I have seen a ton of Fireball variants, some good, most bad. But some of the best were from Hackmaster, 4th edition. Since the character of Brian from the comics it was derived from was fireball happy they had a TON of variants.
Mostly unbalanced.
But my kids loved more fireballs, I love more fireballs, so I made some variants of my own. This spell uses the magic missile mechanic I discussed here.
Lesser Fireburst
Level- 1 Range- 60' + 10'/rank
Casting Time- 3s Components- V, S, M
Area of Effect- 5' r. sphere Duration- Inst.
When cast a spark streaks from the caster's extended fingertip until it bursts into a sphere of flame 10' in diameter at its destination. All creatures within the area of effect take 1d3 h.p. of damage per rank of the spell caster, save for 1/2 damage.
While otherwise similar to Fireball the Lesser Fireburst differs from that spell in important ways. The flames of a Lesser Fireburst are not as hot, causing spells such as Protection from Fire and items such as a Ring of Fire Resistance to be twice as effective in reducing damage from this spell. Also, the Lesser Fireburst does not expand within confined spaces and items exposed to the heat of this spell save vs. normal fire with a +1.
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
Friday, September 6, 2013
Wednesday, September 4, 2013
DM's Log: Blackstone Campaign Group 1 - the Pack parts 1 & 2
Having returned from the large battles to the East the party wanted to settle down and focus on completing their large, combined stronghold. Through a combination of experience points and an arcane book the party fighter and leader, Doomsman, is now 13th level and the cleric/mage, Darkwalk, is 8th/9th. Unfortunately, the Redcaps still pose a major threat.
The Redcaps are the spiritual descendants of the rebellious humanoid legions that brought down the last Human Empire a few centuries before current game time. The have a mysterious leader and employ mainly humanoids and giants. Typically they have Goblin scouts/skirmishers and Hobgoblin infantry/etc. with Bugbears as shock troops. Above all that, however, is The Pack.
The Pack is a group of exceptional giants (one each of Hill, Mountain, Fire, Frost, Fog, Fomorian, Desert, and Jungle) with a Cloud Giant leader that act as the best of the best troops for the Redcaps.They are supported by an army of Verbeeg and have Ogre troops, too.
The party is building their fortress to command the only so-far unprotected pass between the West and the Redcaps and the Blackstone region. They have a lot of attachment to the area since from 1st level to about level 5 they adventured heavily in the region and pushed the Redcap-allied Goblins from the same pass.
Concerned about an attack on the in-progress stronghold by giants, the party decided to take the fight over the mountains. After a long discussion/argument Mournglow convinced everyone to leave the hippogriffs at home and travel by horse. This led to only Darkwalk bringing a henchman (Starwing, a 3/3 cleric/magic-user).
Travelling north along the Old Mountain Road the party soon ran into something they had encountered before - animals acting oddly with a single eye glowing green or red. After three days of dodging these creatures and scouting the thief, Stardust, found something odd; two human guards speaking in bored tones as 5 other humans sat crouched over glowing stones, insensate. After a relatively quick skirmish three thinsg happened;
1) The lead guard was Charmed
2) The other guard was dead
3) The insensate people were bound
The charmed guard talked, of course, revealing that there were two other groups hunting for the party and that the men with stones were controlling/diving through the animals as scouts. Because the party was a bit split up and there was combat with some animals and undead, they did not get back to the bound diviners for several game hours. By the time they did the diviners had been devoured by a pack of... somethings.The charmed guard was sent away. The guard did sketch a brief map and give the players a run down on the pack, leading to a 10 minute argument about going back for the hippogriffs.
They pressed on.
Two game days later they encountered the second party sent for them, a group of humans that were 'on loan' to the Redcaps. The battle lasted longer than I expected, mainly because of the '2e monk' that I made with Combat and Tactics and his magic items. In the end, though, the party prevailed. They finally reached sight of their destination, a walled town protecting the only river crossing for miles. While they knew from their interrogations that the majority of troops were gone, they realized that they still had to somehow deal with the left behind. The portion of the village on their side seemed largely empty but with hobgoblins, the far side with Verbeeg.
The also realized the Pack's fortress, in the mountains beyond, was probably on a cloud island. Between that and the river there was a heated discussion with Mournglow about bringing the hippogriffs.
After resting the night they left Starwing at camp with the horses and gear and set out. Darkwalk used a Rainbow spell to cross the river near a small waterfall (and its rainbow). With a combination of items and spells they then scaled the walls of the fortress on the far side of the river to eliminate a strongpoint behind them.
While creeping along the outer walls towards the main fortress a roc flew by overhead with a giant riding it. They could hear the faint screams of a woman from the roc, too. Puzzled, they pressed on.
They made it to the main fortress from the outer walls but drew the attention of a guard. Before too long the alarm was sounded and battle was engaged. Stardust just avoided an attack by a Marilith (!); she got away and Doomsman engaged her in melee, cutting her down in just 2 rounds (!!). After temporarily sealing the stairs behind them with a Wall of Fire (and leaving a set of Explosive Runes behind) they engaged about 25 Verbeeg, including a shaman, outside the door leading from the base of the tower. Between spells and combat they killed or injured all the Verbeeg there but were driven off by giant-sized heavy catapults from the main keep hurling 120 gallon barrels of flaming tar.
Returning to the tower they decided to go all the way to the top. Once there they were engaged by the invisible Hill Giant member of the Pack who wielded a massive war club of stunning. In a scene far too familiar Doomsman cut him down in short order. While this was going on, though, the roc returned and dropped something. The party dove through the trapdoor and fled down the stairs as a massive barrel of vitriol burst, eating away at the top of the tower and damaging the stairs further down another floor.
It was looking a bit grim, I thought. The main keep (400' tall) had the ability to hurl more flaming tar; the roof was effectively gone and with the stairs above gone they couldn't go up. The only other exit, on the ground floor, still had a large tar fire on the other side of it. I started moving in the Verbeeg and the roc rider circled lower.
Being careful and taking minor damage Stardust used her Rope of Climbing to get the party to the level with access to the walls. Darkwalk then used a Fireblast to destroy the catapult from the keep that could fire at them and the party moved to the walls. The were engaged by 2 Verbeeg (including the one that first noticed them and raised the alarm) but Ember hurled a Lesser Fireblast which seemed to drop them. The party rushed onto the wall as the roc swooped in, the Fog Giant on its back preparing to hurl another barrel of vitriol. Darkwalk rolled a good initative, though, and hit the giant with a Flamestrike and the barrel failed its save (with a 1) shattering and coating the giant and the roc with vitriol. The roc and its rider flew away as the party scrambled down from the wall, commandeered a longboat and recrossed the river and fled toward their hidden camp.
When they reached camp, though, it was destroyed; tents gone, horses missing or bitten in half, all their gear missing, and Starwing nowhere to be found. Looking at the massive claw marks they realized the roc had been there and that the screaming woman they had heard earlier was Starwing being carried to the fortress in the clouds.
There was a moment of sheer terror when Mournglow and Darkwalk realized their spell books were missing. Then Ember told them he had stashed copies of their travelling books in his Portable Hole. There was also some anguish about Doomsman's warhorse, Spanky II, meeting such an ignominious end.
The party is now on foot deep inside enemy territory (walking back to the closest safe place, their own stronghold, is at least 8 days assuming no encounters, they are travelling in the open, and the weather is perfect), they have 1 day of food and water on them (although water is plentiful nearby), their enemies know roughly where they must be, and a beloved hencman is captive of the enemy.
The Redcaps are the spiritual descendants of the rebellious humanoid legions that brought down the last Human Empire a few centuries before current game time. The have a mysterious leader and employ mainly humanoids and giants. Typically they have Goblin scouts/skirmishers and Hobgoblin infantry/etc. with Bugbears as shock troops. Above all that, however, is The Pack.
The Pack is a group of exceptional giants (one each of Hill, Mountain, Fire, Frost, Fog, Fomorian, Desert, and Jungle) with a Cloud Giant leader that act as the best of the best troops for the Redcaps.They are supported by an army of Verbeeg and have Ogre troops, too.
The party is building their fortress to command the only so-far unprotected pass between the West and the Redcaps and the Blackstone region. They have a lot of attachment to the area since from 1st level to about level 5 they adventured heavily in the region and pushed the Redcap-allied Goblins from the same pass.
Concerned about an attack on the in-progress stronghold by giants, the party decided to take the fight over the mountains. After a long discussion/argument Mournglow convinced everyone to leave the hippogriffs at home and travel by horse. This led to only Darkwalk bringing a henchman (Starwing, a 3/3 cleric/magic-user).
Travelling north along the Old Mountain Road the party soon ran into something they had encountered before - animals acting oddly with a single eye glowing green or red. After three days of dodging these creatures and scouting the thief, Stardust, found something odd; two human guards speaking in bored tones as 5 other humans sat crouched over glowing stones, insensate. After a relatively quick skirmish three thinsg happened;
1) The lead guard was Charmed
2) The other guard was dead
3) The insensate people were bound
The charmed guard talked, of course, revealing that there were two other groups hunting for the party and that the men with stones were controlling/diving through the animals as scouts. Because the party was a bit split up and there was combat with some animals and undead, they did not get back to the bound diviners for several game hours. By the time they did the diviners had been devoured by a pack of... somethings.The charmed guard was sent away. The guard did sketch a brief map and give the players a run down on the pack, leading to a 10 minute argument about going back for the hippogriffs.
They pressed on.
Two game days later they encountered the second party sent for them, a group of humans that were 'on loan' to the Redcaps. The battle lasted longer than I expected, mainly because of the '2e monk' that I made with Combat and Tactics and his magic items. In the end, though, the party prevailed. They finally reached sight of their destination, a walled town protecting the only river crossing for miles. While they knew from their interrogations that the majority of troops were gone, they realized that they still had to somehow deal with the left behind. The portion of the village on their side seemed largely empty but with hobgoblins, the far side with Verbeeg.
The also realized the Pack's fortress, in the mountains beyond, was probably on a cloud island. Between that and the river there was a heated discussion with Mournglow about bringing the hippogriffs.
After resting the night they left Starwing at camp with the horses and gear and set out. Darkwalk used a Rainbow spell to cross the river near a small waterfall (and its rainbow). With a combination of items and spells they then scaled the walls of the fortress on the far side of the river to eliminate a strongpoint behind them.
While creeping along the outer walls towards the main fortress a roc flew by overhead with a giant riding it. They could hear the faint screams of a woman from the roc, too. Puzzled, they pressed on.
They made it to the main fortress from the outer walls but drew the attention of a guard. Before too long the alarm was sounded and battle was engaged. Stardust just avoided an attack by a Marilith (!); she got away and Doomsman engaged her in melee, cutting her down in just 2 rounds (!!). After temporarily sealing the stairs behind them with a Wall of Fire (and leaving a set of Explosive Runes behind) they engaged about 25 Verbeeg, including a shaman, outside the door leading from the base of the tower. Between spells and combat they killed or injured all the Verbeeg there but were driven off by giant-sized heavy catapults from the main keep hurling 120 gallon barrels of flaming tar.
Returning to the tower they decided to go all the way to the top. Once there they were engaged by the invisible Hill Giant member of the Pack who wielded a massive war club of stunning. In a scene far too familiar Doomsman cut him down in short order. While this was going on, though, the roc returned and dropped something. The party dove through the trapdoor and fled down the stairs as a massive barrel of vitriol burst, eating away at the top of the tower and damaging the stairs further down another floor.
It was looking a bit grim, I thought. The main keep (400' tall) had the ability to hurl more flaming tar; the roof was effectively gone and with the stairs above gone they couldn't go up. The only other exit, on the ground floor, still had a large tar fire on the other side of it. I started moving in the Verbeeg and the roc rider circled lower.
Being careful and taking minor damage Stardust used her Rope of Climbing to get the party to the level with access to the walls. Darkwalk then used a Fireblast to destroy the catapult from the keep that could fire at them and the party moved to the walls. The were engaged by 2 Verbeeg (including the one that first noticed them and raised the alarm) but Ember hurled a Lesser Fireblast which seemed to drop them. The party rushed onto the wall as the roc swooped in, the Fog Giant on its back preparing to hurl another barrel of vitriol. Darkwalk rolled a good initative, though, and hit the giant with a Flamestrike and the barrel failed its save (with a 1) shattering and coating the giant and the roc with vitriol. The roc and its rider flew away as the party scrambled down from the wall, commandeered a longboat and recrossed the river and fled toward their hidden camp.
When they reached camp, though, it was destroyed; tents gone, horses missing or bitten in half, all their gear missing, and Starwing nowhere to be found. Looking at the massive claw marks they realized the roc had been there and that the screaming woman they had heard earlier was Starwing being carried to the fortress in the clouds.
There was a moment of sheer terror when Mournglow and Darkwalk realized their spell books were missing. Then Ember told them he had stashed copies of their travelling books in his Portable Hole. There was also some anguish about Doomsman's warhorse, Spanky II, meeting such an ignominious end.
The party is now on foot deep inside enemy territory (walking back to the closest safe place, their own stronghold, is at least 8 days assuming no encounters, they are travelling in the open, and the weather is perfect), they have 1 day of food and water on them (although water is plentiful nearby), their enemies know roughly where they must be, and a beloved hencman is captive of the enemy.
Tuesday, September 3, 2013
Wednesday, July 10, 2013
My Kids Broke 3e - Part I
N., age 10, came to me, excited, and explained how he broke 3e this time.
N.: "It is simple, really. Use the metamagic feat Explosion on the Telekinesis spell and cast it on a bucket. Explosion moves objects inside an area of effect spell to the edge of the area of effect. Telekinesis affects an object, has a radius of 10', and travels with the object it is cast upon. So now that bucket is travelling at infinite speed and if it hits something, does infinite damage!"
N.: "It is simple, really. Use the metamagic feat Explosion on the Telekinesis spell and cast it on a bucket. Explosion moves objects inside an area of effect spell to the edge of the area of effect. Telekinesis affects an object, has a radius of 10', and travels with the object it is cast upon. So now that bucket is travelling at infinite speed and if it hits something, does infinite damage!"
Magic Item of the Week: Light Grenade Arrows
Yeah, another rather mundane item using Continual Light.
On a normal arrow or bolt inset a small piece of quartz with Continual Light cast on it near the fletching; then place a loose metal ring that fits well around the shaft of the missile over the quartz to block the light.
When needed, fire the arrow. The fletching keeps the metal ring from slipping back when fired. On impact the metal ring slips forward, exposing the quartz and suddenly flooding the target area with light. In addition to providing illumination to distant areas light arrows can startle enemies, perhaps causing them to flee, or mark a target so that they are easier to follow, such as a wild animal.
On a normal arrow or bolt inset a small piece of quartz with Continual Light cast on it near the fletching; then place a loose metal ring that fits well around the shaft of the missile over the quartz to block the light.
When needed, fire the arrow. The fletching keeps the metal ring from slipping back when fired. On impact the metal ring slips forward, exposing the quartz and suddenly flooding the target area with light. In addition to providing illumination to distant areas light arrows can startle enemies, perhaps causing them to flee, or mark a target so that they are easier to follow, such as a wild animal.
Tuesday, July 9, 2013
When is Treasure not Treasure? NPCs as Campaign Rewards
For the last two game years the main party of my campaign has been building a joint stronghold - the soon-to-be-12th level Fighter is creating a large concentric castle which will contain a cathedral for the 9th level Cleric and two towers for the magic-users. The Thief will have a hidden fastness across the river, overlooking access to the castle. As usual I am using this as an excuse to vacuum wealth out of the characters' pouches, but it is also a huge use of treasure that isn't treasure.
That's right; the characters are calling in favors, goodwill, and connections.
The Dwarven architects and master masons? Working at 1/2 normal fee because the party did their king a favor game years ago. The troops protecting the place? Barbarians saved from a curse when the party was 4th level. The ship bringing in exotic materials? Doing it as a favor since the captain paid for the ship with treasures given by the characters. There are more examples, but you get the idea.
But this only works if the DM is creating opportunities for players to build relationships between characters and NPCs. I started the (new, young) players out gently with a friendly publican named Boz. Garrulous and connected, Boz introduced the characters to their first 3 adventures - but he also introduced them to NPCs that didn't need rescuing or mercenaries, just people who lived in the city and frequented the same pub. Once they realized interacting with Boz was valuable in and of itself, they started doing the same with other NPCs.
Soon they were friends with the officers of the merchant ship they had hired to carry them to a distant city. After fighting pirates together on a different trip (and having the 2nd officer save the life of a character) the crew of the Black Parrot became a fun part of the game with characters corresponding with the NPCs about matters like in-game family and trade. A mission to retrieve a rare component for a reclusive Diviner and her warrior husband led to the wizards of the party passing on information and even minor magics to her and, in return, receiving the occasional prescient letter from her. When she and her husband died it was much more than a plot point!
When the party realized that they faced a foe too powerful for themselves they quickly sent dispatches to bishops and war chiefs, barbarian kings and crime lords, soon forging an impromptu alliance to save the world - all by utilizing their connections.
So - how does a DM do this? Here are a few tips;
1) Think about NPCs and flesh them out. I know, I know, this is about the most common advice to DMs ever. But it is repeated often for a reason. If the party is chartering a ship, name all of the officers and senior enlisted. Allow the party to interact with them. Same with Inns. And with caravans. Etc.
2) Keep notes. I have 'the NPC box': a small filing box full of 3 x 5 cards arranged with alphabetical dividers. If the players have anything approaching meaningful interaction with an NPC I jot notes own during play. After the game that NPC gets a card in the NPC box that looks a bit like this;
NPC Name NPC Location
Level/Profession/Alignment/Alliances
NPC Stats, H.P. A.C.
Gear, Magic items, etc.
Characters Known
When met, how met, where met
important information the NPC knows (if any)
Notes (may continue on back)
Then I keep track of all future interactions on the card. Once every 2-3 months I go through the box and determine if any NPCs contact the characters. I also keep track of relationships between NPCs this way, especially if the NPCs were introduced by the characters!
I keep a box for each of my campaigns.
3) Have some NPC interactions pay off immediately. Did the party just rescue an Elven warrior from becoming the main course at a Hobgoblin convention? He might offer service to his rescuer (instant henchman) and, if that is refused, he might still stick around to help for an adventure or three. If sent off he might just send a bit of coin, or a weapon, or something to the party once he gets home.
4) Have some NPC interactions pay off much later. The 4th level party just saved King Snurri's lands from a horde of Goblin wolfriders? King Snurri pays them the agreed upon fee and rides off to rebuild the border forts and the characters sail back home, over the sea. That's it, right?
Maybe. Or, maybe, King Snurri sends the now 9th level party an envoy to give them a book he found on a dead necromancer, a book with a few rare spells in it. he was too busy at the time to feast with them but he never forgot the party. Do this once or twice and at least some players won't forget NPCs, either, maybe sending off letters or gifts to NPCs to build that relationship.
5) Don't be Galactica. What I mean by this is, while it can be fun and shocking to have a seemingly-innocuous or friendly NPC turn out to secretly be a bad guy, don't overdo it. Have I ever had a damsel in distress turn out to be a Shapechanged Greenhag? Yes. ONCE. Was the friendly linkboy in town secretly a wererat? Yes. ONCE. Keep the shocking twists to a minimum or the players will never trust any NPC.
6) Don't count on it working out for the NPCs you think it will. I spent weeks lovingly crafting a Mage's Academy in the home city of the campaign. Fully developed members; names and stats for 12 servants; maps; unique magic items; rare spells; you name it. I had a score of plot hooks lined up and ready, even potential romances if the players wanted to go that route. I slowly introduced the NPCs and made their potential benefits obvious and...
Zip. The players yawned rather collectively. The characters never met all the wizards let alone the multiple maids, butlers, and hostlers I had written up. Remember how I mentioned Boz the innkeep above? Yeah; he is a key NPC because I had to have someone give hooks to the players after they completely blew off all my hard work. I hadn't even named 'the guy who owns the Inn near the mage Academy' when the party decided that is where they were going to congregate.
With a little hard work and some luck pretty soon your players will be part of a gaming world that includes a lot of 0-level NPCs that they really care about.
That's right; the characters are calling in favors, goodwill, and connections.
The Dwarven architects and master masons? Working at 1/2 normal fee because the party did their king a favor game years ago. The troops protecting the place? Barbarians saved from a curse when the party was 4th level. The ship bringing in exotic materials? Doing it as a favor since the captain paid for the ship with treasures given by the characters. There are more examples, but you get the idea.
But this only works if the DM is creating opportunities for players to build relationships between characters and NPCs. I started the (new, young) players out gently with a friendly publican named Boz. Garrulous and connected, Boz introduced the characters to their first 3 adventures - but he also introduced them to NPCs that didn't need rescuing or mercenaries, just people who lived in the city and frequented the same pub. Once they realized interacting with Boz was valuable in and of itself, they started doing the same with other NPCs.
Soon they were friends with the officers of the merchant ship they had hired to carry them to a distant city. After fighting pirates together on a different trip (and having the 2nd officer save the life of a character) the crew of the Black Parrot became a fun part of the game with characters corresponding with the NPCs about matters like in-game family and trade. A mission to retrieve a rare component for a reclusive Diviner and her warrior husband led to the wizards of the party passing on information and even minor magics to her and, in return, receiving the occasional prescient letter from her. When she and her husband died it was much more than a plot point!
When the party realized that they faced a foe too powerful for themselves they quickly sent dispatches to bishops and war chiefs, barbarian kings and crime lords, soon forging an impromptu alliance to save the world - all by utilizing their connections.
So - how does a DM do this? Here are a few tips;
1) Think about NPCs and flesh them out. I know, I know, this is about the most common advice to DMs ever. But it is repeated often for a reason. If the party is chartering a ship, name all of the officers and senior enlisted. Allow the party to interact with them. Same with Inns. And with caravans. Etc.
2) Keep notes. I have 'the NPC box': a small filing box full of 3 x 5 cards arranged with alphabetical dividers. If the players have anything approaching meaningful interaction with an NPC I jot notes own during play. After the game that NPC gets a card in the NPC box that looks a bit like this;
NPC Name NPC Location
Level/Profession/Alignment/Alliances
NPC Stats, H.P. A.C.
Gear, Magic items, etc.
Characters Known
When met, how met, where met
important information the NPC knows (if any)
Notes (may continue on back)
Then I keep track of all future interactions on the card. Once every 2-3 months I go through the box and determine if any NPCs contact the characters. I also keep track of relationships between NPCs this way, especially if the NPCs were introduced by the characters!
I keep a box for each of my campaigns.
3) Have some NPC interactions pay off immediately. Did the party just rescue an Elven warrior from becoming the main course at a Hobgoblin convention? He might offer service to his rescuer (instant henchman) and, if that is refused, he might still stick around to help for an adventure or three. If sent off he might just send a bit of coin, or a weapon, or something to the party once he gets home.
4) Have some NPC interactions pay off much later. The 4th level party just saved King Snurri's lands from a horde of Goblin wolfriders? King Snurri pays them the agreed upon fee and rides off to rebuild the border forts and the characters sail back home, over the sea. That's it, right?
Maybe. Or, maybe, King Snurri sends the now 9th level party an envoy to give them a book he found on a dead necromancer, a book with a few rare spells in it. he was too busy at the time to feast with them but he never forgot the party. Do this once or twice and at least some players won't forget NPCs, either, maybe sending off letters or gifts to NPCs to build that relationship.
5) Don't be Galactica. What I mean by this is, while it can be fun and shocking to have a seemingly-innocuous or friendly NPC turn out to secretly be a bad guy, don't overdo it. Have I ever had a damsel in distress turn out to be a Shapechanged Greenhag? Yes. ONCE. Was the friendly linkboy in town secretly a wererat? Yes. ONCE. Keep the shocking twists to a minimum or the players will never trust any NPC.
6) Don't count on it working out for the NPCs you think it will. I spent weeks lovingly crafting a Mage's Academy in the home city of the campaign. Fully developed members; names and stats for 12 servants; maps; unique magic items; rare spells; you name it. I had a score of plot hooks lined up and ready, even potential romances if the players wanted to go that route. I slowly introduced the NPCs and made their potential benefits obvious and...
Zip. The players yawned rather collectively. The characters never met all the wizards let alone the multiple maids, butlers, and hostlers I had written up. Remember how I mentioned Boz the innkeep above? Yeah; he is a key NPC because I had to have someone give hooks to the players after they completely blew off all my hard work. I hadn't even named 'the guy who owns the Inn near the mage Academy' when the party decided that is where they were going to congregate.
With a little hard work and some luck pretty soon your players will be part of a gaming world that includes a lot of 0-level NPCs that they really care about.
Wednesday, July 3, 2013
Magic Item of the Week: Necklace of Warning
These pieces of magical jewelry can come in almost any design - braided cord with amber; silver links with topaz; whatever. But they always take the form of a necklace with a single valuable stone about the size of a thumbnail. When worn the Necklace of Warning gives its wearer a split second flash of warning about danger thus preventing the wearer from being Surprised, in or out of combat.
Being magical, the necklace does have limitations. It cannot warn its wearer of attacks from a person under the effects of a Mind Bar or someone wearing an Amulet of Undetection. Likewise, a person within an Anti-Magic Shell or under a Scroll of Protection from Magic would not activate the necklace.
If you feel this effect is too powerful, reduce the Necklace to simply reducing Surprise by 1 or 2 rounds.
Being magical, the necklace does have limitations. It cannot warn its wearer of attacks from a person under the effects of a Mind Bar or someone wearing an Amulet of Undetection. Likewise, a person within an Anti-Magic Shell or under a Scroll of Protection from Magic would not activate the necklace.
If you feel this effect is too powerful, reduce the Necklace to simply reducing Surprise by 1 or 2 rounds.
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