The Jade Temple is a subterranean temple carved out of an enormous lode of magnificent jade. The temple was originally dedicated to the worship of Daiurai, the Goddess of Spring. Recently, however, it has been taken over and corrupted by worshipers of Thosli, the God of Destruction and Wrath. Thosli desires the secrets and treasures he is sure reside in the temple. For every 10 minutes the adventures are in the Jade Temple, there is a 25% chance of encountering a group of 1d4 followers of Thosli. Each group will contain one magic user or cleric.
1. The 10-foot-wide hallways in this entryway and the parallel hallway to the east are lined with ornate bas relief sculptures depicting epic battles between avatars of Daiurai and Thosli and their followers. Worshipers of Daiurai attain a morale bonus to any combat maneuvers performed in line of sight of the sculptures. In the eastern hallway is a representation of Daiurai falling to Thosli’s sword. The floor immediately in front of that image is trapped; any creature that stops to pay respect to Thosli and his victory over Daiurai triggers the pit trap.
2. This chamber is entered by one of four doors. Each door is locked with excellent locks and are trapped with one of four different traps: explosive rune, acid spray, poisoned needles, and electrical discharge. The stone floor forms a cross and is suspended over a bottomless chasm. In the center of the cross is a small pedestal on which rests an urn. The urn is purported to contain the ashes of Daiurai’s first prophet, Fawai the Bountiful. Removing the urn from the pedestal will cause the room to be filled with a pillar of divine fire. Stone golems stand in the four alcoves in the hallways around this chamber as protectors of the urn; if they sense the urn’s presence outside the chamber, each of them will become active and seek to (1) recover the urn and (2) punish those who are responsible for moving the urn. They will pursue and attack until either their target(s) are destroyed or they are destroyed.
3. The door to this chamber is protected by two of four different traps: rune of disintegration, spiked floor, spore cloud, and a falling block trap. Inside the chamber is a stone circle suspended over a bottomless chasm. The floor of the chamber is treacherous and covered with ice. At the north end of the stone circle is an altar on which rests a frozen heart, rumored to be a trophy taken from an avatar of Thosli after his death at Daiurai’s hands. The air temperature itself will cause cold damage every round to any creature that spends more than one minute in the chamber. If allowed to close, the door will automatically lock and the alternate two traps will be set.
4. Four sarcophagi fill this chamber. They are the final resting place of four of Daiurai’s greatest clerics: Enoundro the Learned, Bez the Faithful, Nol Adouk the Unlucky, and Krop the Silencer. 1d4 of these sarcophagi have been infiltrated by rot grubs. Each of them contain various minor treasures and oddly well-preserved funerary vestments.
5. This is the treasure room for the temple, where donations were stored. There is a 50% chance that the bulk of the treasure has already been removed from the temple by looters or followers of Thosli.
6. The chapel of Daiurai has been desecrated. The altar has been doused with the blood of some unidentifiable creature–possibly even human–while the pews and statuary have been vandalized, broken, and burned. A crude image of Thosli has been drawn in soot over the altar. Any evil creature will attain a significant morale bonus to attack rolls while in this chamber, while any good creature will suffer a similar morale penalty.
7. A massive stone guardian fills this alcove and will immediately attack any non-good creature it sees. It will pursue and attack until it either destroys its target(s) or is itself destroyed. Gore and shredded cloth is scattered around the alcove, floor, and ceiling.
8. Followers of Thosli have, apparently, somehow found their way into this room, the living quarters for the current priest of Daiurai in residence, Dominus Jere. Upon entering this room, one will immediately see the tortured, slaughtered remains of Dominus Jere hanging from the wall over his personal shrine to Daiurai. A thorough search of this chamber will uncover little in the way of typical treasure. However, a letter significant to one of the adventurers’ personal quests will be found in Jere’s desk. In addition, there is a massive tome entitled “Revised Inscriptions of the Hallowed.” Taking at least one hour to read this tome will impart knowledge of Daiurai to one reader. If read by a good cleric, it will also grant the knowledge of a random minor clerical spell of the DM’s discretion.
9. The doors leading to this hallway are locked from the outside. Warning runes are scribbled hastily in chalk on each door. Within the corridor are 2d4 ghouls who followed the smell of carnage into the temple and who were trapped in the corridor by followers of Thosli, some of whom were trapped with the ghouls and have been killed and partially consumed.
The long hallway bisecting the temple from east to west contains two pit traps for the unwary infidel. There are signs on the ceiling above each trap that warn of the traps to those whose eyes are turned heavenward seeking for Daiurai’s assistance and favor. Unfortunately, they are in the ancient language of Obi and can only be read and understood by a student of Obi or Daiurai.
The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.
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Previous "J"s:
2013: J is for Jade Skull (item)
2012: J is for Jalbion’s Liquid Jewel (spell)
2011: J is for Juniper Ale (beverage)
Pages
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.
11 April 2014
10 April 2014
[A to Z April] I is for Island, Oraoss (map)
The island nation of Oraoss lies approximately 1500 miles southwest from the continental port of Coldtreath. It lies in a temperate zone and has a wide range of climates and terrains for a relatively small island at 15,000 square miles. The island is characterized mainly by the sharp division created by the central mountain range–the Dazao Mountains–which separates the lush, wooded eastern side from the gently rolling plains and barren desert on the west. The southern tip of the island is an enormous marshland, the Raekri Marshes, which are nearly impassable without an expert guide. The island is surrounded by four smaller islands as well as a small island range, the Uabal Islands.
The capitol city, Raolde, is an average size city by continental standards, large by Oraossian standards. Its population of 3,254 adults is dominated by elves (92%) followed by humans at 2%. Another 5% is made up of an equal mix of dwarves, halflings, gnomes, half-elves, and orcs. Walled by stone, Raolde is famous for its scholars (its major export followed closely by blueberries) and its courtesans. Many travel to see its beautiful architecture and experience the thrill of the gladiator rings. Most who visit realize only later that the locals grossly overcharge outsiders for their experience.
Despite the dominant elvish population, crime is out of control in Raolde. Three separate thieves’ guilds operate in Raolde under the nose of its governing official, the Lawgiver Kera Pata. Nominally an elected official, the Lawgiver heads a corrupt government. Raoldian officials, while ostensibly the most cultured and refined of the population of Oraoss are still largely seen as bumpkins to their counterparts in Coldtreath and other large cities on the continent.
Most of the other towns and cities on Oraoss are embarrassed to be associated with those from Raolde. The Uabals have unofficially declared independence; the Lord of Cear Keep, Bik Iloamai (known as “the Subjugator” to many throughout Oraoss) is the self-styled Lawgiver-in-exile, claiming to be the heir to the deposed once-Lawgiver. Seeing himself as the “true government” of Oraoss, Bik Iloamai occasionally sends decrees across the Uabal Strait to be distributed by messenger to the various Oraossian cities; these decrees contain more than a hint of madness and irrational mandates.
Oraoss also boasts a large population of dwarves who inhabit Kilfik Hall, nestled at the base of Fivejade Peak, the tallest mountain on Oraoss (soaring 1,200 feet above sea level). Snow is often seen on the very top of Fivejade Peak during the rainy season. The dwarves of Kilfik Hall harvest the snow and ice and export it throughout Oraoss. Nestled in the arms of the Utui Hills, the passageways and chambers of Kilfik Hall are rumored to extend throughout the center of Fivejade Peak, although few outsiders have ever been invited into the Hall and no outsider has been known to be allowed past the Asssembly Room just within the main gates.
The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.
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Previous "I"s:
2013: I is for Ice Quartz Caverns (map)
2012: I is for Iron Hide Zombie (creature)
2011: I is for Inkeeper (npc)
The capitol city, Raolde, is an average size city by continental standards, large by Oraossian standards. Its population of 3,254 adults is dominated by elves (92%) followed by humans at 2%. Another 5% is made up of an equal mix of dwarves, halflings, gnomes, half-elves, and orcs. Walled by stone, Raolde is famous for its scholars (its major export followed closely by blueberries) and its courtesans. Many travel to see its beautiful architecture and experience the thrill of the gladiator rings. Most who visit realize only later that the locals grossly overcharge outsiders for their experience.
Despite the dominant elvish population, crime is out of control in Raolde. Three separate thieves’ guilds operate in Raolde under the nose of its governing official, the Lawgiver Kera Pata. Nominally an elected official, the Lawgiver heads a corrupt government. Raoldian officials, while ostensibly the most cultured and refined of the population of Oraoss are still largely seen as bumpkins to their counterparts in Coldtreath and other large cities on the continent.
Most of the other towns and cities on Oraoss are embarrassed to be associated with those from Raolde. The Uabals have unofficially declared independence; the Lord of Cear Keep, Bik Iloamai (known as “the Subjugator” to many throughout Oraoss) is the self-styled Lawgiver-in-exile, claiming to be the heir to the deposed once-Lawgiver. Seeing himself as the “true government” of Oraoss, Bik Iloamai occasionally sends decrees across the Uabal Strait to be distributed by messenger to the various Oraossian cities; these decrees contain more than a hint of madness and irrational mandates.
Oraoss also boasts a large population of dwarves who inhabit Kilfik Hall, nestled at the base of Fivejade Peak, the tallest mountain on Oraoss (soaring 1,200 feet above sea level). Snow is often seen on the very top of Fivejade Peak during the rainy season. The dwarves of Kilfik Hall harvest the snow and ice and export it throughout Oraoss. Nestled in the arms of the Utui Hills, the passageways and chambers of Kilfik Hall are rumored to extend throughout the center of Fivejade Peak, although few outsiders have ever been invited into the Hall and no outsider has been known to be allowed past the Asssembly Room just within the main gates.
The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.
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Previous "I"s:
2013: I is for Ice Quartz Caverns (map)
2012: I is for Iron Hide Zombie (creature)
2011: I is for Inkeeper (npc)
Labels:
A to Z April 2012,
Coldtreath,
Generic,
Islands,
Locales,
Maps
09 April 2014
[A to Z April] H is for Heart Filth (poison)
Heart Filth is typically found–at least when purchased from semi-reputable dealers–in a ceramic flask. The flask itself is traditionally stopped with a plug of tree sap/ the bottom third of the flask is wrapped from neck to base with a fine cord.
The main ingredient in heart filth is filtered ocher oil, which lends the poison its signature orange color and its aftertaste of mint. The distillation process gives the liquid a faint burnt meat smell.
This vicious poison quickly debilitates any creature that ingests it. Because of its strength and its relatively slow-acting effect, its use is favored by groups such as the Black Wolves of Halldale and the Assassin Monks of Wanbei Shi.
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Previous "H"s:
2013: H is for Heths' Jeacky Fleter (beverage)
2012: H is for Happy Birthday
2011: H is for Hargrim, the Soulhammer (item)
The main ingredient in heart filth is filtered ocher oil, which lends the poison its signature orange color and its aftertaste of mint. The distillation process gives the liquid a faint burnt meat smell.
This vicious poison quickly debilitates any creature that ingests it. Because of its strength and its relatively slow-acting effect, its use is favored by groups such as the Black Wolves of Halldale and the Assassin Monks of Wanbei Shi.
Heart Filth Poison
Type: poison (ingested); Save: Fortitude DC 15
Onset: 1 minute; Frequency: 1/hour for 12 hours
Initial Effect: 1d2 Con and Str damage
Secondary Effect: 1d2 Con OR Str damage (alternating) 1/hour for 12 hours
Cure: 2 consecutive saves
Cost: 500 gp per dose (liquid)
Initial Effect: 1d2 Con and Str damage
Secondary Effect: 1d2 Con OR Str damage (alternating) 1/hour for 12 hours
Cure: 2 consecutive saves
Cost: 500 gp per dose (liquid)
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Previous "H"s:
2013: H is for Heths' Jeacky Fleter (beverage)
2012: H is for Happy Birthday
2011: H is for Hargrim, the Soulhammer (item)
Labels:
3.xE,
A to Z April 2014,
Found Items,
Pathfinder,
Poisons
08 April 2014
[A to Z April] G is for Ghostcall, Eroutoa (npc)
Many know the elvish armorer called Eroutoa Ghostcall, but if anybody truly knows her, they’ve yet to be discovered. She is a tall, gangly elf with alabaster skin and long, straight, golden blonde hair. She’s attractive, despite missing her left eye; her right eye is a pretty honey color.
Stories abound about her background; in the absence of the truth, any of those stories could be the truth. The most prevalent story is that she is on the run. From what? No on is quite sure. Even though she knows all of the gossip, she has neither related the true story to anyone, no has she let it affect her personality. She remains polite and helpful to all, especially her customers.
The few people that have seen her hidden storerooms will attest to her nature as an inveterate packrat. She loves to tell stories and will often keep customers well past their transaction’s close, just to tell “one more story.” In spite of her loquaciousness, she lives a secret life. She has no close friends, only acquaintances and customers. No one is even sure where she sleeps; there’s no apparent living quarters attached to Eroutoa’s Arms and no one has ever seen her spend the night elsewhere.
One thing that is for sure, any who know her know of her paranoia against the gnomish race. Her paranoia lends her a mild bias against the short folk. She doesn’t let it affect business; she’ll sell to them just as readily as any other individual. Finally, Those that consider her a friend are extremely loyal. No one wants to believe the worst of her and will fiercely protect her, her store, and her reputation.
**Many thanks to Birosca Nerd for the image.
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Previous "G"s:
2013: G is for Grey Spirit Blade (item)
2012: G is for Green, Mage (item)
2011: G is for Grick
Stories abound about her background; in the absence of the truth, any of those stories could be the truth. The most prevalent story is that she is on the run. From what? No on is quite sure. Even though she knows all of the gossip, she has neither related the true story to anyone, no has she let it affect her personality. She remains polite and helpful to all, especially her customers.
The few people that have seen her hidden storerooms will attest to her nature as an inveterate packrat. She loves to tell stories and will often keep customers well past their transaction’s close, just to tell “one more story.” In spite of her loquaciousness, she lives a secret life. She has no close friends, only acquaintances and customers. No one is even sure where she sleeps; there’s no apparent living quarters attached to Eroutoa’s Arms and no one has ever seen her spend the night elsewhere.
One thing that is for sure, any who know her know of her paranoia against the gnomish race. Her paranoia lends her a mild bias against the short folk. She doesn’t let it affect business; she’ll sell to them just as readily as any other individual. Finally, Those that consider her a friend are extremely loyal. No one wants to believe the worst of her and will fiercely protect her, her store, and her reputation.
Eroutoa Ghostcall, ELF Expert (Armorer) 16CR 8
XP 4,800
CG Medium humanoid
Init +1; Senses keen senses; low-light vision; listen +10; spot +1
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 88 (16d6+32)
Fort +7, Ref +6, Will +9
Immune: Sleep; Resistance: Enchantments (+2)
OFFENSE
Speed 30 ft.
Melee longsword +17 (1d8+5/19-20)
Ranged longbow +13 (1d8 x3) range 100
Full attacks longsword +17/12/7 (1d8+5/19-20) or longbow +13/8/3 (1d8 x3) range 100
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 13, Con 10 (+4 = 14), Int 12, Wis 9, Cha 8
Base Atk +12; Grapple +15
Feats: Armor Proficiency (Heavy, Light, Medium), Combat Reflexes, Martial Weapon Proficiency, Persuasive, Simple Weapon Proficiency, Weapon Focus (longsword)
Skills: Appraise +20, Bluff +20, Craft (Armorer) +20, Handle Animal +8, Hide +4, Intimidate +22, Knowledge (Nobility) +12, Listen +10, Profession (Merchant) +18, Ride +12, Search +3, Spot +1
Languages Common, Elven, Sylvan
EQUIPMENT
Bracers of Armor (+2), Cloak of Elvenkind (+5), Longsword +1, Chain shirt (Mithral)
Buffing Spells Pre-cast: Bears Endurance (CL 16)
Buffing Spells Pre-cast: Bears Endurance (CL 16)
**Many thanks to Birosca Nerd for the image.
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Previous "G"s:
2013: G is for Grey Spirit Blade (item)
2012: G is for Green, Mage (item)
2011: G is for Grick
Labels:
3.xE,
A to Z April 2014,
Elves,
GM Games,
NPCs,
Pathfinder,
Tim Shorts
07 April 2014
[A to Z April] F is for Flying Frost (spell)
Flying Frost
Transmutation [cold]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 50-ft.-radius-circle
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Flying frost causes a thick layer of hoarfrost to form and settle over everything within the area of effect.
This spell is essentially a "mass effect" version of the spell chill metal. The description is essentially the same as chill metal with the following differences:
The damage dealt during the second and next-to-last round is increased to 2d4 points. The damage dealt during the middle rounds is increased to 3d4 points.
If a creature is not wearing or wielding a metal item, it takes minimum damage (increased to 2 or 3 points).
Flying frost counters and dispels primordial spark.
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Previous "F"s:
2013: F is for Frost Wound Patch (locale)
2012: F is for Flesh Alliance (spell)
2011: F is for Found Items
Transmutation [cold]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 50-ft.-radius-circle
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Flying frost causes a thick layer of hoarfrost to form and settle over everything within the area of effect.
This spell is essentially a "mass effect" version of the spell chill metal. The description is essentially the same as chill metal with the following differences:
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Previous "F"s:
2013: F is for Frost Wound Patch (locale)
2012: F is for Flesh Alliance (spell)
2011: F is for Found Items
05 April 2014
[A to Z April] E is for Eroutoa's Arms (map)
Eroutoa's Arms is, to those in the know, THE place to acquire your finest arms, armor, and as the sign out front says, "miscellany." Eroutoa Ghostcall has been the proprietor here for as long as any can remember. Over the decades of proprietorship, Eroutoa has gathered together a fine inventory of weapons, armor, shields, and miscellaneous equipment, both mundane and magical. Prices run from reasonable to outrageous to outright "OUCH" depending on your needs (and your personality).
The Armory itself is a large single-story dwelling. There are no discernible living quarters on the premises; no one is quite sure where Eroutoa Ghostcall resides when she is not minding the store. The building itself is made of thick, strong stone with a flat stone roof. Every attempt at piercing the outer wall has failed, sometimes spectacularly.
Upon entering through the heavy iron doors one immediately sees two waist-high (to a human) counters and various bits of equipment hanging on the walls. At any time there may be a variety of weapons, armor, or miscellaneous items strewn about on the counters. This is the "showroom." Behind the counters is a door to the warehouse. The interior doors are all thick iron-bound wood. They are always locked and each of them are heavily warded with magical protections. Only Eroutoa and those customers she trusts ever pass through any of the interior doors. The floor is wooden, but magically strengthened and fortified against breakage, prying, digging, or burning.
The first "storeroom" is dominated by three long rows of shelves that reach from floor to ceiling. These are where the more common and mundane items are stored and displayed. The secondary storeroom have a pair of similar shelves; these hold the basic magical items. A secret door on the north end of the secondary storeroom leads to what Eroutoa refers to as her "inner sanctum." A series of shelves line three of the walls; these are filled with rare and special items.
A secret door in the floor of the inner sanctum leads to Eroutoa's true storeroom. The hard-packed dirt floor and dressed stone walls keep her rarest and most unique items safe and dry. Crates and barrels from around the continent are stored here, filled with items of wondrous power.
Unbeknownst to Eroutoa, a family of ghouls have discovered her lower storeroom, unexpectedly breaking through the walls while digging the foul tunnels that make up their nest. They have concealed the entrance to the storeroom and rarely visit the civilized space in the basement of the Armory. The risk of discovery is too great for them to enter the storeroom except as a retreat in extreme cases.
[Aside: This map came about from doodles on two 3x5 cards while sitting at court waiting for my client's name to be called. Scanned, GIMPed up a bit, and thrown out to the world. I'm still trying to get a handle on GIMP. Every time I get a process I like, I let the program sit for months until I've forgotten just what I did last time. Let me know what you think. End aside.]
The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.
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Previous "E"s:
2013: E is for Enik, Lord of Maltrai (npc)
2012: E is for Elder Oath (spell)
2011: E is for Erol Otus
The Armory itself is a large single-story dwelling. There are no discernible living quarters on the premises; no one is quite sure where Eroutoa Ghostcall resides when she is not minding the store. The building itself is made of thick, strong stone with a flat stone roof. Every attempt at piercing the outer wall has failed, sometimes spectacularly.
Upon entering through the heavy iron doors one immediately sees two waist-high (to a human) counters and various bits of equipment hanging on the walls. At any time there may be a variety of weapons, armor, or miscellaneous items strewn about on the counters. This is the "showroom." Behind the counters is a door to the warehouse. The interior doors are all thick iron-bound wood. They are always locked and each of them are heavily warded with magical protections. Only Eroutoa and those customers she trusts ever pass through any of the interior doors. The floor is wooden, but magically strengthened and fortified against breakage, prying, digging, or burning.
The first "storeroom" is dominated by three long rows of shelves that reach from floor to ceiling. These are where the more common and mundane items are stored and displayed. The secondary storeroom have a pair of similar shelves; these hold the basic magical items. A secret door on the north end of the secondary storeroom leads to what Eroutoa refers to as her "inner sanctum." A series of shelves line three of the walls; these are filled with rare and special items.
A secret door in the floor of the inner sanctum leads to Eroutoa's true storeroom. The hard-packed dirt floor and dressed stone walls keep her rarest and most unique items safe and dry. Crates and barrels from around the continent are stored here, filled with items of wondrous power.
Unbeknownst to Eroutoa, a family of ghouls have discovered her lower storeroom, unexpectedly breaking through the walls while digging the foul tunnels that make up their nest. They have concealed the entrance to the storeroom and rarely visit the civilized space in the basement of the Armory. The risk of discovery is too great for them to enter the storeroom except as a retreat in extreme cases.
[Aside: This map came about from doodles on two 3x5 cards while sitting at court waiting for my client's name to be called. Scanned, GIMPed up a bit, and thrown out to the world. I'm still trying to get a handle on GIMP. Every time I get a process I like, I let the program sit for months until I've forgotten just what I did last time. Let me know what you think. End aside.]
The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.
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Previous "E"s:
2013: E is for Enik, Lord of Maltrai (npc)
2012: E is for Elder Oath (spell)
2011: E is for Erol Otus
Labels:
A to Z April 2014,
Coldtreath,
Locales,
Maps,
Mini-Maps
04 April 2014
[A to Z April] D is for Delightful Drink of Draconic Darkness (beverage)
Delightful Drink of Draconic Darkness
The alliteratively-named Delightful Drink of Draconic Darkness is served in a standard pint jar-shaped vessel made of dragonhide. The liquid itself is a dull, black color and is rumored to contain dragons’ blood and other various ingredients of draconic or reptilian oriign.
The brew has a strong smell of roses, yet tastes lemony with a weak sulphur undertone. It has a thick texture, almost as if it were congealing. Even one glass of the Delightful Drink of Draconic Darkness, or “D4" as it has been nicknamed, is incredibly alcoholic and can cause rapid drunkenness in all but the hardiest drinkers. Most find themselves in a compromised state within one round of consumption. A side effect caused by the various monstrous ingredients is a numbness of the lips for 4d6 rounds after the pint is finished.
**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 "D"s:
2013: D is for Duk (npc)
2012: D is for D’leth Inemas (npc)
2011: D is for Drake, Carrion (creature)
The alliteratively-named Delightful Drink of Draconic Darkness is served in a standard pint jar-shaped vessel made of dragonhide. The liquid itself is a dull, black color and is rumored to contain dragons’ blood and other various ingredients of draconic or reptilian oriign.
The brew has a strong smell of roses, yet tastes lemony with a weak sulphur undertone. It has a thick texture, almost as if it were congealing. Even one glass of the Delightful Drink of Draconic Darkness, or “D4" as it has been nicknamed, is incredibly alcoholic and can cause rapid drunkenness in all but the hardiest drinkers. Most find themselves in a compromised state within one round of consumption. A side effect caused by the various monstrous ingredients is a numbness of the lips for 4d6 rounds after the pint is finished.
**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 "D"s:
2013: D is for Duk (npc)
2012: D is for D’leth Inemas (npc)
2011: D is for Drake, Carrion (creature)
Labels:
A to Z April 2014,
Drink,
Found Items,
Found Items Friday
03 April 2014
[A to Z April] C is for Cradle, Exotic (spell)
Cradle, Exotic
Conjuration (Healing)
Level: Clr 5, Drd 6, Healing 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 2 hours/level
Saving Throw: Special
Spell Resistance: Yes
This spell increases the efficiency of healing while resting. The target creature feels soothed and comforted, as if being held in a mother’s loving arms. The spell allows the recovery of 2 hit points per character level each hour, to a maximum of 150 total recovered hit points.
The spell also has a soporific effect on willing targets, much like the sleep spell. A target can voluntarily waken prior to the termination of the spell by making a successful Will check. This applies whether it is the target himself wishing to wake or a third party attempting to wake the target. The caster can terminate the spell--thus waking the target--at any time.
**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 "C"s:
2013: C is for Cleft Helm (item)
2012: C is for Charred Brimstone Mist (beverage)
2011: C is for Chiala Ereand (npc)
Conjuration (Healing)
Level: Clr 5, Drd 6, Healing 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 2 hours/level
Saving Throw: Special
Spell Resistance: Yes
This spell increases the efficiency of healing while resting. The target creature feels soothed and comforted, as if being held in a mother’s loving arms. The spell allows the recovery of 2 hit points per character level each hour, to a maximum of 150 total recovered hit points.
The spell also has a soporific effect on willing targets, much like the sleep spell. A target can voluntarily waken prior to the termination of the spell by making a successful Will check. This applies whether it is the target himself wishing to wake or a third party attempting to wake the target. The caster can terminate the spell--thus waking the target--at any time.
**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 "C"s:
2013: C is for Cleft Helm (item)
2012: C is for Charred Brimstone Mist (beverage)
2011: C is for Chiala Ereand (npc)
02 April 2014
[A to Z April] B is for Blood Stimulant (beverage)
Blood Stimulant
Aura: none; Weight: 4 oz.; Cost: 150 gp/oz.
This concoction is sold in glass vials, sealed with an iron stopper. The vials carry no markings and no labels, instead allowing the dark violet color to identify the drink.
The mixture has a very weak smell of milk and has an extremely subtle taste of vinegar combined with cayenne pepper, which leads to a rough texture. The mixture accelerates the drinker’s metabolism for a full minute after consumption, increasing the individual’s Constitution score with +2 enhancement, adding benefits to hit points, Fortitude saves, Constitution checks, and so forth, similar to–but weaker than–a bear’s endurance spell.
For 24 hours after drinking a dose of Blood Stimulant, the individual’s eyes are bloodshot, as if they were under the influence of drugs.
Because of the chance of interaction between the iron stopper and the mixture, there is a 10% chance that any dose may be only 50% effective.
-------------------------------------------------------------------------------------
Previous "B"s:
2013: B is for Belt of Invulnerable Embrace (item)
2012: B is for Beetle, Soul (monster)
2011: B is for Bulette
Aura: none; Weight: 4 oz.; Cost: 150 gp/oz.
This concoction is sold in glass vials, sealed with an iron stopper. The vials carry no markings and no labels, instead allowing the dark violet color to identify the drink.
The mixture has a very weak smell of milk and has an extremely subtle taste of vinegar combined with cayenne pepper, which leads to a rough texture. The mixture accelerates the drinker’s metabolism for a full minute after consumption, increasing the individual’s Constitution score with +2 enhancement, adding benefits to hit points, Fortitude saves, Constitution checks, and so forth, similar to–but weaker than–a bear’s endurance spell.
For 24 hours after drinking a dose of Blood Stimulant, the individual’s eyes are bloodshot, as if they were under the influence of drugs.
Because of the chance of interaction between the iron stopper and the mixture, there is a 10% chance that any dose may be only 50% effective.
-------------------------------------------------------------------------------------
Previous "B"s:
2013: B is for Belt of Invulnerable Embrace (item)
2012: B is for Beetle, Soul (monster)
2011: B is for Bulette
01 April 2014
[A to Z April] A is for Angelic Beer (beverage)
Angelic Beer
Aura: none; Weight: 1 oz. ; Cost: 150 gp
This draught comes in single dose portions, typically in a round, clay tube sealed with a wax plug. Most versions come without labels or markings on the tubes. The brewing process imparts a glowing, blue colorand a weak dusty smell to the liquid. It also causes a barely noticeable, but still unfortunate, dog food taste; this requires a bit of acclimation. It has a crisp, smooth texture which is mildly addicting.
This beverage also has a mildly magical effect: anything worn by the imbiber–anything touching flesh–becomes clean. The mildness of the magic means that there is no noticeable magical aura when the brew is examined.This effect requires abstinence from the brew for seven full days. Similarly, adding a dose of Angelic Beer to a single serving of food or drink has an effect similar to a purify food & drink spell.
-------------------------------------------------------------------------------------
Previous "A"s:
2013: A is for Acktok’s Violet Mark
2012: A is for Albert “Rat-tail” Gail
2011: A is for Adventure
Aura: none; Weight: 1 oz. ; Cost: 150 gp
This draught comes in single dose portions, typically in a round, clay tube sealed with a wax plug. Most versions come without labels or markings on the tubes. The brewing process imparts a glowing, blue colorand a weak dusty smell to the liquid. It also causes a barely noticeable, but still unfortunate, dog food taste; this requires a bit of acclimation. It has a crisp, smooth texture which is mildly addicting.
This beverage also has a mildly magical effect: anything worn by the imbiber–anything touching flesh–becomes clean. The mildness of the magic means that there is no noticeable magical aura when the brew is examined.This effect requires abstinence from the brew for seven full days. Similarly, adding a dose of Angelic Beer to a single serving of food or drink has an effect similar to a purify food & drink spell.
-------------------------------------------------------------------------------------
Previous "A"s:
2013: A is for Acktok’s Violet Mark
2012: A is for Albert “Rat-tail” Gail
2011: A is for Adventure
21 March 2014
On Ladyhawke and the Firing of Paralegals
To paraphrase Etienne Navarre, "This firm has never known dishonor...until now."
[Aside: Yeah, I know what the original line is: "This sword has been in my family for five generations. It has never known defeat. Until now." It just doesn't exactly fit the situation. End aside.]
My paralegal has been with me for a dozen years. The firm first hired her to answer phones, and she's learned and progressed until, well, frankly she's my office manager now. She knows her stuff. She's good at what she does.
I almost fired her today.
I spent a few hours this morning trying to find a reasonably priced legitimate copy of Ladyhawke on DVD. Not Blu-Ray, DVD. It ain't easy. Everything I could find online was either bootleg, "fair" used quality, or prohibitively expensive. I vocalized this grief and anguish to my paralegal.
She scoffed.
More precisely, she made a "PFFT" sound and then said, "It's not that great a movie. I'm not surprised you can't find it. I AM surprised that you WANT to find it."
My blood roils again just typing those words. You see, it was one of my favorite movies in the 80s. I remember seeing it as a teenager in the theaters. It's one of those movies, like Princess Bride that is often quoted at our game table. And my paralegal? She's not much younger than me, maybe five years. She's a gamer who worships at the altar of World of Warcraft and who played D&D in the past.
And she scoffed at this movie.
There's no accounting for taste, eh?
I've decided to leave it up to my readers: do I fire her for this? or do I just write a note for her personnel file? The poll is up on the right-hand side of the page, just below the "War Cry Generator," and my Followers list. Go to it. Let me know what should be done with the paralegal.
[Aside: Yeah, I know what the original line is: "This sword has been in my family for five generations. It has never known defeat. Until now." It just doesn't exactly fit the situation. End aside.]
My paralegal has been with me for a dozen years. The firm first hired her to answer phones, and she's learned and progressed until, well, frankly she's my office manager now. She knows her stuff. She's good at what she does.
I almost fired her today.
I spent a few hours this morning trying to find a reasonably priced legitimate copy of Ladyhawke on DVD. Not Blu-Ray, DVD. It ain't easy. Everything I could find online was either bootleg, "fair" used quality, or prohibitively expensive. I vocalized this grief and anguish to my paralegal.
She scoffed.
More precisely, she made a "PFFT" sound and then said, "It's not that great a movie. I'm not surprised you can't find it. I AM surprised that you WANT to find it."
My blood roils again just typing those words. You see, it was one of my favorite movies in the 80s. I remember seeing it as a teenager in the theaters. It's one of those movies, like Princess Bride that is often quoted at our game table. And my paralegal? She's not much younger than me, maybe five years. She's a gamer who worships at the altar of World of Warcraft and who played D&D in the past.
And she scoffed at this movie.
There's no accounting for taste, eh?
I've decided to leave it up to my readers: do I fire her for this? or do I just write a note for her personnel file? The poll is up on the right-hand side of the page, just below the "War Cry Generator," and my Followers list. Go to it. Let me know what should be done with the paralegal.
20 March 2014
Who's Who: Saeharil Nighthealer [NPC]
Saeharil Nighthealer’s half-human heritage has “gifted” her with a less-than-Elvish build. She tends toward the paunchy, taking after her father, but inherited her mother’s porcelain skin. Her eyes bulge, just noticeably, like her father’s, but they are the color of amethyst, like her mother’s. She keeps her ash blonde hair close-cropped, and tends to leave it “as it is,” with it often appearing matted and disheveled. No one is quite sure of the genetic origin of her enormous ears.
Her father, Geeth Liontrade, was once known as “Lord Liontrade” and owned a sizeable estate in the Fireguess Valley. He had inherited his title from his father, who had it from his father, and so forth for nearly ten generations. Geeth was well-loved by all who knew him; at least until his dalliance with an elf maiden named Sehlarith became public. The birth of a child will make such things known, after all, especially in such racially-charged environs such as Fireguess Valley. He was run out of the Valley on a rail, with Sehlarith and the infant Saeharil in tow.
The family became people without a people as they searched for a new home. Sehlarith’s people found her distasteful for her choice in partners and shunned the half-breed child. Meanwhile Geeth was ostracized for having “betrayed” his race and viewed with distrust. There, too, the half-breed child was seen as less than human. The little family wandered from town to town until they found themselves a small piece of unclaimed land near Oxbadger Creek, where they settled. Geeth developed a reputation as a sheep herder and lived out his days raising sheep and selling wool.
A childhood accident left Saeharil without a right arm, and burdened by constant feelings of fear (especially of bodies of water) and helplessness. Becoming a cleric of Eravel has helped quell these feelings, but has not eliminated them completely. She harbors resentment and ingratitude toward her father, angry at the loss of the family’s reputation. As a “half-breed” she has felt this loss even more strongly, she believes, than has her father, having lost all of the protection his title and lands could have provided. Of course, she doesn’t acknowledge that his dalliance–and her birth–is what cost the family the reputation.
Her human grandfather was one of the few people who did not blame Saeharil for her existence. Even though he never spoke to her father again, he loved Saeharil and would have died for her. She learned from him a love for words and a talent for paper-folding. He nicknamed her his “Jabberwock” after an ancient, mythical creature, because of her constant chattering and talking, often to inanimate objects. His love for her inspires her to this day; this love has carried her through some dark times.
Saeharil now lives in Coldtreath and maintains a temple dedicated to Eravel, the Sun Goddess and the Goddess of Prophecy.
Half-Elf Cleric 6 / Fighter 6
Chaotic Good Medium Humanoid
Init: +3
Senses: Low-light Vision; Listen +6; Spot +5
Languages: Common, Elven
AC 17, touch 10, Flat-footed 17
hp 72
Immune: Sleep
Resistance: Enchantment +2 save
Fort +11, Ref +3, Will +11
Speed: 30
Melee: Mace,Heavy +1 (mithral): +14 (1d8+5)
Full: Mace, Heavy +1 (mithral): +14/+9 (1d8+5)
Space/Reach: 5/5
Base Atk 10; Grp 12
Special Actions: Turn Undead
Combat Gear: Chainmail (mithral) +2; Mace, heavy +1 (mithral)
Spells Prepared: (CL 6)
3rd — (DC 17) Dispel Magic; Extended Bull’s Strength; Prayer; Searing Light*
2nd — (DC 16) Delay Poison; Hold Person; Spiritual Weapon; Summon Monster II; Heat Metal*
1st — (DC 15) Bless, Bless Water, Entropic Shield, Obscuring Mist; Endure Elements*
0 — (DC 14) Cure Minor Wounds; Detect Magic; Detect Poison; Light; Purify Food & Drink
*Domain Spell. Domains: Protection; Sun
Abilities: Str 14, Dex 11, Con 13, Int 11, Wis 18, Cha 12
Feats: Armor Proficiency Heavy, Armor Proficiency Light, Armor Proficiency Medium, Blind-fight, Cleave, Combat Casting, Extend Spell, Great Cleave, Improved Initiative, Martial Weapon Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Mace, heavy), Weapon Specialization (Mace, heavy)
Skills: Climb 2, Concentration 8, Diplomacy 3, Gather Information 3, Heal 7, Intimidate 4, Jump 1, Knowledge (History) 2, Knowledge (Planes) 2, Knowledge (Religion) 2, Listen 6, Ride 1, Search 1, Sense Motive 7, Spot 5, Survival 4
Possessions: Combat gear plus Ring of Protection +1, Potion of Clairvoyance, Flask (x3) Holy water, Chalk, Holy symbol, 14 gp, 3 cp.
**Many thanks to A Terrible Idea’s TCP Character Gallery for the image.
Her father, Geeth Liontrade, was once known as “Lord Liontrade” and owned a sizeable estate in the Fireguess Valley. He had inherited his title from his father, who had it from his father, and so forth for nearly ten generations. Geeth was well-loved by all who knew him; at least until his dalliance with an elf maiden named Sehlarith became public. The birth of a child will make such things known, after all, especially in such racially-charged environs such as Fireguess Valley. He was run out of the Valley on a rail, with Sehlarith and the infant Saeharil in tow.
The family became people without a people as they searched for a new home. Sehlarith’s people found her distasteful for her choice in partners and shunned the half-breed child. Meanwhile Geeth was ostracized for having “betrayed” his race and viewed with distrust. There, too, the half-breed child was seen as less than human. The little family wandered from town to town until they found themselves a small piece of unclaimed land near Oxbadger Creek, where they settled. Geeth developed a reputation as a sheep herder and lived out his days raising sheep and selling wool.
A childhood accident left Saeharil without a right arm, and burdened by constant feelings of fear (especially of bodies of water) and helplessness. Becoming a cleric of Eravel has helped quell these feelings, but has not eliminated them completely. She harbors resentment and ingratitude toward her father, angry at the loss of the family’s reputation. As a “half-breed” she has felt this loss even more strongly, she believes, than has her father, having lost all of the protection his title and lands could have provided. Of course, she doesn’t acknowledge that his dalliance–and her birth–is what cost the family the reputation.
Her human grandfather was one of the few people who did not blame Saeharil for her existence. Even though he never spoke to her father again, he loved Saeharil and would have died for her. She learned from him a love for words and a talent for paper-folding. He nicknamed her his “Jabberwock” after an ancient, mythical creature, because of her constant chattering and talking, often to inanimate objects. His love for her inspires her to this day; this love has carried her through some dark times.
Saeharil now lives in Coldtreath and maintains a temple dedicated to Eravel, the Sun Goddess and the Goddess of Prophecy.
Saeharil Nighthealer CR 9
Half-Elf Cleric 6 / Fighter 6 Chaotic Good Medium Humanoid
Init: +3
Senses: Low-light Vision; Listen +6; Spot +5
Languages: Common, Elven
AC 17, touch 10, Flat-footed 17
hp 72
Immune: Sleep
Resistance: Enchantment +2 save
Fort +11, Ref +3, Will +11
Speed: 30
Melee: Mace,Heavy +1 (mithral): +14 (1d8+5)
Full: Mace, Heavy +1 (mithral): +14/+9 (1d8+5)
Space/Reach: 5/5
Base Atk 10; Grp 12
Special Actions: Turn Undead
Combat Gear: Chainmail (mithral) +2; Mace, heavy +1 (mithral)
Spells Prepared: (CL 6)
3rd — (DC 17) Dispel Magic; Extended Bull’s Strength; Prayer; Searing Light*
2nd — (DC 16) Delay Poison; Hold Person; Spiritual Weapon; Summon Monster II; Heat Metal*
1st — (DC 15) Bless, Bless Water, Entropic Shield, Obscuring Mist; Endure Elements*
0 — (DC 14) Cure Minor Wounds; Detect Magic; Detect Poison; Light; Purify Food & Drink
*Domain Spell. Domains: Protection; Sun
Abilities: Str 14, Dex 11, Con 13, Int 11, Wis 18, Cha 12
Feats: Armor Proficiency Heavy, Armor Proficiency Light, Armor Proficiency Medium, Blind-fight, Cleave, Combat Casting, Extend Spell, Great Cleave, Improved Initiative, Martial Weapon Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Mace, heavy), Weapon Specialization (Mace, heavy)
Skills: Climb 2, Concentration 8, Diplomacy 3, Gather Information 3, Heal 7, Intimidate 4, Jump 1, Knowledge (History) 2, Knowledge (Planes) 2, Knowledge (Religion) 2, Listen 6, Ride 1, Search 1, Sense Motive 7, Spot 5, Survival 4
Possessions: Combat gear plus Ring of Protection +1, Potion of Clairvoyance, Flask (x3) Holy water, Chalk, Holy symbol, 14 gp, 3 cp.
**Many thanks to A Terrible Idea’s TCP Character Gallery for the image.
Labels:
3.xE,
Coldtreath,
Half-elves,
NPCs,
Pathfinder,
Who's Who
19 March 2014
Miscellany
Well, It's been two weeks since I last checked in. The burnout from 31 straight days of blogging is fading. And what have I been doing? Let's see....
Well, I took great advantage of the GM Day Sale over at DriveThru RPG. Also took advantage of a referral over to Noble Knight Games...thanks Pat at Under Seige for THAT little referral. GRIN. My DM is prepping a new campaign for us and complained about not having enough gnolls...so that was another little purchase. Accordingly, I've updated my "Year to Date Purchases" page. What I haven't added to my Purchases page is all the Tarzan, Conan, and other OOP titles I've picked up in my used book store hauntings.
I'm gearing up for the A to Z April Challenge. I performed a similar random rigamarole as last year (I think--I couldn't find my spreadsheet from last year, so I had to start from scratch) and I actually have all my letters filled in with topics and names. Of course, as in years past, I reserve the right to change topics and names throughout the month to accommodatewriter's block the creative spark.
As far as the real-life, personal stuff.... The nearly-eighteen-year-old is continuing to cause grief and drama. (This one is available to sale to the highest bidder.) The firm is still struggling. Ebeneezer ran it further into the ground that he disclosed, and every month new revelations continue to occur. Advertising would be key, but without money to even feed my family (my staff gets paid first, after all) it's difficult to look at advertising options. Of course, if any of my readers have any marketing or advertising experience, I'd love to chat and pick your brains. And yes, I say this in nearly the same breath as discussing recent purchases. I will confess freely that I've done some denial/depression buying to somehow ease the stress.
And that's about it for life at the Stronghold. I've got some various ideas percolating that I hope to share with you soon.
Well, I took great advantage of the GM Day Sale over at DriveThru RPG. Also took advantage of a referral over to Noble Knight Games...thanks Pat at Under Seige for THAT little referral. GRIN. My DM is prepping a new campaign for us and complained about not having enough gnolls...so that was another little purchase. Accordingly, I've updated my "Year to Date Purchases" page. What I haven't added to my Purchases page is all the Tarzan, Conan, and other OOP titles I've picked up in my used book store hauntings.
I'm gearing up for the A to Z April Challenge. I performed a similar random rigamarole as last year (I think--I couldn't find my spreadsheet from last year, so I had to start from scratch) and I actually have all my letters filled in with topics and names. Of course, as in years past, I reserve the right to change topics and names throughout the month to accommodate
As far as the real-life, personal stuff.... The nearly-eighteen-year-old is continuing to cause grief and drama. (This one is available to sale to the highest bidder.) The firm is still struggling. Ebeneezer ran it further into the ground that he disclosed, and every month new revelations continue to occur. Advertising would be key, but without money to even feed my family (my staff gets paid first, after all) it's difficult to look at advertising options. Of course, if any of my readers have any marketing or advertising experience, I'd love to chat and pick your brains. And yes, I say this in nearly the same breath as discussing recent purchases. I will confess freely that I've done some denial/depression buying to somehow ease the stress.
And that's about it for life at the Stronghold. I've got some various ideas percolating that I hope to share with you soon.
Labels:
A to Z April 2014,
Blog,
Books,
Challenge,
Introspection,
Personal life,
Real Life
28 February 2014
[D&D 40th Anniversary Bloghop] Day Twenty-eight
Day Twenty-eight: What's the single most important lesson you've learned from playing D&D?
Otherwise known as "Wheaton's Law."
27 February 2014
[D&D 40th Anniversary Bloghop] Day Twenty-seven
Day Twenty-seven: If you had to do it all over again, would you do anything different when you first started gaming?
This is a tough question, because I'm not sure that I'm in a "bad place" gaming-wise.
I suppose it would have been nice to have had a wider gaming circle, or to have had more exposure to different games and gaming styles. But Utah in the 1980s was not (or didn't seem to be) a gaming mecca. If I had searched harder, perhaps I would have found a wider group of gaming friends. But then, I may not have ever met the friends or group I have now. The guys I play with now are a pretty good influence on me in all respects of my life, including my emotional, spiritual, and professional life.
I'm sure, if you've read my blog for very long, you probably think I would like to do away with the decade-plus long drought from gaming. I disagree. I'm not sure I could have attained the college and post-graduate degrees I have had I been gaming at the same time. That is not a statement about gaming or the gaming culture. That is a statement about me. I know just how obsessive I could become with video games or other distractions. Heaven knows that my grades and education suffered enough from Civilization, Sim City, WarCraft, Doom, and Diablo. I can't imagine what it would have done if I'd thrown in D&D and any of the attendant parts of the hobby.
I'm guessing if I'd done anything differently, I'd be a very different person today, and probably not in a good way. All in all, I'm pretty satisfied.
This is a tough question, because I'm not sure that I'm in a "bad place" gaming-wise.
I suppose it would have been nice to have had a wider gaming circle, or to have had more exposure to different games and gaming styles. But Utah in the 1980s was not (or didn't seem to be) a gaming mecca. If I had searched harder, perhaps I would have found a wider group of gaming friends. But then, I may not have ever met the friends or group I have now. The guys I play with now are a pretty good influence on me in all respects of my life, including my emotional, spiritual, and professional life.
I'm sure, if you've read my blog for very long, you probably think I would like to do away with the decade-plus long drought from gaming. I disagree. I'm not sure I could have attained the college and post-graduate degrees I have had I been gaming at the same time. That is not a statement about gaming or the gaming culture. That is a statement about me. I know just how obsessive I could become with video games or other distractions. Heaven knows that my grades and education suffered enough from Civilization, Sim City, WarCraft, Doom, and Diablo. I can't imagine what it would have done if I'd thrown in D&D and any of the attendant parts of the hobby.
I'm guessing if I'd done anything differently, I'd be a very different person today, and probably not in a good way. All in all, I'm pretty satisfied.
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