A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

02 April 2013

[A to Z April] B is for Belt of Invulnerable Embrace (item)

Belt of Invulnerable Embrace

Slot: belt; Aura: strong abjuration; CL 15th; Weight: 1 lb.

Only a couple of these belts are known to exist. They are considered to be minor artifacts and are highly sought after by adventurers. No two are exactly alike, either in appearance, adornment, or materials used. The methods used for creating such artifacts are long-lost to history, although the legends of every major race boasts at least one of these belts.

These belts protect their wearers from damage from all types of energy and provide damage resistance against physical attacks. They may be activated only once every 24 hours. Specifically, these belts grants 20 points of resistance to all types of energy. These belts also grant damage resistance 20/-. In addition, unlike most forms of DR, these belts are effective against touch attacks, as well as inhalation, ingestion, or contact attacks. They form a nearly impenetrable magical shell around the wearer.

Unfortunately, they are also impermeable to air as well as other substances. As a result, after the first round of use, the wearer has no air to breathe and is thereafter subject to suffocation rules. The wearer can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. The wearer can dismiss the belt’s effect at any time up to the point that suffocation begins. If a character begins to suffocate, when the wearer drops to -1 hit points control over the belt is immediately canceled and the effect--and all granted protection--dissipates.

**Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking on this year's A to Z.

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Previous "B"s:
2012: B is for Beetle, Soul (monster)
2011: B is for Bulette

01 April 2013

[A to Z April] A is for Acktok's Violet Mark (Spell)

Acktok’s Violet Mark

Evocation [light]
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 standard action
Range: Touch
Target: One piece of chalk or other writing instrument
Duration: Permanent
Saving Throw: none
Spell Resistance: no

Developed primarily for use by delvers, this spell causes a pale magic glow to surround a single piece of chalk or other writing instrument used in the casting. The chalk may be used once every minute and is never consumed regardless of how many times it is used. The possessor of the chalk can inscribe a single message of up to ten characters every minute on any solid surface. The inscription is only visible to the one who possesses the chalk and it glows in a violet light. The chalk itself sheds light similar to a candle. The glow may be affected by a 2nd-level or higher magical darkness effect. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light and does not cause any harm to any creature that comes into contact with the chalk. Each application on a target requires a standard action by the possessor. The inscription may also be visible by anyone under the effects of an arcane sight or true seeing spell, but is invisible to lesser detection spells such as detect magic, as the inscription also acts as a misdirection spell with the surface being the revealed nature.

The wizard Acktok frequently found himself a member of adventuring and delving parties. After spending a small fortune on chalk–which he used to mark the parties’ passages through the dungeons and caverns–Acktok decided to develop an inexpensive and easier way to mark cavern walls. What he developed was a way to mark individual blocks, bricks, or stones with a violet light only visible to himself so that a return pathway could be easily followed.

This spell is known only from a spellbook and notes found in Acktok’s rooms. He was reported lost and presumed dead by a lone surviving member of his final adventuring party. That individual-–a rogue by profession–-barely escaped with his life following an ambush set by a band of bugbears who found Acktok’s chalk after he errantly lost it in a battle. They followed Acktok's glowing lights and laid in wait for his party to pass by, while Acktok used an arcane sight spell to retrace his steps.

Components: a piece of chalk and a drop of purple ink.

**Many thanks to my buddy Simonathi Starym for game testing, advice, and tweaking on this year's A to Z.

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Previous "A"s:
2012: A is for Albert “Rat-tail” Gail
2011: A is for Adventure

26 March 2013

A to Z 2013: Gearing Up

Oy. Where did March go?

I'd intended to do so much more with the month, but it seems like it just got away from me. At least I've been able to do a bit more prep work for April's A to Z challenge than I did last year, which was more than I did the year before. So, at least I'm progressing.

Last year I was able to map out about one-half of the month's topics before the month started. This year, I not only have all 26 topics already named, I actually used some random generation to fill out my calendar to do so. Let me try and explain just how anal-retentive I was this year.

I started with the WordPerfect calendar I used last year. Each day already had a section for the topic (Item, Spell, NPC, Monster, Locale) and a place for the name ("A is for ____ ") filled out. It was simply a matter of changing the dates to fit 2013.

Then I opened up a spreadsheet page. Not having a d5 in my collection (yet), I remembered I had "Beverage" last year on my list of topics. Then I grabbed my handful of office d6s. I can already hear the sound of many palms slapping many faces. But this is how I wanted to determine my topics this year. I rolled a total of 30d6 assigning each roll to a topic heading as well as a date on the calendar. (I'd randomly assigned each of the six topics a number.) This gave me the following aggregate results:

Topics
Quantity
NPCs
5
Spells
2
Monsters
5
Beverages
6
Items
5
Locales
6
I looked at those numbers for a long while. I really didn't want to do five monsters. Neither did I want to do six beverages. And then I thought: Maps. I haven't posted any maps in a while. This might motivate me into making some maps.

But I don't have a d7 in my collection either. Yet. So I grabbed my office d8 and assigned two more numbers: "Random" and "Map." On a "Random" I would then re-roll the d8. I stuck these randomly in my already-prepared list. This gave me the following results:

Topics
Quantity
NPCs
3
Spells
3
Maps
3
Monsters
2
Beverages
2
Random
6
Items
5
Locales
3
And would you believe the "Randoms" rolled out to be one each of NPCs, Spells, Maps, and Monsters, and two Beverages? So my final tally looks like this:

Topics
Quantity
NPCs
4
Spells
4
Maps
4
Monsters
3
Beverages
3
Items
5
Locales
3
I think I'm O.K. with these numbers. I think I can do this. However...I also reserve the right to change my mind mid-month. Occasionally something will spring up in my brain that I didn't consider at the first of April--something that just HAS to see the light of day. I'm going to endeavor to keep the totals the same; if something new crops up, I'll swap it out with an existing topic. Granted, this may require some re-naming to happen as well. But that's all wrapped up in creativity, right? And the ability to be flexible even while on a pre-ordered plan.

So, I think I'm ready for April. As much as I can be, anyway.

So bring it on. Let's get writing.

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20 March 2013

[From the Mailbag] Edge of Space Review

Long day yesterday at the firm. Really long. Mind-numbingly long. Yeah...almost fell asleep sitting at my desk. Day filled with the cream of my whining clients. (Don't get me wrong: I have some really good clients, but then there are some.... Oy. But that's a post for another day.)

To make matters worse, I'm stuck in the malaise of writer's block, which incidentally is not a good thing considering the April A-Z Challenge 2013 is on the ever-approaching horizon. On top of that, I'm looking at at least another three weeks until the gaming group gets together.

And then I got home, opened the mailbox, and found this:
Courtesy of Matt Jackson over at Lapsus Calumni and his Chubby Monster Games imprint.

First of all: talk about fast. I ordered these on Friday afternoon and they were in my hands on Tuesday afternoon. Amazing turn-around. However, the mailing also was the source of one of my only complaints about the product: the mail carrier was less than careful with the envelope, so there was some minor bending and wrinkling on the "Incident" booklet. I can't figure out a solution to this that doesn't also involve a price-hike; so I'm going to put them under my unabridged Webster's for a day or two and see if that doesn't do the trick.

Content:
  • Edge of Space: Science Fiction Roleplaying Game Manual: 
    • The content of the game manual itself is quite nice. Presented very neatly and concisely written, the system is, to me, pretty tight. It's certainly not a WotC-esque "cover every eventuality in the rules" kind of game system. Instead, it's got just enough crunch and fluff to give a GM a foundation on which to build. Character creation and -options seem fairly straightforward and generation seems like it would be fast. I could easily envision using this with my group at one of our New Years' Eve family parties without needing any advance character/player prep time.
    • There is only a single race of aliens presented in the manual. Therein lies another of my complaints, albeit a minor one. We are presented only with "bugs" (and "The Master"--the BBEG Bug) in this instance. I would have liked to have seen a wider variety of aliens; perhaps only one or two more would have done the trick. However, I've salved my complaint and told myself three things:
      • One--this is only the introductory material. More aliens are likely forthcoming. For an introduction, do you really need more than a "standard" alien race?
      • Two--although one "type: Bug" is presented, there are actually five different bugs here. The Master, the Grunt, the Shooter, the Brain, and the Recon. So, technically you're wrong about only "one" alien. Now shut up and play.
      • Three--the content itself says that the "Bugs...are by far the most common aliens encountered." That implies that there are other aliens and we might see them later. (See 'Thought One,' supra.)
  •  Incident at Intrepid Station Adventure
    • My first thought? Hey look, self, new aliens! Matt provides a really nifty "infection" rule. Although I don't often like the "GM takes control of the PC" idea, this one makes sense and is not an arbitrary rule.
    • There's enough fluff here again to provide a good foundation on which a GM can build--or not, if she chooses not to do so. There's enough backstory that most players will be satisfied with the information.
    • I particularly like the fact that Matt's specifically using "Space Marines" here. Most of my OSR readers will understand my glee at this jab. If you don't, pick your favorite search engine and look up "space marine", "copyright", and "Amazon"--you'll get a pretty good overview in the first few search results. Again: Go Matt!
    • Matt's also included one of his fantastic maps. My readers know my fondness for maps; there are a few mappers out there whose works I keep on my metaphoric cartographic 拜拜 (bài bài) stand: Three of those mappers are Dyson Logos, Tony Dowler, and Matt Jackson.
All in all, I'm more than happy about this find. A great, tight system that I can quickly teach to the kids and have some good laser-pistol-blasting fun. One punctuation error jumped out at me, but I'm anal-retentive that way. The layout is easy to read and the self-made booklets are a great size. They're really well-executed and well-made. (While you're at it, jump on over to Lapsus Calumni to read about his efforts in book-making. I found the whole idea kind of inspiring.) All of this for only $7.00.

In addition, he's also offering a PDF download that includes the manuals, a nice embiggened map, and an "image version" of the map for your favorite virtual table top program.

For all that, I give this four hammers out of five. (I would have gone five out of five, but I'd like to see what comes next from Chubby Monster Games and Edge of Space. This way I can save room for that final star...I figure that's better than giving something 6 out of 5 stars.)

Buckle up, boys and girls...we're going on a bug hunt.

15 March 2013

The Thing in the Basement, Part II

After I wrote this post on Monday about my childhood neurosis and ongoing phobia about the basement in my childhood home, my wife goes and posts this image to my Facebook page.


She thinks she's pretty funny. She got a good laugh out of it. Me? Not so much.

11 March 2013

The Thing in the Basement

Dylan Hartwell, the Digital Orc had a post last week that I somehow missed until this morning. It brought to mind a memory from the past.

Some may call it a memory, others may call it "emotional scarring." Tom-ay-to, to-mah-to.

The home where I grew up had a partially unfinished basement. There was the family room at the bottom of the stairs, then the room doubled back, following the stair-wall to a bathroom and my oldest brother's bedroom. Then there was a door that led to the hallway under the stairs. This area, nearly two-thirds of the basement area--was known as "the messy room."

Immediately inside that door on the left was a series of built-in shelves, attempting to make use of the space under the shelves. On the right was the "fruit room." Straight ahead was the furnace, water heater, water softener, and the laundry. The rest of the space was piled with boxes, clothes, old toys, dad's table saw, etc. There were two pathways through and around "the mess" which led to my father's study.

That room freaked me out.

The whole basement did, actually. The family room was where my oldest brother dragged me on Saturday night to watch "Thriller Theater" or somesuch program with him. It's where I was exposed to great, bad horror movies. It was where I later peeked over the couch as I watched my brothers watching Alien on our very first Betamax. (It was rated 'R' of course so I was restricted from watching it.) But it wasn't just the movies. I was convinced that there was something that lived down there...somewhere. (Actually, I KNEW where it lived. It lived under the stairs, in the space behind the folding chairs and card tables. It lived back there between the decades-old cocktail napkins and paper plates. It lived back there and KNEW, somehow, when you were alone in the basement.)

It also didn't help that the stairway itself wasn't square. One wall gradually slanted inward, so that the bottom of the stairway was narrower than the top. It wasn't really noticeable except to your subconscious mind.

The lights to the entire family room and hallway "complex" were controlled by light switches at the bottom of the stairs, but on the family room side of the wall. Very early in life I mastered the art of hitting ALL the light switches at once as the sprint upstairs began. Just typing this, I can feel on my right arm the sensation of "something about to grab me" that I was always convinced was just about to happen. And you know the worst times? When you'd MISS one of those lights and have to go back downstairs to turn just the one off. Because then, you know, the creature was AWARE that you'd been down there and AWARE that you had to come back down and he was closer to the stairway than he normally was and....

Well, you get the picture.

The basement was finally finished nearly two decades ago. I have a wife and kids of my own. The "messy room" no longer exists. Dad's gone now, but mom still lives in the home. And do you know, even now, some 40 years later, I still feel like my 3-year-old self, fighting the desire to sprint up the stairs as I hit all four light switches with my "about to be grabbed" right hand?



A to Z: Round Three

Yep, it's almost time again for a little self-imposed creative flagellation daily post writing.

I've got to spend some time today setting out and planning my post titles. It takes some effort and time to do that; unfortunately that seems to be the easiest part of the April A-Z blogging challenge.

As they say around my firm: "If it wasn't for procrastination, nothing in the law would ever get done."

What is the "A to Z Challenge" you ask? Well, if you don't already know:
The brainchild of Arlee Bird, at Tossing it Out, the A to Z Challenges to post the letter of the alphabet every day during the month of April, with Sundays off for good behavior. Since April 1 falls on a Sunday, that will be the day we start with A. Whether you go with a theme or freestyle, your post must match the letter of the alphabet for that day....This is a great opportunity to discipline yourself, grow as a blogger, and make new friends -- come join us!
It's four years old this year; I've played along three of the four. I'm truly looking forward to pushing myself again, even in spite of -- or perhaps because of -- the effort it takes. It's a great discipline and growth process. Jump aboard! It's blowing up! (I'm three weeks early and I'm #997!)

Sign up HERE.
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08 March 2013

Game Night: Highs and Lows

Ahhh. It's game night. I need this tonight. Real life has been extra tough lately, as I may have mentioned in previous posts. It's a game night of highs and lows, however.

  • High: The start of a new campaign, with a new DM rotating into the seat behind the screen.
  • Low: The announcement last week that a member of our group was hanging up his dice and PHB.
  • High: The joy of a new character, and a new character class for me. I've never played a rogue before.
  • Low: The miniature for my new character has still not arrived at my FLGS and so I'm stuck with a pre-painted plastic miniature that doesn't really represent my character.
  • High: I get to use my new dice. Oh yeah, I got new dice. Picked up the set at my FLGS when I went to check on the miniature for my new character. 
  • Low: Some nagging physical ailments are causing me repeated "breaks" and "intermissions" from the table.
  • High: Hey...it's a game night. That outweighs everything, right?
It looks like my highs outweigh the lows. It's a good night.

Here's hoping you all have a good gaming weekend. Keep your dice dry, eh? And give us a report when the weekend is over.

05 March 2013

LTUE Wrap-Up

I don't suppose any of you are really sitting on the edges of your sofas wondering what happened to two days' worth of posts from LTUE: Life, The Universe, and Everything Writing Conference. But there may be a couple of you interested: well, I wish I could really tell you. Unfortunately, the morning of Day Two dawned with some manner of gomboo bug inhabiting my body.

No, really. It was almost as if I had one of those Alien face-huggers latched onto me.
I was exhausted and I felt as if I'd been stuffed in cotton. I had a really powerful bad cough. Congestion. My eyeballs were practically throbbing, for crying out loud. I had aches and pains all over. Developed a weekend-long migraine by Friday night.

But I went anyway, because it was important to my wife. Despite my illness, I think she had fun. I don't remember anything about any of the panels, except for remembering listening to Larry Correia talk about writing action scenes. I think I may have dozed off in other panels. My sickness, unfortunately, meant that we didn't travel back down for the Saturday session. Apparently I wasn't the only one; some Typhoid Mary apparently attended the Conference because I got reports that there were quite a few attendees and possibly even some presenters that wrote off Saturday and didn't attend. I still feel bad about my wife missing out on Saturday, though, and need to find some way to make it up to my her.

One highlight that I do remember was having lunch at a little sandwich shop talking shop with Tracy and Laura Hickman. Great people and a great conversation. It had been awhile since we'd lunched and had a good chance to talke and catch up, so it was definitely a highlight of the conference.

The second highlight was this:
I was finally able to procure my copy of XDM: X-treme Dungeon Mastery. And I was able to get it signed by both Tracy Hickman and Howard Tayler. I've been trying for a couple years to get this, but the financial stars, the times, and the places have just not worked out. Until 2013.

Descriptive blurb:
The cure for the common game! Throw off your chains! Too long have your role playing games been held in the bonds of substandard gamemasters, bound in needlessly complicated rules sets, and enslaved by players who will avoid doing anything unless it counts toward leveling up! It is time to take a stand!

Learn from the masters the ancient secrets of how to:
Officially become an XDM and impress dates. (Do-it-yourself secret initiation rites included.)
Master the secrets of designing adventures that tell stories.
Create magic illusions that can even make your players disappear!
Use actual fire in your game properly.
Hijack the game as a player, and how to deal with a player revolution as an XDM.
Plus loads more!
Perhaps the best description comes from the book's Wikipedia entry: "The book is written as though from the perspective of a secret society of game masters passing on ancient secrets of role-playing games beginning in Babylonian times and extending to the present. Within the satire, the text offers advice on performance techniques, adventure game design and classical story structures." The book prescribes a system called X20: rules-light in that everything is decided by a roll of 1d20 and a decision by the XDM as to success/effect. Such a system would definitely frustrate rules lawyers, as the only rules are what the XDM decides are the rules.

It's an overly simplistic description of the book, but a good one. The book is full of humor, tips, tricks, suggestions, and great illustrations by the creator of Schlock Mercenary, which is arguably the best and funniest webcomic Space Opera on the internet. Howard autographs his books with customized artwork and this book is no different; the last page in the book was left blank just for this purpose. And here's my own, personal autograph from my book. This is Boric as seen through Howard Tayler's eyes.

Anyway, back to the face-hugger gomboo.... It pretty well put me out of commission for over a week. Then it's taken a week more to get caught up with leftover work at the office. Hopefully I can get some of my random thoughts out on paper. I still owe Tim Shorts some critters for issue #4 of The Manor. So I have a bunch of stuff to do, and Guilder to blame for it. I'm swamped.

At least I have my health...kind of. As you know, If you haven't got your health, then you haven't got anything.

04 March 2013

Happy GM's Day

I'm sure that y'all know by now it's International GM's Day...no, seriously. It really is. My own DM didn't know that this was "a thing" until I told him.  Of course, then we had to discuss the irony and coincidence that Gary Gygax just happened to pass away in 2008 on GM's Day. Almost along the lines of Jefferson and Adams both passing away on July 4 within a few hours of each other. Even though I'm a bit late, I need to get my well-wishes in to all the GM's I know: both those who've run games I've been in and those I only know by reputation.

Kudos to you all! Thanks for all the hard work you put in, the critters you create just to watch them die within seconds, the intricate traps you prepare just to watch adventurers bypass the entire section of adventure, and for the hours competition-class paint jobs on miniatures that see a five-minute life on the table.

Keep your dice dry, and may you receive everything to which you're entitled today!


14 February 2013

LTUE: The Hobbit--Film vs. Book Panel Discussion

As I mentioned earlier, I'm spending the next few days at the LTUE: Marion K. "Doc" Smith Symposium on Science Fiction and Fantasy, in beautiful downtown Provo, Utah.

A few tidbits from the first panel discussion, Tolkien's The Hobbit: The Book and the Movies. The panelists involved were Paul Genesse, David Farland, Blake Casselman, and Tracy Hickman, with Paul acting as moderator.

At one point, the topic was raised of "What were your quibbles with the movie?" David Farland leaped in with some minor complaints about the pacing, particularly focusing on the scenes in Bag End. He said that he went into the movie really wanting to love the dwarves...and came away not having fallen in love with them at all. He pointed out that too much time was spent at Bag End. Then he made the mistake of using the word "pacing."

The microphone was passed to Tracy Hickman and the question repeated, "What were your quibbles? What was there about the movie that made you mad?" He smiled and said, "What made me mad was the audience." There was rousing applause to this sentiment. "All the cell phones, the texting, the little lights all over the theater. It made me want to throw popcorn at them all." Again: rousing applause. "This is why the 'free refill Coke' is such a good thing; that way you can dump your drink on them and...." Laughs and applause.

Then Tracy continued: "Seriously, though, my problem with the movie is with people who have a problem with the pacing." At which he and David Farland looked eyes and David laughed. Back to Tracy, with a few tidbits of wisdom from him.
  • We are so inured to the Bruce Lee, fast-paced...action-from-a-firehose movies that we have lost the art of enjoying the journey.
  • Look at The Maltese Falcon: that one didn't truck along. Casablanca wasn't action-packed or fast-paced.
  • As writers, the audience expects us to write our prose cinematically.
  • Enjoy the pace--the journey--rather than worry how long it takes to get there.
The microphone was passed back to David Farland who conceded that he didn't really mean "pacing" per se. What he intended to complain about was the fact that the time at Bag End could have been used better by developing the relationship between the dwarves. He wanted to be shown how to differentiate between the dwarves, and that he said, was what he meant by "pacing." Tracy nodded at that and voiced his agreement to that idea.

Blake Casselman made a comment in passing that he really appreciated the whole Moby Dick theme included in the movie, meaning Azog, the White Orc. Unfortunately, there wasn't a lot of time to develop that idea, but it's an idea worthy of a number of essays itself.

Paul Genesse had a good, pithy observation on Radaghast: "Look, I know you like ALL like Radaghast, but when the smoke came out of his ears, I rolled my eyes. Radaghast is my Jar Jar Binks." Even though I really liked the Radaghast character, I had to laugh. I can respect his opinion.

O.K. Off to another panel discussion. More later.

The Answer is '42':LTUE

The answer is, of course, to the question of Life, the Universe, and Everything.

Wow. I just realized I used the same joke last year.

That's where I'm spending my Valentine's Day, and the next two days as well...with my wife at the LTUE writing conference in Provo, Utah. Yup, I'll be rubbing elbows with such writers as Tracy & Laura Hickman, David Farland, Larry Correia, and Paul Genesse. It's a great opportunity to learn about writing, get writing tips--of all sorts--from all sorts of authors, artists, and filmmakers.

I'm starting the day listening to David Farland, Tracy Hickman, Paul Genesse and Blake Casselman discuss The Hobbit: The Film and the Book. Great stuff.

I'll try and remember to add some more information over the next few days.

13 February 2013

Painted Lead: Harapan, the Elephant Man

I picked up the brush Sunday for the first time in eleven months. Yes, I said ELEVEN months.

I spent a few hours relieving stress with this guy. And by "a few" I mean "7.5" or so. "This guy" is a limited edition release from Reaper Miniatures: 01411 Harapan, Elephant Man. This was a fig released in January 2005 to raise funds for Red Cross following the Indian Ocean tsunami on December 26, 2004. I picked up a couple of these--partly because of the good cause and partly because, hey, cool miniature! They've been hiding in a box for the last 8 years.

Saturday, I was bored and exhausted. A bit depressed. My personal and professional life(s) had me stressed to the hilt. So I decided to paint. A bit of digging in my lead pile uncovered Harapan, the Elephant Man. My mind started spinning and color schemes started flashing through my brain. My hands itched to hold a paintbrush.

Yeah, I'm serious. Itching.

Don't laugh. You mini-painters out there know exactly what I'm talking about, I'll bet.

I think I'm done with the miniature except for the base/basing...haven't decided out what to do there yet. I haven't decided whether to simply paint the broccoli base, mount it to a new, larger base and do some basic terrain basing, or to build a small diorama around it (rock towers, grass, rocks, etc.) for display. Getting the right base is important, as you know.

Oh, I probably have to hit him with some sealant for a bit of protection.

I would appreciate any honest feedback, etc. from y'all. Please let me know what you think. I have to be honest, it was my first time trying out a few different techniques.

Also, I know the pictures aren't the best, but they were the best and most well-lighted of the four sets I tried.

Again: let me know what you think in the comments. Constructive criticism is more than welcome.

07 February 2013

Who's Who: Wedgaer Ironhand [NPC]

Wedgaer Ironhand is an only child who comes from a long line of paladins and clerics. His father, Erfbaer Smallwhisper, is famous among the kingdoms of gnomes for his deeds in battle against the forces of Anaekah, the goddess of Evil and Darkness during the Time of Unrest. Erfbaer is also infamous among the gnomes for his traitorous actions during the Time of Regrowth shortly thereafter.

Both of Wedgaer’s parents are now deceased. His mother, Dalseg, died by her own hand, shamed by the actions of her husband. The revelations of his misdeeds came as a complete surprise, the shock driving her deep into madness and eventually a crudely fashioned noose. His father, Erfbaer, was challenged to a duel by his brother-in-law after Dalseg’s death. Blinded and near-crippled by grief, Erfbaer was not up to the challenge and proved to be a poor match for his late wife’s angered brother.

Needless to say, Wedgaer was and is extremely embarrassed by his parents: his father’s treason and his mother’s madness. After their death, Wedgaer was taken in by one of his father’s comrades-in-arms, a paladin named Flan Wildgold. Flan taught Wedgaer about the Code of the Paladin and began his instruction in the worship of Oridon, the God of Science and Victory. Wedgaer has since grown into a staunch defender of the faith, brooking no insult to his God. He has also made it his life’s goal to stamp out every last worshiper and shrine to Anaekah. Vengeance for his family’s dishonor will, he vows, one day be his.

He has already had several encounters with Anaekah’s followers. One particular skirmish went extraordinarily badly. Although Wedgaer survived the fight, several of his fellow paladins fell to the dark magic wielded by Moglaun, the Warpshroud of Kel-engog. Wedgaer was one of only a handful of survivors; they escaped, but grossly embarrassed Moglaun in the process. The Warpshroad of Kel-engog has pledged to hunt down and destroy all of the survivors of the conflict, including Wedgaer.

Wedgaer is still a young gnome at 52 years of age. He stands 3'5" and is slender. He has piercing blue eyes and flaming red hair; he is considered extremely attractive among gnome-folk, and some human folk as well. His wardrobe is understated–for a gnome. This means, of course, that he still stands out among humans, dwarves, and elves. Early in his combat training under Flan, Wedgaer suffered the loss of two of his fingers on his left hand. Flan contracted with a local dwarven craftsman who fashioned replacement fingers out of metal. The fingers fasten to his hand with a series of straps and are non-functional. Wedgaer took this opportunity to ceremonially sever ties with his family and history by changing his surname from “Smallwhisper” to “Ironhand.”

Pride is his greatest weakness and stems from the embarrassment he feels about his parents’ shortcomings, real or perceived. As such, he is particularly vulnerable to compliments and adoration; it is difficult for him to discern between genuine praise, empty flattery, and malevolent sycophancy. At the same time, he finds no pleasure in expensive but unnecessary things. Frippery does not attract him in any way. His armor and weapons, while of excellent quality, are utilitarian and not gaudy or showy. They are tools–important tools to be sure–but no more than tools. His metal fingers, while seemingly unnecessary, feed into the pride he has in his appearance and are thus necessary to his work.

-----------------------------------------------------------------------
Wedgaer Ironhand
   CR 4
   Gnome Paladin 4
   NG Small Humanoid
   Init: 0
   Senses: Low-light Vision; Listen +3; Spot +1
   Languages: Common, Gnome
---------------------------------------------------------
   AC 15 touch 11, Flat-footed 15 (Chain Shirt) (+1 size, +4 armor)
   hp 30
   Fort +9, Ref +4, Will +5
----------------------------------------------
   Speed: 20
   Melee: Mace, light +7 (1d4+1) or
   Ranged: Crossbow, light +5 (1d6/19-20 x2) range 80
   Space/Reach: 5 ft./ 5ft.
   Base Atk 4; Grp 1
   Combat Gear: Mace, light +1
   Spells Prepared: (CL 1)
       1st — (DC 12) Bless
   Spell-Like Abilities: (CL 0)
       1/day speak with animals (burrowing), 1/day dancing lights, ghost sounds, prestidigitation (DC 13)
----------------------------------------------
   Abilities: Str 12, Dex 11, Con 14, Int 9, Wis 13, Cha 16
   SQ: Aura of Courage, Aura of Good, Detect Evil at will, Divine Grace, Divine Health, +1 Difficulty DC with illusionary spells, +4 dodge AC vs. giant type, +2 save vs. illusion
   Feats: Combat Casting, Heavy Armor Prof., Light Armor Prof., Medium Armor Prof., Shield Prof., Simple Weapon Prof., Weapon Focus (Mace)
   Skills: Concentration 7, Craft 1, Diplomacy 5, Heal 3, Hide 2, Listen 3, Ride 0, Search -1, Sense Motive 3, Spot 1
   Possessions: Combat gear plus Chain shirt +1, Potion of Bless Weapon, Potion of Endure Elements

04 February 2013

Kickstart THIS!

Two "new" Kickstarter projects have come to my attention that I want to pass on to the rest of you.

First of all are these Tavern Cards by Hannah Lipsky.

Some of you may know Hannah better as the operator of the random generator site, Chaotic Shiny. Hannah is a friend of mine, one that I've talked about here before. The random generators on her site are terrific and are a great spur for your imagination, gaming, and writing needs. Now she's taken the plunge from digital generators to physical--shall we say "analog"--generators with this Kickstarter.

From the Kickstarter description:
A gorgeous deck of full-color playing cards that you can use to randomly generate a tavern, then win at poker while you're there.

Tavern Cards is a random tavern generator in the form of a fully playable normal card deck....

You can play any normal card game with these cards. Or, you can draw a handful and use those to randomly generate a tavern.

All 54 cards have original full-color art. You can use the pictures as inspiration for your tavern, or just hand them to your players and say, "This is what you see." Many of the cards feature characters which you can use as NPC portraits.

The cards also have some cool features like tarot-style numbering. See the four diamonds on the Burly Bouncers up top? What about the seven clubs in the Gambling Game card? Each card will have some representation of the number and the suit hidden in the art.

Each card also had an adjective on one side and a noun on the other. Combine any adjective with any noun on the cards you draw for a tavern name like the Prancing Pony, Drunken Goblin, Daring Hostler or Crimson Duchess.

As with any Kickstarter, the different support levels offer various perks: multiple card packs, discounts on future card packs, signed art, etc. With nine days left to go, she's about $1,740 away from funding the project. So head on over, find a good support level for your pocketbook and gaming shelf and let's get some of these card packs started shipping out to the gaming community.

This next one happened across my radar purely by accident. I'll let the description speak for itself:
A Gallery of Rogues is a fantasy sourcebook of a criminal guild and its network of operatives. More than just a thieves guild, the provides details on operation, range of influence, adventure hooks, and numerous tools for GMs and Players to get involved right away....

The characters come from all backgrounds, including criminal, civil, and even political. The guild maintains a wide array of members, including at least one wizard and a few politicians — to keep things orderly and all that. Each has a deep background, linked to other members of the guild. This interwoven design promises for a realistic and complex web for your organization. Which in turns means months, if not years of rich game play.

Each character in the book includes game information for old and new editions of the world's favorite fantasy RPG, including Pathfinder, but not 4th.

This one looks pretty cool, if you ask me. Like monsters, I believe one can never have too many NPCs. This one has seven days left and is about $800 away from funding. I'm helping fund and would urge you to do so as well.

So head on over to Kickstarter, throw in a pledge to these two great projects, and then help get the word out!
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