Wednesday, November 26, 2014

I Have Internet Again! PCs Lives Are In Danger Once More...

A book I found nearly unreadable for some reason.  But the title rules!
Well, dear readers, I have made my return to the interwebs.  I trust that you all have fared well.  I have moved for the last time for a while, I hope.  I am back in the same school district with my children again, and hope to perhaps see them a little bit more.  I have also not stopped writing game material.  Expect the rest of those monsters, as well as setting material.  So far, I've decided that Antediluvia shall include dinosaurs in more than "lost world" encounter areas.  They shall be part of the regular, everyday world.

Also, I honestly feel as if I've been cheating on role-playing games as a partner.  I've been spending lots - and I mean lots - of time painting miniatures and putting them together and generally salivating over them in general.  I've even gone so far as to research what wargames exist for fantasy miniatures that are not Warhammer.  As much as I love Citadel Miniatures, I'm not a huge fan of the "monster rulebook syndrome" that Warhammer seems to have.  It's not a system thing, just a rulebook thing for me.  Just as the OSR called my name with its simplicity, I am searching for the same ideas for fantasy wargaming.  Here's the only problem - I am the only one I know who plays hobby games that likes miniatures games (and that kind of comes with being the only one with enough will and skill to paint minis).  I may have to go to the game shop 40 minutes away to try to set up a game!  

Anyhow, just wanted to let y'all know I'm back.  I haven't committed myself to regular posts, but consider this blog dark no longer.

Tuesday, May 20, 2014

New Monster: Voorian Mind-demons

Voorian Mind-demons

Hit Dice: 12+12
Armor Class: 17
Attacks: 1 sorcerous blast (4d4 + possible knockdown)
Saving Throw: 3
Special:  Immune to mind-affecting magic, immune to sleep magic, spells, sense presence, knockdown
Movement: 9
CL/XP: 15/2900


Only three such beings exist at any one time in the Necropolis of Voor.  They appear as robed figures with strange features, but unlike most undead, they are highly intelligent and were formerly leaders in their mortal lives.  If one of the mind-demons is slain,  the Necropolis itself will seek out a replacement from the remains within the Necropolis, and the sorcery responsible for the mountain's semi-sentience will animate and empower the appropriate corpse.  This process takes 3d6 days.

In combat, Voorian mind-demons have a few options.  Their main attack is a blast of invisible, sorcerous force that may be conjured at will as a normal attack, at melee range and at missile range up to 30 feet.  If struck, a target must make a saving throw or be knocked prone by the force of the blast, in addition to taking damage.  Mind-demons may also use spells as a 6th-level wizard.

Perhaps the most unsettling of the mind-demons' abilities is their ability to locate intruders in the Necropolis.  They can execute this location with alarming accuracy, to within 300 feet of the interloper.  An intruder is classified as any individual that the Necropolis does not want to permit access.

Prepainted Miniatures

When I was terrible at painting miniatures, I was a huge proponent of the different prepainted miniatures lines that exist.  I still think they are useful for those folks with no time to paint or without the talent to paint very well.  However, since I've buckled down and learned a few things about painting minis, I now realize how truly awful most of the paint jobs are on the prepainted lines, and how a lot of the castings lack detail that would be present even in a soft plastic mini put out by a true miniatures company.  The early D&D prepainted minis are especially awful.  As usual, the Pathfinder line stepped up the quality, as Paizo does with every idea they take from WotC (but they are still not quite table-quality to me).

So, I began sifting the prepaints I had, looking for sculpts I liked, and after isolating them away from the total crap, I began looking for a way to strip the paint from them.  I found out that it's impossible.  The paint on these things, at least on the lines I researched, is baked on and coated with something, and is often part of the mini itself is some cases (the plastic is that color, too).  Apparently the paint is vinyl-based, and might as well be solid vinyl when in its final form.  So, no stripping possible, at least not without using an acetone-based chemical, which will ruin the plastic anyhow.

So, prime and repaint it is!  I've selected about 100 different minis that I will be repainting, from various lines.  I've found a few that I thought were good enough to not need a repaint, only a touch-up.  But I like to start from scratch most times, so I got a cheap can of primer that I knew would stick to plastic, and have begun the process of making all those minis white, gleefully covering the bad paint jobs they formerly had.  The good news:  unless the paint is totally caked on (see early Mage Knight products), some nice detail will stand out when it's not covered up by the totally insane use of dark colors that seems to be ubiquitous to these lines.  I've had a few really pop after priming, and was able to see so many things on the mini that I didn't see the first time (including massive flaws).  In the end, I think I'll be able to get some serious mileage out of these, and as long as the paint isn't too think, I've just extended the minis I have available to paint!

Monday, May 12, 2014

One line that makes a great gaming post...

I found the following here.  I found it amusing, as someone who has used Citadel washes.

"Additionally, the Citadel Washes taste horrible. If you are a brush licker these will make you think twice."

I can't vouch for the taste, but the Citadel washes are gross-smelling, so I didn't think they would taste good.  I've been working feverishly at painting miniatures lately, including four of the old WEG Star Wars minis for my best friend.  I've gone from passable to above average at the hobby, but when I see some guys' Warhammer armies it still makes me want to toss my brush in File 13.  Yeah, I don't have a camera of any sort, so you don't get any pictures to see.

One thing I have come to really notice - and this is a subject that is old hat on the interwebs - lots of the prepainted stuff out there is terrible.  I will be stripping and repainting many, if it's a mold I like.

Note:  my favorite line to paint?  Reaper.  The Bones stuff lacks a bit of the detail, but it's not terrible, and assembly time with the Bones material and a good CA glue is immediate!  Still a fan of the metal, though.  You can beat the heft of metal minis, especially old Grenadier lead minis! And Citadel paints for the win.

Tuesday, April 15, 2014

Updates to Hit Adjacent Ally

To those good folks that read Hit Adjacent Ally:  I'm not sure what's going to happen in the very near future, but it is certain that I am losing my job in the coming months as the result of a company buyout.  I hate to think that updates will become more sporadic than they already have been, but it is a high possibility.  If this blog goes through a dark spot, bear with me.  Life throws us curveballs, we just have to knock them out of the park.  As a side note, if anyone has a job out there in the northeast Ohio area that they need someone who is skilled in purchasing and demand planning with a sales background to fill, holler.

Monday, April 14, 2014

Quick Note

Hit Adjacent Ally is now up to 35 monsters, either converted or wholly original (I believe there is just one conversion, actually).  My short term goal is 50.  Mid term, 100.  Long term - no upper number.  Expect tons more monsters inspired by art I find on the internets.

New Monster: Sapphire Guardian of Kanaan

SAPPHIRE GUARDIAN OF KANAAN

Hit Dice: 5 (30 hp)
Armor Class: 17
Attacks:  1 sapphire longsword (1d12+3)
Saving Throw:  12
Special:  Magic Resistance 75%, immune to fear effects and mind-affecting spells, blue gaze, deadly quickness (+1 to initiative rolls), cannot be disarmed
Movement:  12
Size:  M
Challenge Level/XP:  7/600

The Sapphire Guardians of Kanaan are a group of magical constructs created by the Founders, who settled Mirkania and built the city of Kanaan, and whose actual identities are lost to time.  Fortunately, the secret of the creation of the Sapphire Guardians has been handed down through the priestly caste of the city, and they are created and repaired on a regular basis.  This method is regarded as a holy secret, and people have died to protect it.

The Sapphire Guardians are made completely of a deep blue sapphire, mined from the surrounding land.  They are fashioned to appear in garb typical of Mirkania at the time of their construction.  Some of the oldest Guardians are centuries old, becoming a sort of window to the customs of past eras in the city, and for this reason some are deployed in festivals and in tutoring the noble caste.

As a rule, the Guardians are used as the police force of Kanaan.  Their priestly overseers command them in each and every task, but once commanded they function autonomously.  They can speak to impart knowledge to their commanding priest, but their voices sound as if they submerged in deep water - an eerie sound, to be sure.  Some Sapphire Guardians are promoted and assigned to the command of an entire unit of other Guardians, given the ability to command for themselves by the assigned priest.  Sapphire Guardians who have this ability never misuse it or disobey, for to do so means sure destruction.  Commanding Guardians want to keep "living," programmed to have this desire by the priests.

Every 1d4 rounds, a Sapphire Guardian can emit a blue ray from its eyes, affecting a single target at ranges of up to 30 feet.  If the target fails a saving throw, it is paralyzed for 1d6 minutes.  If destroyed, a Guardian becomes a fine blue powder - beautiful, but of no value.


Friday, April 11, 2014

New Monster: Vampire Raider of Kochab

VAMPIRE RAIDER OF KOCHAB

Hit Dice: 2+6
Armor Class: 15
Attacks:  1 weapon (1d10 + weapon modifier) or bite (1d8 + disease)
Saving Throw:  16
Special:  Necrotic bite, otherworldly presence
Movement:  9
Size:  M
Challenge Level/XP:  4/120

Just southeast of the mountains called The Spear that nestle the sage-city of Taltun lies a ruined city once known by the name of Kochab.  It was part of the Voori empire that had spread over the continent before recorded history.  Its only current inhabitants are what the people of the city of Antioch call the Vampire Raiders, a pale but strong race of people that sustain themselves largely by taking slaves and using them for labor and food.  They are cursed with an unnaturally long life, which is said to be uncountable centuries, dislike (but are not hindered by) sunlight, and prefer to dwell in the places below the surface of their city that they have constructed for themselves (this under-city is rumored to extend below The Throne and perhaps to Taltun itself).

In combat, Vampire Raiders are quite fierce, and will generally use weapons unless they are disarmed.  They have a terrible bite, complete with vampire-like fangs, and a victim of this bite must make a saving throw or face infection with disease.  The Raiders' disease is debilitating and deadly, causing damage on the second day of infection in the amount of 1d6 points of Constitution damage.  This disease will last for 1d6 days, each subsequent day after the first causing this Con damage.  When a victim reaches 0 Con, he dies.  A saving throw can be made each day to end the disease (after Con damage is assessed, of course).

The most deadly aspect of the Vampire Raiders, however, is their otherworldly presence.  Simply being within 60 feet of a Raider forces characters to make a saving throw, with failure indicating that they are fascinated by the creature for 1d4 rounds, or until the fascination is broken in the usual ways.

Thursday, March 20, 2014

Please...

Please tell me why I didn't buy Hexographer a long time ago.  I just bought the program, and I'll tell you now that I'll use it over and over and over again.  Here I was slogging away, getting writer's cramp from coloring maps, and Hexographer was just sitting there on the internet. 

Friday, March 7, 2014

New Monsters: Jackal Inheritor & Jackal Brood

JACKAL INHERITOR

Hit Dice: 2+4
Armor Class: 13
Attacks:  1 weapon (1d6 + weapon modifier) or bite (1d6)
Saving Throw:  16
Special:  Hideous howling, pack tactics, scavenger's purse
Movement:  9
Size:  M
Challenge Level/XP:  4/120

Jackal inheritors can be found throughout Sebkhedis and the Plains of  Ash in the south of Antediluvia.  They are worshippers of Zuhid, the Dead God of Irem, and are thought to traffick with the denizens of the Plateau of Leng.  Jackal inheritors are humanoid, with the heads of jackals, and are of slight but wiry build.  They are pack hunters of a nomadic bent that consider every other creature prey, plunder, or slave.

When three or more jackal inheritors are encountered, they will begin a terrifying howling when they sight prey.  When a character hears this howling they must save or be panicked for as long as the howling continues or there are less than three jackal inheritors left in combat.  Jackal inheritors are also notorious for working as a pack.  If two or more jackal inheritors are in adjacent positions in combat, they cannot be flanked and gain a +1 to attack.  If characters search the body of a fallen jackal inheritor, who are known scavengers, there will be a 50% chance of finding any mundane item they need upon the body (within reason).

JACKAL BROOD

Hit Dice: 1+1
Armor Class: 12
Attacks:  1 bite (1d6)
Saving Throw:  17
Special:  Hideous howling, swarming fury
Movement:  12
Size:  S
Challenge Level/XP:  3/60

The jackal brood is a supernatural breed of jackals under the exclusive command of the jackal inheritors.  Empowered by the same dark forces, they obey every whim of the jackal inheritors and display a strange intelligence beyond the levels of a normal animal, and can in fact understand speech and complex instructions.  It is rumored that the spirits of demons are bound within their bodies.

When three or more of the jackal brood are encountered, they will begin a terrifying howling when they sight prey.  When a character hears this howling they must save or be panicked for as long as the howling continues or there are less than three jackals left in combat. The jackal brood's members count as jackal inheritors for the purpose of this howling ability, and vice verse, and the two groups often use this ability in tandem.

When six or more of the jackal brood are encountered as a pack, they attack in a mad swarm of fangs and fur, doing 1d8 points of damage and gaining a +1 to saving throws until their number falls below six.

New Monster: Ectoplasmic Interloper

Note that this monster makes heavy use of my Conditions house rules for S&W.


ECTOPLASMIC INTERLOPER

Hit Dice: 6+6
Armor Class: 16
Attacks:  4 pseudopod slams (1d8 + ectoplasm sickness)
Saving Throw:  11
Special:  Immune to open-ended damage, ectoplasm sickness, blindsense 240', insane telepathy, alien mind, entangle, engulf
Movement: 6
Size: L
Challenge Level/XP:  14/2600

Ectoplasmic Interlopers are creatures spawned in another dimension, likely brought to the world of Antediluvia by black magic or long forgotten science.  They appear as formless, ever-shifting blobs of slime, sickly iridescent in color, and almost translucent.

In combat, they lash out with pseudopods that seem to be almost self-guided, especially considering that these beings have no eyes or sensory organs in any standard sense.  They can sense all around them in a 240' radius, even if the area or creatures in the area have been magically silenced or made invisible.  Ectoplasmic interlopers cannot be backstabbed or flanked or knocked down, and are immune to any magic that affects or controls the mind or emotions, including fear effects.  They are also immune to open-ended damage, and damage against them is limited to the result on the initial roll.  Anyone within 240' of an interloper must save or be affected by the alien telepathic powers of the creature, causing the victim to be confused for 1d4 rounds.

If an ectoplasmic interloper hits with a pseudopod, the target must make a saving throw or be affected by ectoplasm sickness, becoming sickened for 1d6 rounds.  A creature can only be sickened in this fashion once per combat.  If a victim is hit by two pseudopods in the same round, he becomes entangled until he makes a successful saving throw, which will release him (however, he may take no other actions in the round he frees himself).  

If the ectoplasmic interloper entangles a character, it may attempt to engulf him.  Ectoplasmic interlopers may engulf size M or smaller targets by drawing entangled creatures into its gelatinous ectoplasmic body.  It can do this the round after it has entangled a target, and characters within the body of the interloper take 1d6 points of damage per round.  A successful saving throw will free the character.

Wednesday, March 5, 2014

New "Monster": Moon Lord of Nibiru

MOON LORD OF NIBIRU

 
Hit Dice: 1
Armor Class: 10 (or by armor)
Attacks:  1 weapon (1d6 + weapon modifier)
Saving Throw:  17
Special: Vast intellect, immortal
Movement: 9
Size:  M
Challenge Level/XP:  1/15
 
On the dead moon of Nibiru dwells a race that appears similar to humans.  They call themselves the Moon Lords, and dwell in a city of white stone called Ither-Merast.  They are a generally peaceful people, but tales of their valor in battle are widespread amongst the peoples of the Dead Moon.  It is said they once controlled the methods used to construct and operate the moon-gates found on Antediluvia, Negalu, and Nibiru, and numerous tales of the Moon Lords exist in one form or another on all three worlds.
 
Moon Lords have a vast intellect, and they have a 50% chance of knowing and being able to recall any obscure fact that someone seeks, no matter the subject.  This is also due to their lifespan - the Moon Lords are immortal.  They never die of natural causes other than bodily harm, and the oldest Moon Lords have forgotten their age over the passing millennia.

Thursday, February 20, 2014

Campaign Notebook: Nations of Antediluvia, Part 1

This post is the first in a series about the various nations that inhabit the world of Antediluvia.  Each is assigned a real world cultural approximate, city and rural vistas (which will provide easy sensory details for players), primary deities, population centers with approximate populations, a rough sketch of the government, monetary system, resources, and known dangers.  This is my attempt to get all of my game information out of the notebook and into a place where it can be kept online for use when I need it.

Ingurista

Real World Cultural Approximate:  Medieval Spain.
City Vistas:  Fishing villages with square wood homes, muddy roads with heavy wagon wheel ruts, rough-looking inns and taverns, salted fish in the markets, friendly people.
Rural Vistas:  Fishing ships off the coast, other Inguristan islands on the horizon, roaming herds of livestock, cold but pastoral landscape, rocky terrain, evergreen trees.
Primary Deity:  Arsago.
Population Centers:  The islands of Inditrul (7,000), Nerari (5,000), Hamigola (2,000), and Tugosi (3,000).  They are named after the original tribes that settled Ingurista.
Government:  Each of the four islands must choose a person from their ranks to represent their interests on the Council of Four.  The Council meets on the island of Inditrul to decide all major issues of trade, infrastructure, and war, and often hear civil complaints.  A unanimous decision must be reached or the item is left undecided until the next meeting, which is typically a monthly affair.
Monetary System:  Many barter livestock and fish, but Ingurista has largely adopted the Karthaginian Standard, and Karthaginian coins are used in day-to-day affairs.
Resources:  Fish, livestock, salt.
Known Dangers:  Rough seas, cold, pirates, tavern brawls, brigands.

Rime

Real World Cultural Approximate:  Dark Ages Scandinavia with Medieval Russian overtones.
City Vistas:  Log longhouses, muddy roads, fish in the markets, wonderful woodcarving and wood architecture, friendly but wary people, all citizens are armed.
Rural Vistas:  Cold but beautiful hill-country, evergreen forests, roaming herds of livestock and wild elk, fertile ground for a short farming season, fishing ships off the coast.
Primary Deity:  Soom.
Population Centers:  The cities of Govad (2,000), Kamuj (3,000), and Ogrod (2,500).  The capital city, where the King lives, is Kamuj.
Government:  Rime is a feudal monarchy, led by a king who delegates rulership to his vassals.  Each town or city is governed by one of these vassals, appointed by the king according to his noble station.  Higher ranking nobility typically receive rulership of a larger area.
Monetary System:  Karthaginian Standard, supplemented heavily by barter.
Resources:  Fish, logging, piracy, herds.
Known Dangers:  Pirates, brigands, large wild animals, roving bands of soldiers, cold, ruby goblins along the coast.

Nushirvan

Real World Cultural Approximate:  Ancient Tibet.
City Vistas:  Magnificent stone architecture juxtaposed with more utilitarian housing, trees nestled in the midst of the city, rather strange dress and customs compared to surrounding nations, peaceful people but with capable city guards and soldiers.
Rural Vistas:  Cold plains, mostly evergreen brush scattered about, well-cultivated tiered farmland, wandering religious men, roaming herds of antelope and elk.
Primary Deity:  Thoshallo.
Population Centers:  The cities of Uzuldaroum (8,000), Ughatuar (3,500), Datuara (6,000), and Phaustek (2,300).
Government:  A religious class rules over this land, and the dictates of the god Thoshallo, who stresses the union of body and mind, guide their rulership principles.  They govern democratically, each priest receiving an equal say in any matter.
Monetary System:  No coinage is used.  The priests have decided coins have no value.  Only barter is accepted.
Resources:  Grain, stone, precious stones, herds, plant-based drugs.
Known Dangers:  Large wild animals, poisonous plants, occasional incursions of ruby goblins from Rime.

Monday, February 17, 2014

My kids learn old-school roleplaying - with a play report and a lesson

So, a few days ago, I introduced my two daughters, ages 7 (about to be 8) and 6, to the idea of roleplaying games.  They were curious about a "game that never ends" and where they work together instead of against each other.  And they especially like the idea of using all of my miniatures, so they can "play with Daddy's monsters."  (They love the figures and set them up all the time just to play around with them.)

I wasn't supposed to get the kids this weekend, since it's technically an "off-weekend" for me due to the parenting time schedule, but my youngest had been wanting to see more of me, so I decided to make this weekend special.  I got a PDF copy of the game Dagger by Brave Halfling Publishing, which is appropriately billed as old-school roleplaying rules for kids.  It works perfectly.  In combination with my Rules Cyclopedia for found treasures and additional monster stats (I usually just made up monster stats on the fly, however), I found Dagger to be one of the best rules-lite systems I've come across.

The kids chose to play Elves, since they are already familiar with fairies from cartoons and such, and they have watched The Hobbit and the first Lord of the Rings movie, and liked the elves in it.  Plus they wanted to use magic and be good at fighting (which I made sure to emphasize as "defending themselves" - as Christians of the Mennonite denomination we are non-resistant and do not believe in violence as means to an end and I try to keep violent material in the home minimal where the children are concerned).  They immediately chose Cure Light Wounds as their spell.  Possible influence from Sunday School was noted by me here.  They are learning of the various miracles of Jesus right now, focusing on the different healing miracles.  I was happy with that choice, since I knew they would try to fight every monster.  I did the same thing when I first played D&D.

They began in the elf city of Lightbottle in the Woodwind Forest (the forest was named by my oldest, I was proud!).  Pretty soon they heard a scream, so they went to look.  I had to prompt a bit here since they didn't realize they couldn't actually see what was happening, that it was in the distance.  When they arrived at the scene, a giant spider was trying to get into an elf cottage, owned by their friend Myrtle (by the way, my kids named their characters Selena and Roknee Fear - excellent names!).  They won the fight, vanquishing the spider and saving their friend.  

Long story short, some Dryads from the forest came to find them and took them to the King of the Forest, a huge treant (for which I had a pre-painted plastic mini from an old D&D Minis line, and I'd been itching to use it somehow).  They loved it when I sat that sucker down on the floor with their characters (we played on the floor, with me in a recliner - I don't have much furniture after the divorce, so we make do more often than not with less than optimal seating).  The King of the Forest charged them with finding the spiders and what is causing their attacks.  As it turns out, they discover in the nearby village of Pinecone that orcs are involved with the spiders.  They track them to an abandoned castle surrounded by a huge graveyard, and getting through the graveyard involved fighting a group of skeletons.

Upon entering the castle, they immediately alerted the orc guards by barging in and making lots of noise (note that by this time I'm fudging all kinds of rolls to keep it moving, because they're out of spells and healing potions because they're fighting and not running - my youngest's exact words were "I'm always going to attack!").  They destroy the orcs and move on, but not before the last orc escaped and returned with an ettercap in tow!  They chose to proceed directly to the largest room, the old throne room, where a swarm of spiders was located.  The finished dispersing the swarm, searched the room (with a bit of prompting), and found the secret door to the dragon's lair.

At this point you're asking why I would subject them to a dragon at first level.  Well, they love dragons, and I can fudge rolls all day and they won't know the difference.  They had a blast and that's all that matters.  Plus, I gave it 1 hp per hit die and an AC of 3.  It breathed at them and "missed" but nailed one of them with a Magic Missile spell.  The best part was when after defeating the dragon and finding evidence that the dragon was what was commanding the spiders and orcs, they wanted to clear every room in the castle.  Unbelievable.  Especially considering the recent OSR meme of empty rooms and completist players.  It turns out my children are completists.  They absolutely hated the two empty rooms in the castle.  They looked at me like they got robbed!  They wanted a monster behind every door.  In a megadungeon I'd have to use every monster in the book to keep them satisfied.  Sounds kind of fun....

Here's where I wanted to show them what the treasure in the game is all about.  I loaded them up with GP, gems, and 4 magic items (an egg of wonder, a wand of magic detection, a short bow +1, and a scroll of something or other that I can't remember right now).  They made out big time, and had so much fun.  They went back to the King of the Forest and reported what they learned.  I made them try to remember, especially since my oldest is having trouble with reading comprehension and remembering what happened in a story - very little prompting was needed here.  Random rolls for a magic item reward were next, and out of it came a wand of lightning bolts and a ring of protection +1.  Now, that may sound like way too much treasure, but it was meant to show them the cool things in the game.  Plus, I can toss some tougher monsters at them.

In the end, they reached 2nd level, gained 2 more hp each, dropped their saves to 13, and got to pick a 2nd level spell each.  They both picked Invisibility.  My oldest wants to "haunt" someone while invisible.  That should be a entertaining!

The only problem I ran into, and this is simply due to my youngest only being in Kindergarten, is that I had to spell everything she wrote down and help her to read what she wrote and read the character sheet.  She can read, but not fast like my oldest.  But they have both declared that Dagger is the "most fun game they have ever played."  When I asked if it was better than Monopoly, I was treated to an enthusiastic "Yes!"  I may have myself two new enthusiasts.  They love playing games with Daddy, and I live for our time together, and it has become really the only thing I truly look forward to every week.  We're inseparable when we have our time together and we love to play games together - they often fight over who gets to sit next to me, which is a good feeling.  The hardest thing about the divorce has been coming home to an empty apartment with no children.  If you've never had the experience, the pain can be awful, especially when you're used to those two munchkins running around and causing chaos.  It's worse than just someone not being there when you get home.  Think about it - your kids do not live with you any more and it's just the way it has to be.  It's been a really hard year.  Please, if you have kids, treasure each moment of time with them.  You could lose that all too easily.

Friday, February 14, 2014

New Magic Item: Chain Mail of Gaseous Skulduggery

This is my last entry into the OSR Superstar contest.  "Gaseous Skulduggery" kind of sounds like something I do in the bathroom, though....





Chain Mail of Gaseous Skulduggery

This suit of typical-looking chain mail provides the wearer with a strange ability.  Once per day the wearer may invoke the power of the armor, which is to make the wearer gaseous immediately for 1d4 rounds.  In gaseous form the wearer cannot manipulate the physical world, so all equipment falls to the ground, except for the armor and one weapon chosen at the time of the power’s invocation, which turns gaseous like the wearer and returns to solid form along with the character.  A gaseous character may pass through cracks in walls, through holes, and through other areas too small for his body to fit, as well as over walls and other barriers. He gains a flying speed of 9 while transformed.  The character is immune to physical attacks of all kinds during the time he is in this form, but a forceful wind or similar effect will cause the character 2d6 points of damage as his form is pulled apart temporarily, not to mention falling from height if he chose to fly upward while gaseous.  The Referee should roll the duration of the change in secret and not reveal how long the transformation will last.