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.

10 April 2015

[A to Z April] I is for Imp, Split (item)

http://www.a-to-zchallenge.com/
A rare breed of infernal creature, the split imp is diabolical and deadly to the innocent and uninformed adventurer. To the uninitiated, the imp appears exactly as a normal imp. Upon the first successful attack upon the split imp, however, the difference becomes all too clear.

Upon the first successful attack--whether melee, ranged, or magical--the split imp divides itself into several identical beings, each of whom immediately attack the creature who wounded the original split imp. The duplication occurs prior to the assessment of any damage from the attack; damage is assessed only to the original split imp, not to the copies. Only the original split imp can call forth the multiple duplicates.


GAME MECHANICS


Split ImpCR 4

Use the statistics of a normal imp, except for the following changes:
  1. The split imp loses both the "alternate form" and commune abilities in favor of the Split ability.
  2. Split: 3x per day, a split imp, upon taking damage from a successful attack, essentially summons forth 1d8 duplicates of itself, prior to any damage being taken by the original. Said damage is only taken by the original, and only after the duplicates appear. The duplicates (not the original) immediately surround and attack the creature that wounded the original. After the initial vengeful strike, the duplicates assume the same initiative as the original. Should the original be killed, the duplicates are neither destroyed or banished, needing to be individually destroyed or banished. Only one set of duplicates can exist at any one time.
  3. The Challenge Level of the split imp changes from 2 to 4.
**"D&DImp" by Source. Licensed under Fair use via Wikipedia - http://en.wikipedia.org/wiki/File:D%26DImp.JPG#/media/File:D%26DImp.JPG

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Previous "I"s:
2014: I is for Island, Oraoss (map)
2013: I is for Ice Quartz Caverns (map)
2012: I is for Iron Hide Zombie (monster)
2011: I is for Inkeeper

09 April 2015

[A to Z April] H is for Helzak, Darthen (npc)

http://www.a-to-zchallenge.com/
Darthen Helzak is named for the wasteland, his hearthland, translated roughtly into the Common tongue as “God’s Anvil” (known to most as the Ashwaste). They believe that the hardships imposed by the wasteland upon their people is a refining forge, the anvil upon which their God beats and shapes their souls into a divine form.

He was born in the Wasteland, in God’s Anvil. His grandfather, Huragram, was a water miner who discovered a subterranean river, becoming a wealthy individual and a powerful leader of the tribes of God’s Anvil. Huragram wielded a khopesh which he named “Beldorida” meaning, roughly, “Breath of the First Gem.” The sword is graceful and slender, crafted of steel, ivory, and gold. Sapphires and rubies are set in her hilt. First impressions leave the impression of a noble’s showpiece, something made for looks and attention rather than for utility. Those who have met Beldorida’s edge and tested the wielder’s mettle quickly learn that she is perfectly balanced and eminently deadly. Her grip is wrapped in copper and silver wire, providing a perfect grip even when the wielder’s hand is slick.

Darthen now wields the khopesh of his forefathers. The source of the blade is unknown, although she is rumored to have come from one of the great mythical cities in the east full of powerful magic. Huragram found the blade while on a personal vision quest out in the barren lands of God’s Anvil. She was entombed within a nodule of stone found deep within the sands; the nodule also contained a portal to the Plane of Earth. He took the discovery of Beldorida as a sign and returned to the stronghold, although he was weak, weary, and near death. He kept an unbreakable grip on Beldorida during the entire time of his recovery. Upon returning to health, he carved out for himself a powerful position among the tribes. He ruled the tribes of the Anvil for nearly a century; when he died of natural causes, his skaalds buried Beldorida with him.

After a century of ruling over chaos and hardship, Darthen’s father disinterred Beldorida after seers told him that the powers of the buried weapon of Fire and Air were being suppressed by the powers of Earth. He recovered Beldorida and wielded the blade with power as he strove to link the Anvil’s dwar together again. He was not as successful as Huragram at the task, and never as powerful. Darthen was raised on stories of Beldorida, a blade that practically thrummed with power, as if the steel was scarcely able to contain the sorceries placed upon it. Darthen’s father was never able to learn the secrets of the blade.

Darthen’s father and his seers feared that the spirits of Earth and Stone had, in fact, subsumed Beldorida’s power. Darthen has been entrusted with the blade and exiled from the Wastelands. Where Beldorida was once meant to be his hearth’s last line of defense, Darthen is now her only protection.

Darthen stands somewhat taller and leaner than a normal dwarf. His hair and beard are braided and matted, resembling dreadlocks. He wears simple leathers and cotton garments, his undertunic spun from subterranean spider silk, with his armored shirt composed of long bones tied together with plaited leather. Leather gauntlets protect his hands from the sand and sun; they double as weapons, with small metal spikes set above each knuckle.

Darthen Helzak, Ashwaste dwarf barbarian 3CR 3
XP 19, 200
CG Medium humanoid
Init +2; Senses Darkvision 60, Perception +7
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor)
hp 47
Fort +7, Ref +3, Will +3
Immune Fire
Damage Reduction 1/bludgeoning or slashing (spidersilk undertunic)
Weakness Acid
OFFENSE
Speed 30 ft.
Melee +1 khopesh +9 (1d8+7/19-20/x2) or Dagger +6 (1d3+5) or Gauntlet, spiked +6 (1d4+3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 14, Con 18, Int 12, Wis 15, Cha 13
Base Atk +3; Grapple +6
Feats: Armor Proficiency (Heavy, Light, Medium), Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Skills: Climb +9, Intimidate +7, Jump +9, Knowledge (History) +3, Knowledge (Nature) +4, Perception +7, Survival +7
Languages Common, Dwarven, Goblin
EQUIPMENT
Bonesplint Armor, Gauntlets, spiked, +1 khopesh, Dagger, Belt pouch, Sun Goggles, Acid, flask (1), Waterskin

Note:  As an Ashwaste Dwarf, Darthen does not receive a bonus to Appraise checks on metal-, gem- or stonework. Darthen also does not have the Stonecunning ability.

Please note: All my NPCs are free for you to use. Please, feel free to use them. All I ask is a note to let me know if, where, when, and how it was used.

**Many thanks to WotC's "PC Portraits" Archive for the image.

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Previous "H"s:
2014: H is for Heart Filth (poison)

2013: H is for Heth's Jeacky Fleter (beverage)
2012: H is for Happy Birthday!
2011: H is for Hargrim, the Soulhammer

08 April 2015

[A to Z April] G is for Gnaw Rot Mouse (creature)

http://www.a-to-zchallenge.com/
Members of a barbarian tribe from the secluded Tornbeak Vallely are often seen carrying small bamboo cages on their belts, on straps over their shoulders, or tied to their packs. Outsiders find them especially curious, as they contain small brown mice. Because of this oddity, the tribe is typically referred to as “Mice-men” by others.

These mice are actually a special type of mice bred by the Tornbeak barbarians: Gnaw Rot Mice. They have been raised to take the place in the barbarian culture of poison neutralizing and disease curing spells. One mouse can, if allowed to crawl around a poisoned or diseased creature, either neutralize the poison or cure the disease by nipping and biting at the afflicted creature’s body. They have been bred to crave the taste of disease and poison. Each mouse can cure one creature of up to Medium size. Large size creatures require two mice; Huge require three to be successfully treated. After this one treatment, the mouse will enter throes of ecstasy at finally resolving its craving. Unfortunately, the craving proves fatal to the mouse, who will die from the effects of the poison or disease shortly thereafter.

In game mechanics terms, each mouse can either detoxify any poison (as neutralize poison) with a +4 bonus on the check. If applied instead to a diseased area, it removes the affliction (as remove disease) with a +4 bonus on the check. Some diseases (such as Mummy Rot) require additional treatments to cure (see the disease description). Whether successful or not, each gnaw rot treatment, inflicts 1d6 points of damage on the afflicted creature, as the mouse nips, bites, and consumes the poison and diseased flesh. Almost immediately, the mouse will begin to shake and thrash, squeaking noisily, only to die within 2 minutes of the treatment.

A Tornbeak barbarian can be convinced to sell gnaw rot mice with successful Diplomacy checks, and then for a minimum of 500 gp per mouse. The Tornbeak barbarians believe that the mice require a bamboo cage; no other kind of cage can suffice and up to four mice can live inside the typical cage. Additionally, the mice require daily feeding; each mouse consumes 1 trail ration every two days. In the event that the creature carrying the mice is subjected to substantial damage, each mouse has 1/4 hp.


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Previous "G"s:
2014: G is for Ghostcall, Eroutoa (npc)
2013: G is for Grey Spirit Blade (item)
2012: G is for Green, Mage (item)
2011: G is for Grick

07 April 2015

[A to Z April] F is for Fel Column (item)

http://www.a-to-zchallenge.com/
In the city of Orcweepmere there is a street known as the Way of Gods. Similar streets exist in many cities: it is a place where every conceivable religion--practiced or forgotten--maintains a place of worship. The entrances to and exits from the Way of Gods are always in the same place; however, the distances between the entrances and exits vary from day to day and from traveler to traveler. If asked how big is the Way of Gods, those who know the best invariably answer, “As big as it needs to be.”

In one secluded corner is a square, or town commons. Various temples and places of worship dedicated to minor, forgotten deities fill the buildings surrounding the square. In the center of the square sits a column known as the Fel Column.

The column is 113 feet tall; it is 11 feet wide at the rounded tip and 13 feet wide at the base. Mages and scholars make a great deal out of these numbers; those who best understand divine power understand that these numbers have incredible unholy power. Despite its great height and relative narrowness, the column has no surrounding structure or visible support at the base; it is a free-standing column.

A free-standing column of bile.

The column is a liquid in a constant state of movement, fluid swirling and spinning, seemingly spiraling ever upwards towards the top. It never splashes or sprays outside of the column, even in the strongest winds or tempests. It never varies in size or shape. It never varies in color, it is an unearthly greenish-yellow. No one knows from whence it came or exactly when it first appeared. Everyone who claims to know cites a different date. No one knows what it represents, whether it is a tribute to a deity or a deific being itself.

One thing is certain, however: the bile is incredibly toxic; any who come in contact with the column suffer both physical damage and physical weakness. (In game terms, any creature that touches the Fel Column instantly suffers 1d2 points of permanent CON damage and 1d2 points of permanent CHA damage. Because of the nature of the fluid, there is no save and the damage cannot be cured, reversed, or restored by any means short of divine intercession by means of a miracle spell.) Even creatures who are resistant to or immune from the effects of acid receive damage from the Fel Column.

In addition, the smell which emanates from the Fel Column is disgusting--overwhelmingly so. The stench causes any living creature that comes within 10 feet of the Column to make a Fortitude save (DC 15, Charisma based). Failure causes the creature to be sickened for 2d6 minutes. If the creature is successful with his save, he cannot be affected again by the odor for 24 hours. The sickened effect can be removed by either a delay poison or neutralize poison spell. If the creature is immune to poison, it is unaffected by the smell; creatures who are resistant to poison receive all normal saving throw bonuses.

If any creature attempts to bottle or store the bile or remove any portion of the fluid from the column, in addition to the creature taking the aforementioned damage from both the acid and the smell (as applicable), the bile instantly becomes inert and harmless upon removal from the column.


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Previous "F"s:
2014: F is for Flying Frost (spell)
2013: F is for Frost Wound Patch (locale)
2012: F is for Flesh Alliance (spell)
2011: F is for Found Items

06 April 2015

[A to Z April] E is for Everclear (beverage)

http://www.a-to-zchallenge.com/
Everclear has been called “The Poor Man’s Invisibility” as well as “Sucker’s Blur.”

This potion grants to its drinker the effects of concealment (20% miss chance) by turning their body transparent. (As blur, CL 3.) This is not the same as invisibility, as the outline of the drinker is still visible and discernable in certain circumstances (such as full sunlight) and has been known to shimmer in certain types of flickering light. The effect lasts for 1d4 minutes.

The potion, because of its nature, is always packaged in a small glass vial, each vial containing a single dose. The vial is rarely labeled, but the vial always has small ridges running horizontally, to resemble a humanoid rib cage. A glass stopper is required, again because of the ingredients involved.

The main ingredient of everclear is Essence of Gelatinous Cube. Alchemists pay handsomely for the remains of a gelatinous cube whenever some are available. Despite its name, the fluid is an iridescent orange, a by-product of the treatment of the Essence necessary to make it potable and non-lethal. It retains a gelatinous texture. Everclear has been said to have a milk smell, although only the most sensitive noses can detect the smell. The taste is something similar to wasabi.

Each dose requires 1d4 rounds to take effect. Furthermore, because of its innate instability, there is a 10% chance per dose that the effect merely causes the drinker’s flesh to become transparent, allowing her internal organs, musculature, and skeleton to become visible to the viewer. This effect causes any viewer--friend or foe--to take a Will save (DC 15) or become frightened for the duration of the potion. The viewer may make a new Will save each round; a successful save means the viewer has overcome its initial disgust and fear.

Cost: 175 gp per dose.


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Previous "E"s:
2014: E is for Eroutoa's Arms (map)
2013: E is for Enik, Lord of Maltrai (npc)
2012: E is for Elder Oath (spell)
2011: E is for Erol Otus

04 April 2015

[A to Z April] D is for Dwarves, Ashwaste (creature)

http://www.a-to-zchallenge.com/
The Ashwastes are home to only a few hardy species who have survived through sheer tenacity and brutality, not to mention just a little bit of luck. Ashwaste goblins are one of those; Ashwaste dwarves are another.

Ashwaste dwarves are not all that different from normal dwarves, but the differences have a major influence on how they live among the desolation of the Ashwastes. To an Ashwaste dwarf, water and wood are as precious as gems and metals are to their normal cousins. The Ashwastes do not have much surface rock; the small islands of stone that exist among the ash desert serve as the entrances to the tunnels and caverns created by the dwarves in their search for water and wood. In some areas of the Ashwastes, piles of gems and precious metal ore are gathered and discarded, creating random treasure caches for the lucky wanderer. Most Ashwaste dwarves have never seen a body of water larger than a small brook or stream, and those only in underground caverns.

  • Like their goblin counterparts, Ashwaste dwarves have developed a resistance to fire, but a susceptibility to acid attacks. Their eyes have evolved to allow a higher tolerance to sunlight and the glare from the Wastes, but most still require the use of goggles with colored lenses to see in full sunlight in the Wastes.
  • Ashwaste dwarves, as they are not surrounded from birth by stone, have lost the usual stonecunning ability. They have also lost the usual affinity for the Appraise skill.
  • Ashwaste dwarves have very little practical use for axes and hammers as tools. They have thus lost the racial familiarity with such as weapons. Instead, they may treat exotic weapons such as the khopesh and two-headed scimitar as martial weapons.
  • Ashwaste dwarves count barbarian as their favored class. A multiclass Ashwaste dwarf 's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Ashwaste dwarves count Ashwaste goblins as their default favored enemy.
  • Ashwaste dwarves may last for three days before beginning to experience any ill effects from a lack of water.
  • Hydrophobia: Ashwaste dwarves must make a Will save (DC 16) when they encounter any large body of water (river, lake, ocean) and a Will save (DC 20) when they are forced to travel upon any large body of water. The save must be made once per hour during normal water travel; failure of the save imposes a condition of cowering. During battle, the save must be made every 1d6 rounds; failure of this save causes the dwarf to become merely sickened, distracted as they are by the fight.



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Previous "D"s: 
2014: D is for Delightful Drink of Draconic Darkness (beverage) 
2013: D is for Duk (npc) 
2012: D is for D'leth Inemas 
2011: D is for Drake, Carrion

03 April 2015

[A to Z April] C is for Cactus, Skull (item)

http://www.a-to-zchallenge.com/
The skull cactus is a species of cactus indigenous only to the Ashwastes. To most, they have little to no value. Their skins are incredibly thick and hard and their spines are mildly poisonous; most creatures find the small amount of moisture within completely undrinkable. They are a subspecies of barrel cactus; when small, the dimpling and wrinkles make the plant resemble a humanoid skull--uncannily so.

One race has found a use for these succulents; the Ashwaste Dwarves carve these cacti and treat them with certain spells in order to create for themselves a type of spiked helm. The dwarves that wear these helms use them in conjunction with a wild, headlong charge at their targets. This special attack is only possible as part of a charge, as it requires the specific, directed force that results from this  maneuver.

The red, barbed spines on the crown of the skull cactus helm break off in their foes, causing 1d2 points of damage and injecting the mild hallucinogenic poisons into the target’s bloodstream. A failed save (DC 20) versus the poison causes an immediate 1 point of temporary (1d6 hours) Wisdom damage, thereafter confusing the target for the 10-round duration of the poison’s effect, or until a successful save.

Such an attack is possible 1d4 times per day, as a number of the colored spines magically re-grow each day.

Skull cactus helm
1d2 + poison (skull cactus sap, injury, DC 20 , 1/rd. for 10 rds. (Initial: 1 Wis, thereafter confused).)

Minor transmutation, Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, plant growth; Market Price: 6,000 gp; Cost to create: 3,155 gp +241 XP


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Previous "C"s:
2014: C is for Cradle, Exotic (spell)
2013: C is for Cleft Helm (item)
2012: C is for Charred Brimstone Mist (beverage)
2011: C is for Chiala Ereand

02 April 2015

[A to Z April] B is for The Barrens (locale)

http://www.a-to-zchallenge.com/
Every city has a place like this. A dark hole. A place where things just seem to go wrong. A place where nothing works quite right. Your skin crawls when you simply cross a given line--real or imaginary. A place where you can be utterly alone and yet hear footsteps behind you. Where a whisper carries for blocks and a blood-curdling scream cannot be heard through a paper-thin wall.

Every city has one.

Coldtreath has The Barrens.

Coldtreath. The Barrens are highlighted by the blue shark tooth shape.

Nearly one hundred years ago, a disgraced cleric of Bil found himself hounded by a lynch mob and cornered in a maze of tiny alleyways and squatters' sheds in central Coldtreath. As the angry residents of the area closed in and began to beat the wizened cleric, the cleric--Kouphinus, the Bishop of Decay--summoned forth every ounce of divine energy available to him (albeit corrupted divine energy) and wrapped it up in one spectacular curse against Coldtreath in general and the citizens of this neighborhood in specific. An icy blue light exploded from the dying cleric, sweeping northward in a triangular shape through the streets and alleyways south of Gelyndu Boulevard, finally dying out at the Boulevard itself.

The curse created the zone now called "The Barrens." It is a zone where magic does not work correctly, whether spell, scroll, prayer, or potion. People vanish there without a trace. Loud sounds do not echo; the quietest of sounds are heard randomly throughout the area. Wood burns only with great difficulty and light does not travel far; the strongest lantern and the brightest torch cast little more than a candle's worth of illumination against the dark of night. When viewed from within The Barrens, the moon is out of phase and the constellations are strange and alien to Coldtreath. During the daylight hours, it is perpetually twilight within the neighborhood. Those who live within the neighborhood for more than a few weeks begin to feel constant despair; a few month's residence sees despair turn to dread and nameless fears. No one who lives within The Barrens for a year's time stays sane.

Many of the greatest mages and clerics in the realms have traveled to Coldtreath to examine The Barrens. Not one has been able to identify or quantify the curse. Indeed, most who have tried have been utterly unable to even sense that there is a curse on the area, although it clearly exists. The magics behind the curse shift and change, almost as if they are themselves intelligent and desire to stay concealed.


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Previous "B"s:
2014: B is for Blood Stimulant (beverage)
2013: B is for Belt of Invulnerable Embrace (item)
2012: B is for Beetle, Soul (monster)
2011: B is for Bulette

01 April 2015

[A to Z April] A is for Ash Goblin (creature)

http://www.a-to-zchallenge.com/
A sub-race of goblins who have inhabited the Ashwastes on the northeast edge of the continent for a millennia. Living in the Ashwastes among the various volcanic debris and gaseous emissions has radically changed their physiology and body chemistry. As a result of these changes, the Ash Goblin has a larger head than normal goblins, as well as a larger mouth filled with razor sharp teeth. Woe unto the opponent that has an Ash goblin latch his jaws onto its flesh; the bite is brutal and difficult to break free. The Ash goblin also has gained an inherent resistance to fire and fire damage, but also has a susceptibility to acid and acid-based attacks. Its difficult life and environment grants a natural level of Fighter class to all Ash goblins.

Normal goblin vs. Ash goblin
A squat humanoid with an enormous oval head leaps at you from behind a sandstone column. You stumble backwards, causing a puff of ash to rise from the blasted land at your feet. As it flies toward you, it swings a small sword--little more than a knife--wildly, attempting to knock your weapon from your hands. It lands in another puff of ash and its eyes gleam wickedly as it begins to gnash its razor sharp teeth together.

ASH GOBLIN   CR 1

Fighter 1
NE Small Humanoid
Init: +7; Senses: darkvision 60 ft.


DEFENSE


AC 16 (+3 Dex, +2 leather, +1 size), touch 14, flat-footed 13
hp11 (1d10+1)
Immune: Fire
Fort +3; Ref +3; Will +0
Weakness: Acid

OFFENSE


Speed 30 ft.
Melee: +3 Bite (2d6+1) or +2 Morningstar (1d8+1)
Ranged: +4 Javelin (1d6+1)
Special Attacks Grappling bite

STATISTICS


Str 12, Dex 17, Con 13, Int 12, Wis 11, Cha 8
Base Attack 2, Grapple 8
Feats: Armor Prof. Light, Armor Prof. Medium, Armor Prof. Heavy, Improved Grapple, Improved Initiative, Martial Weapon Prof., Shield Prof., Simple Weapon Prof., Weapon Focus (Bite)
Skills: Climb 5, Craft (Trapmaking) 5, Jump 5
Languages: Common, Draconic, Goblin

SPECIAL ABILITIES


Grappling Bite: If an ash goblin hits with a bite attack, it immediately rolls for a grappling attempt, using its massive jaws to latch onto the opponent’s body; on a successful grapple, it is “attached.” An attached ash goblin loses its Dexterity bonus to AC, but holds on with great tenacity, automatically dealing 2d6 damage each round it remains attached.

An attached ash goblin can be struck with a weapon or grappled itself. To remove an attached ash goblin through grappling, the opponent must achieve a pin against the ash goblin.

ECOLOGY


Environment: Desert
Organization: Gang (4-9)
Treasure: Standard
Advancement: By character class
Level Adjustment: +0

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**Images of miniatures ©Wizards of the Coast and ©Paizo, respectively.

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Previous "A"s:
2014: A is for Angelic Beer (beverage)
2013: A is for Acktok's Violet Mark (spell)
2012: A is for Albert "Rat-Tail" Gail (npc)
2011: A is for Adventure

30 March 2015

Fuzzy Tentacle Monster Action!

That title sounded a LOT better in my head.

I consider myself the prop-master of our group. I provide most of the minis for the various DMs; sometimes maps and other materials.

Our new DM, starting a new campaign, enlisted me on Wednesday to provide "some kind of sea monster." Well, of course, that's the ONE type of critter I don't have, mostly because we've never been on the water before. He was getting a little desperate, mostly because he hasn't DM'd in years, but also because he hadn't had much time to prep. He had some general ideas for the campaign, and then decided yesterday that we needed to board an ocean-going ship to get to the starting point.

[Aside: This is where I should point out that I'm playing a 3d-level Dwarven Barbarian. Based on recommendations from the DM, I made him a desert/wasteland barbarian. Completely desert-centric. Our first major encounter? Loading our butts onto a ship for a weeks-long trek across the freakin' ocean. End aside.]

Then I had an epiphany. I told him that I'd put together some tentacles. That way, he'd just need to stat the individual tentacles and could leave the real big baddie (or baddies) completely anonymous. He could even just use a stat block for a giant constrictor. He liked that, so my little grey cells started churning. I've scratch-built a bunch of place-holders and minis in the past, including a ping-pong ball beholder eye-beast.

Here's what I came up with after a trip to the craft store and the hardware store:
  • Loctite GO2 Glue
  • Gorilla Brand Super Glue
  • Fender washers, 1/8" x 3/4", 10 each
  • Fender washers, 1/4" x 1-1/4", 10 each
  • Zinc nuts, 3/4", 10 each
  • 3 Packs of 25 each pipe cleaners: black, green, pink 
[Aside 2: Actually, the pipe cleaners were called, per the packaging, "Fuzzy Sticks." No mention of "pipes" or the cleaning thereof to be found anywhere. End aside 2.]

Step One: 
Assemble the ring base using the two sizes of fender washers, a couple dabs of GO2 glue, then clamp for 30 minutes to set. Repeat 10 times.

Step Two:
Take one black and one green "fuzzy stick," insert them into the end of my power drill, hold the free end tightly, and start the drill spinning. (One interesting note: The drill, when drilling in reverse (counter-clockwise) gear actually made a shorter resulting spun combo fuzzy stick than when moving in forward (clockwise) gear.)
 You can see in the background there a stack of already-spun combo fuzzy sticks, the drying ring bases, and my GO2 glue (not to mention my disgustingly stained painting tray of 15 years). Also in the background is my first attempt, gluing a green, black, and pink fuzzy stick together, straight. This turned out to be messy and incredibly awkward. Hence the power drill and spun combo fuzzy stick idea. Now to attach the pink fuzzy stick as the suckered underside of the tentacle.

Step Three:
So here's where I had to start experimenting. Seeing how awkward and messy it was to try and glue the entire length, I tried to spot-glue and then tie (or wrap) the points together with black embroidery thread. After doing several this way, I resorted to wrapping the pink ends tightly to each end of the spun black/green tentacle, then simply tying together the longer tentacles with thread at different points, and relying on the wrap, pressure, and tension to hold the pink to the spun tentacle.

Step Four: 
The now-three strand tentacles were bent at different points to form a misshaped "U", with the point threaded through the hole in a ring base. Then I'd snip another length of tentacle and worked it down in through the hole and the "U" tentacle. This was the hardest part: you're essentially cramming six layers of "fuzzy stick" through a hole barely big enough for three or four. Then spread the ends out on the underside to keep the tentacles attached to the base.

Step Five:
After realizing how messy, awkward, and time-consuming the GO2 glue was to work with, I switched to good ol' Gorilla brand super glue. Four dots on the cardinal points of each nut, working the bent underside ends into the center of the nut, and holding the ring base against the nut until the glue set. (This was a much faster process than the GO2 glue, further "cementing" my love of Gorilla glue--and super glue as a whole.)

Step Six: 
Pose each tentacle into a sufficiently threatening pose.

Here's what the final product looked like: 



And here are some in-game glamour shots. My dwarf is the little tyke down here on the right hand side, right at the bow of the ship. Somewhere between these two pictures my dwarf was grappled, lifted to the sky, and then sliced himself free, dropping dramatically to the deck, rolling as he landed to minimize any falling damage.


All in all, the guys were impressed with the tentacles. I am too, speaking from the utmost of humility. 
They worked pretty well and looked good at this level, allowing (as you can see) for grappling and positioning of victims. We only lost one crewman from this attack. Fortunately, the DM didn't use the full box of 10 bases (2 or 3 tentacles each) that I'd prepared.




26 March 2015

[The Stronghold 'Zine] eine Auswertung aus Deutschland

+SophiaBrandt over at die heart was kind enough to review Issue #1 of The Stronghold. I believe that this is the first review of The Stronghold to come from overseas, certainly aus Deutshcland.

Overall it was a positive review. I appreciate her candidness and honesty about what worked for her and what didn't, and the quirks that may have taken away from the experience for her.
For me, the content of the zine varies in usefulness but overall it’s a nice read. Kudos for using a d30 table. While there is nothing that blew me away there are some things I can see myself using. I’m a bit on the fence about this zine. I would say it compares mostly to Tim Short’s The Manor and I somehow find The Manor more inspiring. However, this is The Stronghold’s first issue so it might lose its rough edges in the future.
As things are now, it’s a solid no-nonsense fantasy zine. While I enjoy those weird and gonzo fanzines much, I’m glad to see that the ordinary fantasy still gets some love.
I'm certainly honored to be compared to +Tim Shorts and The Manor. I'm also working on those rough edges for Issue #2. Yes, work on #2 is already underway. Hopefully it will be a another nice mix for all my readers; heck, even back in the heyday of Dragon and Dungeon Magazine I never found everything therein useful at the moment. Most of all, layout and post-production are getting a second look. I'm trying to figure out if there's a better way--or more consistent way--to trim pages than what I'm currently doing. Wish me luck.

Now, back to work on #2.

17 March 2015

Reorganization and Reassembly

Just a quick thought for this morning. I know last night I said I was all keyed up and couldn't sleep. Then I promptly found something that helped relax me.

Something semi-mindless, routine, and mechanical. Something time-consuming.

After all, re-sorting a horde of used minis back into their appropriate (and cataloged) places after a multi-month gaming campaign takes a while.

This was about 1/4 of the complete ... MASS ... that we used at one time or another, and that I couldn't re-sort as we went along because, well, we might need them next session too. So, truly, the picture doesn't do the full pile full justice.

The best part was seeing my kids as they walked by the open door to my study (from the POV of the camera). Each one of them gasped, groaned, and said, "That's not for our game, is it?!?"

And that wasn't even when I had the GIANTS out either.

[cue evil laugh]

Or the dragons.

Once I was done, I was well and truly relaxed. Dropped right off. I think it was even better than my tranquilizers.

16 March 2015

[From the Mailbag] A Monstrous Postcard!

On a personal note, I spent all night at the Emergency Room and hospital as my mom was rushed there late Sunday afternoon and eventually admitted. She suffered one of the classic "I've fallen and I can't get up!" scenarios. Unlike the commercials, she actually had an alert pendant available to her. Unfortunately, it was trapped underneath her when she fell, tangled in her heavy walker, and she couldn't reach it to activate it, and was trapped there for several hours.

She's recovering, however, and under observation for the time being. We're being told that she should fully recover.

So, I had a lot of time to sit and do some thinking, as well as some additional cursory work on The Stronghold Issue #2. It also means that I had very little sleep and have had, consequently, a pretty grumpy day. Until I got home.

You see, I had this waiting for me in my mailbox: A special treat from Sweden. Of course, ANYTHING I can get from Sweden is a special treat--[Aside: In all honesty, just about ANYTHING from Sweden is a treat. My father spent three years in Sweden as a young man serving as a missionary for The Church of Jesus Christ of Latter-day Saints back in the day, and was still capable of speaking it some 60+ years later when he passed away. He didn't tell a lot of stories, but enough to give me a soft spot for the country. Getting something from there makes him feel a little closer for a while. End aside.]--getting something from Sweden AND from +Jim Magnusson? Extra special.

What we have here is the latest in Jim's Patreon postcard series: Pages from "The Lost Monster Manual." Specifically, a representative of the Coot People. The reverse side is filled with fluff and crunch--background and stats about the critters. Unfortunately, I had a rage-fit about the United States Postal Service when I got it, because they gave it "a personality mark." A nice purple spot nearly dead center, with a streak all the way up to the top of the card. Not enough to really detract, but enough that it annoys my anal-retentive nature. [Aside 2: I've got it; I have it figured out. I was just about to hit "Publish" when I realized...it's nearly the color of lingonberry, which my father loved. So, I figure a postal worker on one or the other side of the Pond, was intrigued by the artwork while he was eating his lunch and dropped a glop of lingonberry onto the card, then tried to wipe it off. That works. End aside 2.] But I'm going to curl up with a bit, let it spark the creative grey cells, and then tuck it safely with its brothers in a place of honor. [Aside 3: I'd like nothing more than to collapse; I really want to, but I've reached that over-tired point. My brain is racing, but not productively. End aside 3.]

11 March 2015

[The Stronghold 'Zine} The Frugal DM Reviews Issue #1

Many thanks to Christopher over at The Frugal GM for his tremendous review of Issue #1. I'm really humbled and thrilled that he would give me such a great review. I apologize to him that it's taken me nearly a week to recognize his generous words; getting mom home from the hospital and dealing with sick kids for a week have been a little distracting. Please forgive me.

I had a long blog post all prepared explaining my anal-retentiveness and the justification for the quirks and flaws in the 'zine, but mercifully Blogger seems to have eaten it. Suffice it to say the following:
  1. I'm extremely anal-retentive and have high production standards. Just ask +Tim Shorts, +Dylan Hartwell, or the guys over at Pathways Magazine. In short, anyone for whom I've ever proofread/edited.
  2. To some extent, the quirks and flaws were intentional; they were an homage to old-school, Eighties-style 'zines painstakingly crafted on a Selectrix in mom's basement and mimeographed. It took some self-control to overlook these quirks adn let them pass in the name of "homage." There are a stack of "seconds" whose flaws were just too much to overlook; these will never see the light of day.
  3. Some of the flaws were NOT intentional, however. The odd "photocopy" mark on the artwork frustrates me; it was not in the original and whatever error I caused in my software may detract from the awesomely gruesome piece donated to the 'zine. I really regret this error and am doing everything possible to figure out where it happened and make sure it doesn't happen in future issues. It's a lot like the missing apostrophe that jumped out at me as soon as I sent out the first batch of orders.
  4. The article that Christopher called a "WTF Article": I knew this article would give some people pause. It was a re-print of a random generator that I first posted on this blog, a celebration of the purchase of my first "official" d2 determiner. This would be the "Nose Picking Tables" article. I realized when I included this that it wasn't going to be everybody's cup of tea. It wasn't intended to be that. It's simply a little bit of humor that may, somehow, find some usefulness at a table. Consider this to be the printed version of the ubiquitous Monty Python joke or Princess Bride reference at the gaming table. I know those aren't for everybody either, but they're almost inevitable and I, for one, welcome a bit of levity in my games. Wait until you see the next humorous generator/table. THAT one is all Tim Shorts' fault.
"The Stronghold is a bit of an ugly duckling . . . but you know what? I fricken loved it!" "The Stronghold had just enough rough-edges to remind me of those Zines [from back in the day] and clean & modern enough that I'll actually read it." "The contents of #1 vary a bit in usefulness, to me, but I really did enjoy reading it. I've been paring back on my physical collection of RPG 'stuff', preferring the digital, but I have just the spot for this Zine."
High praise indeed. Thank you, Christopher, from the bottom of my heart.

Let me reverse the recommendation: Christopher has some awesome stuff on his blog, not just links to inexpensive gaming stuff, but also his own great maps and gaming material. (My personal favorites are his underground river maps, taken from real-life rivers and transformed into useable gaming resources. These are truly brilliant!)

07 March 2015

[The Stronghold 'Zine] Issue #1: A Review by Tim Shorts

The infamous Tim Shorts of Gothridge Manor was kind enough to review Issue #1 of the Stronghold this past Friday. Click here to read his words.

Or you can click here to pick up your own copy. Or two.

On a side note, a stack of Issue #1 is currently winging its way to San Diego, CA for sale at CondorCon this coming weekend, March 13-14th. If you're there, you can drop by and pick one up at the table.
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