2d10x10 minutes from first drinking the water). In the center of the pool is a ring (cursed Ring of Clumsiness.)
5b. Trophy room.
Wyverns are not very intelligent, but these creatures recognize that some things are more valuable than others and keep their prize possessions in this chamber. Included here are: a young red dragon skull (actually one of the offspring of the dragon to the north who attacked wyverns some time ago), a shield that has been polished to the finish of a silver mirror, a dwarven corpse in full armor (mostly skeletal remains – wearing dwarf-sized chain +1, a great helm, sturdy boots, a dagger and an axe), four long crystals (hexagonal, six-inches in diameter, 1d6+2 feet long each), a set of windchimes is also hanging from an outcropping stone.
THE FOLLOWING AREAS MIGHT OR MIGHT NOT GET ADDED TO THIS AREA...
6. Ancient Upper Ruins.
7. Fallen Temple of the Goblin God (not on map)
8.
Wednesday, April 14, 2010
MORE, More, More on Mages
1% first cast, 3-5% second cast (not sure where I fall on this yet), 10% third, 20% fourth, 40% fifth, 75% sixth, 95% seventh and subsequent (or 99%) of the same spell. Note that this is not (or wasn't, but hmmm...) intended for casting spells in general. That is a Fireball and then an invisiblity and then charm person and then rope trick - all at normal chances - but then a second charm person, 3-5% chance of something really bad happening, and, of course, all that assumes casting within a certain time frame - 12 hours? 4 hours? Dunno... I don't think I mind the extra book keeping (though it's all theorhetical at the moment as I'm sans gaming group) but we'll see. So far I think I've proposed the most complications for the magic using class.
The idea behind this is that magic is dangerous, somewhat unpredictable - yet I could see the mage saying to himself, well, I have a pretty good chance of getting this third lightning bolt off - if it'll save the party or whatever. You know, basically knowing that there could be very dire consequences for manipulating the arcane energies - yet weighing the risks with the hoped for outcome. I would think that you would have to be desperate indeed to launch that sixth fireball (giving you 75% chance of blowing yourself up - or worse...) but "desperate times call for desperate measures".
Bear in mind, half of what this blog is all about is me brainstorming "on paper" as it were - so there's a lot of stuff here that has never been (and probably will never be) playtested - just musings for my entertainment...
Tuesday, April 13, 2010
Episodic Play
Anyway, the complaints of obsessive fans about the TV series is that it doesn't follow the novels closely at all. But there is a very clear difference between a novel (or series of novels) and a one hour (okay, 43 minute) episode of of a TV show. I mean, there are episodic elements to novels, yes, but there's also usually an overarching, more complicated plot whose threads weave in and out of the episodes. And TV viewers, being less obsessed than the typical raving fan of a novel series who will pout about the injustices of the adaptation - and the attention span of a puppy...
So - TV is episodic. Yes, there might be a single element of plot that weaves from one episode to the next (the boxes of orden, for example) but generally each episode has a plot of its own that has to be dealt with and resolved in 43 minutes.
I've been reading Robert E. Howard's Conan stories - and thinking about the episodic nature of those stories - and how they are adventures very like a TV series. Short plots that come to resolution - with hints of some larger events (example - Conan becomes king - and then has to deal with civil war and assassination attempts - and Howard deals with Conan king in several stories).
So, what all this has to do with AD&D for me is this - I really may not ever have the ability to run a complicated, plot driven campaign - but I could run episodes. There may well be some background plotting going on, but I really need each "episode" of adventure to come to some kind of resolution - maybe not an "ending" per se, but a "stopping point" since it might be a month between sessions...
So - I'm wondering if a sandbox campaign can accomplish this? Just thinking out loud...
Monday, April 12, 2010
Adventure Clearinghouse
Friday, April 9, 2010
Game Settings
Wednesday, April 7, 2010
More...More on Mages
So, what keeps mages from taking over the world? Looking over spell lists in nearly any version of D&D, at high levels they can be walking arsenals - and pretty invulnerable to most of what the mundane world can throw at them...
More on Mages
When a spell is cast, there is a chance that it may fail, it may be delayed by one round, it may be cast normally, or it may be cast and remembered for re-casting.
Roll 1d12 and consult this table:
- if roll = 1, the spell fails and is exhausted from the sorcerer
- if roll <= spell level, the spell will be cast the following roundand exhausted from the sorcerer
- if roll > spell level, the spell is cast immediately and exhausted from the sorcerer
- if roll = 12, the spell is cast immediately and retained by the sorcerer