Shared posts

07 Jul 18:48

Maze of the Vanilla Medusa

by Zak Sabbath


First:

Here is an interview with me talking about Jeff Grubb's Marvel Superheroes game--and why I like it better than all other superhero games. In a lot of detail.

Second:

Many of you know James Raggi, who usually publishes game books I make, but you don't know Ken Baumann of Satyr Press, who published Maze of the Blue Medusa when it became clear James had too much on his plate this year to put it out (and that's a good thing--James should get behind a variety of stuff). Here's Ken Baumann, child star and literary publisher, explaining to a non-rpg audience why he put this book out. And here's a review that compares the Maze to a city in Croatia.

Third:

It's cool that we got nominated for 5 Ennies--if you're worried about the great DIY D&D stuff that got overlooked, you have a wee bit of time left to register to be an Ennie judge next year.

Fourth:

The actual blog entry--

I've noticed that if you have a weird room and a weird monster (not just reskinned weird,  but like what it does is weird) then sometimes it's super fun but sometimes it's just incomprehensible.

Weird rooms plus nothing is sometimes spooky but sometimes just like the players are like whatevs and walk past.

Weird room plus normal monster though--that's almost always a good time. Understandable enough that players can use their heads, novel enough that they have to.

The first draft of The Maze of the Blue Medusa--based on my map/picture--had a lot of weird rooms. (Patrick talks about how we changed it over the drafts here).

My thought was: ok, so we can get away with some normalish monsters especially on the wandering monster table--things that just try to kill and eat you and don't, like, want to buy your legs and turn them into crystal in order to build a monument to their Glassfisted God or whatever. The Chameleon Women, for example, are, mechanically, just stealthy humanoids packing one spellcaster per group. However, even the relatively simple creatures, in the environment of the maze, sometimes just make people go "Ok what the fuck Quay Bros shit is it this time?"

So anyway, point is I think the Maze tastes good with a scoop of vanilla--and the Wandering Monster chart is a good place to put it, since there are a lot of unique monsters on it that will probably get killed and just be replaced with more chameleon women. It would probably make this guy happy, too (though if he wanted to look at the art why'd he get it on pdf?).

So, here's a list of vanilla monsters you can toss in as your players trip through those 300 rooms.

Bats

d100 bats. The AD&D rule for bats is there's a (# of bats)% chance of putting out torches. I think the Maze is a lot more interesting as a true resource-depleting dungeon, then when you run out of stuff you face the difficult choice of finding a hidden exit, finding a way past Lady Crucem Capelli or Mad Maxing supplies together from scraps and stolen equipment inside the dungeon.

Diseases are an option with bats but I kind of hate them in D&D because either you get rid of them and, yay, just made the cleric do a thing or you don't in which case you just hate your character for a while. Or they're "interesting" (now your piss is lobsters!) which is kind of a gonzo grotty zany Old School cliche.


Beholder

Not exactly a vanilla monster, but a standard one. Plus something where at least you know just how scary it is on sight, unlike all the other cryptic bosses hiding in the Maze. Or maybe it's just a gas spore. Maybe not wandering, maybe tucked away in one of the hidden rooms.


Arya Fucking Stark

Faceless assassin 13-year old. But who is she trying to kill? Maybe one of the statues? In which case how? And who is she pretending to be?


Blindheim

The frog so fucked looking you go blind is a good cascade-effect monster. Plus like did we do frogs? Don't think there's any frogs in there.


Carrion Crawler

Scavengers go wherever, right? 


Drow

The drow are so fucking Maze. They'd be like shit who built this lit Maze we should kick it with them this is so #goals. We should kick it with them and turn them into weird spider hate cult friends underground. Whoever built this place must've read Vault of the Drow like...twice. Definitely that. And then they'd be like whaaat? Party of adventurers? You are asleep with our sleepy dust crossbows and we don't give a FUCK. Let's find something blue to touch until it's blaaaack and then resist 25% of all yr magic.


Goblin

Goblins are, as established, bad ideas. Going into the Maze is a bad idea. They'll talk backwards and try to steal art. Players will be like "Hah, idiots" and then the goblins will punch them and then what? The players punch them back but..wait, fuck, some of them are


Nilbogs

haha. Nilbogs get hit points when you hit them. Fucking read a Fiend Folio illiterates.


Lava children

Speaking of the Folio, just like "You hear a hissing sound down the corridor and smell sulfur". And a representative of WOTC is like "We decided it was inappropriate to have players murdering things that basically look like human children" and you'll be like "Yeah we're the OSR, you're lucky you have us, huh?" and then the players fail their Wis save and hug the babies and then scalding.


NPC party

NPC adventurers are like chickens, they're good with anything and they can replace you if you die. Tom Middenmurk's are the best.


Pudding

I can very easily see a chubby blanket of custardthick ooze like the unyellow part of a sunnyside egg scouring the lonesome smooth corridors. Color indicates resistance type: red= edged, blue=fire, etc. Standard biomedical approach to oozes: trial and error it until you get the right combo, then remember which is which. unless everyone who fought oozes last time is dead...


Rats

Rats start to look pretty tasty after all your food's been eaten by rats.



Wizard

In search of exotic stuff to put in stuff and do wizard stuff with. Probably the boss of like the goblins. Accompanied by 2 or 3 at all times.

07 Jul 13:54

skerrick: Dictionary.com Word of the Day

skerrick: a small piece or quantity; a bit.
04 Jul 14:01

Nyctites Are...

by Zak Sabbath
Nyctites are benighted--not fallen but failed souls, collateral damage in divine conflicts. A Nyctite is what happens when you are granted immortality by a god that then dies.

The body and essence of the ex-saint go on as promised--bound to each other, but bound also to empty concepts, they are not undead, but their ability to grow and change is held forever in a trauma of psychoclastic stasis.

Everything they believed is wrong, and they hold to it, molding themselves into a negative image of it--like a fossil formed by the piled shells of parasitizes and dirt.
 
Nyctites form, in aggregate, nuclear shadows of their absent gods formed in the awful convulsion of the Nyctocaustic event. Ever-seeking derelicts of belief, they are curious about everything, but have faith in nothing. Unwilling to cede the personal power derived from conglomerated ideas they now know haven't worked for eons, their restlessness might render them true artists if only they could commit to anything long enough to get something done. As is, their projects are curiously incomplete.

Nyctites take care never to obey the strictures and superstitions and homilies of their former lives, even incidentally--Nyctites of Unamm-Tathra, Lord of Fists never raise their hand as dawn is breaking and never strike a blow, Nyctites of Ferox the Incinerator avoid ecstasies during electrical storms and look askance at reptiles thatmove by night, Nyctites of the Mistress of Sacs never drink from anything larger than their own heads.

Likewise their abilities are dominated by the theme of lacunae--a Nyctite possesses access to divine magic and abilities as a Paladin or Cleric of the level they were when their god fell, however:
-they have access to any spell that their canonizing god would never have granted during its lifetime
-they have access only to those spells
-they may use as many as they want per day
-they may never use the same spell twice
 Typical Nyctite

AC: 12 (semi-substantial)
Hit points: 25 (as 5th level Cleric)
Saving Throws: Everything but Wisdom
Damage Immunities: Necrotic damage, Radiant damage
Vulnerabilities: Double damage from domains associated with their former master
Atk: +5 By weapon type (whatever weapon would be blasphemous in their dead religion)
Abilities: Any cleric spell up to 3rd level that would violate their former faith at will, never the same spell twice

This adventure-- Galleries of the Nyctites --features Nyctites of a slain nature god, possibly Rallathil.

03 Jul 20:10

tourbillion: Dictionary.com Word of the Day

tourbillion: a whirlwind or something resembling a whirlwind.
03 Jul 14:46

Moving to new blog

by Busty Superhero Chick
Hi!

After almost eight years, this blog will be basically shutting down.

What?  Oh, no -  I'm not going away - I'm just moving to a new neighborhood!

Here's the deal: the first issue of The Mighty Andromeda is finally closing in, and the purpose of this blog is about to change in a drastic way - so drastic that it is easier to just create a new blog rather than try to repurpose this blog.  Understand that I love this blog - this is where it all started for me, and this is where I reached out to the online world, and the online world reached back, and in ways that I never imagined.  This is where it all began for me before I was ever on Facebook.

And speaking of Facebook, I still haven't heard a peep as to why my account got suspended.  Rather than create a new account and invite the possibility of being suspended again (since I don't know why I was suspended in the first place), I have chosen to not make a new account until I hear from FB; or until my old FB account is reactivated.  I wish they would tell me what I did.  Anyway...

There will be a new blog, with a new purpose, and it's to serve both for the comic, and for Araujo Arts, the company that brings you the comic, and that has brought me to you through this blog, and until recently, through FB.  I work for the boss of AA, whom you know through me as "the boss".  His name is John Araujo, and along with my continued role as a blogger and reviewer, he also will be contributing posts to the new blog, called (/drumroll):

Andi4Indies

Why "Andi4Indies"?  Because, along with promoting TMA, AA, and any other news concerning the company and its products, we will also be promoting the friends we have made over these past eight years, our fellow independent comic creators, who have had an indispensable role in helping to bring about the TMA comic.  In essence, the Andi4Indies blog is our thank-you for their assistance.  We couldn't have gotten this close without them!

So "Andi4Indies" means

"Andi" - that is, me, your friendly neighborhood blogger
"4" - that is, "for"
"Indies" - our independent comic creator friends.

Thus, it's "Andi for Indies".  Cute, huh?  :-)

Like I said above, the new blog will have me continuing my role as blogger and reviewer, and will also have the boss making contributions, but also - we will be encouraging guest columns and guest reviewers, and we will help promote our indie creator friends.  So basically we're expanding what we do with the blog, and now you see why it was easier to just make a new blog!

It's only recently made, and we're going to be experimenting with what we want to do, but we hope that it will serve its purpose of reaching out to the same online world that helped bring about The Mighty One to your home.

Thank you for reading Busty Superhero Chick.  This blog will always hold a special place in my heart.  :-D

But it's now time for new challenges, and new adventures.  Join me at the new blog, won't you?

See you there, my little nerdlings!  :-)


29 Jun 22:10

Advertising 101

by Jessica Hagy

card4927

Share and Enjoy:DiggStumbleUpondel.icio.usFacebookTwitterGoogle Bookmarks

The post Advertising 101 appeared first on Indexed.

29 Jun 22:09

Touchers, Bastards, Expeditionary Gourmets, etc

by Zak Sabbath
Some organizations...


Cult of the Cold White Flame
These elves think that life (as in the actual years) comes from a common fuel (the fat of Istykk, the first beast) and that each life is a flame burning up this fuel. So over time they evolved from sort of Greenpeace on steroids into a full-on assassin cult and then into a going concern. They take young elves from their cradles at the age of 50 and train them to, for a modest fee, take life unworthy of life, leaving more for the worthy. A formidable political force at this time.


The Hundred Utter Bastards
Illegitimate offspring of the Negatsar, clockwork lord of the Chaos Wastes. Spymasters all, immortal, immobile and alcoholic.  Each knows one word of the sentence that would undo the world. They communicate via pastries containing missives.


The Scattered House
Originating in the Exotic East, these seekers gather arcane wisdom from all nations. No member may stand in the presence of another and live--a bylaw which contributes to their organization's global reach. Their surreptitious and labyrinthine scroll caches are guarded by mechanisms and things without minds.


The Touchers
Formally called the Haptic League. A society of enthusiasts, collectors of sensations. It is said that, in aggregate, they have touched all things, from the ears of the Bloat Leviathan to the hidden lips of Agricola Pork, the Foaming Slut. Their various archives include not only descriptions rich in the language of the tactile, but detailed (if less ecstatic) records of sources and methods exploited in order to accomplish members' more audacious feats of palpation.


The Catafalque
Art historians and literary critics--mostly male, mostly gay, mostly human, mostly native to Vornheim, mostly upper class, secretly dedicated to protecting the city-state from the depredations of foreign intrigue, generally on cultural grounds, but occasionally also in the interest of preserving the city-state's relatively (very relatively) egalitarian traditions. Kind of based on the Cambridge spies, but nicer. Usually. To locals. 


Temple of Quiet Sliding
Briefly mentioned in Mei Lung Chen-Shan-Tien-Kung-Te and Michael Pondsmith's Kara-Tur Volume I, these esoteric geometers believe that by initiating certain subtle spiritual and geological realignments they will bring about….something. No one knows. They spread their doctrine through a curiously absorbing form of shadow-puppet theatre known as The Anathra and are masters of the sinuous and deadly arts of the Sleeping Hook.


Pitchkit and the Fuckwads
A mercenary company of ill-repute, consisting of the titular Pitchkit--a fighter deeply eloquent in the saltfish poetry of the lower city, a traitorous thief, an arrogant wizard, a drunken dwarf,  a sanctimonious cleric, and the inimitable Gutboy Barrelhouse. They carry a dizzying variety of dull but useful magical items, advance at exactly the same rate as the player characters and are fond of choosing the same targets. At the first sign of genuine trouble, Pitchkit will flee and attempt to recruit new Fuckwads to fit the roles of his soon-to-be-departed comrades.


Pack Slathering
987 gnolls of the fearsome subpolar strain, now led by Heavy Sister and Twinspine. Tales of the pack have driven children home before dusk for three generations. They eat whatsoever they behold and weaponize whatever they can't digest. They wield barbed whips of entrails, howl from mountain peaks, and love naught but gold and Demogorgon.


Société Gustatifs
These gourmets of the Upper City bankroll expeditions to all edges of the cube--from the cliffside inns of the frozen Kraal to the renowned and sweltering breakfisheries in Drownesia's Bay of Ugly Fathers--in order to maintain and update their esteemed Guide de Cuisson et Tavernes dans le Monde Entier. Their monomaniacal project is to leave no recipe unrecorded, no rarity untasted, no chef uninterviewed and no tavern unrated. Contracts from the Société are well-paid and highly prized, and parties hoping for a commission must possess the survival skills necessary to reach the uncharted eateries at the edges of the world, as well as at least one member able to read and write and at least one whose palate is refined enough to pass the formidable Test of Seven Sauces.


The Unmated Glove
A alliance of theatrical advocates, intercessionary priests, pig whisperers, trial gladiators and other lawyers dedicated to increasing demand for their own services via the covert and widespread initiation of personal catastrophes among possible clients. Their agents (known as Ruiners) move fences, dry wells, destroy marriages, embezzle funds, frame partners and generally make life arbitrarily difficult among such classes as are able to hire professional legal representation. As their activities are profoundly illicit and the variety of contests required by different branches of Vornheim law are near infinite, the organization's members have both the motivation and the skillset necessary to resist nearly any attempt to unmask them.


Die Zitterspinnen

Depraved sensualists enamored of spider-choked orgies and casual mutilation. Dedicated collectors of rare silks, expensive pornography and human medical novelties, inciters of weird boners. Remarkably persistent, associated with blackmail schemes and old scandals, suspected of alliances with Nephilidia and/or the cults of Lolth, possibly just callous and very kinky.
-
-
-
29 Jun 22:00

Zak's 5e-Hack Character Gen

by Zak Sabbath
This is only for first level.

This is mostly here for my reference during character gen or for people asking what I did to change 5e. Includes a lot of minor hacks, biggest ones probably being hit points knocked back to Old School scale and no cantrips.

If you know what class you want: roll stats on 3d6, arrange to taste.

If you don't: roll 3d6 in order, choose class after.

CLASSES:

These index cards are designed to be used by experienced players and new players since we get alotta both at my house:
Alice:

Witch/Warlock:
Roll twice here and once here


RACES


Parents for tieflings here.

Elf home villages are here.
BACKGROUNDS
only skills and stuff are listed, other changes from default 5e in red

Clergy, nun etc-Insight, Religion, extra language A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

Charlatan-Deception, Sleight of Hand,  A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

Criminal-Deception, Stealth, A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Spy-as criminal above, trade out perception for stealth if you want

Entertainer-Acrobatics, Performance, A musical instrument (one o f your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

Gladiator-as above, plus add an exotic thrown or hand weapon

Folk Hero-Animal Handling, Survival,A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Guild Artisan-Insight, Persuasion, A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp, roll on vornheim business table Random jobs here

Merchant-as guild artisan above Random jobs here

Hermit-Medicine, Religion, A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

Noble-History, Persuasion,  A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Knight-as noble above

Outlander-Athletics, Survival, A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

Sage-Arcana, History, 2 extra languages, A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Sailor-Athletics, Perception, extra language,, A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

Pirate-as sailor

Soldier-Athletics, Intimidation, An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece o f a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

Urchin--Sleight of hand, Stealth, Disguise kit, thieves’ tools, A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp


EQUIPMENT:

 You have a knife and another melee weapon of your choice and a backpack. If you are a cleric you have a holy symbol, if you're a wizard you have a spellbook.

Roll d20 on this table until you get the same result twice or the table instructs you otherwise

1. Shield or helmet AC +2
2. Leather armor +1
3. Studded/ring mail AC +3 or take leather armor or a cloak and (no matter what you choose) roll d10+9 on this table from now on
4. Scale mail AC +4 or take leather armor or a cloak and (no matter what you choose) roll d10+9 on this table from now on
5. Chain mail AC +6 or take leather armor or a cloak and (no matter what you choose) roll d10+9 on this table from now on
6. Splint mail AC +7 or take leather armor or a cloak and (no matter what you choose) roll d10+9 on this table from now on
7. Plate mail AC +8 or take leather armor or a cloak and (no matter what you choose) roll d10+9 on this table from now on
8. Crossbow w/10 bolts 
9. Roll D20+ charisma mod. DC=15 If you fail, take one thing, if you succeed, choose a number of things off this list equal to the number over 15, then stop.
10. Mirror, wolvesbane or 10' pole
11. 100gp or or thieves' tools
12. 5 torches + 2d4 oils
13. Rope
14. Grappling hook
15. Bedroll + some mundane object smaller than a breadbox not on this table
16. Caltrops or 10' chain
17. Melee weapon of your choice, it may be throwable
18. Short bow w/10 arrows
19. Lantern + 2d4 oils
20. Rations: 1 week +Wineskin

WEAPON LIST:


WHERE ARE YOU FROM?
Roll d20 if you want
Dwarves don't roll here
Dark elves are always from Drownesia or a random hex

1-8 Vornheim if human or half-elf, Chaos Wastes if Half Orc or Tiefling, Gaxen Kane if Goblin, Nornrik if White Elf, The Black Ocean if Sea Elf, Far Lands otherwise
9-11 Elsewhere on the Northern continent
12-14 Hakleth Archipelago
15-16 Voivodja
17 Chaos Wastes
18 Yoon-Suin
19 Southern Continent (like deserts, etc)
20 Random Hex, roll d4-1, d10, d10, d10

FIRST LEVEL SPELLS
New or altered spells in red

CLERIC SPELLS

Bane (-d4 to enemies, Cha save, Concentration up to 1 min)
Bless (+d4 to friends, Cha save, Concentration up to 1 min)
Command (Wis save, any 1 word command)
Create or Destroy Water (10 gallons)
Cure Wounds (d6+wis mod)
Detect Evil and Good (Concentration, up to 10 mins blocked by a foot of stone etc)
Detect Magic (Concentration, up to 10 mins blocked by a foot of stone etc)
Detect Poison and Disease (Concentration, up to 10 mins, blocked by a foot of stone etc)
Inflict Wounds  (d6+wis mod touch attack, verbal component only)
Protection from Evil and Good (concentration up to 10mins, one creature, foes have disadvantage & can't be mentally attacked)
Purify Food and Drink
Sanctuary (1 min, range 30', enemies need wis save to attack, if target attacks, spell ends)
Shield of Faith (60 ft, concentration up to 10 mins, +2 ac)

removed:

Entangle
Guiding Bolt
Healing Word

DRUID SPELLS


Create or Destroy Water (10 gallons)

Cure Wounds (d6+wis mod)
Detect Unnatural (includes monsters and arcane magic--Concentration, up to 10 mins)
Detect Poison and Disease (Concentration, up to 10 mins, blocked by a foot of stone etc)
Entangle (concentration, up to 1 min, str check each rnd to escape, 20ft square)
Faerie Fire (60ft, conc up to 1 min, dex save, everyone has advantage to hit)
Fog Cloud (20 tft radius, heavily obscured, lasts until dispersed by wind etc)
Hunter's Mark (touch or transferred w/weapon, target becomes extremely tasty-smelling to animal-int creature of Druid's choice, 1 hr)
Jump (triple jump distance, 1 minute, cricket legs)
Longstrider (longer legs, +10ft to speed, 1 hr)
Animal Messenger -cause one ordinary animal cat size or smaller to carry a message of any length to anyone
Moon Sickle (hand weapon, lasts 1 min, d6 damage, blinds who it hits for 1 round)
Purify Food and Drink
Shillelagh magic staff does d12 damage lasts 1 min
Skin Chain  (touch a target skin-to-skin. That target becomes glued to the wizard. Anyone touching the target with bare flesh becomes glued to the target and on and on. Concentration)
Speak with Animals (10 mins)
Thorn Whip does d8 damage plus dex save or be disarmed lasts 1 min 

Removed:
Charm Person
Healing Word
Thunderwave

WIZARD/SORCERESS WITCH/WARLOCK SPELLS

Alarm (casting time 1 min, lasts 8hrs)
Charm Person (Wis save at beginning & whenever you ask for something heavy, lasts until save made)
Color Spray (15-ft cone, affects 6d10 worth of creatures, weakest first, blinds for a rnd)
Comprehend Languages (lasts 1 hr, must touch text if written)
Detect Magic (Concentration, up to 10 mins)
Disguise Self (minor illusion, 1 hour, Int check & inspection to defeat)
Drunk Reversal (exchange blood alcohol level of two touched targets)
Expeditious Retreat (2x speed concentration up to 1o mins)
False Life (d4+4 temporary hp, 1 hour)
False Sensation--Cause target to hear or smell an imaginary thing, lasts one round
Feather Fall (1 min,)
Floating Disk (1 hr)
Fog Cloud (20 tft radius, heavily obscured, lasts until dispersed by wind etc)
Grease (10 ft square, permanent )
Hideous Laughter (target lies prone laughing, conc up to 1 min, wis save each rnd, wis sav at adv each time targets hurt, affects 1 target in hearing range)
Identify (takes 1 min to cast)
Illusory Script (writing looks like some other writing up to 10 days to targets of choice)
Mage Armor (ac= 13+dex mod for unarmored ally lasts until next sunrise or sundown)
Mending-Fix a single break in any non-magic inorganic object
Power word vomit: affects all but caster in earshot, con save or throw up lose 1 action
Protection from Evil and Good (concentration up to 10mins, one creature, foes have disadvantage & can't be mentally attacked)
Reduce (Touch, lasts 1 min, shrink 50%)
Skin Chain  (touch a target skin-to-skin. That target becomes glued to the wizard. Anyone touching the target with bare flesh becomes glued to the target and on and on. Concentration)
Shield (+5 bonus to ac in reaction to attack for 1 rnd)
Silent Image (concentration up to 10 mins, illusion, int check + round of investigation to id)
Sleep (20 ft, 5d8 hp of creatures, weakest 1st, no save but wakes easily)
Unseen Servant: (1 hr telekinesis 60 ft)

Removed:

Burning Hands
Jump
Longstrider
Magic Missile
Thunderwave


28 Jun 20:20

So hot right now.

by Jessica Hagy

card4926

Share and Enjoy:DiggStumbleUpondel.icio.usFacebookTwitterGoogle Bookmarks

The post So hot right now. appeared first on Indexed.

28 Jun 17:45

automagical: Dictionary.com Word of the Day

automagical: done, operating, or happening in a way that is hidden from or not understood by the user, and in that sense, apparently “magical.”
28 Jun 17:45

Tired By TeraS

by TeraS

Another of these short stories that I have been writing of late. Sometimes the words that come feel like all that can be managed, but, sometimes, even Queen Tera can learn new things when she is …

 

Tired
By TeraS

 

There comes a time when one’s soul is worn. That can be due to any number of reasons, expectations, needs, wants or, more often than not, simply a point at which one’s soul, no matter how well intentioned, cannot give anything more.

It is, to be blunt, when one is tired.

However, Tera wasn’t a soul willing to say she was ‘tired’ as an excuse. Being who she was, it was perfectly acceptable for her to put her head down, gather her strength and keep pushing onwards.

Of late, the Realm had faced a moment which had cut deeply into Tera, her Eternal, and all of their family. A loss had been suffered, one that Tera knew, fully well, was going to be with her and those she loved for the rest of time. She didn’t want to say she was tired—not exactly—so, when she was asked how she was, her answer was to smile, wave the question off, and then focus herself upon the soul that had asked the question.

She might be tired, but she would manage.

This was how she explained things to everyone that asked the question of her. The slight dip in her tail, the wan smile on occasion when she thought no one was looking, however, couldn’t hide the truth from those that knew her well.

She was tired.

The offers of help, of taking some of the load from her shoulders, were, of course, kindly refused. She couldn’t possibly ask of others to do the things she needed to do. After all, the Queen of the Realm couldn’t possibly allow herself to be tired, to falter … to be … less than perfect, after all.

But she was tired.

She’d push herself to the limit and then some, for that was how her mind worked, of course. It didn’t matter that some mornings she didn’t want to get out of bed. Or that, one afternoon, she found herself curled up on the leather couch in her office.

She was tired, so the Receptionist didn’t wake her.

When Tera awoke, somewhat miffed at herself for resting for a time, the Receptionist replied: “You were tired. I took care of things.” Being pushed out the door and sent home was a surprise. But she was tired and Tera couldn’t quite manage to be that upset with her.

She was tired, and that took a bit out of her.

She was surprised to find her Heart waiting outside for her. When she asked why he was there, his answer—“You’re tired. I’ll drive”—was one with which she couldn’t argue. She curled up beside him, sleeping as he drove her home.

She was tired, too tired to drive herself.

She stirred when he gently touched her hand—they had arrived home—but she didn’t wake. She didn’t notice the door being opened, her Eternal thanking her Heart for looking after them both. She wasn’t really aware of being carried inside, either. When one is very tired, one simply is.

And she was tired … very tired.

She didn’t wake when her Eternal laid her in bed, but she knew when he curled up with her. Her breathing calmed when their souls touched, their heartbeats matched, and they both managed to fall asleep.

They were both tired, even if they didn’t want to admit it.

It is a strength to give of oneself selflessly, but it is not selfish to admit to the ones you love that you are tired. They are there to help, to love, to support, and to be there. Being tired isn’t an excuse not to ask. Accepting the help of those that love you is not being poor in one’s soul.

Even Tera can accept that … eventually.

Though she will try to repay that kindness twice over, though she will work herself to the edge and beyond in order to make up all that she feels that she needed to do. Being tired is only for this moment and not in the thing that matters the most.

Even so, she and her Eternal will awaken to some nice salads, a carafe of iced tea, and some cookies, all in a basket on their porch, along with huggles from her heart.

Her love will never be tired … neither will the love of all those around her.

24 Jun 12:02

Holidays & Days of Note for June 24, 2016*   St....



Holidays & Days of Note for June 24, 2016

*   St. John’s Day. Use to be a big deal, as big or even bigger than Christmas in some places, day for lighting bonfires for St. John the oldest of the saints’ days in the Greek and Latin calendars.

*   Feast of the Sun (Aztec)

*   It was on the 24th in 1717 that the Masons went public in London.

*   This is the day on which Shakespeare’s Mid-Summer’s Night Dream took place, it is also the date that people thought Fairies were most likely to be active.

*   Festival of Mati-Syra-Zemlya “Damp Mother Earth” & Zemlya’s Night (Slavic Lands).

*   The 24th is the Day King Edward III founded the Order of the Garter in 1348, which some believe was secretly tied to the pre-Christian Pagan beliefs of Europe.

*   By tradition this is the day the Pied Piper lead 130 children out of the town of Hamlin and into a mountain.

*   It was on this day in 1694 that the Utopian community known as Woman of the Wilderness (which was all male) made up of Primitive Christians, alchemists, & mystics landed in what would come to be known as Germantown, Pennsylvania.

*   It was on this day in 1701 that the above community said they were visited by a glowing white sphere while burning their St. J Day fires.

*   This is also the day in 1947 that Kenneth Arnold claimed he sighted a number of crescent shaped objects “flying with a motion like saucers skipping over a lake.

24 Jun 04:39

Quiet By TeraS

by TeraS

A story with at least somewhat of a connection to reality today. At some point along the way, we all need some sort of place to go and gather ourselves—a place to try, as one can, to find that calm, that missing part of oneself. Sometimes all any of us needs is a bit of …

 

Quiet
By TeraS

 

There is a place in the Realm which is known formally as the Realm Retreat. Few have been there, know of it, or, for that matter, really understand what is there. Some believe that it must be some kind of grand palace, fit for the Queen and her King, an estate at which they hold gatherings for important beings, tend to state business, and so on.

The truth is far more important.

There are a few places in the universe that intersect: points in space and time where two or more realities overlap, more or less. Where this happens, something special comes to be. That something can take many forms, many possibilities. Regardless of all else, that place is special to those that know of its existence.

Many years ago, two linked souls searched. They wanted to discover something special: a spot in which they could go, be away from the hustle and bustle of the city and their lives; a place for him to fish—for that was his only other passion; his soulmate came first—a place for her to rest, occasionally sunbathe, her own passions being more of a moment’s respite before continuing on with their lives. They had searched for quite some time, having seen many a place nestled in a wood, near a stream, over by some hills. Nothing really quite was right, called out to them, suggested that they had found what they had been looking for …

… until, of course, they found what they were looking for.

Many years ago, they signed the deed, agreed to the deal, and, in time, came to own that which they had been searching for. Over time, they brought into the world a family, one in which they all came to visit, doing the things that family do. The family grew, the children became adults and, in time, they married. They and their soulmates would visit, sometimes alone, sometimes with the other souls to whom they were linked.

Time passed, things change, as they do. But one thing never really changed very much: the place they all thought of as their sanctuary. It was a small, white cottage with red-trimmed windows, a single chimney to one side. A long pathway led from the water’s edge to the welcoming door. A dock at the water’s edge hosted a white boat bobbing in the waves. All of it formed the reality of a cottage, on the edge of a river, where a family grew.

In the Realm, there are many streams and rivers to be found. Some of these are set aside, never to have buildings beside them, so as not to disturb the tranquility. Others have a smattering of places where, at some point, someone thought they would be a nice spots to be.

Some distance from the Palace—at least a good three or four hours away by carriage, or car, or other such transport—stood a bridge, straddling a deep chasm. If one was so inclined, if they were travelling upon that road, and cared to look over the edge of the bridge, they would notice a river flowing beneath. Few knew the river had a name, fewer still knew that if one was to find themselves a boat, or canoe, or kayak, and travel in one particular direction, they would find themselves bobbing in the waters by an island with a cottage situated there. A small white cottage, by the way, with red-trimmed windows, a single chimney to one side, a long pathway leading from the water’s edge to the welcoming door, and a dock at the water’s edge, hosting a white boat bobbing in the waves. All of it forming the reality of a cottage, on the edge of a river, where a family’s dreams grew.

Each year the family would gather after the passing of the winter and make their way to the cottage, to the annual opening of their place of refuge—or, as some would say, retreat. This year, however, the time came and passed, the cottage not feeling the presence of those that normally came there. Time passed, the cottage still waiting. Then, finally, one day, the little white boat came around the bend, across the bay, and made its landing upon the sandy beach there.

Three souls were there. The fourth, who had been there from the first day, was not with them. The soul that was linked to the other for so long … seemed to be alone. Not alone in the sense of being there by himself, for he was accompanied by another pair of linked souls, while the echoes of the first two were very clearly felt.

They all set to work; there were things to be done. The dock was pushed into the waters, the boat tied up neatly there soon after. Windows were opened, the cottage aired out after the long winter’s nap. Linens were changed, dishes washed, all of the minutia of setting things out for the new season there undertaken.

The day continued on, some problems being addressed, notes made for things to do on the next visit. A pause for lunch, some memories shared, the cottage protecting those within as a single rain cloud made itself known for a time.

Afternoon came, with a father and his son gathering their things for a bit of fishing on the river. An embrace was shared and then they untied their boat, set out on the river, and disappeared from her view.

In both worlds, a ebon-haired woman came down to the dock soon after. In one world she had a pair of red horns in her hair; in the other, they were only visible to those who knew how to look. In both, she carried two chairs to a specific spot on the dock, setting them up there. In both, she returned to the cottage, then came back carrying two tall glasses of iced tea. She placed one on the chair to her left, then settled into her own chair, looking out over the river.

She began to speak, talking about the day, the travel to this sacred, important place. She mulled over her thoughts as the sun caused little diamonds of light to play over the river’s waves. She looked out towards the last place she had seen the little white boat disappear around the river’s point.

She continued to look there, sometimes sipping her iced tea, sometimes speaking again as the thoughts came to her. In one reality there was no one there beside her in the empty chair with its refreshment resting there. The other was slightly different.

As she looked over the waters, the outline of a woman came into view, the chair once empty now the resting place of a visitor. The visitor looked at the one beside her, listened to the stories. She smiled, frowned, sometimes shook her head, but said nothing as the red-tailed one continued to talk and sip at her iced tea.

The sun continued on its path across the sky, the day turning slowly towards the night. As the sun touched the horizon and began to set, the little white boat came into view once more. She remained where she was, watching them return, the small worry she had for them both leaving her. The boat glided to the dock, bumping against it.

“How was the fishing?”

The older soul replied: “Nothing this time. But it feels good, like we’re all here.”

The younger soul asked: “Had a good time?”

In both realities, the ebon-haired soul turned to look at the empty chair beside her, the glass there as empty as the one she held in her own hand.

“We had a quiet day together.”

23 Jun 16:06

Saturday Morning Breakfast Cereal - Math Education

by admin@smbc-comics.com

Hovertext: Until you teach someone calculus, they can't even walk finite distances. But they can get reallllllly close.


New comic!
Today's News:

Submissions are closing soon! Get your proposal in while there's time! 

23 Jun 16:04

sniglet: Dictionary.com Word of the Day

sniglet: any word coined for something that has no specific name.
21 Jun 03:17

Don’t let anyone stop you from crossing the dotted line.

by Jessica Hagy

card4920

Share and Enjoy:DiggStumbleUpondel.icio.usFacebookTwitterGoogle Bookmarks

The post Don’t let anyone stop you from crossing the dotted line. appeared first on Indexed.

21 Jun 03:15

zeitgeber: Dictionary.com Word of the Day

zeitgeber: an environmental cue, as the length of daylight, that helps to regulate the cycles of an organism's biological clock.
18 Jun 12:36

jamboree: Dictionary.com Word of the Day

jamboree: a carousal; any noisy merrymaking.
18 Jun 01:23

Happy Father’s Day, Everyone! – DORK TOWER 16.06.16

by John Kovalic

Happy Father's Day Fun Hour

18 Jun 01:22

Code Quality 2

It's like you tried to define a formal grammar based on fragments of a raw database dump from the QuickBooks file of a company that's about to collapse in an accounting scandal.
17 Jun 00:23

cater-cousin: Dictionary.com Word of the Day

cater-cousin: an intimate friend.
16 Jun 10:43

Make your words matter.

by Jessica Hagy

card4916

Share and Enjoy:DiggStumbleUpondel.icio.usFacebookTwitterGoogle Bookmarks

The post Make your words matter. appeared first on Indexed.

15 Jun 15:50

With You By TeraS

by TeraS

Yesterday we held a memorial for my Eternal’s mother. It was everything she wanted the moment to be, at least we both hope so. One of the hopes she had was that those that attended were souls that knew her, thought well of her. She wanted to be remembered as the vibrant woman she was. There is no question of that. Those there told stories about Mom, remembered all the things she did. There were moments coming and going as sympathies were shared, hugs given. Perhaps the one thing that was said, more than anything else, was the promise that she was …

 

With You
By TeraS

 

The passage of time, it is said, heals all wounds. Given time, the most terrible of losses, and the pain that comes with such things, will ebb away until it cannot do so much harm. Time has a way of building up walls around the pain, boxing it in.

But not all of the pain becomes trapped by time. There are, without doubt, moments in which pain flares back into being, to assault the soul, to drive the hurt, the loss, and, yes, the guilt, back to the fore. Pain, in whatever form it takes, does take a small measure before it leaves.

On this day, time hadn’t managed to start building that box or containing that pain. At this moment, the pain was there, clearly seen, and could not be ignored. It pushed at the souls nearby, taking the measure of them all.

But there was a means to push back.

The dawn in the Realm came with a break in the rains that had been falling for so long. The clouds were still there, the skies were not completely blue. The calls had been made, as they needed to be. With small messages, little notes, and the occasional hand-delivered notice, the news had traveled quickly. Really there wasn’t a need to explain, but they had nonetheless.

The card read: “The King of the Realm, along with her Majesty, the Queen, request a moment of reflection for the loss of His Majesty’s most beloved mother. A small memorial service will be held.

Keith looked at the notice once more, held in his hand. Two short sentences that couldn’t manage to express what he was feeling at that moment. The thin white card didn’t have to say anything more, the words stated what had happened, what they intended to do.

She would have liked things that way. He recalled how she never wanted anything elaborate done, how she was more concerned about others, about not causing them all complications in their lives. She didn’t care for the idea of being put on a pedestal, even if he, as her son, did so regardless. He slipped deeper into his memory.

When she had passed, the Realm’s etiquette director had come to him, offering her services. She brought in vast plans of how to honour her: talk of dragons soaring overhead, a vast processional of dignitaries, officials—and, of course, eventually, well-wishers. Descriptions of urns of gold, silver, or other immensely valuable materials were being bandied about. Then came the talk of statues, or some sort of memorial being built for her, to be placed somewhere in the Realm. On and on it went, the discussions becoming more and more elaborate as they did so.

At one point, Keith asked a simple question: “Is this what she would have wanted?” He was told that her wants would be respected, of course, but that, as well, there needed to be a certain level of accommodation for those that would need to pay their respects. After all—so it was explained—this wasn’t so much about her as it was about their Majesties.

Moments later Keith had left the discussion, adding a comment as he did: “No. It is about her.”

Tera found him standing by a window in the Palace, looking out at the light drizzle. She approached him, taking his hand in hers and twining their tails together.

“You know they mean well, don’t you?”

“Oh, I do.”

“Tell me what you are thinking.”

Keith was silent for a time, Tera not letting go and waiting. Then Keith explained: “I’m thinking that mom would be telling me off right now. That I know what she wants, not anyone else.”

Tera smiled: “Even me?”

Keith chuckled, something that Tera hadn’t heard in some time: “No, not you, little Miss Exception To The Rule.”

She kissed his cheek: “Just checking.”

He continued his thoughts: “Mom would have wanted a simple urn–red, of course. Flowers carved in white I think, all things considered, would be a nice pattern.”

Tera placed her head against his shoulder: “Yes, absolutely. That’s Mom. What else?”

“She’d want a simple memorial service: family, a few friends. I’d want your heart to be there. He’s family, he knows us, knows Mom.”

“Of course.”

Lacing his fingers with hers, he pondered: “I think we’d hold it by the flower garden, over where the carnations and roses meet. She’d like that, she did love her flowers.”

“That she did. Many of those flowers are from her garden, after all.”

He made a non-committal sound, gathering his thoughts.

Tera mused: “I’d like to say … something.”

“We both would.”

“What would you want to talk about?”

“Mom’s love for us, more than anything. Oh, there would be more, without doubt. I don’t want to read from a piece of paper, though. I know what I want to say, sort of. I think I can manage to do so without losing myself.”

Touching his cheek, Tera guided her Eternal to look into her so-green eyes: “You will be fine.”

He nodded: “Hope so.”

“Know so. Anything else?”

“Just some time afterwards to talk about her. Knowing you, that will be over tea and cookies and …” Noting a bit of movement out of the corner of his eye, Keith caught sight of the etiquette director making notes in a vestibule nearby. A small smile tugged at his lips: “Your idea?”

Tera kissed that smile, then explained: “Sometimes you listen too much, my Eternal. Sometimes you have to say what’s on your mind to get things done …”

The memory faded away. Keith was once more looking at the card in his hand with the announcement.

The time had come.

There wasn’t a procession through the Realm, or a parade, or anything else. There was only Keith and Tera walking together from the Palace to the Gardens. Life in the Realm continued around them, but there was no question that everyone knew what was happening. Some nodded, others smiled. There were the occasional tears; sometimes a hand or tail would reach out to touch, then draw away. The souls around them offered their support, help, whatever needed to be was offered without a word.

Upon entering the Gardens, they found Her Majesty’s heart waiting for them, standing vigil. He smiled, stepped back slightly, and waited.

Resting in the midst of the roses and carnations was a small red urn trimmed in gold, white flowers carved into the red. The gold was not overpowering, more of an accent to the red and white. The light played over the surface, a shimmer of light tracing its way over the curves, along the carvings, and about its form. For a time, the two Eternals held hands and spoke quietly. They told stories, some with tears, some with joy. They spoke of the love shared, the promises made, the joy of having had the time they had been given with her.

When the words were all said, when the last story was told, a tear wiped away, a love told in all of the fullness that was given, they offered their hands to Tera’s heart.

He took their hands and spoke of the truths that he knew: of how she lived within them both; of how she would dwell with Goddess; of the promise that they would always hold her and that, someday, they would all be reunited.

A prayer was spoken, a hope expressed. Then the moment came to a close …

… but not the remembrance.

From all around, from near and far, they came: family; the lives that she had touched coming to join in this moment with them. Some carried picnic baskets, others carried tablecloths … all with a single purpose, a purpose that had been expressed in the note: to remember her.

The tears were replaced with laughter, stories being told of love and hope. The tea she loved was shared, those particular cookies she loved, as well. Life came to surround her, to bring to the fore all of the good she had done, the miracles she had made real.

When night fell, as it was want to do, the family embraced one another, made a promise, and then began to drift away, their own lives calling them once more. Tera and Keith moved to thank her heart for his kindness, but, rather than accepting the thanks, he guided them back to where her urn was.

Emphasis on … “was.” A glowing nimbus of light was in its place, a warm familiar glow of love they both knew well. Rising into the air, this light representing her spirit paused, shimmered, then arced away, vanishing into the starry skies above that peeked out from between the clouds.

The promise was kept. For always.

Keith had the last word this time: “Love you, Mom. See you soon.”

15 Jun 15:08

Phishing License

Later, walking out of jail after posting $10,000 bail: "Wait, this isn't the street the county jail is on."
15 Jun 15:07

iatrogenic: Dictionary.com Word of the Day

iatrogenic: caused by the diagnosis, manner, or treatment of a physician.
15 Jun 03:18

Creatives are Weird – DORK TOWER 14.05.16

by John Kovalic

Happy Deadline Over Fun Hour

14 Jun 01:31

paranymph: Dictionary.com Word of the Day

paranymph: a groomsman or a bridesmaid.
14 Jun 01:30

Pulse of A Nation

by jon

2016-06-13-Pulse-Of-A-Nation

Scenes From A Multiverse is on hiatus while I heal up from a recent trip to the hospital. I’m doing fine! Thanks for asking.

I’ll post here when I know I’m coming back. Maybe August. We’ll see.

For more info and updates, be sure to follow me on Twitter or Facebook or whatever.

13 Jun 03:48

Be Good.

by Zak Sabbath
The picture that sticks with me I heard about second hand--the rescue workers in Orlando going in to the club to pick up the bodies, many fallen where they stood, and all the victims' cell phones still ringing--their friends and loved ones calling to see if they're ok.

The image hits because it's about how things ripple out.

Matt Finch, "the Swords & Wizardry guy" is in a same-sex marriage and was more eloquent than I could ever be about the shooting and about how lives touch other lives--"Except for an accident of geography, Ian and I could have hit the point of "Death Do Us Part.""

Locally, on the same day LA Pride just barely escaped being bombed by some nutjob--and every woman here at D&D w/Porn Stars is L, B or T. This blog wouldn't exist if I wasn't playing games and without them I wouldn't be playing because I'd never have had a game group. My books would have no covers, for lack of models, and no playtesters, and no reason to exist.

An OSR and a DIY RPG scene without the inspiration of like Jennel Jacquays' Dark Tower and Caverns of Thracia, without Scrap Princess or Brendan or without many of the other L and G and B and T fans and creators who make this place fun would be much different and suckier.

I haven't got anything smart to say about it that will in any way contribute to one less person getting shot because (yet again) some asshole saw a sexy thing that wasn't their sexy thing and got offended. Just: be a good friend to your friends. Friends are all a community is and friends are all you really have.
-
-
-
13 Jun 03:46

Saturday Morning Breakfast Cereal - Graves

by admin@smbc-comics.com

Hovertext: I mean, wouldn't that just be downright terrifying?


New comic!
Today's News: