Tag Archives: OSR

GaryCon Day 3

I didn’t have as much organized activity today.

When I arrived, I went to the vendor room, and got Jeff Butler to sign the cover he did for the GayCon program, and also his picture under special guests. I was reading something the night before and realized that Darlene was there and that I had actually sat next to her in the restaurant the night before at supper. I got her signature, even though she wasn’t in the special guest section. I had a few others sign my program that I wanted.

I attended the panel for Growing Up Gygax, which was moved from 7 PM to 10 AM. It was a great time where author Michael Witwer, author of Empire of Imagination, asked several questions before opening up to audience questions. That was very interesting to get the scoop on what it was like to grow up in the Gygax household before and after D&D. After all the questions, I thanked the family for doing GaryCon and got each of their signatures. I also had Michael Witwer sign it, and I bought his book, which he also signed.

Following that presentation, there was another presentation by Michael Witwer, Genesis: Unexpected Journey of Gary Gygax. The word that this event was moved did not happen, or else I was the only one signed up. There was audio visual trouble, so we just sat down next to each other and he ran the Power Point on his laptop.

I’ll have a separate article later about Michael’s presentation and our side chat. Very cool!

After our time was up in that room, I resumed my quest to get all the pictured special guests to sign my GaryCon VIII program. I finally caught Jeff Perren waiting for the sand to dry to set up for Cavaliers & Roundheads. I got his signature, and ended up doing a quick little interview. I have a video interview that I’ll be posting later. I need more bandwidth, which will come when I get home sometime Sunday.

I’m not sure when I’ll get all my videos and pictures posted. I need more bandwidth and time.

I also met Mark CMG Glover getting ready to play with Jeff. It was cool to meet face to face.

I then got Mike Mornard’s signature.

I went to the deepest area of the con where WotC and Paizo were located. I spoke to a person at the desk and got the impression that I would be able to come down and get the WotC people signatures at some point. A couple hours later, when I returned, there was a new person at the desk and when I asked when they might next take a break, she said, rather coolly, “When they’re done.” I interpreted that as I should know better than to ask. I wasn’t trying to interrupt the game, just trying to get all the special guest signatures. Oh, well…..

Just before the charity auction, there was buzz about a big announcement, that by now, is already out there. Jim Ward received the first ever E. Gary Gygax lifetime achievement award! It was so cool that I was there to see him get it. It is very appropriate to come the 40th anniversary year of the first science fiction game, Metamorphosis Alpha. Also the first game called a “role playing game” on the box.

I then just wandered, and came upon Ernie Gygax sitting and catching a breather after his game. He was telling stories about playing, working as a shoeshine boy at the Playboy Club, etc.

I went to the dealer room to see what was up. On the way out I noticed that I advanced to the 2nd round of the C&C tournament that finished playing over an hour ago. Ooops…. That was the only place I saw that. I forgot to look for it. I also told them that I had things scheduled at that time when they recruited me for round 1.

I then passed Lester Smith in the hall, and got his signature.

I then ran into Satine Phoenix who invited me to meet with her crew in the lounge after they dropped stuff off in their rooms. After I got to the lounge, I ran into Mark Hunt. He and I talked about Gang Busters, and many other things. Mark agreed to do an interview after we get home. I also got wind of a couple of things coming down the pike from Mark. I don’t think all of it is a secret, but what isn’t secret isn’t ready for promotion yet, but when it’s ready, I’ll share it.

I also watched a friendly cooperative deal happen between a game designer and someone else. That was the coolest thing to see it happen like that. It was just as easy as it looks in the movies. Here’s my card, send me the script, I’ll show it to X & Y, and I bet they’ll do it for free because their gamers. It’s not my baby, so I won’t give specifics, but when it’s out there, I’ll talk about it here.

Satine and her crew showed up and we talked and had a good time.

I met +Jeremy Whalen, the guy doing a lot of Mark Hunt’s editing/layout, and at this late hour, I am drawing a blank on his name. We found an empty table to talk and were invited to play C&C by a woman and her husband we were visiting with after Satine & crew went to get supper. The woman was the GM and we had just gotten started when her husband ran out of steam. The rest of us talked until we dwindled away, and I returned to my hotel and did this article.

Sadly, tomorrow is the last day.

GaryCon Day 0, GaryCon Day 1, GaryCon Day 2, GaryCon Day 3, GaryCon Day 4, Gary Con Wrap Up

GaryCon Day 2

Today was a slower day, as far as events scheduled. I didn’t have anything scheduled until 1:00 PM. I planned to sleep in, but since I live in the Eastern Time Zone, I was wide awake at 6:30 AM Central time.

I went ahead and got ready and went to the Con.

I saw a few friends in passing in the hall, and visited with Jeff Easley to show him a picture my brother did, that I mentioned to him yesterday.

I then stopped by +John Reyst’s Open Gaming Store booth, where I met +Mark Hunt.  I recalled seeing a post about Gangbusters, but had not clicked that it was back. Mark is now the owner of the Gangbusters IP! I first learned of Mark with his prolific postings of items for White Star. Many know him for his DCC setting Drongo. With Gangbusters, he has little booklets filled with location ideas, like a diner, and NPCs that could also be used as pregens for con games.

Mark shared some of the reasons he is so prolific, in addition to being retired, but that’s a long story for another day.

While John, Mark, and I were visiting, Frank Mentzer comes up and signs copies of Razor Coast by Frog God Games, one a Swords & Wizardry variant and the other Pathfinder. I gave in and got the Swords & Wizardry one. However, I wasn’t able to get a massive discount for the defaced book that had been written in….

I then had to get something to eat before my 1:00 PM session: D&D Documentary Teaser and Q&A. Pat Kilbane is working on a D&D documentary. It is a third documentary unrelated to the other two documentaries now tied up in litigation. There is enough about this documentary, that I’m going to write up a separate article. In short, I will do what I can to promote it. My new friend, +Satine Phoenix, was one of the interviewees in the clips we were show, and she happened to join in, as she was in Frank Mentzer’s game following this 1 hour session.

Next was the big fun I was waiting for, playing D&D with a play test of a new adventure by Tim Kask. Only three players showed up and we needed more, so instead we played War of Kings.  You can order the game here. Tim said that he supported the Kickstarter because of how nice everything looked, but it is a good game and he really likes it. It is a strategy and resource management game. It has some different mechanics that are simple once it clicks how they work.

I then nearly missed a presentation on dice by Lou Zocchi. I put into my Google Calendar the wrong room name, and got discouraged, when I thought to check my registration information and learned of my mistake, and got there 20 minutes late.

There was supposed to be an artist’s gathering in the bar, but there was no sign, and there are two bars, so I didn’t find it.

The one suggestion I would make for the next GaryCon, is to have the room names and a map of the facility in the program booklet. Another suggestion would be to have a printout of events by slot. there were several printouts in each game area that listed events by event name. However, it would be helpful to find games in a given time slot.

Finally, I met up with some friends and we talked. Mention of a game was made, but we just talked. I ran out of steam, so left for my hotel.

I decided to hurry up and post this, and will make new articles with all of my GaryCon pictures and topics that need their own article.

GaryCon Day 0, GaryCon Day 1, GaryCon Day 2, GaryCon Day 3, GaryCon Day 4, Gary Con Wrap Up

GaryCon Day 1

Day one of GaryCon 8. I found Jeff Easley in the dealer’s room and got him to sign my DCC book on one of the pieces he did in it. I also asked him to sign my program booklet on his blurb in it. I then repeated that as I came across different people in the book.

I then located Jim Ward, across from Jeff Easley, and he graciously signed his blurb in my program booklet. He was also kind enough to wait while I ran to my car to get things for him to sign. He was surprised at what I had, but let me drag each piece out. Metamorphosis Alpha re-print from Lulu, the MA GM screen, Gods, Demi-Gods, and Heroes, my two Dieties and Demigods with Cthulhu, Greyhawk Adventures, and Legends & Lore, and finally the 2nd edition Gamma World I bought last summer.

Lou Zocchi had the clear crystal dice, similar to my original Game Science set that a couple disappeared when I think a kid at a con accidentally got a couple of mine. Lou was kind enough to sign my program and my 50 Things To Do With A d50.

Tim Kask came by the Game Science booth and was kind enough to sign his place in my program, and his forward in my hardcopy Swords & Wizardry.

Next I got Tom Wham and Ernie Gygax to sign their blurbs in the program. On the way in yesterday, I realized that I left my copy of Awful Green Things From Outer Space with my other board games, since I keep them separate from my RPG materials. Just a matter of storage. Oh, well….

I signed up for mostly panels on things that caught my interest, and only one game for the whole weekend. I knew I’d get in on other games.

Lou Zocchi asked me to go get him a program after he signed mine, so after I took all my newly signed books to my car, I did so. While there, I got recruited to play in the Castles and Crusades Tournament, starting in ten minutes. I had never played C&C, and this was only the second RPG tournament I had ever been in. The first one was 30+ years ago at ConQuest in Kansas City, MO.

The tournament did not have a lot signed up, so we started late, between delays in finding the table and the guy who recruited me getting enough other players. It was fun, and different. I just went to long without eating, and ran out of energy, until the table side service finally showed up, and hour after I asked a server to find someone to take my order.

Next I attended the Podcast Panel, with hosts from Game School, Gaming and BS, Cube of Death, Drink Spin Run, and Dead Games Society. +Satine Phoenix was one of the 8 panelists and only woman. Afterwards in the bar, I commented to her that the ratios of women to men seemed about right, and she pointed out that it is closer to 50/50 but a lot of women have husbands and boyfriends that don’t want them to play, or do things to discourage them, like kill off their characters. She gets a lot of women players out in Hollywood. We had an interesting conversation going, but the conversation got derailed with others coming up to speak.

Satine gave a bunch of us these d20 rings, that you can wear and roll a d20. Very cool.

I then asked for a picture, since others were getting pictures. I asked her if it was OK for me to post the picture on my blog.  She said, “Sure, what’s the name of your blog, we’ll do an intro.”

Me and Satine Phoenix
Me and Satine Phoenix

It took 5 or 6 takes because she stumbled on my name and the blog name the first time, and it took a few more for her to get the blog name right. I’ll post the blooper reel after I get home. It’s multiple files, but I want it in one video.

Later in the evening after the TSR Artists Panel, I got Steve Sullivan, David “Diesel” LaForce, and Larry Elmore.

Arter the panel, I ran into +Aaron Yonda, AKA +Chad Vader, and asked him to sign my program. I had met him in the morning at the con registration area, and talked with him a bit while we waiting. Aaron said, “Randy’s here, from the web series, we’re in the game library, he’ll be glad to sign.” So I added Randy Knight, who played Empire Market’s manager. Cool!

I then got something to eat for supper just before 10:00 PM. I waited too long to eat, so I ran out of steam. It was a long day, and a good one.

I look forward to tomorrow!

GaryCon Day 0, GaryCon Day 1, GaryCon Day 2, GaryCon Day 3, GaryCon Day 4, Gary Con Wrap Up

GaryCon Day 0

Well, here I am in my hotel room in Lake Geneva, WI. I got into town about 12:30 local time and first found the location of the con, since I am staying off site.

I didn’t realize just how big this combined property is, with various other places to stay, many appear to be as big as the Grand Geneva itself.

I was a big surprised to find a sign saying event location parking here, i.e. if you are not staying at the Grand Geneva, you have to park here. It announced a shuttle service. It is down a hill from the convention center, so if the weather turns bad, it will be “fun” if one elects to walk rather than wait for a ride. I found the front desk and asked if I was correct about that being where to park, and was told “yes”.

It is not a problem, other than an inconvenience for me personally, based on how much stuff I brought with me. I was hoping to get some things signed, but didn’t realize I’d have such a hike to haul it. I did get a cheap folding dolly on the off chance I had to use it to haul stuff a long distance. I’ll just have to plan things out and determine when is best to approach people. I have a lot of unscheduled time, so it should not be a problem to haul that stuff. I do know a couple of vendors, so I might be able to stash my stuff with them.

Yes, I used my busy schedule as an excuse not to do more due diligence.

So let’s pay the Joesky Tax and use this as an example of how adventurers should plan their trips with all of the available knowledge of those who have been there before, to alleviate and minimize the unexpected.

On to the fun stuff. The planners were busy going through stuff in boxes, like t-shirts, that will be at the registration booth

I then found at the end of this hallway it had a ‘T’ junction and to the right was some unrelated meeting in one room, and across from that were several people in a coat check room. I recognized one as Luke Gygax. I’ve never met him, but have seen his picture online. I knew he was busy, so I didn’t take the time to meet him.

One cool thing, is on the floor were several posters of covers of various modules and the TSR Lizardman logo, plus banners for KOTD and others.

20160302_124847

I then took the hall to the left and at another ‘T’ followed the signs to the right to the registration desk. On the way, I noted how the squat, square structure indicated this was probably built in the late 60’s/early 70’s, or at least designed in that time frame.

I also noted the squat, squarish hallways were very dungeon like. The ceiling might be 10 feet, but the hallways were 20 feet or more wide, with support pillars at one ‘T’ intersection.

As this building was once a Playboy Mansion, there was a display of items from that era of its history. (Yes, there’s a mirror in the back of the display case, so if you take a picture, you’re in it too….)

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It looks like things are quite busy, and will only get busier as the day wears on.

It would be cool to get in on some impromptu gaming, but this is Wednesday, and tonight is Session 98 of the Wednesday night AD&D game I’m in on Roll20. Session 100 will be the week of the 2nd anniversary of the campaign. I’m the only player who has made every session, although had to be late to a couple when travelling for work, or the day after my granddaughter was born last year. One of the players is caught in a time trap, that if we can’t figure a way to save him, he is dead.

I look forward to finding out if we can beat the trap, or lose the only character in the group, besides mine, who has been here since session 1. That other player, Antony, and myself are the only players who have stuck with it since session 1. If Antony’s character, Axel dies, we loose our 6th level dwarf fighter. My character, Thorfus, is a 7th level dwarf fighter.

What is so cool, is that this campaign was Antony’s introduction to playing table top RPG’s. Had he not told anyone he was a novice, we would not have known. He is a natural, and is now running his own campaign, with our DM, another player, and myself from the Wednesday night game. Better yet, Antony lives in England and games in what are for him the wee hours. He is not upset about the possibility of losing a character, who would be 7th level by now if not for a wight.

Antony sees the death of his character, whether by the time trap, or those who trapped him as a glorious story to tell. All this while I feel bad that I can’t think of a way to save him…. Anthony has remained quiet, not meta gaming his thoughts, so he is reveling in the anguish of the other players. The worst part is that Antony started a new job and is travelling and may not be able to join the game when we learn the fate of Axel. Just a few short hours until we learn what happens…..

[Updated with pictures and links to the rest of the series.]

All my articles on GaryCon 8: GaryCon Day 0, GaryCon Day 1, GaryCon Day 2, GaryCon Day 3, GaryCon Day 4, Gary Con Wrap Up

Magic Item – Artist’s Pencil, Pen, or Brush

A continuation of articles in the vein of marionettes and mimes.

The artist’s tool, whether a pencil, pen, or brush allows the artist to draw anything they can imagine.

The ability to draw functional/believable/recognizable items is granted by this item. If desired roll d% to gauge the artistic skill of the user for the remainder of the time they use this item. Low being child-like, and high being skilled or masterful.

Doors or openings drawn on dungeon walls do not guarantee an empty room on the other side. If a wall only has an expanse of solid stone indicated on the map, a room of sufficient size to hold the user and any companions is created. However, such random rooms have a chance to be populated from one of the creatures on the wandering monster charts for the level, either as per the dungeon key, the monster manual or other source. Roll for a random encounter as per the rules or as indicated on the dungeon key.

Such a room may be exited by the prior door, or a new door drawn on the wall. If it is again on a wall with only solid rock beyond repeat the procedure. A room exists as long as it is populated. Once the last creature leaves that room, it fades in 1d6 turns. NOTE: There is a 10% chance that such a room contains a door to a random location in the dungeon, or anywhere in the multiverse. Be creative! HINT: One of the locations for one of the One Page Dungeon Contests is good!

Items are of temporary duration, i.e. a single use or number of rounds or turns as specified by the DM. For example, a key drawn for a lock will only be good for that lock. Some DM’s may choose to rule that a new key must be drawn each time a lock is used.

A weapon or armor, such as a sword and shield may be used for one combat, one day, or one adventure, at the DM’s discretion.

Items can be drawn on any surface, even mid-air, such as a wall.

Magical pigments enhance the duration and effectiveness of magical brushes. Likewise magical inks do the same for magical pens.

The DM can rule there is a set number of uses or a way to maintain its effectiveness.

Cursed Artist’s Tool – These items cause the bearer to become obsessed with some hidden knowledge and they cannot stop their writing of long passages of prose, poetry, and equations. If they stop to eat they will draw the meal they need. If they stop to sleep, they will draw the magical chamber with a guardian to protect them.

Woe be to those who disturb the writings and so forth of the artist! this will cause him or her to not trust the one(s) to do this, and treat them with disdain or send drawings to deal with them.

If any try to take the tool from them, they grow enraged and resist with the strength of an ogre and the dexterity of a master thief. Anything they draw or paint to assist them in continuing their efforts will last until they are destroyed or the curse is removed.

Items drawn such as weapons will animate and defend the user while he or she continues their search for the truth. Each item drawn takes one round, and takes action on the following round.  If the artist is attacked successfully mid-drawing, the object has a 50% chance of being malformed but still helping the artist, or a wild and malevolent creation that first defends the artist, and if all are slain, then going after the artist to retrieve the tool and take it to some random location in the multiverse. NOTE: One of the locations for one of the One Page Dungeon Contests is good!

The artist will insist that they are on to something. The DM can plan the seed or allow the player to suggest something. There is a chance that there is some kernel of truth to this quest for truth. If the player convinces others that there is meaning and they go in search of glory or treasure, let them.

The type of crazy the artist has is player’s choice, calm, quiet, and brooding; Jack Nicholson in The Shining; crazed and wild eyed and excited, or raving etc.

Variation on Cursed Artist’s Tool – Instead of the mind altering version, this version causes any item drawn to benefit opponents of the bearer, a la Wile E. Coyote and the Road Runner.

Magic Item – Beret of the Mime

After yesterday’s spell and magic items, I have the idea of mimes.

The item is a beret that when worn requires the wearer to not speak to gain its benefits. Upon wearing the hat, they will know its requirements. NOTE: Some berets are accompanied by white gloves, and the most impressive items are a complete outfit of beret, white gloves, black and white striped shirt, black pants, and black shoes. If a complete outfit, the wearer must wear the entire outfit for the item to be effective. If only a hat or gloves, the wearer may wear armor. If a magic ring is worn, and they have a hat and gloves or full suit, they may wear only one glove….

The player will have to speak only to describe the actions of the player, or better yet, act them out!

Instead of using a bow, make a great demonstration of drawing and shooting a bow, and the imagined missile(s) become real and do real damage. These are magical items with a plus based on how well the player describes or mimes their actions. The damage will be a die based on how well they describe their actions. Minimal effort d4, good effort d6, really getting into it and drawing a powerful bow with fine arrows d8.

The mime beret allows the bearer to mime any action.

If they are being charged by a huge foe, like a giant or an army, the bearer can mime raising their arms as if there is a huge barrier now erected before their foes. This barrier will likewise limit/protect friends on the correct side.

When food and water run out, they can mime eating and drinking motions and satisfy their needs.

If they are injured, they can mime sewing up their wounds, binding them, or merely wiping them away.

They can mime loading and firing a ballista or siege weapon, or drawing a sword.

If the player can “sell it” the DM can allow it. Damage, healing and other effects in game are at the DM’s discretion.

For example, mimicking prayer for divine intervention will give an added chance to their normal roll based on how well they sell it. If a diety has not been specified prior to the attempt, a random diety will be attracted by the petitioner.

If the wearer speaks without first removing the beret, its operation is interrupted for 1d12 rounds after speaking stops.

Cursed Beret of the Mime – The wearer is trapped in a box every morning until they mime pulling a key out of their pocket and opening the door. The first time they put on the hat, this box immediately appears. Speech is prohibited, the wearer can make no sound. NPC’s will automatically understand the mime and go along with him or her, but fellow players will have to figure it out for themselves. The hat cannot be removed without remove curse.

Over time the face of the wearer of the cursed item will become more and more pale, until it is white, while the lips will redden.

Magic Item – Marionette

All I needed was this image that showed up in my G+ feed on this article. I haven’t read the article, I’m just going with what the image spurred in my imagination. I then had ideas for two more posts for the following days.

My idea is for both a spell and related magic items.

[I had this and subsequent ideas and couldn’t help myself other than to hurry up and write them down.  This is not polished, but gives the general idea.]

Spell: Marionette

AoE: one marionette and “twin” (or one higher value marionette)

Range: Touch/Control Range:

Components: V,S,M (the marionette or set, they are not consumed)

Duration: 2 turns plus 1 turn/level.

Level: 3

An independent “doll” free of strings is controlled by its “twin” connected to the strings of the control bars. The twin does not have to be identical in size. For example, it could dance on the caster’s palm and be easy to conceal/carry. In all other ways it must be substantially identical. Both items must be made by the same craftsman. One cannot mix and match the full-sized marionette with a different twin with a control bar. So if one item is ruined, the same craftsman is required to fix or replace it. Minimal sets of 100gp value are needed. Finely crafted sets of at least 1,000 gp may be crafted into magic items.

After the spell is cast, the caster may let go of the control bars, which will hang suspended in the air, to add protection spells, such as fire, cold, normal missiles. If the caster is interrupted while the control bar is thus suspended, the marionette will run away and behave in a mischievous manner that will be troublesome to friend and foe alike for the remainder of the spell’s duration.

Variation: A single marionette with control bar may be constructed of 3 times normal value. The marionette will walk free of the strings when the spell is cast. If the strings are damaged/separated from the marionette before the casting of the spell, it will not function, and the spell cast using such a component will fail.

Weight limit –20 gp/2 pounds.

Assisting Spells: Invisibility to make it stealthy, in addition to soft feet or shoes. Other types of protection spells may be cast on the marionette by the caster to make it more resilient/capable in its “mission”

Good for scouting, retrieving small items, etc.

Size: Small
HD: d4
Atks: none
AC: 6

Higher level casters can control tougher/larger dolls.

Wood –

Bronze –

Iron –

Other metals, such as adamantite or mithril require the ability to cast the spell for an iron marionette.

Design can be very plain or  very detailed but must be high quality materials and high quality workmanship the base wooden model minimum value 100 gold pieces.

Variation of spell – The marionette is able to leave the strings while the spellcaster manipulates the control bar.

If the spellcaster is damaged while controlling marionette there is a chance to lose control of the marionette. If the marionette is out of control there is a chance for the spell caster to regain control if control is not regained the marionette will act independently based on the last commands given, but will have the chance of a variation of that or random behavior.

If the control device is damaged the marionette is free and acting in a random manner there is a 1% chance per level for the spell caster to regain control long enough to end this behavior.

If the marionette is damaged while during the course of the spell the magic user must make a  saving throw or be stunned for 1d6 rounds.
If the marionette does not return to the control device before the ending of the spell, the magic user has 1d 6 hours to retrieve a marionette. There is a 50% chance that the spell will not work on this marionette for 1d6 days
The magic user may have multiple marionettes but only one marionette spell may be active on one marionette or set at a time.

Opposing spell casters of a higher level have a 1% chance per level to counter the spell and take over the marionette if they have a control device specified for this purpose there is a 30% chance + 1% chance per level of achieving this action.

Detection spells for information gathering maybe cast on the marionette prior to leaving the caster’s presence or a high level spell caster May enchant a marionette with these abilities 10% of all marionettes found will be marionettes with one or more detection spell capabilities.

Greater Marionette – Enables control of larger versions of medium or even large sized. This is a 5th level spell.

Magic Items:

Control Bar and strings for a marionette. Designed to control an independent marionette without the need to have its “twin”. Give the bearer a 30% chance + 1% per level to take control of an opposing caster’s marionette. It does not allow taking control of the marionette of a user with their own control bar. Some street performers have amazed their audiences with such items. Some of these are thieves who use their marionettes after the show for their foul purposes. The rich and powerful often pay handsomely for such an item for themselves or a spoiled child.

Necromancer’s control bar – Allows one to control a bone marionette, basically a skeleton. It animates an otherwise non-animated skeleton for 1d6 turns. The skeleton is in all respects as a skeleton, but able to do complex actions while under the control of the user. At the end of the duration of control, the skeleton falls to dust. Bodies of dead creatures still having flesh will have their flesh fall away. If used on an animated skeleton, it adds one to the HD for 1d6 turns. At the end of the time, if the skeleton makes its saving throw vs. magic it returns to being a normal skeleton, with any damage taken coming from the extra HD first.

Golem Control Bar – This control bar allows a magic user to control a golem. Roll to determine if the device controls flesh, clay, stone, iron, or all. Those that control clay elementals may be used by clerics. If the user of the item is not the same alignment or deity of the cleric that created the clay golem there will be additional difficulties involved.

____ Control Bar – A few texts reveal hints that some control bars have been designed for controlling different creatures. The user of the item is able to see and hear what the controlled creature hears. The user must understand any languages the creature hears or writing is sees. The creature gets a saving throw verses magic.

Cursed control bar – Anyone who picks up this item and makes a motion of controlling a marionette is now “stuck” in place and under the control of the next person to use the control bar. A remove curse will free the individual and great care must be taken to hide or destroy the control bar before someone else is affected.

Clerics have been known to craft marionettes covered with the symbols of their religion as an image of a deity or hero of their faith. Temples or holy places where clay golems are or have been constructed in any numbers are likely to have one of these in case of a rampaging golem. The chance to regain control of a rampaging clay golem is 10% plus 1% per level, unless the cleric who created the golem, then the base chance is 20%. Any clay golem that has rampaged and been brought back under control that rampages again, cannot be brought under control. If the control bar is destroyed within 1d6 turns of regaining control, the rampage will resume. After this time, the golem returns to its normal state and the control bar is no longer needed to control its actions.

Druids have been known to craft marionettes of only wood with wood and string controls.

Illusionists have a variation of the spell that lets them control one of their humanoid illusions beyond their sight.

Ideas For Hidden Items/Secret Doors

This is an exercise to help me with my own planning and preparation of adventures for hidden and secret items/treasure/doors/etc. I wanted a quick page to have all the things I wanted to make sure I considered when planning hidden item(s).

See this article on locks. My article on trade goods has some insight on items that might be hidden. Last year’s entry on V – Vaults for the A to Z Blogging Challenge. See also E – Entrances & Exits and D – Dungeons.

The d30 Sandbox Companion, d30 DM companion and other tools are a great way to figure out locations, guards, etc. Don’t forget the many tables in the 1st Edition Dungeon Master’s Guide.

I took these ideas and expanded them in my publication on DriveThruRPG: Locks, Vaults, and hiding Places [Affiliate Link].

Type of Hiding:

  1. In Plain Sight*
  2. Container**
  3. Magic***
  4. Hidden****
  5. Trap*****
  6. Combination of the above.

*This can vary from the object is in plain sight, but could be obscured in a minor way, it is very plain looking, it is in a room with multiple similar or identical objects, illusion, magic, mirrors, etc.

**Containers may be hidden or in plain sight. Containers are anything that holds something. Sacks, bags, bottles, kegs, casks, barrels, scroll cases, cups, glasses, chests, luggage, rooms, planets, pocket dimensions, etc.

***Includes magic and illusions. Any way that a spell can be used to hide something. Darkness, polymorph, invisibility, duo-dimension, etc.

****Hidden can vary in how well something is hidden from not well to devilishly clever. This type of hiding is non-magical.

*****One or more normal or non-magical traps that are part of the hidden location of the item(s).

Effort Given to Hiding:

How much time and effort the possessor and/or owner of an object spends hiding it determines how easily is is found and retrieved.

  1. Quick/Rushed – For example, a pickpocket hiding his new loot.
  2. A few uninterrupted minutes. – This is slightly better hidden, but without a known location to deposit it or a magic item or spell to place on it, one will not hide it too well.
  3. An hour to think and plan it.
  4. Days or more to plan it.
  5. Special building project, craft project, etc. to hide/conceal it.
  6. Magic and/or illusion to hide it.
  7. Guardian(s) placed to defend and prevent finding the hidden location.
  8. Inaccessible location – top of mountain, bottom of sea, middle of desert, etc.

A good example is the myths about Oak Island indicate that it is a vastly complex route to a hidden treasure. If it really is a hidden treasure chamber with various obstacles along the way, it shows maximum effort. Tides, weather, geology, hydrology, atmosphere, traps, barriers, etc.

Guardians:

  1. None* – Solely reliant on how well it is hidden.
  2. Obstacle – In addition to traps or hiding, there might be a moat, cavern, etc.
  3. Lock/Seal/Glyph – From physical locks to magical or holy/unholy protections.
  4. Normal creatures – from unintelligent to highly intelligent
  5. Magical creatures – from charmed normal creatures to magical creatures or even extra planar creatures.
  6. Combination**

*There might be no guards for other reasons, such as the guardians are dead or defeated by those who have gone before, but the hidden location/item(s) was not found.

**Combination could indicate competing groups out for the honor of guarding the item the best. This could lead to one group sabotaging the other or making it appear the other is the one who let the item(s) get found and removed from hiding.

NOTE: Guardians that are intelligent can be highly organized, like a secret society dedicated to keeping something hidden, or a tribe whose goal is to keep something hidden.

Guardians will also vary in how efficient and effective they are. A single guardian that has to eat will have to be away seeking food, unless there is a ready food supply. If the guardian eats adventurers, there will have to be a steady stream of new ones to feed the guardian to keep it from hunting.

Guardians with a large area to patrol will only be as effective as the amount of area they can survey/patrol.

The loyalty and dedication of guardians will also be a factor. A bound magical creature might have learned loopholes that it might use to let the item be found to spite the one who bound them. If the binding has a bit that will harm the bound if the item is recovered, it would motivate the guard to do a good job.

Lack of food, pay, discipline, etc. will have an impact on how motivated and loyal guards are.

NOTE: It is possible for the guardian to be the hiding spot, i.e. a large creature, like a dragon or some such has swallowed the item(s) and you have to slay the creature to get it.

Tools for guardians:

Intelligent guardians will be given tools they can use. Unintelligent guardians will have the environment designed to maximize the effectiveness of the guardian. For example, a ten foot cubic passageway around a room that is a ten foot cube patrolled by a gelatinous cube fed by the refuse from the sewers of the city above. Rats and other denizens of the sewers would be between the hiding spot and the character’s starting point.

A great aid to helping guardians do their job is that they don’t know the secret(s) needed to retrieve the item(s) or even the exact location of the hiding place.

  1. Knowledge – lore, map or other secrets to help protect item(s)
  2. Items – Specialty items whether normal or non-magical specific to keeping it hidden.
  3. Magic – Spells, charms, or magic items designed to help with the mission of guarding the item(s).

For a science fiction or modern setting, replace scrying devices with closed circuit TV, add motion sensors, laser defenses, etc.

What is hidden?

  1. Good guys hide something from bad guys.
  2. Bad guys hide something from good guys.
  3. Money
  4. Gems & Jewels
  5. Money, Gems & Jewels.
  6. Magic.
  7. Magic & Money
  8. Magic & Money, Gems & Jewels
  9. Unique interesting item – could be magical.
  10. Nothing*

*The reasons for this are manifold. The place of hiding was prepared, but the item was never put in place. The item was moved for cleaning and lost. The item was acquired by a prior person or group. More examples could be found.

To whom is the hidden valuable?

  1. The person who hid it. Others consider it junk, odd, etc.
  2. Specific species/race.
  3. Specific class.
  4. Specific alignment/affiliation/group with a common goal.
  5. Specific person/creature*
  6. Everyone who knows about it.**

*The big bad, the big good, some average Joe, like a farmer, player character, dragon, lich, diety, demon, devil, etc.

**Watch It’s a Mad, Mad, Mad, Mad World to get an idea of how this might work.

Multi-part items with multiple hiding spots

Just like Harry Potter seeking the horcruxes of Voldemoort, each hidden in its own unique way, a multi-part item or treasure could contain clues or the requirements to find other location(s).

This gets complicated. Each individual location is subject to each of the above criteria, in addition to the specifics of the item.

Take a mythical 7 part item. In the initial hiding the only way to find the items is to find them in the correct sequence. If you find item 7 first you can’t find item one or six, since an item only tells you how to find the next item. In addition, over the ages, some items have been found or moved, or the custodian(s) of the items did not place the item in its hiding spot.

I need to start an adventure with finding the last item in a series and seeing if the party takes the bait to figure out how to find the rest of it. Lots of money spent with one or more sages, wizards, and clerics seeking clues.

Custodians – Similar to guardians, and may be a subset of elite/senior guardians who actually know the secret location and many of the secrets to get close to the item, and even interact with it. As a last resort, custodians can move that which is hidden.

AD&D With A First Time DM

I have mentioned a few times on this blog that I play in a weekly Wednesday night AD&D game on Roll20. We played session 96 last week, and session 97 next week. The 2nd anniversary of the campaign will be the same week we hit session 100!

Antony, the only remaining player, besides myself, still around and active since session 1, ran his first session of AD&D. He also played a few sessions in one of my Metamorphosis Alpha Roll20 groups, before things went on hiatus after Thanksgiving.

He shares his thoughts on a YouTube video on his gaming channel, +ManicInsomniac. His channel is mostly about play throughs of computer games. It’s not my thing, but if you’re interested, there it is.

Antony joined the Roll20 game in which we are both players as a new player. I had no idea from the way he played that he had never played a table top RPG.

Similarly, when he ran his first session as a DM, had I not known it was his first session, I would never have known it. There were some Roll20 hiccups and some things that seem to come up every first session of a new campaign. He left us wanting more, and we are looking to next Sunday.

Antony was kind in saying that one of the players, he could only mean me, had been playing about as long as he has been alive. I actually think it is closer to a decade before he was born, if I recall his age correctly. lol

We gave advice on planning, etc. and he took all the advice he asked for to heart. He put a lot of time into it, and found that we did try to do the things he had not planned on, and did not do some of the things he was ready for.

Antony ran a sandbox style game. He gave us a job to start, but what we did with that job, and how we acted following the job, helped him to practice thinking on his feet.

This is what the game is about. Attract new players get them involved and show them how it can be done. Antony has stepped up to the next level or play to be a GM. It is so cool that I had a small role to play in that!

Yes – that’s his map above. What a lot of skill! I think Antony has the skill to publish his own modules and doing his own maps, if that caught his interest.

More Variation on Magic Items

The last two days I wrote posts on magic dishes here and here.

This got me to thinking about ways to mix up magic items so that they are not the same rods, staves, wands, rings, scrolls, or expected miscellaneous items as listed in the DMG or other resource.

You roll up a ring of invisibility, but what else might it be besides a ring? How to decide?

You can make up a table and roll (Go ahead, I’ll wait while you make a table….)

Oh, good, you’re back.

Another way to do it is when sitting at your desk or table or other location prepping for the next session, or at some other time between sessions and prep time, look for an ordinary every day item. What might it be? If you keep your work area spartan, you may have few choices. If like me, you best efforts to minimize falter when things get busy, you might have a wealth of things to choose from. Letter opener, paper clip, business cards, pen, pencil, eraser, coffee cup, index card, scissors, ruler, flashlight, battery, eraser, etc.

Go to your junk drawer in the kitchen and see what unexpected thing is in there.

Generating ideas doesn’t have to come from rolling dice or struggling to come up with yet another idea to round out your table to roll up something.

What is the weirdest thing your locker mate in high school ever had in the locker?

What object(s) did your grandparents or in-laws have that stood out until you got used to them? They might be the item you think of if you imagine being inside their house.

Go to a flea market or swap meet and make a list of all the things that catch your imagination.

A meat grinder that plays Danse Macabe and animates d12 skeletons once per day.

A feather duster that causes a gust of wind once per day.

A frying pan that is +2 vs. all who rob or invade the home.

A cutting board that functions as a lid to a portable hole. You can fit a lot of scraps in there….

A piece of furniture that functions as a portal to another world….

CAT 5 cord of strangulation or tripping.

I need to remember to keep a list of things I see that are ordinary but would make an interesting magic item. I made a list in Evernote, since I use it for all kinds of other lists.