More Dice At WalMart

I saw the story dice posts that made the rounds a week or so back, so I decided to jump on board. I found them at WalMart. They only had two sets, the blue actions and the green voyages. There are nine dice in each package. (Yes, I know, I just recently wrote about my last dice purchase saying I wasn’t going to buy any more dice…. It’s not that I have a problem, I just had to have them.)

I also just looked in that section and found some game in a tin called Left, Right, Center and had the impression that the dice were one of L, another or R, and another of C. I thought how cool that would be to determine which way a fleeing creature went, or which way a random street, tunnel, or dungeon passageway turned.

What I found when I got home is that each die had R, L, C in succession of sides and a dot on the other three sides, so each die was identical. I did not read the rules for this game, as I was planning to use the dice in a different way. I was a bit let down by what I found when I got home to open the tin.

However, as I thought about it, I had a few ideas. L, R, C can represent left, right, and center for anything. The dots can indicate no change, or a special feature, like a trap, scrawl on a wall, rug, hidden door, etc. One thought was to roll all three dice and let whatever the majority come up determine what it indicates. This could just as easily be decided by a d3 or d6/2, etc. Having a die with what you need on it is very interesting and speeds things up, since you don’t have to remember what the number means or look it up.

01SC&LCR
02LCR
03LCR
04LCRLid




The story dice are interesting and can be mixed and matched. Since I have two sets with 18 total, I could roll a d20 for how many to use, and on a 19 or 20 add one or two other random dice. This could give all kinds of ideas. I rolled each of my sets and made a quick story about each one, to illustrate. I can see how they would be useful to get out of writer’s block.

05SCs
06BlueAction
07GreenVoyages

Actions:

08MyBlueStory

I was out walking and something almost hit me. I saw this guy laughing and he went inside as I approached. I knocked on his door and he did not answer. Finally, he came to the door wearing headphones and acting like he didn’t hear me. That’s when our story took a drastic turn. As I was covering the body, I was caught, and now I’m locked up for good.

Voyages:

09MyGreenStory

The king of the mountain was a real crab. His only joy in life came from drugs and funny mushrooms, but music was banned. After a plague I went on a quest for food and all I found were some beans.

Not necessarily the best stories, but it is easy to string them together and rearrange as needed to make things work.

Need a quick plot point or item – grab a random story die and roll it.

Faster than a table, because the dice ARE the table. That would take a lot of dice for every kind of table, but for specialist tables, this is like dungeonmorph or citymorph dice. Something to mix things up a bit. Relying solely on a table or a die role, can also make things a bit stilted and forced. One should be on guard to avoid having to have dice to generate a map, creature, situation, plot, etc. Be free to ignore a result or modify to make it work.

Alphabet of Emulations of D&D

I had to use my Thesaurus and then turn to the internet to get as many A-Z synonyms for dungeon as I could find. Some were a stretch, but X eludes me….

Asylums & Apparitions

Blackholes & Battlecruisers

Crypts & Centipedes

Caverns & Cavemen

Cells & Cellmates

Dungeons & Demi-Liches

Excavations & Ettins

Foundations & Firetoads

Gaols & Gargoyles

Hideouts & Hobgoblins

Igloos & Ice Lizards

Jails & Jackalopes

Keeps & Kobolds

Lockups & Lawbreakers

Mausoleums & Mummies

Nooks & Norkers

Ouiblettes & Owlbears

Prisons & Pirates

Pits & Piercers

Quarantines & Quasits

Racks & Rakshasas

Reformatories & Renegades

Stockades & Scoundrels

Tombs & Troglodytes

Towers & Trolls

Underground & Umber Hulk

Vaults & Vampires

Walls & Wights

X & Xvarts

Yards & Yardarms

Zones & Zombies

 

 

 

23-Foot Vellum Manuscript – Genealogy Of English Kings

Genealogy is one of my many interests, so when I saw this [Broken Link: https://www.picollecta.com/p/15th-century-royal-manuscript-comes-up-for-auction-1003045685], I immediately made a connection to RPGs. How is the lineage of the ruler tracked? Is it in long scrolls, thick books, carved stellae, or other monuments?

A 23 foot long scroll to document 1,400 years of genealogy. I don’t know the size of the writing, but from my own genealogy, where my parents researched all their lines and each successive family added as they went back, there are ten file boxes of materials (that I have yet to sort), and two or three shelves of books and reference materials. The furthest my parents got back was in he mid-1,400’s, but I have not finished verifying their work. I know some of it for another family is wrong because they took another researcher at their word. This other researcher mixed up places in Ireland and Scotland, two very different places. I spent a couple years trying to find more in Ireland, when the surname had not changed as this other researcher claimed and was looking on the wrong island….

This experience shows how easy it is for a sage in a world without digital information. Digging through musty tomes and scrolls, each sage and library using their own filing system. Do you want to create a fantasy version of the Dewey Decimal System? I think that is taking verisimilitude a bit far. But if one sage/expert/researcher repeats a wrong piece of information and it gets picked up, how many researchers will bother to go check the footnotes as it were?

Lineages of kings and famous people and information research in fantasy settings. Just some bits to ponder.

Collective Nouns

Collective Nouns is the term I often forget. It is the type of noun used to describe a group or collection of something, like a herd of cattle, or a flock of geese.

Several months back my son posted on his Facebook page that there was an attempted murder in front of his apartment. He got me good, because I showed up over my lunch break to make sure everything was OK. There were two crows that had landed in front of his apartment building. He had all kinds of comments from friends and family.

I saw a YouTube video of a play session of D&D at a convention with Morgan Webb, and some buys who I didn’t catch their names. One of them said that the collective nouns for dragons is a tyranny of dragons and a group of unicorns is a blessing.

The link above says it is a blaze of dragons, which sounds a bit more awesome to me.

While thinking on this post after I wrote it some other things came to me. A mine of dwarves, a feast of halflings, a cog of gnomes, or a trick of gnomes, a trick of illusionists, a parcel of postmen/messengers.

A business of ferrets. I guess that makes giant weasels big business….

Drive of dragons, that one seems odd and doesn’t trip my trigger.

Gang of thieves, is pretty standard, what would you call a group of assassins? A murder of assassins seems to fit, but that is already taken by crows.

Better yet, a conspiracy of assassins and a secret of spies.

There is also a gang of thugs, and a gang of convicts.

Glory of unicorns. Interesting.

Mess of terriers. I suppose a big enough group of terriers would indeed be a mess.

Mischief of rats. Giants rats are a lot of mischief. A mischief of wererats??

Pack of wolves.

Parliament of owls and parliament of rooks. Parliament of owlbears? What is a collection of bears? Sleuth of bears.

Pod of dolphins, whales, and seals.

Perversion of sailors.

Sounder of (wild) boar.

Stench of zombies, now that’s appropriate! Also a stagger of zombies.

Here is an interesting link on collective nouns for monsters.

Here is the list of links for the search term “collective nouns for monsters“.

I haven’t taken the time to look for anyone who has made a definitive list of collective nouns for all the monsters in say the AD&D Monster Manual, Fiend Folio, or Monster Manual 2, but it would be an interesting exercise to come up with an RPG list of collective nouns.

If anyone knows of a good, comprehensive list of collective nouns for all these creatures, I’d be interested to check it out.

[Update] – +Dyson used “clamour of harpies” for his harpy tower portion of the megadelve. March 31, 2015.

Druids and Undead

Druids in First Edition AD&D do not have the ability to turn undead. Other than physical combat or druid spells, druids are just like anyone else when it comes to undead.

I have always ran druids as written in AD&D to not have any turning ability, or anything else that makes them stand out from other classes, when it comes to undead.

However, my recent articles on Druids and Alignment and Druids and Their Environment, have me thinking about all aspects of druids.

Since druids are nature priests who rely on their connection with nature and the right kinds of leaves for their magic, and undead, which for skeletons and zombies at least, are unnatural magical creations, it seems to me that druids should have some ability or spell to deal with such unnatural creatures.

More powerful undead are creatures created by their own force of will, being attacked and killed by similar creatures, or creatures of or connected to the negative material plane.

The only druid spell dealing with the dead is reincarnate, the one spell no player wants to try, or end up a badger, or other non preferred animal or demi-human race. Reincarnation only affects humans and demi-humans that have been dead less than a week, and it requires touching the body. So only very freshly killed and animated corpses would be affected. Once an undead is dispatched, one would rarely, if at all, decide to reincarnate the corpse.

I even reviewed Unearthed Arcana to make sure there are no other first edition druid spells dealing with the undead. There is the first level cleric spell, invisibility to undead. I can see that being used by a druid, but only being effective in a natural environment, i.e. not a dungeon, tomb, temple, or city.

One idea I had is a druid power, perhaps for 3rd or 4th level druids, to “banish abomination”, which would include magically created creatures that are not born that way. So skeletons, zombies, homonculi, golems, clones (as per the Magic User spell), and similar magically created creatures.

The effects of this power could be to stop the unnatural creatures from approaching them or their designated area of protection. The limitation is that it would require the druid to be in a natural environment with some form of natural life. Thus an underground cave system or cavern with cave life forms, would suffice, but a mine, dungeon, tomb, city, or graveyard would not be a natural setting, unless it is an old abandoned area and the plant and animal life is taking over, like many “lost” jungle cities. This could affect all unnatural creatures within so many feet or yards per level.

My thought was for it to be 100 feet or yards per level of the druid. So it could be a moving point centered on the druid, so that a druid could pass through a swarm of such creatures, or it could be centered on a location, like a dryad’s tree, or a holy grove of oaks, or the druid’s home.

Higher order undead that seek to destroy life, would be a challenge for a druid. Life hating, level draining undead may not have a reason to cross a forest or swamp. An ancient barrow in the midst of a forest might have wights, but they are limited to the barrows and the druid wouldn’t go there without good reason.

Druids with an evil bent and keyed into the dark, corrupting powers of nature, might be into creating skeletons and zombies and have ways of controlling them. Unless skeletons and zombies are controlled by an evil cleric, the creating druid would have control of them. If they lost control of their creations, how would they get control back? There is a plot hook for a band of evil druids who have a device that lets them control created undead. Perhaps they have a cleric among them. Maybe a dual-class cleric/druid?

This makes me curious how other editions of D&D dealt with this, as well as other clones and rules. I have OSRIC, and of course, it sticks to AD&D. I have PDFs of many other rule sets, but as of yet, have not checked them for how they handle druids and undead.

I don’t recall any articles in Dragon magazine on this topic, but I haven’t read it since I got rid of my collection nearly 25 years ago.

I am also curious how other DMs/GMs have home-ruled on this.

I have never played a druid, but have one player in my campaign with a druid, but I have ruled that it is by the book on matters of undead where druids are concerned. I am not by the book on alignment for druids, so now I am wondering why I am this way with undead. It won’t affect game play, if the ability to affect undead by druids is for higher level druids, other than one NPC druid the party helped with a few skeletons. I can just retcon that it was a test from the druid for her further assistance, and payment for training the party druid (which it was). The players don’t even have to know.

These three posts on druids have me wanting to do more in the outdoors/wilderness in my campaign. At least I have ideas for where to go with things if they never make it to the ruined city.

Druids and Their Environment

As nature priests, druids will frequent places where they are most needed to focus on maintaining an existing balance, or restoring balance in nature.

I have this image of druids being in forests and encouraging the spread of the forest, seeking to make the old growth forest spread. I can see in the right circumstances, a druid working with woodcutters to cut the specified trees at the right intervals to enhance the growth of the forest or enable a certain section of the forest to better fulfill a certain need.

I briefly researched mistletoe since our Wednesday night game set in a subtropical island archipelago had a druid in the party for a short time. Mistletoe grows in almost all climates around the world. In reality, a quick perusal indicates that nearly every continent and clime have mistletoe. There is a desert variety in Arizona.

Holly grows from the tropics to temperate zones, and oak trees occur from cool temperate to tropical regions.

This means that for a druid to function, there have to be some sort of plant life to support the material component needs for spells of the druid.

This would make an arctic or sub-arctic druid very rare, unless your world have a type of mistletoe, holly, or oak that grew in sub-arctic regions. There are a few ways around this limitation.

  • The simplest is that druids living or operating in these regions would have a large supply of leaves before going to such an extreme location. Regular means of re-supply would be needed.
  • There is a thermal vent from hot springs, geysers, or some moderately active to very active volcanic processes.
  • There is a cave or region with some form of light to support photosynthesis. Light from lichens, mosses, insects, or types of rocks could generate this light.
  • Some form of druidic sanctuary that through the power of the druids has enabled an oasis hidden in the ice to survive. This could lead to a hidden group of druids, or a lonely hermit druid sent to maintain this far off location.

In the typical desert of sand and/or rock and heat, a druid or group of druids would tend to encourage the growth and enlargement of oases. This would tend to have one druid in each oases, other than large oases in hidden valleys or canyons off the trade routes. Smaller oases would tend to have a single druid regularly checking the oases in his care.

Mountainous regions would tend to not have druids above the tree line. At least, they would not live above the tree line, and would only go their as a patrol or to get to another region under their care, and only with the appropriate supply of mistletoe, holly, or oak leaves.

Beaches or islands without trees or shrubs of the appropriate family of plants would be another source of limitation for druids.

What this leads us to conclude, is that druids will not be found very far from shrubs or trees, since the right kind of leaves are needed for their magic. This means that any druid found more than 100 miles or so from a known forest/source of leaves is either an NPC on a special mission, or a PC or NPC adventurer, or there is a secret or little known druidical area or nature sanctuary nearby. Other reasons could be the druid was teleported far away, or is under a geas or quest, etc.

Of course, one can get around some of these limitations by developing an ice oak that grows in the frozen areas and supports ice mistletoe. There could be sea oaks that grow under the ocean with sea mistletoe. Druids could live in undersea caves and encourage the growth of kelp forests. Sea elves could have their own form of druid. A half-elf with one parent a sea elf could be such a druid.

How do druids fit into your campaign word?

Druids and Alignment

I have thought about druids and alignment for years. I understand the intent of druids being true neutral on the good/evil and law/chaos axis. However, how can one be truly neutral?

Is it that you have an opinion, but keep it to yourself? Is it that you are “chill” in all circumstances? How exactly does that work?

To me in the 9 point alignment system, trued neutral is a rock or clod of dirt, something without a mind or a will, and no desires.

The way druids play into this, I see them in my campaign as being one of the four types of neutral: chaotic neutral, lawful neutral, neutral good, or neutral evil.

This would play out for the different kinds of druids. All have some interest in the natural life of the plant and animal world, but each interprets it a bit differently.

Chaotic Neutral druids would let a forest grow and only animal trails created by the animals would be allowed. Attempts to impose order on their woods would be resisted. Would they be OK with undead? Probably not from the perspective of being natural creatures, but from a freedom perspective of it’s what is happening now.

Lawful Neutral druids would prefer a more orderly forest, perhaps more like a parkland and while the natural symbiosis of the creatures and plants in the forest would be allowed, it would be in a way that was most orderly and beneficial to the growth and spread of the wood. Orchards, crops, and other organized agriculture would be supported by these druids.

Neutral Good druids would encourage the spread of good plants, animals, and sylvan races. They would root out evil or massively harmful plants, or keep them in check.

Neutral Evil druids would encourage the spread of evil plants, animals, and sylvan races. They might be okay with undead in their forest. Bandits and humanoids that don’t harm their forest might be allowed to live there. Such druids might partake of human sacrifice to the darker elements of nature.

This gives us four branches of druidical teaching and allows for more than one set of limited numbers by level. Would there be variations on spells for groups of different alignment?

One could also make an argument for different sects of druids each with their own hierarchy. Perhaps two groups considered heretical or “off the rails” by the other group, each claiming to be the one true followers of druidical knowledge & teaching. How would spells and knowledge differ?

As per the AD&D Player’s Handbook only half-elves, halflings, and humans can be druids, and for halflings they can only be NPCs. In my campaign, I allow characters of any race to play a cleric, and would allow a halfling druid and even an elven druid. Elves are supposed to be nature lovers, why wouldn’t they have druids? I would have each race that would have druids have their own form of druidism. Perhaps at lower levels a druid of another race or alignment could perform the training, but beyond a certain level, it would require the specific teachings of the correct race and alignment for further advancement.

I can see halfling druids geared towards helping with crops and growing up hedgerows on the boundaries of their territory. Plenty of food and comfort.

Halfelf druids would follow one of their parents’ race’s style of druidism.

Elves would be geared towards maintaining their forests and keeping out intruders, perhaps more aggressively on the boundaries and more subtly closer to settlements. It would depend on your interpretation of elves.

Perhaps the intention of druids is to be like Switzerland in their fortified forest strongholds keeping all comers out or requiring them to all play be the same rules in this forest. But how can a druid be an adventurer, if they are neutral? Personal gain? At what point does adventuring lead a druid astray?

Would looting a dungeon be a neutral act? A dungeon has lain undisturbed for decades, centuries, or millenia. Wouldn’t disturbing the loot cause unbalance? Does the druid’s concern for neutrality and balance only concern nature? Would town life be abhorrent? Wouldn’t druids tend to be on the edges of civilization? Unless there was some massive city with a huge area of parklands, no druid would permanently settle in a city. Druidical worshipers would tend to be farmers and rural folk closer to nature than those in cities. This would also tend to be more of the population in a fantasy setting, since they tend to mimic pre-industrial, agrarian based civilizations.

I am trying to wrap my head around how a true neutral druid would function in various situations. What I envision is needed is something like Rick Stump‘s article at Don’t Split The Party,  Good Isn’t Stupid, or weak, or nice. I am sure there is a way to make better sense of it.

As with all player races and classes, the plan of your campaign needs to include them. For example, how has the presence of druids influenced wars, interracial relations, the growth and decline of forests, the spread of “civilization”?  If you have a fancy way of dealing with magic users, how do illusionists fit into that?  Even if you limit your players to the standard player character races, do they all fit in a way that makes sense? Or do you have a campaign that anything goes and you don’t worry about how much sense it makes? I have played in both kinds of campaigns and both can work, if the DM lets it work or makes it work, as the case may be. Even with a simple sandbox, relations and interactions between different races and classes, especially the cliquey classes like druids and monks.

This whole thing on druids and alignment has me thinking about druids and natural habitats for druids. So I’ll take that up tomorrow.

Isometric Pads – Update #1

Yesterday, I posted that I received my order of 3 50-sheet pads of the same isometric paper that +Dyson Logos says he uses.

I finally got my home office where I can use my flatbed scanner again and scanned my first doodles using this paper.

I drew some shapes that I can see, and had a realization that a 3-D cube drawn in 2-D is a hexagon with a triskelion-like set of lines in the middle, that divides it into thirds. Thus, I drew two connected hexes, like on a map.

My expectation was that it was perforated paper, but it has a glue binding along the top and you just tear off the whole sheet, so the entire black line label is repeated on every sheet. this is not a problem, just something to be aware of.

My initial impressions were that the paper was slick, but it holds ink well. I did not smudge test it with fresh ink, so I don’t know how much it will smudge.

I did find that one has to get used to isometric paper and start with pencil to get the placement of items before resorting to ink.

I like how my stairs turned out for my first effort, in spite of having things not quite right. I made a mostly 3-D looking raised star, after I goofed my first attempt.

The last thing I tried was a tower with a smaller tower on top of it. I need to work on perspective of the little touches I added for battlements, but it isn’t bad for a quick try out.

The blue lines and dots did not entirely fade away, but someone with skill with a graphics program should be able to clean those up fairly easily.

The last thing I see, is that I need to either really slow down and make my lines look straighter, or use a straight edge. Again, like most things, practice brings improvement. I have not done a lot of map making for a long time. Now that I am working from home, I can use slow periods or conference calls to work on map ideas.

Below are different pictures using my cell phone.

CAM00621
CAM00620
CAM00622

Slower Signups by RPG Bloggers to this Year’s A to Z Challenge

For last year’s A to Z Challenge I made a group of links of RPG bloggers that signed up for the 2014 A to Z Challenge. There were a lot of them, twenty-one by my count.

So far, there are nine RPG bloggers, counting me, signed up for the 2015 challenge. Will there be a slew of last minute sign ups, or will the trickle until the deadline be it?

I can see that this is not for everyone.

I find it a good way to get the creative juices flowing as it forces you to think. Coming up with a coherent theme even more of a challenge. As with the rest of my blogging, I use it to share my ideas, and to gather and organize ideas for my campaign(s).

Players don’t always appreciate or get to see all the details. Blogging helps to get the ideas out there and to distill them to the bare essentials needed for presentation in actual play.

Also four years of college note taking and three years of grad school note taking ruined my handwriting. If I’m not careful when I write, even I can’t read it. I used to get A’s in penmanship. So typing makes it easier for me to go back and read what I wrote.  :/