This is not a sword.
sword d6
And this is not a sword.
sword d8
Nor is this.
sword d12+2
The sword is only in your imagination.
Donnerstag, 18. Oktober 2012
Dienstag, 16. Oktober 2012
[magic items] Machete of Vangus and Cap of Magic Lantern
Machete of Vangus
A blade crafted by the Master of the Cloud of the Silvermountain Elves. The blade is of dark green hue with a sharp black edge and handle of dark wood. A sling of dark leather with seven colourful beads is attached to the handle.
The blade is magically enchanted to protect the wielder against poisonous animals and insects. They will move away from it and stay out of the circle of protection (10' radius.) Saving throws vs. poison within the circle are at +4.
It is a +1 magic weapon with a +1 damage bonus (1d6+1). Command words can be used to make it shed light, and to return to the character's hand from a distance of up to 120 feet.
When the sling is worn around the wrist no penalties are suffered due to moving and climbing on wet and slippery surfaces . The sling can be detached from the handle and used as a bracelet.
Cap of Magic Lantern
Caps, and sometimes helmets that are magically created and cast a beam of light in any desired direction. The intensity of the beacon can be varied by the wearer on command from a barely noticable glow to a bright beam of a large lantern. They are favourites of kids exploring old caves, diving in lakes, and running around at dusk while playing games of hide and seek.
A blade crafted by the Master of the Cloud of the Silvermountain Elves. The blade is of dark green hue with a sharp black edge and handle of dark wood. A sling of dark leather with seven colourful beads is attached to the handle.
The blade is magically enchanted to protect the wielder against poisonous animals and insects. They will move away from it and stay out of the circle of protection (10' radius.) Saving throws vs. poison within the circle are at +4.
It is a +1 magic weapon with a +1 damage bonus (1d6+1). Command words can be used to make it shed light, and to return to the character's hand from a distance of up to 120 feet.
When the sling is worn around the wrist no penalties are suffered due to moving and climbing on wet and slippery surfaces . The sling can be detached from the handle and used as a bracelet.
Cap of Magic Lantern
Caps, and sometimes helmets that are magically created and cast a beam of light in any desired direction. The intensity of the beacon can be varied by the wearer on command from a barely noticable glow to a bright beam of a large lantern. They are favourites of kids exploring old caves, diving in lakes, and running around at dusk while playing games of hide and seek.
Montag, 15. Oktober 2012
[magic items] Globe of Mapping, Saddle of the Wind Mount and more
Globe of Mapping
This is one of several globes created by the Sorceresses of Copperlake for the Greater Expeditions of Prince Angis of Dragondale. The prince required his companions to map all their journeys, and mark places of interest so he could travel from one point to the next without having to find those places on his own.
The globe is small enough to fit inside a closed fist. It is crafted of a red wood covered with leather. It is inscribed with fine lines, images and patterns which can be identified as similar to maps. On command the globe can be enlarged up to a diameter of 10' thus making it possible to read the entries, and write onto it.
Once the command is spoken the glove hovers in front of the character, it can be moved aside, up and down, but it will not float if pushed into any direction.
Entries can be made via hand gestures after a command word has been spoken.
Master Set of Fine Tailoring
A set of assorted magic sewing needles, scissors, knives, yarn, and buttons. It grants a +5 bonus on sewing, mending and similar tailoring tasks. With the necessary materials (fabric, leather, and accessories) and the command word a character can make one set of clothes of exceptional quality and design per day. Basic tailoring skills are a prerequisite for such tasks.
Sledge of the Mountain Queen
A wondrous vehicle of high craftsmanship and with luxurious features made to meet the demands of comfort of the Mountain Queen.
The sledge has enough room for four (plus the driver), and baggage. The roof is retractable. The sledge is enchanted with Protection from Cold. It can rearrange itself to a bedroom, tea-chamber, and maybe more.
On command eight magic horses will appear out of thin air and pull the sledge. The are corporeal and their manes glow with a warm blue hue. +4 on driving maneuvers. Speed: 18.
Saddle of the Wind Mount
A heavy magic saddle that on command creates a magic beast, called a wind mount. +2 on riding maneuvers. Can be equipped with two saddle bags, and safety harness.
It is nearly as invisible as a gust of wind on a dusty road. Whenever the creature passes through dust, leaves, rain, or snow it will become easier to spot.
Wind Mount 7HD AC 0 (immune to normal weapons) 1 attack 2d6 dmg Save 10 Move 24 (fly on command)
If the wind mount gets killed before the command word is spoken to make it disappear the saddle becomes useless.
Boots of Riding
The green riding boots of the Elfland Rangers. Come equipped with a knife (either left or right boot) and small pouches.
+3 on riding maneuvers, and any reaction rolls involving mounts.
This is one of several globes created by the Sorceresses of Copperlake for the Greater Expeditions of Prince Angis of Dragondale. The prince required his companions to map all their journeys, and mark places of interest so he could travel from one point to the next without having to find those places on his own.
The globe is small enough to fit inside a closed fist. It is crafted of a red wood covered with leather. It is inscribed with fine lines, images and patterns which can be identified as similar to maps. On command the globe can be enlarged up to a diameter of 10' thus making it possible to read the entries, and write onto it.
Once the command is spoken the glove hovers in front of the character, it can be moved aside, up and down, but it will not float if pushed into any direction.
Entries can be made via hand gestures after a command word has been spoken.
Master Set of Fine Tailoring
A set of assorted magic sewing needles, scissors, knives, yarn, and buttons. It grants a +5 bonus on sewing, mending and similar tailoring tasks. With the necessary materials (fabric, leather, and accessories) and the command word a character can make one set of clothes of exceptional quality and design per day. Basic tailoring skills are a prerequisite for such tasks.
Sledge of the Mountain Queen
A wondrous vehicle of high craftsmanship and with luxurious features made to meet the demands of comfort of the Mountain Queen.
The sledge has enough room for four (plus the driver), and baggage. The roof is retractable. The sledge is enchanted with Protection from Cold. It can rearrange itself to a bedroom, tea-chamber, and maybe more.
On command eight magic horses will appear out of thin air and pull the sledge. The are corporeal and their manes glow with a warm blue hue. +4 on driving maneuvers. Speed: 18.
Saddle of the Wind Mount
A heavy magic saddle that on command creates a magic beast, called a wind mount. +2 on riding maneuvers. Can be equipped with two saddle bags, and safety harness.
It is nearly as invisible as a gust of wind on a dusty road. Whenever the creature passes through dust, leaves, rain, or snow it will become easier to spot.
Wind Mount 7HD AC 0 (immune to normal weapons) 1 attack 2d6 dmg Save 10 Move 24 (fly on command)
If the wind mount gets killed before the command word is spoken to make it disappear the saddle becomes useless.
Boots of Riding
The green riding boots of the Elfland Rangers. Come equipped with a knife (either left or right boot) and small pouches.
+3 on riding maneuvers, and any reaction rolls involving mounts.
Dienstag, 2. Oktober 2012
[magic item] Cursed Sword of Zabre
Ich habe mehrere halb bis dreiviertel fertige Artikel über Rollenspieltheoriediskussionen, Player Empowerment und derlei Dinge auf dem Desktop liegen, aber irgendwie macht es mir gerade viel mehr Spaß, magische Gegenstände zu erdichten.
Cursed Sword of Zabre
As mentioned in a previous article on the Quarterstaff of Zabre this cursed weapon was made by an elven mage. The blade was commissioned by the famous, and quite arrogant warrior Zabre. The swordsman demanded a great blade engraved with runes of power, but he tried to haggle the price down, and made rude remarks about the mage's appearance ("overworked and isolated"). The elf-mage felt insulted, but accepted and forged the Cursed Sword of Zabre while enchanting his own quarterstaff with the powers originally meant for the blade.
The Magic Blade of Zabre (Cursed)
It is a two-handed sword of exceptional balance and design. It could have been a masterpiece, and would have become a sword of legend, were it not cursed. Its evil magic is difficult to detect, and nearly impossible to dispel.
The weapon works as a fine +3 magic sword in combat, but in any normal situation the curse affects the wearer immediately: any day-to-day activity has a chance to turn into a deadly accident (1-2 on a d6), and the character must save vs. death or die.
From the notebook of Clern Asgenoth, a prominent member of the Magic Investigation Department, it can be learned, that the elf mage allegedly intended to shatter Zabre's fame by murdering him in a mundane accident. Zabre, who was known to be a great horseman, and a proud fighter, who claimed to have slain several dragons and had just prepared for a long campaign against rogue knights in the West, died in a street accident being run over by several horses. It has not been verified, though, wether the accident itself led to Zabre's death, or wether he choked to death on a piece of pie prior to the collision. Some remains of the sweet delicacy had been found blocking his windpipe, and his right hand was clutching an opened package of Radley's Finest Berry Pies.
Radley's bakery picked up on the incident, and started to sell his pies with slogans like "Even fierce warriors are prone to its sweetness!" and "Delicious to the end!" Clern then goes on in detail about Bradley's other fine assortment of sweets, and makes notes on recommendations for his colleagues. "Bradley's Fine Spirit Chocolate Marbles -> Dristat, Department of Order"
Clern later had been found dead at his own home, with a broken neck, next to a broken chair, and a collection of anatomical art studies scattered around him that had obviously been stored on top of a book shelf. The Cursed Sword of Zabre was lying on a table.
There were several other deaths reported, that were rumored to be in connection with the blade, but no further investigation was conducted by the Magic Investigation Department. The name of the elf-mage was never mentioned.
Cursed Sword of Zabre
As mentioned in a previous article on the Quarterstaff of Zabre this cursed weapon was made by an elven mage. The blade was commissioned by the famous, and quite arrogant warrior Zabre. The swordsman demanded a great blade engraved with runes of power, but he tried to haggle the price down, and made rude remarks about the mage's appearance ("overworked and isolated"). The elf-mage felt insulted, but accepted and forged the Cursed Sword of Zabre while enchanting his own quarterstaff with the powers originally meant for the blade.
The Magic Blade of Zabre (Cursed)
It is a two-handed sword of exceptional balance and design. It could have been a masterpiece, and would have become a sword of legend, were it not cursed. Its evil magic is difficult to detect, and nearly impossible to dispel.
The weapon works as a fine +3 magic sword in combat, but in any normal situation the curse affects the wearer immediately: any day-to-day activity has a chance to turn into a deadly accident (1-2 on a d6), and the character must save vs. death or die.
From the notebook of Clern Asgenoth, a prominent member of the Magic Investigation Department, it can be learned, that the elf mage allegedly intended to shatter Zabre's fame by murdering him in a mundane accident. Zabre, who was known to be a great horseman, and a proud fighter, who claimed to have slain several dragons and had just prepared for a long campaign against rogue knights in the West, died in a street accident being run over by several horses. It has not been verified, though, wether the accident itself led to Zabre's death, or wether he choked to death on a piece of pie prior to the collision. Some remains of the sweet delicacy had been found blocking his windpipe, and his right hand was clutching an opened package of Radley's Finest Berry Pies.
Radley's bakery picked up on the incident, and started to sell his pies with slogans like "Even fierce warriors are prone to its sweetness!" and "Delicious to the end!" Clern then goes on in detail about Bradley's other fine assortment of sweets, and makes notes on recommendations for his colleagues. "Bradley's Fine Spirit Chocolate Marbles -> Dristat, Department of Order"
Clern later had been found dead at his own home, with a broken neck, next to a broken chair, and a collection of anatomical art studies scattered around him that had obviously been stored on top of a book shelf. The Cursed Sword of Zabre was lying on a table.
There were several other deaths reported, that were rumored to be in connection with the blade, but no further investigation was conducted by the Magic Investigation Department. The name of the elf-mage was never mentioned.
Montag, 1. Oktober 2012
[magic item] Bow of the Long Hunt (with adventure hooks)
The Long Hunt of the Snowind Tribe
The Long Hunt is a rite of passage for young members of the Snowind tribe to prove their maturity. Within a period of one month the youths must go on a long hunt that includes the exploration of new terrain, gathering information on wildlife, and other inhabitants, a spiritual awakening, and the hunting of a beast that must be ritually prepared for the Feast of Return.
The Feast of Return lasts another month and during this time the newly gathered information is wrought into song lyrics, inscribed on maps, painted on walls and hides, and so forth.
The function of this tradition clearly is exploration, and gathering knowledge.
There is, however, a mystical Long Hunt, too, which is sometimes used to find a new leader for the tribe, or to select and prepare a warrior who then becomes champion of the tribe in order to protect them against evil forces.
One of the tribe is selected and receives the Bow of the Long Hunt, a weapon made by a master bowyer, enchanted by a wizard, and blessed by a priest of the Snowind tribe.
Those who receive the bow will have a quest bestowed upon them. It is alway accompanied by visions (daydreams, and nightmares) of a mythical beast, that must be tracked, hunted, and slayed.
Again, the purpose of the Long Hunt is to gather information, and explore new terrain, and ways. As for the mystical long hunt, it means self-exploration as well, the longer the journey, the more the character can learn. The Beast at the end of the quest is not necessarily the worst enemy the character will encounter.
Powers granted to the character on quest
+2 tracking, survival, perception, endurance, astronomy/navigation
Receive 50 XP per day of quest duration.
Upon command (given only to Snowind people)
Add 2d6+3 to hit point total. This is only for the duration of the quest.
Combat modifiers against Quest Beast only!
+5 to hit Quest Beast; on hit it must save vs. death or die. On successful save it suffers 3d6 damage.
Against other enemies this is a normal bow.
Duration
The duration of a Mystical Long Hunt differs from character to character.
Table A (d6)
1-5 One month
6 One year (Upon completion the character automatically becomes a loremaster, and rolls twice on table c.)
The Bow features a magical ornament that grows with each night that has passed since the beginning of the quest. It will stretch over the whole weapon when the time is up.
Failure
If the quest is aborted, or the hunt failed in the required amount of time, the character will face the Quest Beast a final time in a vivid daydream encounter and put a mark of failure on the character along with the following effect:
Table B (d6)
On quest completion the character receives the mark of Completion by the Quest Beast along with a gift of power and maturity. Roll d12 two times (No gift may be taken twice, so reroll.)
Table C
Quest Beast
8HD, AC 0, # Attacks 1 Damage 2d6 , Move 14, Save 7 CL/XP:* See Table C.
Size and shape vary. To one character it may be a dragon, to another a giant bear. It cannot be harmed by any weapon other than the Bow of the Long Hunt.
Adventure Hooks
A PC who is member of the Snowind Tribe may receive a mystical Long Hunt quest, and thus is strongly tied to the history of the tribe. If you (DM) want the PCs to be part of the game world, let 'em have it.
The PCs are hired to find the Bow for another warrior who wants the artifact to help him slay a dragon. The PC who gets hold of the bow first will receive a Long Hunt quest, and will probably be hunted by the warrior himself.
The PCs encounter a member of the Snowind Tribe on a Long Hunt, or someone who stole the bow, and has difficulties in coping with the visions. The NPC needs help to fulfill the quest, and is willing to part with the bow once the quest is completed.
The PCs find the bow in a random location (d6):
The Long Hunt is a rite of passage for young members of the Snowind tribe to prove their maturity. Within a period of one month the youths must go on a long hunt that includes the exploration of new terrain, gathering information on wildlife, and other inhabitants, a spiritual awakening, and the hunting of a beast that must be ritually prepared for the Feast of Return.
The Feast of Return lasts another month and during this time the newly gathered information is wrought into song lyrics, inscribed on maps, painted on walls and hides, and so forth.
The function of this tradition clearly is exploration, and gathering knowledge.
There is, however, a mystical Long Hunt, too, which is sometimes used to find a new leader for the tribe, or to select and prepare a warrior who then becomes champion of the tribe in order to protect them against evil forces.
One of the tribe is selected and receives the Bow of the Long Hunt, a weapon made by a master bowyer, enchanted by a wizard, and blessed by a priest of the Snowind tribe.
Those who receive the bow will have a quest bestowed upon them. It is alway accompanied by visions (daydreams, and nightmares) of a mythical beast, that must be tracked, hunted, and slayed.
Again, the purpose of the Long Hunt is to gather information, and explore new terrain, and ways. As for the mystical long hunt, it means self-exploration as well, the longer the journey, the more the character can learn. The Beast at the end of the quest is not necessarily the worst enemy the character will encounter.
Powers granted to the character on quest
+2 tracking, survival, perception, endurance, astronomy/navigation
Receive 50 XP per day of quest duration.
Upon command (given only to Snowind people)
Add 2d6+3 to hit point total. This is only for the duration of the quest.
Combat modifiers against Quest Beast only!
+5 to hit Quest Beast; on hit it must save vs. death or die. On successful save it suffers 3d6 damage.
Against other enemies this is a normal bow.
Duration
The duration of a Mystical Long Hunt differs from character to character.
Table A (d6)
1-5 One month
6 One year (Upon completion the character automatically becomes a loremaster, and rolls twice on table c.)
The Bow features a magical ornament that grows with each night that has passed since the beginning of the quest. It will stretch over the whole weapon when the time is up.
Failure
If the quest is aborted, or the hunt failed in the required amount of time, the character will face the Quest Beast a final time in a vivid daydream encounter and put a mark of failure on the character along with the following effect:
Table B (d6)
- Lose all class abilities, and become a 0-level character. You can keep your hit points, and attack rolls, though, but will want to start a new career as a farmer, fisherman, or tailor and become very proficient at it.
- You failed, but learned a lesson. WIS +1, but reduce hp total by 1d6+3 (to a minimum of 1).
- Lifelong nightmares of the Quest beast, unless another life quest is fulfilled.
- Urge to settle down, and never go adventuring again.
- You are cursed, and must take on a new quest next year. Until then you are at -3 on all rolls.
- You are cursed, though everyone will think you're a hero. Get used to -3, and being sent on quest after quest, and getting challenged by evil warriors, and dragons.
On quest completion the character receives the mark of Completion by the Quest Beast along with a gift of power and maturity. Roll d12 two times (No gift may be taken twice, so reroll.)
Table C
- +1d3 WIS
- +1d3 CHA
- +1d3 STR
- +1d3 DEX
- +1d3 CON
- +1d3 INT
- +1d12+5 hp (permanently)
- Receive spirit companion
- Receive blessing: all saving throws +4
- Protection from evil 120'
- Gain healing touch: twice per day cure disease, poison, heal serious wounds
- Character becomes loremaster and gains all the knowledge gathered by the tribe: +4 on survival, nature, astronomy, tribe lore etc.
Quest Beast
8HD, AC 0, # Attacks 1 Damage 2d6 , Move 14, Save 7 CL/XP:* See Table C.
Size and shape vary. To one character it may be a dragon, to another a giant bear. It cannot be harmed by any weapon other than the Bow of the Long Hunt.
Adventure Hooks
A PC who is member of the Snowind Tribe may receive a mystical Long Hunt quest, and thus is strongly tied to the history of the tribe. If you (DM) want the PCs to be part of the game world, let 'em have it.
The PCs are hired to find the Bow for another warrior who wants the artifact to help him slay a dragon. The PC who gets hold of the bow first will receive a Long Hunt quest, and will probably be hunted by the warrior himself.
The PCs encounter a member of the Snowind Tribe on a Long Hunt, or someone who stole the bow, and has difficulties in coping with the visions. The NPC needs help to fulfill the quest, and is willing to part with the bow once the quest is completed.
The PCs find the bow in a random location (d6):
- On the bed of a brook.
- At a merchant's store.
- Gathering dust on display over a fire place at the local inn.
- As part of a dragon hoard.
- In any one dungeon room.
- Resting in the hands of a skeleton archer who found his death on a cozy bed of green moss in the forest.
Freitag, 28. September 2012
[magic item] Sling of the Twilight Priestesses
Sling of the Twilight Priestesses
This is the missile weapon of choice of Twilight Priestesses and sought after by many mages and some scoundrels. The sling transforms normal stones into magical missiles.
On a succesful hit the player rolls 1d6 with the following effects:
1-4: Target suffers 1d4 subdual damage.
5: Target suffers 1d4 subdual damage, and must save vs. paralyzation or is stunned (is +4 to hit, and at -4 on all ability rolls etc.) for 1d3 rounds.
6: Target is instantly knocked unconscious for 1d3 rounds.
It is useless against creatures immune to normal weapons.
So-called Twilight Priestesses are a relatively young order following a nameless cult leader, who is rarely seen, and wears a mask on all occasions. The cult followers adhere to some code of non-violence which, as rumors confirm, seems to be rather losely interpretated by some. Nevertheless, they use these magic slings that do not harm their targets seriously. Funny though, that so many of their left-behind unconscious enemies are never ever seen again ...
This is the missile weapon of choice of Twilight Priestesses and sought after by many mages and some scoundrels. The sling transforms normal stones into magical missiles.
On a succesful hit the player rolls 1d6 with the following effects:
1-4: Target suffers 1d4 subdual damage.
5: Target suffers 1d4 subdual damage, and must save vs. paralyzation or is stunned (is +4 to hit, and at -4 on all ability rolls etc.) for 1d3 rounds.
6: Target is instantly knocked unconscious for 1d3 rounds.
It is useless against creatures immune to normal weapons.
So-called Twilight Priestesses are a relatively young order following a nameless cult leader, who is rarely seen, and wears a mask on all occasions. The cult followers adhere to some code of non-violence which, as rumors confirm, seems to be rather losely interpretated by some. Nevertheless, they use these magic slings that do not harm their targets seriously. Funny though, that so many of their left-behind unconscious enemies are never ever seen again ...
Donnerstag, 27. September 2012
Glückskeks
Der Glückskeks von heute beinhaltete den Spruch "The past belongs to the past." auf der einen Seite, auf der anderen Seite stand: "Neue Besen kehren gut, aber die alten fegen die Ecken rein."
Nachtrag
Glückskekse distribuieren Sprüche aus dem großen Sammeltopf alltäglicher Erkenntnisse der Menschheit. Propaganda vermeintlicher Weisheit, die einerseits leicht als blöder Glückskeksspruch abgetan wird, aber fieserweise doch im Kopf hängenbleibt. Unter anderem weil sofort mit dem Lesen eine Interpretation und Kontextualisierung vorgenommen wird. "Klar, die Vergangenheit gehört der Vergangenheit an!" Ob das nun einfache Tautologie oder schon Zen-Rätsel sei, bleibt dahingestellt, denn es wird vom Leser in den Kontext des eigenen Lebens gestellt. Und wenn auch nur kurz, um es dann als Unsinn zu verwerfen. Aber dieser Moment der Verknüpfung eröffnet Zusammenhänge, die Deutungsmuster auf die eigene fragmentarisch erzählte Biographie legen. Und ehe man sich versieht, werden Erlebnisse und Menschen in die Vergangenheit geschoben - in diese seltsame Anderwelt von Tagträumerei, dort wo die Geister wohnen - obwohl sie dort garnicht hingehören.
Nachtrag
Glückskekse distribuieren Sprüche aus dem großen Sammeltopf alltäglicher Erkenntnisse der Menschheit. Propaganda vermeintlicher Weisheit, die einerseits leicht als blöder Glückskeksspruch abgetan wird, aber fieserweise doch im Kopf hängenbleibt. Unter anderem weil sofort mit dem Lesen eine Interpretation und Kontextualisierung vorgenommen wird. "Klar, die Vergangenheit gehört der Vergangenheit an!" Ob das nun einfache Tautologie oder schon Zen-Rätsel sei, bleibt dahingestellt, denn es wird vom Leser in den Kontext des eigenen Lebens gestellt. Und wenn auch nur kurz, um es dann als Unsinn zu verwerfen. Aber dieser Moment der Verknüpfung eröffnet Zusammenhänge, die Deutungsmuster auf die eigene fragmentarisch erzählte Biographie legen. Und ehe man sich versieht, werden Erlebnisse und Menschen in die Vergangenheit geschoben - in diese seltsame Anderwelt von Tagträumerei, dort wo die Geister wohnen - obwohl sie dort garnicht hingehören.
[magic item] Cruel Blade of Wrath (fire blade)
Cruel Blade of Wrath
A heavy-bladed falchion with a hand and a half hilt. The blade is of earth-brown color engraved with symbols of magic. Its handle made of wood, and wrapped with leather, features a pommel shaped like a round head with two fierce eyes set with white stones. The short cross-guard flames like hot embers when engaged in combat.
This is a fire blade dealing +1 damage against normal creatures, and +3 damage against creatures vulnerable to fire.
It does not provide an attack bonus but counts as a magical weapon against creatures immune to normal weapons.
It grants resistance to normal cold (snow, winter), and a +3 saving throw bonus vs. cold attacks. Being a fire blade it also grants immunity to fire, and can upon command, or by its own will shed fire light equal to a torch, and ignite normal flammable materials. Other powers are not known.
The blade is kept in a simple leather scabbard.
This is a INT 4 weapon able to communicate with its owner by telepathy.
A heavy-bladed falchion with a hand and a half hilt. The blade is of earth-brown color engraved with symbols of magic. Its handle made of wood, and wrapped with leather, features a pommel shaped like a round head with two fierce eyes set with white stones. The short cross-guard flames like hot embers when engaged in combat.
This is a fire blade dealing +1 damage against normal creatures, and +3 damage against creatures vulnerable to fire.
It does not provide an attack bonus but counts as a magical weapon against creatures immune to normal weapons.
It grants resistance to normal cold (snow, winter), and a +3 saving throw bonus vs. cold attacks. Being a fire blade it also grants immunity to fire, and can upon command, or by its own will shed fire light equal to a torch, and ignite normal flammable materials. Other powers are not known.
The blade is kept in a simple leather scabbard.
This is a INT 4 weapon able to communicate with its owner by telepathy.
Mittwoch, 19. September 2012
[magic items] The Pearl of Wondrous Images
Pearl of Wondrous Images
A perfect pearl the size of an acorn, it is said to have been formed by an oyster who picked up a tiny meteor splinter. It was pulled out of the sea by a fisherman, who gave it as a gift to his young daughter, Line, who later became an expert jeweler, and trained in the arcane arts. She gave it away to a wandering monk.
Several other pearls holding a similar splinter may exist, and what strange powers they hold may only be guessed. Go pearl-diving!
The Pearl of Wondrous Images will activate its powers as soon as a bearer has decided to keep it for himself. He will experience vivid daydreams of things that may happen in a given situation, and he will vividly remember situations of the past of how they occurred, and may have occurred had he acted differently. He will have strange dreams at night, of which many will be lucid dreams, and perceive the world, and himself with greater attention. However, the pearl has some other powerful effects on the bearer.
He gains a +3 bonus on all saving throws, but at least once per day he may be so immersed in daydreaming that he will be at -3 on saving throws, AC, initiative, and ability rolls. This penalty will last one turn, or up to the moment he is attacked, or otherwise aroused from the daydream. Roll d4 for the number of strong daydreaming episodes he experiences. The DM decides when these daydreams occur, or alteratively rolls d6 on encounters. A roll of 1 results in a daydream. Note that the daydreams may be pleasant, and help to remember past events. It does not mean he is paralyzed, he is just lacking some attention to the outside world. The DM may rule that the distracting daydreams occur more often the longer the pearl is kept (e.g. for every two levels the character advances with the pearl in his possession the number of episodes per day explodes: d4 during the first two levels, d6 during the following two levels etc.) Or the results could become more severe, e.g. -4 penalty instead of -3 etc.
It will permanently raise one ability score (roll d6: 1 - Intelligence, 2-3 - Wisdom, 4-6 - Charisma), after it has been worn for at least 6 months or two levels have been advanced, whichever occurs sooner. An additional roll is allowed for every two levels the character advances while keeping the pearl. Ability scores may rise beyond the racial maximum.
It will grant a 10% Experience bonus in addition to other xp bonuses, as long as it is worn, or kept by the bearer.
The bearer will be visited, haunted, and sometimes harassed, or attacked by ghosts and other-dimensional beings, strangers will ask him for help, animals will notice a peculiar aura about him, that some will feel drawn to (for good, or bad intent.)
Depending on the alignment (if used), and personality of the character certain traits may become more prominent over time. This does not necessarily mean that aggressive characters tend to become more aggressive, however, a balancing attentiveness to reason, or compassion may effect him just as likely.
Neither the bonuses (except for the xp bonus), nor the penalties will be lost after the character loses, or puts off the pearl.
He is forever changed.
Note: The Pearl of Wondrous Images is a powerful magic item, but the effects should be role-played, rather than being seen as a source for additional bonuses. It may provide many ideas for adventures, encounters, and character development.
A perfect pearl the size of an acorn, it is said to have been formed by an oyster who picked up a tiny meteor splinter. It was pulled out of the sea by a fisherman, who gave it as a gift to his young daughter, Line, who later became an expert jeweler, and trained in the arcane arts. She gave it away to a wandering monk.
Several other pearls holding a similar splinter may exist, and what strange powers they hold may only be guessed. Go pearl-diving!
The Pearl of Wondrous Images will activate its powers as soon as a bearer has decided to keep it for himself. He will experience vivid daydreams of things that may happen in a given situation, and he will vividly remember situations of the past of how they occurred, and may have occurred had he acted differently. He will have strange dreams at night, of which many will be lucid dreams, and perceive the world, and himself with greater attention. However, the pearl has some other powerful effects on the bearer.
He gains a +3 bonus on all saving throws, but at least once per day he may be so immersed in daydreaming that he will be at -3 on saving throws, AC, initiative, and ability rolls. This penalty will last one turn, or up to the moment he is attacked, or otherwise aroused from the daydream. Roll d4 for the number of strong daydreaming episodes he experiences. The DM decides when these daydreams occur, or alteratively rolls d6 on encounters. A roll of 1 results in a daydream. Note that the daydreams may be pleasant, and help to remember past events. It does not mean he is paralyzed, he is just lacking some attention to the outside world. The DM may rule that the distracting daydreams occur more often the longer the pearl is kept (e.g. for every two levels the character advances with the pearl in his possession the number of episodes per day explodes: d4 during the first two levels, d6 during the following two levels etc.) Or the results could become more severe, e.g. -4 penalty instead of -3 etc.
It will permanently raise one ability score (roll d6: 1 - Intelligence, 2-3 - Wisdom, 4-6 - Charisma), after it has been worn for at least 6 months or two levels have been advanced, whichever occurs sooner. An additional roll is allowed for every two levels the character advances while keeping the pearl. Ability scores may rise beyond the racial maximum.
It will grant a 10% Experience bonus in addition to other xp bonuses, as long as it is worn, or kept by the bearer.
The bearer will be visited, haunted, and sometimes harassed, or attacked by ghosts and other-dimensional beings, strangers will ask him for help, animals will notice a peculiar aura about him, that some will feel drawn to (for good, or bad intent.)
Depending on the alignment (if used), and personality of the character certain traits may become more prominent over time. This does not necessarily mean that aggressive characters tend to become more aggressive, however, a balancing attentiveness to reason, or compassion may effect him just as likely.
Neither the bonuses (except for the xp bonus), nor the penalties will be lost after the character loses, or puts off the pearl.
He is forever changed.
Note: The Pearl of Wondrous Images is a powerful magic item, but the effects should be role-played, rather than being seen as a source for additional bonuses. It may provide many ideas for adventures, encounters, and character development.
Montag, 17. September 2012
[magic items] For Travellers in 0e Games
Cloak of Warmth
A magic garment that is thick and stretchable for the wearer to wrap himself up comfortably. It keeps the wearer warm enough to survive icy nights in winter. The wearer receives a +2 saving throw bonus vs. cold.
Boots of Long Roads
Comfortable boots for walking and hiking. They wear down slowly, and magically mend themselves during rest. They fit all feet, growing or shrinking as necessary (up to ogre size down to gnome size). Feet never sweat, nor do they get cold in these boots. They can be destroyed by magic, and dragon fire. Although they mend themselves the wearer has to keep them shiny by himself. No magic against the dust of the road.
Backpack of Home & Castle
A rather powerful magic item of gnomish make, and a great gift idea for the restless wanderer.
Upon command the backpack will unfold and set itself up as a full tent with room for up to 5 people. It is furnitured with bed rolls, cushions, and several small containers with a selection of mixed food, water, wine (sufficient for 5 people/day) etc. It cannot fold itself together when people are inside the tent, neither can objects be stored within. Protection from Evil (50' radius) is in effect when the tent is up, and all inside are affected by an Immunity to Disease spell. It can be camouflaged, but is easily detected via Detect Magic spell. It can be destroyed by normal means.
Fare thee well!
A magic garment that is thick and stretchable for the wearer to wrap himself up comfortably. It keeps the wearer warm enough to survive icy nights in winter. The wearer receives a +2 saving throw bonus vs. cold.
Boots of Long Roads
Comfortable boots for walking and hiking. They wear down slowly, and magically mend themselves during rest. They fit all feet, growing or shrinking as necessary (up to ogre size down to gnome size). Feet never sweat, nor do they get cold in these boots. They can be destroyed by magic, and dragon fire. Although they mend themselves the wearer has to keep them shiny by himself. No magic against the dust of the road.
Backpack of Home & Castle
A rather powerful magic item of gnomish make, and a great gift idea for the restless wanderer.
Upon command the backpack will unfold and set itself up as a full tent with room for up to 5 people. It is furnitured with bed rolls, cushions, and several small containers with a selection of mixed food, water, wine (sufficient for 5 people/day) etc. It cannot fold itself together when people are inside the tent, neither can objects be stored within. Protection from Evil (50' radius) is in effect when the tent is up, and all inside are affected by an Immunity to Disease spell. It can be camouflaged, but is easily detected via Detect Magic spell. It can be destroyed by normal means.
Fare thee well!
Sonntag, 16. September 2012
[magic items] Sword of True Tone
Longsword of True Tone
Another weapon of elven origin made by the magic-user who crafted the Sword of Zabre.
If wielded appropriately this blade will start ringing rhythmic phrases that will tempt foes to move (not only their toes) accordingly.
Foes must save vs. spell or succumb to the rhythm and phrasing dictated by the sword, and thus suffer a +2 [-2] AC penalty, because the wielder can anticipate their moves easier.
Against undead, demons, and similar evil creatures this is a +2 blade. It can shed light of different colors and emit a wide range of ringing sounds.
Another weapon of elven origin made by the magic-user who crafted the Sword of Zabre.
If wielded appropriately this blade will start ringing rhythmic phrases that will tempt foes to move (not only their toes) accordingly.
Foes must save vs. spell or succumb to the rhythm and phrasing dictated by the sword, and thus suffer a +2 [-2] AC penalty, because the wielder can anticipate their moves easier.
Against undead, demons, and similar evil creatures this is a +2 blade. It can shed light of different colors and emit a wide range of ringing sounds.
Dienstag, 11. September 2012
[magic items ] More Quarterstaves for 0e games
Quarterstaff of Hearth
This quarterstaff is finely wrought, and painted with exquisite colours. The ends are metal-shod. It is not a heavy weapon, but flexible and quick. When a command word is spoken it will radiate enough warmth for the bearer to walk through a snow storm, and keep the hands comfy, and cast light up to a 30' radius, if needed. On another command word it will kindle flammable material (takes one round).
Quarterstaff of the Weary Wanderer
Made by a mysterious elven wanderer, this magical quarterstaff has three powers. The first is to cast an Orientation spell that guides it's owner to his destination. The second is an automatic Alarm spell, that wakes, and warns it's owner, when danger is imminent during camp. The third is a +4 reaction modifier on Charisma rolls on any encounter while heading towards a chosen destination.
Quarterstaff of Music
This peculiar curved quarterstaff is wrapped on one end with a magic string that can be loosened and fastend on to the other end. The string can be plucked with one hand and shortened with the other. It is a kind of diddley-bow. Bards may employ it to influence an audience and gain a +1 bonus on any influence rolls. An Amplify-spell guarantees that the music will be heard even over loud crowds at your favourite inn.
This quarterstaff is finely wrought, and painted with exquisite colours. The ends are metal-shod. It is not a heavy weapon, but flexible and quick. When a command word is spoken it will radiate enough warmth for the bearer to walk through a snow storm, and keep the hands comfy, and cast light up to a 30' radius, if needed. On another command word it will kindle flammable material (takes one round).
Quarterstaff of the Weary Wanderer
Made by a mysterious elven wanderer, this magical quarterstaff has three powers. The first is to cast an Orientation spell that guides it's owner to his destination. The second is an automatic Alarm spell, that wakes, and warns it's owner, when danger is imminent during camp. The third is a +4 reaction modifier on Charisma rolls on any encounter while heading towards a chosen destination.
Quarterstaff of Music
This peculiar curved quarterstaff is wrapped on one end with a magic string that can be loosened and fastend on to the other end. The string can be plucked with one hand and shortened with the other. It is a kind of diddley-bow. Bards may employ it to influence an audience and gain a +1 bonus on any influence rolls. An Amplify-spell guarantees that the music will be heard even over loud crowds at your favourite inn.
Dienstag, 4. September 2012
[magic items] Quarterstaves in 0e Games
Quarterstaff Rules
Staves, and clubs are easy to make, cheap, versatile, and dangerous. Staves can be used to hold an opponent at bay, fight second rank, block doors, sweep enemies off their feet, high jump, and perform other maneuvers.
It is the weapon of choice of magic-users in standard fantasy games (Well, dagger or staff, is a choice, I guess.)
Everybody can use it, or learn to use it. Everybody can make one, if there are trees and basic tools around, some items can be used as a make-shift quarterstaff, and nearly anything can be used as a club.
In the real world quarterstaff combat is a skill that has to be developed like any other. Movement (footwork), engaging and disengaging an opponent etc. Quarterstaves do not cut. They do hurt, break bones, inflict concussion damage, can damage vitals, but they do not cut like a bladed weapon, which makes it a great weapon to practice with, since you do not tend to cut each other up with it. Get your grips on physics, and be careful: this is a dangerous weapon.
But, all of this is of little concern in a role-playing game. The quarterstaff inflicts 1d6 damage. Hit points are abstract. However, you should apply common sense, and realize that even though sword and quarterstaff may have similar damage codes you can't slice bread with a quarterstaff. And that's about it. There is a reach bonus for quarterstaves, possibly, and you may think of nifty combat maneuvers, like pushing an opponent away, or something.
You may apply the rule for non-lethal attacks to turn your successful attacks into some other non-lethal combat maneuver, if the DM so allows.
Magical Quarterstaves
Here are some magical quarterstaves I made up for 0e games. They can be used for other editions, as well.
Quarterstaff of Balance
It allows difficult (well, let's say heroic) tight-rope-walks on 1d6 (1-5) On 6 roll normal maneuver test (e.g. against DEX -2) or fall. Apply falling damage.
Quarterstaff of Roots
A quite powerful magic item for various applications. On command word, the staff grows strong roots (on one, or both ends) that can "grab" a wall, dig into the ground, clutch an item, or hold on to an opponent, and thereby inflict 1d2 damage per round until released per command or the staff is destroyed. It has 8 hp which will self-heal at 1d2 hp per round. There is some strange druidic tree magic about this staff. Maybe there are other powers to it, as well.
Quarterstaff of Vu
It grants the fighter's special ability to attack per round a number of 1HD creatures equal to the wielder's level, but inflicts subdual damage only, never killing instantly. If attacking evil creatures (monsters, undead) normal damage is inflicted. Vu was a wandering priest who cared for the poor, taught them in reading and writing, healed them, and when necessary defended them. But his opponents were never killed. He subdued them, bound them, and preached to them, and many of them changed their lives afterwards.
Clerics can cast cure light wounds and cure disease with the staff once per day. Other powers are not known. To wielders of chaotic alignment this is merely a simple quarterstaff.
Quarterstaff of Zabre
An intelligent weapon, the magic bestowed upon this staff was meant for a great magical blade being forged for the swordmaster Zabre, but the elf-mage who made the weapon, got into an argument with Zabre. Infuriated he then bestowed the magic onto a quarterstaff instead, and cursed the sword (Cursed Sword of Zabre). Zabre cut the elf-mage's throat with a dagger, but was afflicted by the curse, anyway. He died being run over by horses.
The quarterstaff of Zabre is highly intelligent (16), speaks to it's wielder via telepathy, speaks any language, and can (at will) translate to the wielder. It is unbreakable (unless by powerful magic).
It will usually grant the following powers: +1 to hit (magical), one extra attack per round.
Since it wanted to be a magic sword, the quarterstaff can be a little bitchy at times. It is jealous of other long-bladed weapons, and forces the wielder to use it like a two-handed sword in fights against long-blade wielding enemies and large-creatures. Only then it will grant a +2 to hit/damage bonus, and two extra attacks per round.
There are times, however, when it won't grant anything. Fighting boring enemies, for example. It may decide to grant a -2[+2] AC modifier, at times, but rarely will it grant all of its powers at once. The given bonuses means it guides a wielder's hands. It may do so to provoke a possible worthy opponent (making a passing swordfighter trip), or play practical jokes. It may mistranslate on purpose, too. And it may decide to not talk at all, or not to shut up. Which can be annoying ... Ah, this can be so much fun!
Classes who are not allowed to use a two-handed sword get no special penalty when they are forced to wield the weapon this way. They are guided.
Granting powers means: the sword decides, which is another way of saying, the DM decides. But make it comical, thesword quarterstaff is witty, and not evil.
Staves, and clubs are easy to make, cheap, versatile, and dangerous. Staves can be used to hold an opponent at bay, fight second rank, block doors, sweep enemies off their feet, high jump, and perform other maneuvers.
It is the weapon of choice of magic-users in standard fantasy games (Well, dagger or staff, is a choice, I guess.)
Everybody can use it, or learn to use it. Everybody can make one, if there are trees and basic tools around, some items can be used as a make-shift quarterstaff, and nearly anything can be used as a club.
In the real world quarterstaff combat is a skill that has to be developed like any other. Movement (footwork), engaging and disengaging an opponent etc. Quarterstaves do not cut. They do hurt, break bones, inflict concussion damage, can damage vitals, but they do not cut like a bladed weapon, which makes it a great weapon to practice with, since you do not tend to cut each other up with it. Get your grips on physics, and be careful: this is a dangerous weapon.
But, all of this is of little concern in a role-playing game. The quarterstaff inflicts 1d6 damage. Hit points are abstract. However, you should apply common sense, and realize that even though sword and quarterstaff may have similar damage codes you can't slice bread with a quarterstaff. And that's about it. There is a reach bonus for quarterstaves, possibly, and you may think of nifty combat maneuvers, like pushing an opponent away, or something.
You may apply the rule for non-lethal attacks to turn your successful attacks into some other non-lethal combat maneuver, if the DM so allows.
Magical Quarterstaves
Here are some magical quarterstaves I made up for 0e games. They can be used for other editions, as well.
Quarterstaff of Balance
It allows difficult (well, let's say heroic) tight-rope-walks on 1d6 (1-5) On 6 roll normal maneuver test (e.g. against DEX -2) or fall. Apply falling damage.
Quarterstaff of Roots
A quite powerful magic item for various applications. On command word, the staff grows strong roots (on one, or both ends) that can "grab" a wall, dig into the ground, clutch an item, or hold on to an opponent, and thereby inflict 1d2 damage per round until released per command or the staff is destroyed. It has 8 hp which will self-heal at 1d2 hp per round. There is some strange druidic tree magic about this staff. Maybe there are other powers to it, as well.
Quarterstaff of Vu
It grants the fighter's special ability to attack per round a number of 1HD creatures equal to the wielder's level, but inflicts subdual damage only, never killing instantly. If attacking evil creatures (monsters, undead) normal damage is inflicted. Vu was a wandering priest who cared for the poor, taught them in reading and writing, healed them, and when necessary defended them. But his opponents were never killed. He subdued them, bound them, and preached to them, and many of them changed their lives afterwards.
Clerics can cast cure light wounds and cure disease with the staff once per day. Other powers are not known. To wielders of chaotic alignment this is merely a simple quarterstaff.
Quarterstaff of Zabre
An intelligent weapon, the magic bestowed upon this staff was meant for a great magical blade being forged for the swordmaster Zabre, but the elf-mage who made the weapon, got into an argument with Zabre. Infuriated he then bestowed the magic onto a quarterstaff instead, and cursed the sword (Cursed Sword of Zabre). Zabre cut the elf-mage's throat with a dagger, but was afflicted by the curse, anyway. He died being run over by horses.
The quarterstaff of Zabre is highly intelligent (16), speaks to it's wielder via telepathy, speaks any language, and can (at will) translate to the wielder. It is unbreakable (unless by powerful magic).
It will usually grant the following powers: +1 to hit (magical), one extra attack per round.
Since it wanted to be a magic sword, the quarterstaff can be a little bitchy at times. It is jealous of other long-bladed weapons, and forces the wielder to use it like a two-handed sword in fights against long-blade wielding enemies and large-creatures. Only then it will grant a +2 to hit/damage bonus, and two extra attacks per round.
There are times, however, when it won't grant anything. Fighting boring enemies, for example. It may decide to grant a -2[+2] AC modifier, at times, but rarely will it grant all of its powers at once. The given bonuses means it guides a wielder's hands. It may do so to provoke a possible worthy opponent (making a passing swordfighter trip), or play practical jokes. It may mistranslate on purpose, too. And it may decide to not talk at all, or not to shut up. Which can be annoying ... Ah, this can be so much fun!
Classes who are not allowed to use a two-handed sword get no special penalty when they are forced to wield the weapon this way. They are guided.
Granting powers means: the sword decides, which is another way of saying, the DM decides. But make it comical, the
Montag, 3. September 2012
Freitag, 31. August 2012
Non-lethal attacks (House Rule)
Non-Lethal Attacks with Lethal Weapons
I do not like the -4 penalty on attack rolls for trying to inflict subdual damage in the 2e (and 3e) rules. I find not much sense in restricting the use of non-lethal attacks. There is, I found out, no penalty in S&W and OSRIC, which makes me feel better. Still, subdual damage means half the inflicted damage is real. So, what about a successful attack that does no damage?
While day-dreaming I watched, and analysed some role-playing game combat scenes before my inner eye, and came up with a simple rule. (And remember, when I talk about role-playing game combat it means fantasy, which is, as the name implies, un-realistic.)
The "I don't have to miss" rule
"I don't have to miss." was what Fezzik said to the man in black, who found himself in the lucky position of being missed by a huge flying rock. (Read William Goldman's The Princess Bride, or watch the movie.)
The rule integrates smoothly into standard rules, can be ignored entirely most of the time, but comes in handy, if a PC, NPC or monster wants to convey a message to an opponent rather than physically harm him.
The rule is generic and can be used with most game systems, since it essentially says, that a player after rolling a successful attack, instead of inflicting damage may have his PC do something else.
When to use it
Use it in bar-brawls, in arguments with that naughty wizard in your group, or in staged fights. Game masters may want to use it on that tiresome occasion when an armor-clad sword-wielding fighter charges a dragon who couldn't care less for the feeble attempts of wanna-be knights courting ladies, and trying to prove their manhood by hunting huge scaly predators.
Note: The rules for Subdual Damage still apply.
How it works
If attacker decides to inflict damage during next attack he rolls to Hit +1 for that attack only (no damage modifier.)
I do not like the -4 penalty on attack rolls for trying to inflict subdual damage in the 2e (and 3e) rules. I find not much sense in restricting the use of non-lethal attacks. There is, I found out, no penalty in S&W and OSRIC, which makes me feel better. Still, subdual damage means half the inflicted damage is real. So, what about a successful attack that does no damage?
While day-dreaming I watched, and analysed some role-playing game combat scenes before my inner eye, and came up with a simple rule. (And remember, when I talk about role-playing game combat it means fantasy, which is, as the name implies, un-realistic.)
The "I don't have to miss" rule
"I don't have to miss." was what Fezzik said to the man in black, who found himself in the lucky position of being missed by a huge flying rock. (Read William Goldman's The Princess Bride, or watch the movie.)
The rule integrates smoothly into standard rules, can be ignored entirely most of the time, but comes in handy, if a PC, NPC or monster wants to convey a message to an opponent rather than physically harm him.
The rule is generic and can be used with most game systems, since it essentially says, that a player after rolling a successful attack, instead of inflicting damage may have his PC do something else.
When to use it
Use it in bar-brawls, in arguments with that naughty wizard in your group, or in staged fights. Game masters may want to use it on that tiresome occasion when an armor-clad sword-wielding fighter charges a dragon who couldn't care less for the feeble attempts of wanna-be knights courting ladies, and trying to prove their manhood by hunting huge scaly predators.
Note: The rules for Subdual Damage still apply.
How it works
- Roll to Hit
- On hit, EITHER declare damage (roll for damage, and resolve combat round normally) OR restraint from inflicting any damage. In the latter case go on with step 3.
- Roll for damage but do not subtract from opponent's hit points. Take it as some kind of measurement as to what degree the defender is impressed, and glad to be spared the damage. Play the roles on this one.
- Attacker may decide to inflict a small (but humiliating?) wound, cut a strap or girdle, trim a dwarf's beard, tickle an elf's ear, or whatever, and say their one-liner: "I could have killed you, you know...", or something to that effect.
- NPCs and Monsters must perform a Morale Check (maybe at -2), and will retreat (back off) or flee on a failed test. Their next attack (if any) will be at -2 (this counts for PCs, as well.)
- I suggest that Players whose PCs are treated this way should keep in mind that, if a NPC or monster spares them, they may want to acknowledge this gesture, and have their PCs retreat. Else, they better be lucky on their attack rolls, because the NPCs or monsters might really get cross with them afterwards.
- It can be used to to create comical situations, which is fine.
If attacker decides to inflict damage during next attack he rolls to Hit +1 for that attack only (no damage modifier.)
Freitag, 24. August 2012
Generic Fighter Background
Roll d6
- 1-5: During your early childhood one of your parents was slaughtered by a group of marauding mercenaries. They destroyed your village, as well, and left a trail of dead and wreckage behind. You survived at that time, because you had been playing hide&seek with some of your friends, and witnessed the attack from a safe place just outside the village. You swore revenge that day, and started to hone your fighting skills with the broken quarterstaff of your father. You and your young friends searched restlessly for accounts of the mercenaries' whereabouts. Years passed. Now that you're strong enough to fight wearing armor and heavy weapons one of your friends (a thief) had finally found your enemies. It's time for revenge.
- 6: Same as 1-5 but exaggerate the details.
Dienstag, 31. Juli 2012
Kung-Fu Spot: The Fuzz and the Buzz (I am serene.)
"I am serene." (ald)
Grafiktablett und Inkscape.
Dieser Kung-Fu Cartoon ist aus Resten per Copy&Paste erstellt. Da ich zur Zeit kein funktionstüchtiges Grafiktablett habe, wird es bei solcher Resteverwertung bleiben und die Texte werden nicht per Hand geschrieben, sondern getippt.
Den Cartoon wollte ich schon vor einigen Wochen fertiggestellt haben, war mir aber nicht sicher, wie die Umsetzung aussehen würde. Das sieht man erst, wenn man sich daran macht, dachte ich dann und begann. Große und kleine Ideen zu entwickeln ist eine Leichtigkeit, jedoch die kleinste davon umzusetzen manchmal ein großes Unterfangen.
Mir gefällt der Cartoon. Ich mag seinen leisen Witz und die Lebensbezogenheit.
Mittwoch, 18. April 2012
Kleine schöne Dinge am Tag
"Nachts vor dem Schlafengehen
schick machen
und im Flur tanzen
und dann lachend ins Bett fallen."
Der Alltag kann langweilig sein
Was machst Du, um zu langweilige Phasen aufzulockern, die Langeweile nicht auf die Stimmung schlagen zu lassen?
Wenn man zum Beispiel seine Thesis für die Uni schreibt und aus festgefahrenen Gedankengängen nicht hinauskommt, sind kleine schöne Dinge, die den alltäglichen Tagesablauf unterbrechen, eine Möglichkeit aufzuhorchen und durchzuatmen.
Die festgefahrenen Gedanken sitzen dann zwei Meter abseits und können in Ruhe betrachtet werden, wie diese kleinen Labyrinthrätsel in Zeitschriften. Die sind leichter zu lösen, wenn man sich nicht im Labyrinth befindet, sondern sie aus der Vogelperspektive betrachtet.
Und dann: Der Tag läuft nicht ab. Ich laufe den Tag ab und wenn mich das langweilt, gehe ich andere Wege. Bleibe dort stehen, wo ich noch nie stehenblieb und sehe mich um, damit ich neue Eindrücke sammle ohne mein Ziel aus den Augen zu verlieren.
"Morgens, mit einer Tasse Tee
auf der Wiese
und dann hinein
E-Mails lesen."
Labels:
ald,
Grafiktablett,
Illustration,
Inkscape,
Kultur,
Leben,
Tanz,
Vektorkritzel,
Wissen,
Zeichnung
Mittwoch, 11. April 2012
Donnerstag, 5. April 2012
Vektorkritzel: Kunst oder nicht! Hauptsache eena kooft es.
"Kunst oder nich'. Hauptsache eena kooft es." (ald)
Also, kieken und koofen.
Kunst oder nicht.
Seit einer Weile wandert der Spruch "Ist das Kunst oder kann das weg?" durch die Komikerlandschaft und wird gerne als Kommentar gebraucht, z.B., wenn die Schimmelpilze die Herrschaft über den Abwasch der letzten Gemüsepfanne an sich gerissen haben.
Es schwingen zwei Dimensionen einer unbrauchbaren Sache mit: das Unverwertbare als Müll und das Unverwertbare als Kunst.
Tatsächlich sieht es anders aus: Müll wird weggeworfen, gelangt in den Müllhandel und wird wieder-, zumindestens weiterverwertet. Kunst bleibt. (Müll auch, aber das ist in diesem Text nicht der Punkt.)
Ist das Kunst? Und wenn nicht, wie kommt es weg?
Kunst bleibt.
Und man muss sich irgendwie damit arrangieren, dass sie bleibt. Z.B. kann man ein Picknick im Schatten der Plastiken im Park machen, oder man macht einen großen Bogen um Museen und Ausstellungen, weil sie gähnend langweilig sein können, oder trifft sich zur gemeinsamen Interpretation von Gedichten.
Manchmal stört Kunst gewaltig. Dann wirft man ihr Chaos vor und versucht sie zu bändigen, in dem man sie an einen sicheren Raum mit anderer Kunst stellt, wohl wissend, dass dort nur wenige hingelangen wollen.
Oft ist Kunst nur ein diffuses Etwas, ein Ding, das in der eigenen Vorstellung wabert wie ein großer Kleisterklumpen in der Schwerelosigkeit einer verrückten Landschaft. Man kann Namen damit verknüpfen und erinnert sich an Picasso, Rembrandt, Beethoven und andere Maler, die ihre Köpfe aus dem Kleisterklumpen stecken und sich leise beschweren, das noch irgendein Auftraggeber seine Rechnung nicht beglichen habe.
Man weiß, dass es Bilder, Skulpturen und derlei gibt, die von Experten als Kunst bezeichnet werden und wundert sich selbst, was so besonders daran sei. Wirft sich gelegentlich fehlende Ahnung vor oder betont, man könnte das besser. (Was gelegentlich sogar stimmt. Das hat nur mit der Sache nichts zu tun.)
Was ist Chaos? Was ist Kunst?
Was ist Ordnung? Wer fragt und wer antwortet?
Manch einer erinnert sich an Kunstunterricht oder Freizeitmalerei, Comicversuche und Bastelarbeiten. Kleine Geschenke, die man einander gemacht hat und die wertvoll bleiben unabhängig des Staubes, den sie sammeln.
Die Dinge, die geschaffen wurden, bewahrte man eine Weile auf und einige ausgewählte Stücke trägt man mit sich, legt sie an einen besonderen Platz in der Wohnung. Sie werden zu Dingen, die bleiben. Dinge, die man behält.
Sie sind Teil des eigenen Lebens und Schaffens. Es mag sein, dass andere kommen und sie weiterverwerten wollen, sei es, um sie dem Wiederwertungskreislauf zuzuführen oder um sie gegen Bezahlung in die eigene Wohnung zu stellen.
Es kann sogar sein, dass jemand die Dinge in ein Museum hängt. Und dann bezahlen Leute Eintritt, um das Ding im Museum zu sehen. Was ist dabei der Unterschied, wenn ein Bild im Museum hängt, oder ein Haufen Altpapier, der als "Installation alter Neuigkeiten" betitelt wird?
Es scheint gerade so, als ob der Umgang der Menschen bestimmend ist, ob die Dinge als Kunst oder Müll betrachtet werden.
Die Wahrheit und die Kunst.
Mal so tun, als ob.
Vielleicht ist dann zunächst nicht die Frage wichtig, ob das und was eigentlich überhaupt Kunst sei, sondern, was ich mit den Dingen anstelle:
- Ansehen, weil es mir gefällt.
- Ein Foto von machen, um es zu versenden.
- Ein T-Shirt mit dem Motiv bedrucken.
- Mit Freunden um die Skulptur im Park zur Lieblingsmusik tanzen.
- Vor dem Bild im Museum stehen und singen.
- Alte Briefe von lieben Menschen aufbewahren und heute nochmal lesen.
# An dieser Stelle wollte ich den Text beenden. Mir fiel beim Korrekturlesen auf, dass ich bei allem Augenzwinkern noch mit Ernst hinzufügen möchte: Das Schaffen, Bewahren, Sammeln und Archivieren von Dingen ist eine wichtige Tätigkeit. Auch die Auswahl von all dem. Und wenn aus verschiedenen Gründen nicht viel bleiben sollte: "Ich halte in meinen Händen ein Kleinod, wie das letzte Sandkorn Fantasiens und erzähle daran Lebensgeschichte."
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Dienstag, 27. März 2012
Kung Fu Spot
"Now... show us your Kung-Fu!" (ald)
Stereotypische Szene
Großer Blops 1: Hey, Du kleena Knirps. Wir ham' jehört Du kannst Kung-Fu.
Kleiner gelber Blops: Ja.
Großer Blops 2: Na, dann zeig mal!
Großer Blops 3: Ach, willste nich'? Na, dann müss'n wa Dir zuerst weh tun, wa?
Kleiner gelber Blops: Och, nö. Jedes Mal derselbe Mist.
(Man weiß ja, wie's weitergeht.)
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Mittwoch, 21. März 2012
croon papillon auf der Klangwolke
Merkwürdige Gitarrenimprovisationen auf der Klangwolke.
Das croon papillon-Projekt zu Komposition und Improvisation mit Gitarre und Gesang gibt es auf Soundcloud zu hören.
Alle croon papillon Links:
croon papillon by SoundCloud
croon papillon bei Jamendo (freier Album-Download)
croon papillon bei YouTube
Dienstag, 13. März 2012
Montag, 12. März 2012
Freitag, 9. März 2012
Vektorkritzel: Dance, Talking Blues, and Walking the Dog
"The music is dreadful."
"Let's dance anyway."
Kleine Kritzeleien mit Farbe und Text
Versuche mit Federartigem Strich, Perspektive und Text. Ein seltsames Tanzpaar, das trotz ungewohnter Musik miteinander einen Tanz genießt. Ein Geschichtenerzähler mit elektrischer Gitarre und zwei Gestalten auf Hunderunde.
Talking Blues:
"I will tell you the story of
how things came to pass."
croon papillon
Keine Spielereien.
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Montag, 2. Januar 2012
AutoWrite 47 - 2012 Kiss with a Smile
AutoWrite 47 - 2012 Kiss with a Smile (ald)
Automatisches Schreiben führt also nicht nur
zu melancholischen kleinen Texten,
sondern auch zu netten Affirmationen.
Automatisches Schreiben führt also nicht nur
zu melancholischen kleinen Texten,
sondern auch zu netten Affirmationen.
Eine Message für's Jahr 2012.
Tanzen zu Elektropop. Küssen mit 'nem Lächeln im Gesicht. Die Welt geht nicht unter, sondern die Sonne - und jeden Tag geht sie wieder auf, ohne dass man etwas dazu tun müsste. Bleibt also mehr Kraft und Zeit für andere Dinge, darunter sehr schöne.
Ich wünsche ein frohes, sinnliches, friedvolles und erfolgreiches Jahr 2012!
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