Freitag, 11. Januar 2013

Wieder mit Grafiktablett

Schüssel auf dem Kopf.
Kritzelei mit Wacom Intuos5 M

Wieder Werkzeug, wieder Bilder

Ich weiß schon garnicht mehr, wann ich die letzte Zeichnung mit Grafiktablett angefertigt hatte. Jedenfalls habe ich jetzt ein eigenes Wacom Intuos5 M (Pen only) und freue mich auf Kritzeleien und Allerlei. Dank Grafiktablett konnte ich auch alle meine Rekorde bei Mahjongg unter Ubuntu brechen. Aber das nur am Rande.

Donnerstag, 18. Oktober 2012

This is not a sword. (With a slight nod to René Magritte.)

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.

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.

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.

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.

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)
  1. 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.
  2. You failed, but learned a lesson. WIS +1, but reduce hp total by 1d6+3 (to a minimum of 1).
  3. Lifelong nightmares of the Quest beast, unless another life quest is fulfilled.
  4. Urge to settle down, and never go adventuring again.
  5. You are cursed, and must take on a new quest next year. Until then you are at -3 on all rolls.
  6. 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.
Success

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
  1. +1d3 WIS
  2. +1d3 CHA
  3. +1d3 STR
  4. +1d3 DEX
  5. +1d3 CON
  6. +1d3 INT
  7. +1d12+5 hp (permanently)
  8. Receive spirit companion
  9. Receive blessing: all saving throws +4
  10. Protection from evil 120'
  11. Gain healing touch: twice per day cure disease, poison, heal serious wounds
  12. Character becomes loremaster and gains all the knowledge gathered by the tribe: +4 on survival, nature, astronomy, tribe lore etc.
The character thus becomes a champion of the Snowind Tribe, and can be summoned by the tribe for protection, or special quests. The character is bound to the tribe.

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):
  1. On the bed of a brook.
  2. At a merchant's store.
  3. Gathering dust on display over a fire place at the local inn.
  4. As part of a dragon hoard.
  5. In any one dungeon room.
  6. 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 ...

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.

[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.

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.

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!

自治 (じち)jichi - just code - A complete AI coding agent in C, conforming to the C89 (ANSI C / C90) standard

Today marks the public release of jichi . A project that grew out of an experiment, and a few questions: Where is all this software people a...