Memories of Connor's Adventures

Orlando the Adventurer pulled a Scimitar from beneath his Robes and smiled...

Thursday, 25 May 2017

Tuesday, 23 May 2017

Black Wax: Varying the Spell Components

In D&D Spells require physical ingredients in the ink when a Magic-user or Elf is creating a new spell. It means those glowing antennae on fire beetles are vital when creating a light spell so you stroll off to the caves and get yourself some spell ink ingredients... But what happens when you vary the ingredients?

Basically anything the Dungeon Master wants...but there should be some logic to it. The wizard harvests some white wax from a giant bee hive and creates a spell that churns out a wax minion to do your bidding.

Wax Doll (4th level Magicuser spell)
 Range: 0' 
Duration: 1 turn per level of caster
Effect: creates a wax manakin.
A wax duplicate of the spell caster appears. It can be instructed to undertake a physical labour task lifting up to twenty pounds, walk at the speed 30' (10'), and has hitpoints equal to the spell caster and AC7. Some wizards apply colour spells to their manakins to make them look human.

But... along comes a different spell caster who heard of the Wax Doll spell and he finds Black Wax in his equatorial Giant Bee hive. Black Wax has a sugar content that is stripped of some of its hydrogen leaving the Sugar and Wax black. what can we make from this alternative.

Wax Shadow (4th level Magicuser spell)
 Range: 0'
 Duration: 1 turn per level of caster
Effect: creates a Black wax manakin.
A black wax duplicate of the spell caster appears. Though it can be instructed to undertake a physical labour task lifting up to twenty pounds, walk at the speed 30' (10'), and has hitpoints equal to the spell caster and AC7. Some wizards apply colour spells to their manakins to make them look human. If it makes physical contact with an opponent it feeds on the hydrogen in their water, desicating them for two hit points damage per round. The Manakin also attracts normal and giant rats, feeding off them with physical contact.

Monday, 22 May 2017

Free Art: The Door in the Wall

The dungeon ends at some steps and a door in the wall. A large lizard hangs above it awaiting its meal.

Monday, 15 May 2017

Player Character: The Cleric is your first PC

The cleric provides you with a fighter who has the ability to turn undead from the first level and picks up spells as the character develops.

Roll up a cleric...
Roll for six abilities, and adjust them for a cleric.

S 12 -2 (10)
I 12 -2 (10)
W 15 +2 (17)
D (6)
C (8)
Ch (16)

So our cleric takes an AC penalty of -1 and -1 on hitpoints due to ill health. there was no real point in boosting wisdom to 17 because it has the same +2 bonus as 16 but it means an actual wisdom check is slightly better in chances.
Starting hitpoints are 1d6-1 (3); starting gold is 3d6x10gp (60gp).
Alignment can be generated by a 1d6: 1-3 lawful, 4-5 neutral, 6 chaotic (4 - neutral). The starting gold isnt much and with holy symbols costing 25gp that leaves 35gp for other equipment. Lets say our cleric wears nothing but pants. Instead he has had a holy symbol tattooed on his body for twenty five gold pieces. Basically he is a fanatic. to turn undead he needs to be shirtless and visible. without the weight of armour he can move twice as fast.


Tundra: Neutral Cleric; 1st level; 3hp; AC 10; S10, I10, W17, D6, C8, Ch16; Equipment: clothes, boots, torch (1d6), holy symbol*, belt, pouch (50cnc), tinderbox, waterskin; Background: Tundra is a convert from the barbarian lands to the north. His indoctrination as a child has resulted in a Fanatic dedicated to preserving the natural world and eliminating the unnatural. His *holy symbol is tattooed on his chest using sharp burning sticks to cauterize the wounds and create the tattoo-scars. He doesnt particularly like elves, dwarves, or halflings or any other magical creature (or magic-users) but prefers them to undead.


And there is our first level cleric... Tundra. The kind of guy who will run at the zombie bare chested and torch burning because 'anything not afraid of fire needs to burn'.

Thursday, 11 May 2017

Mystaran Campaign: Enchanting The Deck of many things I

These cards are miniature mirrors of life trapping made of diamond polished steel. Each card is an artefact in itself with 100pp and a wish specific to the individual card purpose yet are cursed with penalties and handicaps: The enchantment process requires the sacrifice of 1,000,000xp to each card to activate its trapping power. It also requires the imprisonment of some unique individual or object.

Sun, Moon, and Star are Dwarven Currencies in Rockhome. You are sent to Rockhome to steal the coin dies used to mint these coins and trap them in their card.


Sunday, 7 May 2017

Kick it to Warp: The post-Phoenix Period

 You are likely familiar with the federation starfleet logo and its starbases and colonies but as of the Post-Phoenix period they will have non existent colonies and even fewer worlds in reach of Warp 1 Colony Vessels.
Here is every star system in 3.5 parsecs based on right Assention Data. That other Yellow star is Epsilon Erdani which aparently has a Jupiter as far from its yellow star as we have from ours.
The white stars have planets but it doesnt make them habitable. And the Pink Stars dont have planets as far as astronomers can tell. As a scifi setting goes this early Exodus has few potential colonies outside earth.