Wednesday, 19 May 2010
Grudgeball
Monday, 17 May 2010
Wednesday, 12 May 2010
Microlite: Feats of Power III - this time it's Clerical.
Lucky Bastard
Once per session you can either re-roll a dice you just rolled, or force the DM to re-roll a dice he just rolled, on the condition that the outcome of that roll effects you. The second roll stands, even if it's worse (for you) than the first one.
Cheating Bastard
You get +2 on the Knowledge skill, and can cast all 0-level mage or illusionist spells, as well as arcane spells from scrolls.
Cleric Feats
(just as a reminder, in m20, Clerics get a number of turning attempts per day equal to their level + mind bonus + 2)
Wrathful God
When an enemy attacks you in melee, you can expend a Turn Undead attempt to deal that enemy the same amount of damage as you take.
Loving God
When you cast a healing spell, you can expend a Turn Undead attempt to roll d10s instead of d8s to see how many hp you heal.
God of Storms
You can throw small bolts of lightning as a ranged attack. Essentially, they work like a thrown spear (including your Strength bonus to damage), except their use your magic attack bonus to hit. Additionally, if you expend a Turn undead attempt, the bolt deals double damage.
Civilized God
God of Light
God of Shadows
[Tablanomicon of Jahibnfil] Assorted Alchemy
| Roll | |
| 1 | Quiescent Quicksilver: A vile of near-inert quicksilver that absorbs all sounds for 10 minutes on release. |
| 2 | Think-Man’s Pumice: Transforms gold into lead. Useful in certain limited situations. |
| 3 | Liquid Lunch: A liquefied luncheon, feeds four. Delicious and nutritious. |
| 4 | Geas Grease: The first person to slip over in a pool of geas grease owes its creator one major favour. |
| 5 | Sovereign Glue: Two things joined by this substance cannot be unjoined except by magical means or universal solvent. |
| 6 | Merchant Paste: Rub on silver or copper coins to make them appear gold for three days. Enough for 500 “gold” pieces. |
| 7 | Alchemic Armour: Apply to add +3 to the armour value of a particular suit of armour. The effect dissipates after five hours. Unfortunately, so does the armour. |
| 7a | Illusionist's Fire: target appears to catch fire, but suffers no harm. |
| 9 | Mouldy Bread: Either cures any disease or gives you terrible food poisioning. |
| 10 | Tracer Dust: Once you sprinkle this on someone, a specialised lodestone compass will point to them for five days. |
| 11 | Universal Solvent: One dose dissolves any kind of physical bond between two objects or creature. |
| 12 | Mass Opiate: Specially treated holy water that causes everyone in a 20-foot radius to forget their struggles. |
| 13 | Dragonfire Tar: Clings to target, dealing 1d8 damage per round until they jump into the water. |
| 14 | Rock Oil Solution: Add to water to create up to 10 oil flasks. |
| 15 | Cleansing Agent: Add to any body of water to cleanse it of all imperfections. Do not pour into ocean unless you like global ecocide. |
| 16 | Sleeping Draught: Stopper says “Sleeping Draught, Do Not Disturb”. It doesn’t like being disturbed. |
| 17 | Ghoststrike Oil: When applied to weapon, it becomes semi-insubstantial and ignores armour. It also attracts ghosts. |
| 18 | Elixir of Life: Heals the drinker completely of all wounds and adds +1d6 years to their lifespan. Positive effect is somewhat offset by cocktail of water-borne parasites and diseases. |
| 19 | Philosopher Stone: Contains the voice of one noisy dead philosopher. |
| 20 | Metaversal Solvent: As universal solvent, but can dissolve metaphysical and metaphorical bonds. Use with extreme care. |
Microlite: More Feats of Power!
Lightning Reload
You may reload a crossbow as a free action.
Mighty Bowman
Saturday, 8 May 2010
[m20 magic item] Bottled Lightning
A post inspired by the above picture, the awesome lightning pirates in Stardust, and the fact that "mana potions" are boring.
Lightning is power. In a magic-rich environment, this is true in more ways than one (that one otherwise being "the power to fry anything stupid enough to be standing out in the open"). The wizards of the Coin long ago worked out that properly captured and processed, lightning could be used as a power source for their spell-workings. Most wizard towers have a lightning-rod and processing equipment installed, although unless the resident feels like messing with the local weather patterns or annoying a god, there's always the problem of getting a regular supply (compounded by the fact it goes flat after a while). Many wizards prefer to just buy it from the few skyship crews who specialize in lightning collection.
A bottle of reasonably fresh, refined, lightning costs about 350-400gp. It can be used in one of two ways:
Firstly, a wizard (or cleric) can drink it as a standard action. If he then casts a spell on his next turn, that spell's HP cost is reduced by 1d6. If the caster doesn't cast a spell on his text turn, however, the build-up of power discharges, dealing him 1d6 damage.
Second, it can be shaken and thrown, causing it to explosively discharge. This deals 3d6 damage to the target, and 1d6 damage to anybody standing next to him (Reflex save for half. DC = thrower's attack roll).
Stale, old, bottled lighting would use a d4 or d3 instead of a d6.
Wednesday, 5 May 2010
The Coin
The world is flat. Any fool can tell you that. Of course, long ago, the fools of a past age thought it was flat like a shining coin, soaring through the void with its three luminous moons like some mad god's lost change. The discovery of a bunch of elephants and a planet-sized turtle adhered to the other side of the "Coin" kind of upset this theory, but sadly, by then, the name had stuck.
So, this is my campaign world. A little Discworld*, a little D&D kitchen sink, far more planning than is healthy, and far less planning than it seems to warrant. The map above was originally created by TheLoneAmigo, then got tweaked by me (you can blame me for the horrible shade of orange on the deserts, him for the place names).
*which is to say, a lot Discworld.
Monday, 3 May 2010
Microlite: Feats of Power!
Fighter
Nimble Swordsman
You may add your Dexterity bonus to attack rolls (in addition to your strength score) in any round where you move at least once.
Even if you miss, you still do damage equal to your Strength Bonus to the creature you were attacking.
Wand of Accuracy
At the cost of 1hp, you may re-roll a magic attack roll and add your Dexterity bonus if wielding a wand.
Monday, 26 April 2010
Flight spells on the Coin
Of course, wizards are smartasses. They've since worked out a myriad of spells that do similar things without breaking the "no flying mortals" rule. Feather Fall will slow your decent, Levitate will allow some vertical movement without actually counting as flight, and finally, the coin version of the spell Fly actually imbues aerial mobility on a broom* which a mortal spellcaster might just happen to sit on...
*or carpet, or staff, or cauldron. Different cultures have different versions with different degrees of speed and stability.
Tuesday, 20 April 2010
eXPloration: the pictorial guide (part 2)
You also get 2 xp for visiting each of these locations...
The Pyrsburg, realm of mages and merchants, hub of trade (if you can read French, just ignore the text)
Al-Harraj, city of a thousand genies
Spinotaur City, center of learning in Zwuyala
The great city of the drow that nobody can pronounce the name of.
Cannon Valley, the ancient stronghold of the dwarves
Broken Glade, the elven retreat on Spindlewick
The very Edge of the World (although you have to look over it to get the XP)
I couldn't find a picture of Yendys, as nobody has ever felt inclined to draw Sydney as a fantasy city. I guess I'll just have to do it myself...
Also, Xp will be given for...
Getting ship-wrecked (unless you did it intentionally) - 1 xp
Watching a city burn (once per city) - 2 xp
Watching a dragon fly - 1xpFlying on a dragon - 5xp (less for later dragon flights and other forms of aerial transport)

And that, for the moment, concludes the pictorial guide to eXPloration in Jarrah's campaign.
eXPloration: the pictorial guide (part 1)
Gazing upon the Coin from one of it's three moons - 20xp

Climbing the Spindle, the mountain at the center of the world, home to the gods - 15xp
Visiting the secret grove of the high druids, or the hidden monastery of the Tax monks - 8xp
Cross the Spindlewick mountains, or the Great Howling Desert of Aratha - 5xp

To be continued...
Friday, 16 April 2010
Random Details on the Races of the Coin
Dwarves:
Dwarves don't pray, or worship gods. They acknowledge that the gods exist, and that they're very powerful, but they draw the line at actually being deferential to such beings. What they will do, however, is bargain.
The closest thing to a dwarf prayer would go something like this:
"Hey, any gods who might be listening, I'd be willing to, I dunno, forge you some neat stuff in the afterlife, if you'd nudge things my way right now. Not that I need it, mind you, it's just that it would be awfully convenient..."
Dwarf clerics should probably be more accurately called "professional god bargainers".
Elves: Nobody has ever seen a fat elf. Some conspiracy theorists believe that all the ugly-looking elves are rounded up and kept hidden in dungeons beneath the elven capital of Yendys. Everybody else just thinks this is more evidence of the elves being an entire species that is annoyingly lucky.
Most elves are incapable of growing facial hair. They are perpetually aggravated that the human wizard community refuses to take their mages seriously as a result.
Gnomes (aka Halflings): Gnomes are by their basic nature, obsessive. Most people don't notice, because the average gnome obsesses over living a quiet, comfortable, unremarkable life in a nice little pastoral hamlet, and eating five square meals a day.
Adventuring gnomes are mostly those weirdos who become obsessed with travel, money, magic, power, bloodshed or similar, rather than pies.
Orcs and Half-Orcs
Orcs are an artificial species, crafted long ago by some forgotten Dark Lord from a mixture of goblin and human biology and beer. They have gone extinct several times since then, but as the recipe for their manufacture has been passed down from evil wizard to evil wizard, such reprieves haven't lasted.
Orcs can be found in two locations - in the service of an evil magic user with a spare vat to make them in, or skulking about in otherwise uninhabited regions after their dark master has been offed by some adventurers.
Half-orcs occur when a human and an orc love each other very, very much.
All greenskins enjoy singing.
Monday, 12 April 2010
my take on eXPloration
- 20xp for visiting any of the Coin's three moons and gazing upon the elephants and the turtle (10xp each for the other two moons).
- 15xp for scaling the spindle (talking to the gods when you reach the top is entirely optional. They might get pissed either way).
- 8xp for visiting the secret grove of the high druids or the hidden monastery of the Tax Monks. 10xp if the inhabitants actually invite you in.
- 5xp for crossing the Spindlewick mountains, or the Howling Desert.
- 2xp for each Great City you visit (Al Harraj, Pyresburg, Spinotaur City, and That Underdark One Nobody Can Pronounce).
- 2xp for visiting Cannon Valley.
- 2xp for looking off the edge of the world.
- 2xp for braving the misty hills or any similar monster-haunted, malevolent and generally creepy location for three nights.
- 1xp for seeing a dragon.
- 5xp for the first time you ride a dragon. Other modes of aerial transit (flying carpet, skyship, roc, spell) as well as later rides on a dragon will give less xp.
- 2xp for watching a city burn. Once per city (no camping, people).
- 1xp for getting shipwrecked (either sea or skyship), but no xp if you do it intentionally.
Tuesday, 30 March 2010
Cubic Dungeon
I give you, the cubic dungeon:

Of course, to any hapless adventurers transported inside it (whether by a goblin doorway, or an angered sorcerer, or something else entirely) it does not at first appear to be a cube. From inside, it's a normal dungeon, until you discover that walking in one direction long enough will bring you back to your starting point, as will taking three right (or left) turns in the right location.
The party mapper will be tearing his hair out.

Above is the 6 geomorphs I pasted together. I took the liberty of tweaking the left "arm" design slightly so as to avoid having dead ends. Also note that while there are several secret doors in the complex, there is only one truly secret room. Perhaps that holds the key to escaping?

