From the Lads-
Mordenkainen's Mediocre Motel Room (Summoning, Alteration)
Level: 2 Components: V, S, M
Range: 0 Casting Time: 1 round
Duration: 1 hour/level (see description) Saving Throw: None
Area of Effect: 7'x7'x7' cube
Explanation/Description: When cast the magic-user summons a Mediocre Motel Room, a wooden shelter that is roughly 7' wide, 7' deep, and has a very slightly pitched roof that reaches 7' at its highest. The Motel Room is of average-to-poor construction (the roof and each wall have only 2 Defensive Points each when resisting siege damage) and is usually painted in a distinctive, even garish, manner (such as teal walls and an orange roof, or pale beige walls and a bright, cherry red roof).
The Motel Room has a single door (1 defensive point) that has a simple lock (+15% on lock picking attempts) and an interior bolt. Next to the door is the front window, a 2' x 2' opening with shutters (1 defensive point when shuttered and barred). The window is not glazed and has no screen or curtain, allowing free passage when unshuttered.
The interior has a worn wooden floor throughout. There is a simple bed (rope suspension, straw-filled, lumpy mattress, no linens), a very small table with an oil lamp by the bed, a small closet (2' wide, 2' deep, no door) a small room for a chamber pot (2' wide, 2' deep, no door, no chamber pot, has a small grill for ventilation, 3 inches by 3 inches, near the ceiling) and a built in desk between the closet and privy with a wooden stool by it.
The Motel Room provides the same protection from the weather as a poorly-made, small, wooden building. It is drafty and in heavy rain the roof leaks in a place or two. There is no fireplace or hearth, but a brazier or field stove could potentially be placed on the floor. The Motel room is as subject to fire, lightning, earthquakes, etc. as any other poorly-made, small, wooden building.
The bed is sufficient for 1 human, although it can just barely fit 2 humans in a pinch. There is enough floor space for another human and a gnome or halfling could potentially curl up under the desk. If someone is sleeping on the floor you cannot enter or exit the bed without stepping on them unless you fly or levitate.
There is a vague, pervasive odor to the Motel Room that cannot be identified or removed. This odor makes animals uneasy so that only familiars or highly trained creatures (such as war dogs) will sleep within.
The oil lamp burns dim and smokes a lot. While it sheds enough light to navigate the room it is too dim for reading. By command the caster can cause a light to shine from the ceiling over the bed (another command turns it off). This ceiling light is bright enough for reading, but it flickers off and on briefly at irregular intervals; studying spell books to memorize spells takes 30% longer than normal if reading by this light.
When anyone is within the Motel Room roll encounters as normal with the exception that if two or more creatures are encountered at once there is a 50% chance that they begin to fiercely argue within earshot of the Motel Room. If this occurs the creatures will scream at each other, pound weapons on shields, roar, etc., making as much noise as possible for 2d4 turns, after which they depart for the closest tavern. Such a fight will automatically wake anyone sleeping in the Motel Room and prevent them from returning to sleep until the argument is over.
When the spell ends the Motel Room and its furnishing vanish, unceremoniously dumping anyone and anything within on the ground.
Despite the listed duration of the spell, no matter how much time has passed since it was cast every Motel Room vanishes at 10 am local, on the dot.
The material component is a small key with an attached horn disk inscribed with runes and a number (costs 5 s.p.), a tiny bell (costs 1 g.p.), and 1 gold piece. To cast the spell the caster rings the bell, stands still while tapping his foot and whistling for 1 round, then tosses the gold piece in the air, where it vanishes. The key and tag vanish when the spell ends. The bell can be reused.
A blog for Rick Stump, gamer since 1977. Rants from my fevered brain about Old School Gaming, the state of the industry, my ongoing campaign (it began in 1979) and the supplements created by Harbinger Games
Saturday, August 11, 2018
Sunday, August 5, 2018
Major Arc Completed: The Briars Are Now Mapped
For those of you who don't know/care my players have been doing a massive arc of mapping some of the wildest, toughest terrain in my campaign setting. The arc started in May of 2017 and finished this weekend, about 15 months of gaming real world, with a few breaks and other sessions. In-universe the adventure spanned about 500 days of travel, mapping, and fighting.
The Weather- The party endured everything from a Summer high temp of 112 degrees (44 degrees to you non-Americans) to a Winter low of -3 (-19 Celsius). There was a gale where sustained winds were 70 mph with gusts to 90 mph (Beufort scale 11 with hurricane force gusts) and separately a tornado touched down 1 mile away and passed within 1/4 mile of the party. Flash floods were also a threat more than once and they hate hail pretty hard, now.
Encounters- They fought everything from a tribe of goblins allied with a giant to two separate kobold tribes. They encountered a full troll clan with a shaman, 3 holy hermits, 3 bandit groups, a full brigand band, and so many small groups of thieves, kobolds, highwaymen, goblins, wild boars, and lone trolls they lost count. Toward the end I stopped mentioning the routine encounters with venomous asps, venomous spiders, normal rats, brush wolves, brush cats, tortoises, etc.
Big Names- They killed Ol' One Fang and Ol' Knobby. They encountered the Red Maiden more than once (with no direct fighting) and lived. They met with Heruhoth, Champion of Kath and foe of the Red Maiden. They met Vasilissa, servant to Baba Yaga, a handful of times and met Baba Yaga herself once. They even saw her Dancing Hut twice. They met the Beginner of the Third Way ( a 14th level Monk of the Three-fold Path) and his disciples as well as one of his students who might be a ninja from Yashima. They dealt with the Man in Green, the Man in Red, and even the Man in Blue. They discovered the hidden Grove of the ranking druid in the region and learned that the druids and the monks don't get along.
Big Ideas- Two mountains nearby seem to be part of a weapon capable of firing at spelljammers in space. The druids think the Briars are a natural part of the world but the monks think the Briars are the chaotic effects of the Contraption, deep in Skull Mountain. The Eldar (the Men in Colors) might be merchants who will sell anything to anyone, or they might be masters of deceit trying to gain control of the space weapon, or they might be something else. The Red Maiden is probably a rakshasa with a Wand of Polymorph sowing death and fear for Baron Samedhi - whoever he is. Skull Mountain, the Briars, and the Old Road may be older than the elves.
Next Missions- Vasilissa is about to turn 16; when she does she has three tasks to perform for Baba Yaga. If she succeeds she gains a reward. If she fails she is eaten. The party hopes to save her.
The Red Maiden must be destroyed.
The party will split the loot (they held off the entire time!) and gain all experience. I am removing the usual 'only one level at a time' restriction, if it comes up, to reflect the intense nature of the mission.
What's that?
Oh! The map!
The Weather- The party endured everything from a Summer high temp of 112 degrees (44 degrees to you non-Americans) to a Winter low of -3 (-19 Celsius). There was a gale where sustained winds were 70 mph with gusts to 90 mph (Beufort scale 11 with hurricane force gusts) and separately a tornado touched down 1 mile away and passed within 1/4 mile of the party. Flash floods were also a threat more than once and they hate hail pretty hard, now.
Encounters- They fought everything from a tribe of goblins allied with a giant to two separate kobold tribes. They encountered a full troll clan with a shaman, 3 holy hermits, 3 bandit groups, a full brigand band, and so many small groups of thieves, kobolds, highwaymen, goblins, wild boars, and lone trolls they lost count. Toward the end I stopped mentioning the routine encounters with venomous asps, venomous spiders, normal rats, brush wolves, brush cats, tortoises, etc.
Big Names- They killed Ol' One Fang and Ol' Knobby. They encountered the Red Maiden more than once (with no direct fighting) and lived. They met with Heruhoth, Champion of Kath and foe of the Red Maiden. They met Vasilissa, servant to Baba Yaga, a handful of times and met Baba Yaga herself once. They even saw her Dancing Hut twice. They met the Beginner of the Third Way ( a 14th level Monk of the Three-fold Path) and his disciples as well as one of his students who might be a ninja from Yashima. They dealt with the Man in Green, the Man in Red, and even the Man in Blue. They discovered the hidden Grove of the ranking druid in the region and learned that the druids and the monks don't get along.
Big Ideas- Two mountains nearby seem to be part of a weapon capable of firing at spelljammers in space. The druids think the Briars are a natural part of the world but the monks think the Briars are the chaotic effects of the Contraption, deep in Skull Mountain. The Eldar (the Men in Colors) might be merchants who will sell anything to anyone, or they might be masters of deceit trying to gain control of the space weapon, or they might be something else. The Red Maiden is probably a rakshasa with a Wand of Polymorph sowing death and fear for Baron Samedhi - whoever he is. Skull Mountain, the Briars, and the Old Road may be older than the elves.
Next Missions- Vasilissa is about to turn 16; when she does she has three tasks to perform for Baba Yaga. If she succeeds she gains a reward. If she fails she is eaten. The party hopes to save her.
The Red Maiden must be destroyed.
The party will split the loot (they held off the entire time!) and gain all experience. I am removing the usual 'only one level at a time' restriction, if it comes up, to reflect the intense nature of the mission.
What's that?
Oh! The map!
Saturday, July 28, 2018
Worldbuilding and Seaward Overview: Steel, Ships, Schnapps
D&D has led me to some interesting side hobbies, such as an intense interest in mining, metallurgy, and smithing as a teen. My goal was for an internal consistency to Seaward, a world that made sense inside its own context. My players seems to notice this (hooray!) but sometimes be confused, so here is my thinking.
Seaward as a whole is roughly the High Middle Ages, around 1200 AD, give or take. But that is just a touchpoint. Here is where it differs.
Metals-
In Real Life blast furnaces were only introduced to Europe in the 16th Century, but they were about 1,500 years old by that time, having been used in China that long before. Smelting is a LOT older, as in 6,000+ years.
Seaward has pretty advanced metallurgy with sophisticated blast furnaces (hot blast blast furnaces with water- or spell- powered forced air, distillatory venting, and the use of raw anthracite), a wide range of fluxes as well as ore washing, roasting, and reduction steps throughout. The dwarves are masters of this, although all races do at least base smelting.
This means 'full plate' armor, better tools, improved alloys, etc. are also "earlier". The humanoids are still in the 'age of mail' while the good guys have reached the 'age of plate'.
My thinking/justification: The odd thing (to me, at least) in real life is that bits and pieces of smelting technology were scattered here and there but rarely combined until fairly recently. Water-powered forced air on southern Europe; blast furnaces in China; sophisticated fluxes in Spain, etc. My simple assumption is that long-lived dwarves with different cultural ties were more likely to share and combine these technologies leading to a slightly faster development of metallurgy so that Seaward is about 4 centuries 'ahead' of Europe in mining, smelting, etc.
Sailing-
In Real Life the Medieval Period by about 1200 AD saw the development of the cog, knarr, and hulk in the West and the very sophisticated Song Dynasty junk in the East.
Seaward lags far behind in ship technology. The only common boat is the simple fishing boat with a square sale. The only real military ships of Seaward and Eastford are a few trireme galleys. Trading vessels are simple flat-bottomed roundships with a single square sail. The most advanced ships are those of the Mariner Elves who have the equivalents of longships and simple knarrs.
My thinking/justification: In real life the fact that ancient humans got into boats and sailed out of the sight of land might be the boldest thing our species has ever done - and we did it a lot. The Medieval Period had more population, an improvement in other technologies, an increased need and desire for trade, and seaborne raiders. all of which led to rapid development of ship technology that had otherwise been stagnant since Hellenistic times.
Seaward is still stagnant, as is most of the world around it, for three reasons. One, the oceans of Seaward are much more deadly than the real oceans, which is a terrifying concept. Sea serpents, dragon turtles, weresharks, kraken, sahuagin, koalinth, scrags, etc., etc., etc. mean that there are areas of ocean that are impassible and the rest is much more lethal. There are very good reasons to not go to sea. Second, magic allows you to skip some of the ship technology. A spell here and there makes any ship more seaworthy, so if you must go to sea the simpler ship can do more in a pinch. Third, things like Teleport, Carpets of Flying, etc. mean that the powerful or wealthy can travel much faster and more safely, removing some of the impetus for development.
Alcoholic Spirits-
Archaeologists have evidence that the Babylonians were making simple distilled alcohol by 1200 BC and distillation of alcohol was spreading in both the East and West in the 1st Century, so liquor is fairly old. But it wasn't until about 1500 AD that distillation was more than a novelty or tool of alchemy.
Seaward is about 400 years ahead here, too, allowing for a very wide range of liquors. Pot still are the norm, but both fractional distillation and reflux are well-known and used improving quality and consistency.
My thinking/justification: Essentially the same as with metallurgy.
Impact-
Seaward has the alcohol, armor, and metals of the 16th Century and the ships of the 7th with a few elves carefully guarding their 11th Century ships and Liung Diguo having a few early junks far, far away. The lack of reliable sea travel makes the world effectively larger and forces more overland travel. It also makes magic items and spells with strategic travel capabilities much more valuable.
Seaward as a whole is roughly the High Middle Ages, around 1200 AD, give or take. But that is just a touchpoint. Here is where it differs.
Metals-
In Real Life blast furnaces were only introduced to Europe in the 16th Century, but they were about 1,500 years old by that time, having been used in China that long before. Smelting is a LOT older, as in 6,000+ years.
Seaward has pretty advanced metallurgy with sophisticated blast furnaces (hot blast blast furnaces with water- or spell- powered forced air, distillatory venting, and the use of raw anthracite), a wide range of fluxes as well as ore washing, roasting, and reduction steps throughout. The dwarves are masters of this, although all races do at least base smelting.
This means 'full plate' armor, better tools, improved alloys, etc. are also "earlier". The humanoids are still in the 'age of mail' while the good guys have reached the 'age of plate'.
My thinking/justification: The odd thing (to me, at least) in real life is that bits and pieces of smelting technology were scattered here and there but rarely combined until fairly recently. Water-powered forced air on southern Europe; blast furnaces in China; sophisticated fluxes in Spain, etc. My simple assumption is that long-lived dwarves with different cultural ties were more likely to share and combine these technologies leading to a slightly faster development of metallurgy so that Seaward is about 4 centuries 'ahead' of Europe in mining, smelting, etc.
Sailing-
In Real Life the Medieval Period by about 1200 AD saw the development of the cog, knarr, and hulk in the West and the very sophisticated Song Dynasty junk in the East.
Seaward lags far behind in ship technology. The only common boat is the simple fishing boat with a square sale. The only real military ships of Seaward and Eastford are a few trireme galleys. Trading vessels are simple flat-bottomed roundships with a single square sail. The most advanced ships are those of the Mariner Elves who have the equivalents of longships and simple knarrs.
My thinking/justification: In real life the fact that ancient humans got into boats and sailed out of the sight of land might be the boldest thing our species has ever done - and we did it a lot. The Medieval Period had more population, an improvement in other technologies, an increased need and desire for trade, and seaborne raiders. all of which led to rapid development of ship technology that had otherwise been stagnant since Hellenistic times.
Seaward is still stagnant, as is most of the world around it, for three reasons. One, the oceans of Seaward are much more deadly than the real oceans, which is a terrifying concept. Sea serpents, dragon turtles, weresharks, kraken, sahuagin, koalinth, scrags, etc., etc., etc. mean that there are areas of ocean that are impassible and the rest is much more lethal. There are very good reasons to not go to sea. Second, magic allows you to skip some of the ship technology. A spell here and there makes any ship more seaworthy, so if you must go to sea the simpler ship can do more in a pinch. Third, things like Teleport, Carpets of Flying, etc. mean that the powerful or wealthy can travel much faster and more safely, removing some of the impetus for development.
Alcoholic Spirits-
Archaeologists have evidence that the Babylonians were making simple distilled alcohol by 1200 BC and distillation of alcohol was spreading in both the East and West in the 1st Century, so liquor is fairly old. But it wasn't until about 1500 AD that distillation was more than a novelty or tool of alchemy.
Seaward is about 400 years ahead here, too, allowing for a very wide range of liquors. Pot still are the norm, but both fractional distillation and reflux are well-known and used improving quality and consistency.
My thinking/justification: Essentially the same as with metallurgy.
Impact-
Seaward has the alcohol, armor, and metals of the 16th Century and the ships of the 7th with a few elves carefully guarding their 11th Century ships and Liung Diguo having a few early junks far, far away. The lack of reliable sea travel makes the world effectively larger and forces more overland travel. It also makes magic items and spells with strategic travel capabilities much more valuable.
Monday, July 9, 2018
DM Report: Deeper into the Caverns
The party keeps exploring. Here is the setup and here is the previous report.
After a night's rest the party decamped from the goblin tunnels, set up the mercenaries and 10 of the henchmen on the hilltop and examined the eastern tunnel. Starfalcon (ranger) and Akio (henchman monk) rapidly determined it was the lair of jermlaine. Jermlaine that seemed to avoid the sunlight of the Cavern of Herds. The main party switched to the Trog Tunnels and, after driving back the tentamorts in the junction, went east, following that tunnel a long way until it opened up into a rocky cavern almost a mile long. Near the cavern, in the tunnels, they encountered a snyad and parleyed. The soon learned of the 'war in the walls'; a century long fight between the snyads of this area versus the jermlaine to the north. After discussions the party gave the snyads 8 daggers for their fight.
This led to jokes about being arms dealers
Thursday, July 5, 2018
DM Report: Deep Into Skull Mountain
Setup found here.
Later the same game-day the party sent the henchman mage/thief to watch the trog caves while Invisible as they scouted the cavern again, making sure their map is accurate and paying close attention to the waterfall and the eastern tunnel. They heard distant thunder from the eastern tunnel.
Later the same game-day the party sent the henchman mage/thief to watch the trog caves while Invisible as they scouted the cavern again, making sure their map is accurate and paying close attention to the waterfall and the eastern tunnel. They heard distant thunder from the eastern tunnel.
Monday, July 2, 2018
DM Report - Short Session in Skull Mountain
Saturday the crew did a shirt foray into Skull Mountain.
Players and Characters
Jen - Ingrid: 6th level fighter
Jack- Hans, 5th level fighter (halfling)
Alex- Starfalcon, 6th level ranger (elf)
Sam- Clint, 6th level paladin
Nick- Telnar, 6th level cleric
Henchmen: 15 (!) including clerics, men-at-arms, illusionists, religious brothers, thieves, and more
Hirelings: 10 pikemen, 5 heavy crossbowmen, 5 shortbowmen, 10 heavy footmen, a cook, a healer, and a porter
Animals: A heavy warhorse (Clint's 6th level man-at-arms henchmen, sergeant and commander of the henchmen); a paladin's mount (Clint's), 3 mules (pack train)
Other: Han's steam-powered war moose construct mount
Players and Characters
Jen - Ingrid: 6th level fighter
Jack- Hans, 5th level fighter (halfling)
Alex- Starfalcon, 6th level ranger (elf)
Sam- Clint, 6th level paladin
Nick- Telnar, 6th level cleric
Henchmen: 15 (!) including clerics, men-at-arms, illusionists, religious brothers, thieves, and more
Hirelings: 10 pikemen, 5 heavy crossbowmen, 5 shortbowmen, 10 heavy footmen, a cook, a healer, and a porter
Animals: A heavy warhorse (Clint's 6th level man-at-arms henchmen, sergeant and commander of the henchmen); a paladin's mount (Clint's), 3 mules (pack train)
Other: Han's steam-powered war moose construct mount
Saturday, June 30, 2018
Review: Death Frost Doom
My relationship with modules and ABOP (adventures by other people) is complex; In the '70's and '80's i ran many "official" modules set in Greyhawk for one of my groups. The other group was all-new, all-original Seaward. Most of the modules were gifts, as was Greyhawk.
Now every year I take a 'classic' module and run it at Halloween. I have play tested a few (notably A Baker's Denizen which I modified to fit), and I will steal a map or a monster here and there. I like to occasionally use a map by someone else, totally restocked, to avoid becoming too predictable.
But I do not like just using ABOP; they are usually very, very heavily modified unless it is a Halloween adventure. And while I really enjoy a few contemporary adventures, I usually don't get much more than elements for my own games from the work of other people.
That's me, not you. I am idiosyncratic and quirky, so are my campaigns. My Hudson City based campaign for Champions is so modified I am, in the end, just using the map.
But I do review things. And I am rather frankly merciless in my reviews. After the 8th person in 4 months asked me to review Death Frost Doom I said,
How I am Reviewing
I am drinking G&T's while I do a 'read through and review' where I give first impressions, so it might end up a drunk blog, too.
Then I will sum up.
No edits!
Spoilers to Follow
Now every year I take a 'classic' module and run it at Halloween. I have play tested a few (notably A Baker's Denizen which I modified to fit), and I will steal a map or a monster here and there. I like to occasionally use a map by someone else, totally restocked, to avoid becoming too predictable.
But I do not like just using ABOP; they are usually very, very heavily modified unless it is a Halloween adventure. And while I really enjoy a few contemporary adventures, I usually don't get much more than elements for my own games from the work of other people.
That's me, not you. I am idiosyncratic and quirky, so are my campaigns. My Hudson City based campaign for Champions is so modified I am, in the end, just using the map.
But I do review things. And I am rather frankly merciless in my reviews. After the 8th person in 4 months asked me to review Death Frost Doom I said,
"I ain't buying it."When they gave me their copy, I was on the hook. I am told this is the original version.
How I am Reviewing
I am drinking G&T's while I do a 'read through and review' where I give first impressions, so it might end up a drunk blog, too.
Then I will sum up.
No edits!
Spoilers to Follow
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