Tuesday, March 19, 2013

General Update #4

Ugh.  As of this Thursday, it will be six weeks since my last blog post, six!  That’s not very good considering that I’m only just getting started.  Part of that delay has been an increased demand from my job, being ill for five weeks running and the fact that I have been struggling to get my map together.  I’ve always done this sort of thing by hand before and learning to use GIMP and trying to work with real-world sources has been harder than I thought.  Old dog, new tricks and all that jazz.

The good news is I’m finally feeling better and work is getting back on an even keel.  So, presented for your perusal is my work-in-progress (wip) map of Bramblewood.  Hex scale is six miles per hex as most movement rates in Expert D&D is divisible by six.

Also expect more magic items… Immediately!

Thursday, February 7, 2013

Kicking My Imagination in the Butt (or Ask and Ye Shall Receive)

The provision of my Lord and Savior is always inspiring to me and in this case it’s extremely timely as well.  As I’ve covered in my last post I’ve been struggling with coming up with ideas for this new campaign and not making any real progress.  I’ve been surfing my usual sites looking for inspirational sources and discovering that almost half of them have been quite for at least a month and in some cases much longer.  So no help there.  And honestly it’s hard not to want to ‘borrow’ whole-cloth from some sources, BaronVonJ and LeadAddict’s Beyond the Wall campaign is brilliant, why couldn’t I have thought of that?  Oh well.


So now you’re wondering, I thought something good happened based on the first sentence but he’s just lamenting his current lack of creativity and that he can’t find inspiration in the usual places.  Hang on, I’m getting there.  One of the key factors for me as a DM in crafting a campaign is an interesting idea or two to hang the setting's history or backstory on, and thanks to John Matthew Stater of LAND OF NOD fame I think I’ve found it.


Matt’s been writing a series of posts about Mythic Races, where he makes races out of various pagan pantheons, and the latest one in the series - the Primordials in which he combines Aztec deities with dinosaurs - just clicked with me.  My reading of this particular post just happened to coincide with my discovery of the Aztecosaur species in the KingsIsle MMORPG Pirate101 (My exploration of the Spiral in KingsIsle’s companion MMORPG Wizard101 had not yet made me aware of the Azteca location’s existence until today’s internet research session).



My exposure to this idea from two separate and discreet sources has really sparked something for me, and remember I believe in providence not coincidence.  So thanks to the inspiration that has been given me, my campaign setting is no longer the temperate woodlands that I had been imagining; now it’s a lush sub-tropical forest with geography not unlike the Seattle,WA area, with plenty of marshy, swampy areas and the ruins of Mesoamerican-style stone cities and step-pyramids poking up through the forest canopy.  I now know what pre-human ruins my ill-fated abbey has been built upon.  And I have a pretty good idea as to what kind of savages might be lurking around out in the wilderlands…


Thank you Lord!  Hallelujah!

Tuesday, February 5, 2013

General Update #3

When did this get so hard?  When I was younger and playing and running in the Islandverse (The meta name for my weekend group’s multi-dm campaign) I was crafting a new campaign setting every time I ran, which was every couple of weeks.  The Isle of Ice, the Haunted Jungles of Pirate's Haven (home of my infamous Sea Liches), the Lands of the Witch Queen, etc.  Now I can’t seem to get a coherent thought together, never mind on paper.
 
The why is complicated, even from my perspective, partly the pressure I’m feeling comes from the fact that I’d like this setting to be my masterpiece, the home to all my future campaigns or one-shots.  So, no pressure there, right?  Really?  Sheesh, talk about your own worst enemy.  Worried about being able to fit everything I want in a fantasy game into this setting and not even sure I should try.  Of course, this has caused a lot of hesitancy and procrastination on my part and hence the flood of gaming material and not so much campaign stuff.  Just need to kick my imagination in the butt...

So the only real news today is that the Basic D&D Expert Rules was released as a PDF.  Get it at dndclassics.com.  Don't miss out; I got mine already so now I can start on my dream project - combining the two rules sets into one document.

Tuesday, January 29, 2013

Carrion Mage


Here’s an undead ghoulie inspired by the works of H.P. Lovecraft that I posted in the Dragonsfoot ClassicD&D forums sometime ago; yes, I am Strange Vistor lurking there.  
"The nethermost caverns," wrote the mad Arab, "are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth's pores ought to suffice, and things have learnt to walk that ought to crawl."
 -- H.P. Lovecraft, The Festival





Carrion Mage*

Armor Class:         3                                  No. Appearing:     1
Hit Dice:                  11–14**                      Save As: Wizard: 11–14
Move:                        120’ (40’)                   Morale:                    11
Attacks:                    1 Touch or                 Treasure Type:     F 
                                   1 Spell
Damage:                  1–8 + paralysis         Alignment:             Chaotic 
                                     or by Spell or
                                     by engulfment


Carrion Mages are undead created when the specially prepared body of a dead Chaotic magic-user is devoured by scavengers, such as worms, beetles or other vermin.  The scavengers, dominated by the dead magic-user’s will, assume a human form made up of a swarm of the vermin that feasted on the spellcaster’s dead flesh.  Carrion Mages always return to their former lair or can be found wherever they are needed to further their nefarious schemes.  A carrion mage is still able to use spells as it did while alive, which makes it a formidable adversary.

Carrion Mages will always clothe themselves as though they were still alive, using gloves and a waxen mask of their former face to complete the illusion.  Carrion Mages can even speak, though their voice is the dry rattle of multitudinous insect parts rubbing together or the whisper of countless worms sliding over one another.  Once the carrion mage’s true nature is revealed, however, all characters must save vs. paralysis or flee in abject fear; those who make the save still suffer a –1 to all rolls while within the carrion mage’s presence.

A carrion mage may also shed it's human shape altogether to enable it to engulf characters as an Insect Swarm (B37) with increased Hit Dice.

Carrion Mages can only be damaged by fire, spells or magical weapons, all of which will only do half damage.  They are unaffected by charm person, hold and sleep spells.  Note that morale is given as 11, but if a carrion mage finds itself in actual danger, either from adventurers or some other threat, they may disperse the individual vermin that make up their gestalt form, which will scurry away into the darkness, disappear down tiny crevices or otherwise affect an escape.  A carrion mage can reform its horrid swarm body in a number of hours equal to its hit dice.

Supplemental/Supporting Information on Carrion Mages:


Cleric Turning Table


Cleric Level
Carrion Mage
1
--
2
--
3
--
4
--
5
--
6
--
7
11
8
9
9
7
10
T
11+
T

This entry goes on the Cleric vs. Undead table (Expert Set, page X5), after the entry for Vampire.  As you see above carrion mages cannot be destroyed by a cleric, only turned.  If at higher levels (15–36), a ‘D’ result is possible the carrion is dispersed rather than destroyed.    In any case, if a cleric gains a T or D result when attempting to turn an undead spellcaster, like the Carrion Mage, the undead may make a saving throw vs. spells to avoid the effect entirely.

SIXTH LEVEL MAGIC-USER SPELLS



Carrion Reincarnation                                                                           Range: 0’
                                                                                                                            Duration: 24 hours
If a Chaotic magic-user is killed before the expiration of this spell, regardless of how his body is disposed of, he will rise from death as a carrion mage in one year and a day.  Only burning the body to ashes can prevent this gruesome resurrection.

Additional Comments:

Unlike Advanced D&D, the Vampire is the high-end of undead fiends in Basic/Expert D&D and I have always wished for something more, like AD&D's Lich, an undead magic user.  So the Carrion Mage was my answer, inspired by Lovecraft.  Carrion Mages are meant to be the scheming, plotting heart of terrible events in a campaign, always at the center of a complex and convoluted plan to bring local civilization to its knees and under the carrion mage's heel.

I've also toyed with a version called a 'Carrion Faithful' that's an undead cleric cursed (blessed?) by some eldritch horror for the cleric's dutiful service to a writhing eternity of service to its loathsome, inhuman master(s).  Swap out the origins and substitute Cleric spells for Magic User's and you're done.  Mix, match and dispatch; player characters, that is.

Sunday, January 27, 2013

General Update #2 and News About Basic Edition D&D

I had hoped to bring you a substantive post today, but the one I was working on was a look back at previous campaigns in an attempt to draw out the things I did right, but it wasn't feeling right for some reason.  Still can't really put my finger on it but in part I believe it's because I want this blog to be about moving forward and moving on, not the past.  So that rather massive post is history, in every sense of the word.

So that decision has left me without a post and for that I apologize.  And perhaps I should have just let that be, and not posted this filler piece, but while looking around on the web for some inspiration on what to write about I dropped by my favorite online shops and was delighted to see that the Basic Edition D&D rulebook is a top seller; No.1 and No. 2 respectively at RPGNow.com and DriveThruRPG.com.

I am so amazed and happy about that, I just had to say something.

Thursday, January 24, 2013

Ring of Spell Holding

This intricate gold band, when slipped on a character's finger, extends the duration of a spell in effect on the character indefinitely - as long as the ring is worn.  Only spell effects that have a duration other than 'Instantaneous' can be so held.  If the ring is removed once the spell's normal duration has expired, the spell effect ceases immediately.  Eighty-five percent (85%) of these rings work on Magic-User spells only.  Rarely (15%), such rings will work with both Magic-User and Cleric spells.  One such ring can maintain only a single spell effect, so if a character has Flight, Protection from Evil and Bless in effect when the player indicates that the character puts on the ring, the player must specify which of the effects will be held.  The other effect(s) dissipates normally at the end of the spell's normal duration.

Tuesday, January 22, 2013

WoTC Makes Basic-edition D&D Avavilable Again!

 


I thought I might post a magic item or two today; hoping to get into a regular rhythm here (Tues-Thurs-Sun) but it turns out I really have something much better to write about!

Today Wizards of the Coast has started re-releasing the .pdf versions of previous editions of Dungeons & Dragons, including Moldvay's edition of the D&D Basic Set Rulebook!  Previously they had only released the Mentzer (BECMI) edition of the D&D Basic Set.   This is a quality scan and has been nicely cleaned up, unlike the pirate fan-scans available out there, and the text is selectable as well.  The price is acceptable too, only $4.99 for the rulebook.  I bought my original hardcopies in the boxed sets for $12.00 each back in the day, of course that included the cheapo dice-set with crayon to fill-in the numbers and an adventure module (B2 and X1 respectively).  Now all I need is the matching Expert volume and I am good-to-go!

This is terrific news for those of us die-hard Basic/Expert fans.  And a step in the right direction by WoTC.  Perhaps they've been paying attention after all...?

As the D&DClassics.com site has been up and down due to traffic here's a backup link to the Basic Rules, just in case...