Showing posts with label alpha. Show all posts
Showing posts with label alpha. Show all posts

Monday, May 9, 2016

A-Z Reflection Post


I finished the A-Z April "blog challenge" last month, and I'm offering these thoughts for those for the folks who run the thing (per their request):

Probably won't do it again.

This was my second go-around with the challenge (the last time was in 2011...five years ago!), and I wanted to see if I could "still do it." As before, I was able to complete the thing. The strategy for me is simple: think of a theme, and figure out your 26 theme-related alpha topics prior to starting. After that, it's all about grinding out the posts.

"Grind." That's the best way to describe it. My posts were, for the most part, lackluster and uninspired...forced, really. Most of the times when I blog, there's something I'm itching to write about...stuff that keeps me up at 3am (not that I sleep anyway). I didn't feel that way this time. Perhaps I chose a poor topic...certainly I chose an "easy" one for a gaming blog. Maybe it's just the "other stuff" in my life was getting me down. I don't know.

What I do know is that the A-Z challenge felt like an endurance race this year, and I'm not really built for endurance...at least not when it comes to creativity. At least not this year. I did it, mainly 'cause I dislike being categorized as a "quitter" (I fully intend to come back to all my unfinished projects at SOME point in my life) and because it didn't take a ton of effort. If the challenge had been "write 1000 words on every daily topic" ...well, that might have broken my resolve.

As it was, I "phoned it in" and it still felt like a grind.

SO...probably won't be participating in the future. I've had two shots at it, finished both, and now will return to my usual bloggishness. Maybe my tune will change in the future...check in with me in another five years.

Didn't know where else to put this.

Saturday, April 30, 2016

Z is for Zweihander of Zeal

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

Z is for Zweihander of Zeal. 

The zweinhander is the two-handed greatsword popular with Swiss and German mercenaries of the 16th century. For B/X play it is treated as a standard two-handed sword in all respects.

The zweihander of zeal empowers its wielder, transforming her into a nigh unstoppable force. In combat, the wielder is unaffected by mind control (like sleep, charm, and hold spells) and is immune to any type of paralysis or petrification effect. Even the complete reduction of her hit points will not stop the wielder of the zweihander of zeal; she will continue to fight until her body is completely destroyed (reduced to -10 or less hit points)...mangled and hewn to pieces.

When combat ends, the animating effects of the zweihander of zeal fades. If its wielder's hit points are zero or less when this occurs, she collapses and dies.

The final word in melee combat.

Friday, April 29, 2016

Y is for Yari of Yowling Spirits

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

Y is for Yari of Yowling Spirits. 

The yari is a Japanese spear, and one of the premier weapons of the ancient samurai; from what I've read its mastery was considered #2 in the ol' book of bushido, a bit behind the yumi (#1) and a bit ahead of the katana (#3)...but katanas get all the love because they're, like, the samurai's soul, right?

Personally, I prefer the yari...they're awesome. But I'm weird.

Anyway...the B/X yari is treated in all ways as a standard spear (though I hope you'll treat it with respect...). The yari of yowling spirits is a ghost slaying weapon: any incorporeal creature (shadows, wraiths, specters, or vampires) struck by the weapon takes double damage and must make a save versus spells as if targeted by a dispel evil spell (including the -2 penalty). Failure to save results in most spirits' ties to the material world being cut and their "bodies" harmlessly dissipating (for all intents and purposes killing the creature). Vampires are a special case: a failed save reduces the creature to zero hit points, forcing it to assume mist form.

Spirits that observe a fellow spirit's disruption at the hands of the yari of yowling spirits must make a morale check (with a +4 penalty!) or flee the vicinity of the weapon's wielder.

So simple. So effective.

Thursday, April 28, 2016

X is for Xiphos of Exasperation

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

X is for Xiphos of Exasperation.

The xiphos is an ancient blade that perfectly fits the bill for "short sword," being under 60cm in length and having a one-handed grip. For B/X purposes, it is treated as a short sword in all ways.

The xiphos of exasperation was crafted for a gladiator that was renowned for both his prowess and his cruelty when it came to toying with his opponents. No damage dice need be rolled for the weapon; it is enchanted such that it never inflicts more than minimum damage (2 points, including its +1 value), though any damage bonus for high strength is also added on a successful hit, accounting other punching, gouging, head-butts, etc. that might occur in the thick of melee. The original owner wanted to ensure (magically) that he would always exercise maximum restraint in his fights, drawing combats as long as possible to better entertain his admirers.

In addition, in any round where its current wielder inflicts damage (i.e. makes a successful attack roll), the xiphos of exasperation confers a limited immunity to its owner: the opponent damaged by the blade automatically misses any attacks aimed at the sword's wielder. This special protection only lasts until the end of the round in which the xiphos struck...in other words, it is only effective if the wielder of the xiphos of exasperation both gains initiative (gets first attack) and lands a blow (makes a successful to hit roll). If the xiphos strikes at the end of the round, it does not confer immunity in the following round.

Similar to a Roman gladius, at least in form.

Wednesday, April 27, 2016

W is for Whip of Wounding

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

W is for Whip of Wounding.

This flexible weapon can be used by any character class save magic-users. It inflicts only minimal damage (1D4 points) and no adjustments are applied for strength. Attack rolls with a whip are modified by a wielder's dexterity instead of strength, though it is only used in melee.

Damage from a whip of wounding fester painfully and cannot be healed except by magical means (cure spells, potions of healing, etc.). The weapon is single-tailed and approximately 7' in length.

Good weapon for evil clerics.

Tuesday, April 26, 2016

V is for Voulge of Venom Venting

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

V is for Voulge of Venom Venting.

A voulge is yet another medieval pole arm and, in B/X terms, is treated as a standard pole arm in all respects (cost, encumbrance, variable weapon damage, etc.).

The voulge of venom venting was created specifically to combat creatures of poisonous nature. Any such monster (giant snakes, spiders, medusae, etc.) struck by the weapon in melee must save versus spells or permanently lose their ability to poison creatures (a remove curse spell will restore the victim's natural venom).

In addition, the weapon can be used to remove venom from any individual suffering from a poisonous attack (i.e. any creature that has failed a save versus poison), by drawing the edge of the blade across the wound. While this inflicts 1 point of damage, it acts as a neutralize poison spell, saving the victim from the effects that would normally be suffered. As with the neutralize poison spell, the voulge of venom venting must be used within 10 rounds of the target being afflicted in order to prevent the poison from working its mischief.

Pretty sure this is a voulge.

Monday, April 25, 2016

U is for Urumi of Unholy Unction

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

U is for Urumi of Unholy Unction.

The urumi is a long, flexible "whip-sword" used in the martial arts of southern Asia (specifically India and Sri Lanka); it is flexible enough to curl tight or wear as a belt. In B/X terms it has the same cost as a (normal) sword, but the encumbrance value of a dagger. It is light enough to be used by dwarves and halflings (despite its length), but its edge prevents clerics form using the weapon. Urumis are often "dual-wielded" (one in each hand).

Unlike a normal melee weapon, strength plays little part in the use of this finesse weapon. Wielders of an urumi should use their dexterity bonus (or penalty) as an adjustment to their melee attack rolls in place of strength; no damage bonus is added at all (if variable weapon damage is used, the urumi inflicts 1D8 damage). The urumi can be as dangerous to its wielder as to others; on any missed attack roll, the wielder must make a save versus wands or take damage as if struck by the urumi.

The urumi of unholy unction, is an evil weapon crafted to convert individuals to its blasphemous religion. Any opponent struck by the weapon must save versus magic or have their alignment shifted one step towards chaotic (lawful to neutral; neutral to chaotic). A chaotic individual that fails her save becomes a faithful servant of the weapon's demonic deity, and immediately surrenders to the wielder. The wielder of the urumi may take such an individual as a faithful slave and servant, if her allotment of retainers (per charisma) has not yet been exceeded. A remove curse spell restores a victim of the urumi of unholy unction to its natural alignment and/or religious worship. Clerics ensorcelled to serve the evil weapon will not be granted spells by their patron gods.

Yes, some urumi have multiple blades. Not all do.

Saturday, April 23, 2016

T is for Trident of Torturous Tears

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

T is for Trident of Torturous Tears.

A trident is a two- or three-pronged spear, wickedly barbed. In most ways, it conforms exactly to a B/X spear (although, it costs five gold pieces to purchase); it may be thrown and is sometimes equipped with a line to retrieve the weapon; however, this is usually removed by adventurers as it is easily tangled in the cramped, close-quarters combat of a dungeon expedition.

Any attack roll with a trident that exceeds the target "to hit" number by 4 or more results in the weapon being firmly lodged within the target. While the weapon can be broken off and easily removed once the combat is finished, removing the barbed weapon quickly during a fight requires a successful open doors roll and results in the target taking an additional 1D6 damage (the same rules apply for an attacker who wishes to dislodge the weapon, though if removing a trident from a dead opponent there is no need to break the tines...the dead don't mind chunks of flesh being pulled from their corpse).

The trident of torturous tears is the weapon of a sadist who enjoys inflicting pain and agony. Any damage roll of 3 or more indicates the target has suffered a painful, bleeding laceration that burns like fire. In addition to losing one extra hit point per round from blood loss, the victim must save versus paralysis or advance through one of the following stages of pain, suffering the listed results:

  • Stage 1 - Extreme Discomfort: character suffers -1 penalty to attacks and saving throws until finding time to bind wounds (after combat) or receiving magical healing.
  • Stage 2 - Distracting Pain: characters suffers a -2 penalty to attacks and saving throws; NPCs must pass a morale check or break off from combat. Spell-casters lose concentration of sustained spells.
  • Stage 3 - Burning Agony: character must make a save versus paralysis to take any action at all; those that do face the same penalties as for distracting pain. NPCs must pass a morale check (at -1) or surrender.
  • Stage 4 - Excruciating Torment: character falls writhing to the ground. No action possible.

Please note: in order for a victim to progress to ANY of the stages (including Stage 1) two things must happen: the wielder of the trident must inflict a wound in which the damage roll is 3+ AND the target must fail a save versus paralysis. Each application of magical healing (even a cure light wounds spell) will reduce the pain by one stage, or by all stages if the magical healing takes the victim to full hit points. Alternatively, once a victim is removed from combat, she may make a full recovery from any stage of pain with liberal application of wine (both ingested and to her wounds) and wrapping the injuries with clean bandages.

The scratches and cuts from the trident of torturous tears leave permanent scars, even if magically healed.

Ideally, this would be covered all
over with fantasy barbs and spikes.

Friday, April 22, 2016

S is for Scythe of Swift Slaying

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

S is for Scythe of Slaying [aka the Scythe of Smug Smiting]

A scythe is a weaponized version of an ancient farming implement. In combat it handles like a battle axe with respect to encumbrance and damage (and, as it is a two-handed weapon, it always strikes last in melee except when facing zombies). The weapon, however, is cheap to purchase, costing the same as a spear. A scythe is fairly long and unwieldy, and may only be used by fighters, elves, and thieves.

This scythe of swift slaying may have been forged by The Reaper himself. On any attack roll of 19 or 20 (before adjustments for strength and enchantment), the defender must make a save versus death ray or die. This power only functions against humanoid monsters of nine hit dice or fewer (though including humans and demihumans of any level). It has no effect on undead, constructs, or plants, nor will it effect creatures from other planes (djinni, demons, etc.).

Unlike a non-magical scythe, the scythe of swift slaying moves quickly and easily in the hands of its wielder, and does not suffer the normal two-handed weapon penalty of striking last in the round. What's more, if its wielder kills an opponent (whether through its slaying enchantment or normal damage) she may make an immediate additional melee attack against any opponent within 10'. If this additional attack downs its opponent, the wielder may make an additional attack against a third opponent, though no more than three opponents can be so targeted in a single round (or four if acting under the effects of a haste spell or potion of speed).

Victims of the scythe of slaying may be raised as normal.

Something scary looking, like this.

Thursday, April 21, 2016

R is for Rapier of Reckless Ripostes

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

R is for Rapier of Reckless Ripostes.

The rapier is a specially designed dueling sword, made to pierce an opponent through a vital organ by concentrating force into the tiny pointed tip. In this way, it was similar to the estoc, though many possessed an edge (and least the latter half of the blade) and the weapon was of lighter construction than the robust estoc, allowing for finer manipulation and swordplay. In B/X terms, it has the same stats as a normal sword (though it inflicts 1D6+1 damage if using variable weapon damage) and is much too long to be used by a halfling (though they shorties could use the similar smallsword...treat as a short sword but with variable weapon damage of D4+1).

The rapier of reckless ripostes heightens the speed of its wielder's hand and footwork such that when ever the opponent misses an attack roll in melee, she is allowed an immediate bonus attack against the faltering opponent. This bonus attack does not take the place of the character's normal attack, it represents an aggressive, lightning-fast lunge at an opponent whose blade has missed the mark or been deftly parried. Unfortunately, the riposte is indeed reckless: if the riposte misses the defender, then the defender is allowed an immediate bonus attack against the wielder of the rapier of reckless ripostes...she has left herself wide-open to an easy counter-strike. If this follow-up attack misses, the rapier wielder does not make another riposte; no more than one reckless riposte is allowed in a single combat round.

The weapon's enchantment only function against opponents that wield a melee weapon, never against an unarmed combatant or monster using claws and bites.

Such a beautiful weapon.

Wednesday, April 20, 2016

Q is for Quarterstaff of Quieting

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

Q is for Quarterstaff of Quieting

The quarterstaff is different from the staff found in the B/X (Expert set) rules, being a true weapon, sometimes even capped in iron, though the bulk of its 6'-9' length is carved from hardwood. While it is a two-handed weapon, it is quick to use and does not suffer the normal two-handed weapon penalty (i.e. it does not require its wielder to strike last). Because of its length, it may not be used by dwarves or halflings (and never by magic-users); if using variable weapon damage it inflicts D4+1 in addition to any bonuses for strength and enchantment.

It is quite possible that the quarterstaff of quieting was created by a cleric, for it appears to incorporate a very localized version of the spell silence 15' radius. Any opponent struck in combat will find herself completely silenced (though there is no extended radius) and unable to speak for six turns. The weapon is thus extremely useful against spell-casters, who must speak to perform their magic.
A very effective weapon, historically.

Tuesday, April 19, 2016

P is for Poleaxe of Powerful Penetration

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

P is for Poleaxe of Powerful Penetration.

The poleaxe is yet another example of a two-handed pole arm purposefully designed to pierce heavy armor. For many knights of the plate armor era in Europe, it was the heavy melee weapon of choice. In B/X, the weapon is treated as a pole arm in all respects.

The poleaxe of powerful penetration has been magically enchanted to tear and rend armor like a hot knife through a kicking, shrieking victim. Every successful attack roll against an armored opponent reduces the value of armor worn by two points (so plate mail would be reduced from AC 3 to AC5 on a successful attack); a shield-using opponent may choose to sacrifice her shield to the poleaxe instead. Against opponents in magical armor, the poleaxe of powerful penetration removes one "+" from the armor's value with each hit (again, the defender may choose whether this comes from the shield or suit, if both are magical), and armor is only reduced after all enchantments have been removed. This destruction is permanent.

In addition, if the damage roll comes up the maximum number on an attack (a "6," or "10" if using variable weapon damage), the attacker may roll an additional die (without bonuses) and apply the roll as extra damage. If the second roll comes up with the maximum number, roll a third dice (though no more than three total).

[I will be traveling to Argentina tomorrow, but I will schedule my A-Z posts to roll out over the next few days]

Yeah, yeah...they don't all look like this.

Monday, April 18, 2016

O is for Otsuchi of Obvious Opulence

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

O is for Otsuchi of Obvious Opulence.

Hammer time.
The otsuchi or o-tsuchi is a two-handed wooden war mallet used in ancient Japanese warfare. Statistically, it can be used for any similar sledgehammer like weapon. For B/X play, it has the same cost and encumbrance as a battle axe, and it may be used by any class but the magic-user and halfling. If variable weapon damage is used, it inflicts 2D4-1 points of damage on a successful hit; as with all two-handed weapons, it strikes last in melee unless fighting zombies.

The otsuchi of obvious opulence appears encrusted with precious stones, inlaid with gold leaf and silver wire, and handsomely carved with all sorts of martial figures. Though it would seem to be of incredible value as a treasure item, these are simple illusions, and no amount of prying and gouging can remove the "treasure" from the weapon.

Saturday, April 16, 2016

N is for Nunchaku of No Worries

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I was sorely tired of the challenge after only 15 days, I am trying to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

N is for Nunchaku of No Worries.

Nunchaku are very similar to the morning star in both form and function, but they are composed of hard wood (sometimes reinforced with metal or rivets) and are lighter in weight than the heavier morning star. With the exception of magic-users, any character class can use nunchaku; however, characters with a dexterity less than 13 have a chance to injure themselves with the weapon (any attack roll of "1" before modification results in the wielder taking damage). If using variable weapon damage, nunchaku inflict 1D4+1 points on a successful attack roll.

The wielder of the nunchaku of no worries is immune to any and all magical fear effects.

[finished my tax return for 2015. No worries]

Flogging the heck out of my financial records.

Friday, April 15, 2016

M is for Morning Star of Malevolent Maiming

[over the course of the month of April, I committed to posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. While I am sorely tired of the challenge after only 15 days, I will try to "stick to it." Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

M is for Morning Star of Malevolent Maiming.

The morning star has been (historically speaking) an ill-defined weapon. For purposes of B/X play, the morning star is considered to be a spiked ball or weight, attached to a long handle by a length of chain. Because of its length and size, halflings and dwarves may only use the weapon with two hands (and suffer the normal penalty for using a two-handed weapon when wielding a morning star). Due to the spikes and their purpose of drawing blood, clerics are restricted from using the morning star at all, as are magic-users due to the usual taboos. For those who can wield the weapon, they find it frightfully effective, dealing 1D6+1 points of damage on a successful attack (the damage is the same even with the variable weapon damage rule).

The morning star of malevolent maiming is a vicious weapon, enchanted to inflict terrible, permanent injury on an opponent. Whenever its wielder inflicts maximum damage (a D6 roll of "6"), the DM should roll an additional D8 to determine the specific type of permanent injury its victim suffers:

1-2 Severe ugly facial scarring (-1 penalty to reaction rolls with humans)
3 Loss of an ear (-1 penalty to listen checks)
4 Loss of an eye (-2 penalty to missile attacks)
5 Loss of 1D4 fingers from one hand
6 Loss of hand at the wrist
7 Loss of nose (-3 charisma)
8 Kneecapped! (permanent movement reduction of 3")

There is no saving throw against the malevolent maiming of the weapon, though non-humanoids and incorporeal creatures (like specters and vampires) will be unaffected by its power. As with the axe of indifference, some kind-hearted DMs may allow the effects of the weapon to be healed with a cure serious wounds spell; otherwise, victims of the morning star of malevolent maiming will need a wish spell to recover their lost appendages.

Not a clerical weapon.

Thursday, April 14, 2016

L is for Lance of Lancing

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

L is for Lance of Lancing.

This weapon is awesome. You should totally get one.

Sorry. I'm just really tired of doing these. Did you see Dae-Ho Lee's walk-off homer in the 10th inning yesterday to break the Mariner's five-game losing streak and record their first win at Safeco this season? It was great. I love that baseball players can look like any shlub on the barstool next to you, squeezed into an ill-fitting uniform, and still possess the hand-eye coordination to his at off-the-belt, 97mph fast ball, and just clock it straight into the cheap seats (where there were approximately a dozen fans). I watched this video half-a-dozen times which, after a train wreck of a game, is just a bit of much-needed catharsis...I mean...well, never mind. Living with the M's as your home team for forty years is an endurance test I wouldn't wish on any baseball fan. It's nice to see a little excitement in the team and the 62 fans that cared enough to show up for the game. Anyway, I can't actually watch games or anything, seeing as how Paraguay could give two shits about baseball, so highlight videos and (sloooow) running internet updates are about the only way I can suffer the season with other Seattle-ites.

I think I may be suffering from depression at the moment. That is, I may have been suffering from it for a while. Or something. My mind's not really in the blogging game. Yes, I still put out ridiculous, rambling posts, that are too long for folks to read, but...

Really, I just want to go away for a while.

I spent a lot of time reading old retrospective posts on Grognardia the last couple days. It's not a substitute for actual gaming. I spent a bunch of time reading my own posts the last couple days (1770 posted since 2009. Incredible). It's not a substitute for gaming. I considered purchasing and downloading a bunch of PDFs. Didn't...that's not a substitute for gaming either.

It's not the lack of gaming (or the lack of Mariners broadcasts, for that matter) that leads to depression. But even as I've written before that I have anxiety about the future, I've started to really, really dislike the present. This country...I keep finding myself thinking that I cannot wait till I can wipe my feet on the doormat of my final exit from this place. Over lunch today, my wife (who usually tells me I'm too negative...go figure), just unleashed a torrent on how much she hates this "upside-down land" (as she calls it). I just listened to her. When she first proposed the idea of us moving the family down here, I told her "sell me on Paraguay." She said, "they have great juices." I said, "anything else?" She said, "the people are really nice."

I think her opinions on both counts have changed since then.

And yet, this is The Happiest Country In The World. Though I'm not sure what they use as their criteria. Satisfaction with infrastructure can't be part of it. Incidence of child rape can't be part of the equation. Poverty level? Homelessness? Medical malpractice? There have been thousands of folks in downtown Asuncion protesting having to pay taxes the last two weeks (not an increase in taxes or an exorbitant tax rate...just the fact that they have to pay taxes at all)...they don't seem to be particularly happy.

Maybe the poll only reached people with land lines. They sure didn't ask me.

*sigh* I'm irritable again (one of the several signs of depression...I exhibit most if not all of them). I'm going to go eat some Indian food now. Spend some time with my family. Get away from the computer. I don't know if I'm going to keep doing this A-Z thing. I need a break.

Just...a break.

Wednesday, April 13, 2016

K is for Katar of Karma Killing

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

J is for Katar of Karma Killing.

The katar is the infamous Indian "punch-dagger;" it is useless for throwing (i.e. cannot be used in missile combat), but is extremely effective in hand-to-hand fighting, receiving a +1 bonus to damage rolls in addition to any bonuses for strength and enchantment (if variable weapon damage is used it inflicts 1D4+1).

The katar of karma killing is even more deadly as it drains the luck and good fortune from its victims. On a successful attack roll, the victim suddenly finds her spirit crushed, and her energy ebbing; she  immediately loses additional hit points equal to her own level of experience, and suffers a -1 penalty to all saving throws. Further strikes from the magical katar will increase the saving throw penalty by a cumulative -1 per successful attack, in addition to inflicting normal weapon damage.

The magical effects of the katar of karma killing (both the saving throw penalty and the level-based hit point loss) are permanent until a remove curse spell has been cast on the victim. The damage inflicted by the weapon itself can be healed and/or recovered as normal.

I've always loved the katar.

Tuesday, April 12, 2016

J is for Ji of Jelly Juggling

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

J is for Ji of Jelly Juggling.

The ji is a Chinese pole arm, a cross between a spear and a dagger-axe. For B/X purposes, the weapon is treated as a standard pole arm in all respects.

The ji of jelly juggling is a weapon designed for utility in the dungeon environment...specifically, for herding and manipulation of the various slimes, oozes, puddings, and jellies that tend to infest the subterranean underworld. The enchantment on the weapon renders it impervious to the corrosive properties of such creatures, and can be used to push them aside and manipulate them with the scraping blades at the end of the pole.

With time and patience, a practiced wielder can use the ji of jelly juggling as a goad and engage in simple training techniques with the creatures. The monsters exhibit a reluctance to attack the wielder of such a weapon, though whether out of fear or respect is a matter of debate.

Sorry...this is the best pic I could find.

Monday, April 11, 2016

I is for Ilkwa of Itinerant Impaling

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

I is for Ilkwa of Itinerant Impaling.

The ilkwa is a short throwing spear, in all respects equivalent to a B/X javelin. The ilkwa of itinerant impaling, on the other hand, is quite a bit more than that...specifically a weapon designed to make up for the deficiencies of its wielder with deadly effect.

The ilkwa of itinerant impaling functions in all ways as a +1 javelin unless the thrower misses its intended target. When such a miss occurs, the javelin will break off from its path of flight, turn, veer, an unerringly home in on the target, skewering it to great effect, inflicting triple damage! Any target so pierced will have a terrible time removing the weapon, so deep is the impalement (D4 rounds to remove the weapon, and removal inflicts an additional 1D6 points of damage if the subject is still alive).

It should be noted that the ilkwa of itinerant impaling cannot be made to miss on purpose...the ilkwa understands the intention of its thrower, and will move to strike the intended target (if a thrower aims at a tree behind an opponent, the ilkwa will move to strike the tree, for example). The weapon has some (minor) intelligence, but an immense amount of pride; it will expect to be well-kept and decorated, and may refuse to function if wielded by a party member with "low status" (a henchman or hireling, for example).

The classic Zulu weapon.

Saturday, April 9, 2016

H is for Halberd of Hilarious Heckling

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic this month? Magical weapons for a B/X campaign. All such weapons are +1 to attack and damage rolls unless, unless specifically noted otherwise. Each of these weapons should be considered unique items]

H is for Halberd of Hilarious Heckling.

A halberd is treated as a standard B/X pole arm with respect to damage, price, encumbrance, and two-handedness. The halberd of hilarious heckling is no different, save for its magical abilities: it is semi-intelligent and possessed of a mean-spirited and (at times) ribald sense of humor. Like an intelligent sword, the weapon possesses the power of speech, and it is through its speech...specifically its sardonic wit...that its magic is made manifest.

Upon entering combat, the halberd begins to speak. Specifically, it begins to taunt and ridicule its wielder's opponents. The halberd of hilarious heckling speaks all 20 languages listed on page B13 of the Moldvay Basic set, as well as "common" and the various giant languages, and it's merciless in its jeers and japes, making sure its barbs don't sail over the heads of the slower-witted members of a species.

(it should be understood that the DM, playing the halberd as a NPC, is not required to actually create insults or put-downs...the halberd's antics are best left to the imagination of the gaming table)

The effect of this heckling is to rile up opponents into a fever pitch. NPC opponents will attack with berserk, ferocious abandon, receiving a +1 bonus to their attack rolls while simultaneously suffering a -2 penalty to AC and saving throws as they neglect to defend themselves (PCs and NPC adventurers and leader-types are allowed a save versus spells to keep their tempers cool and their wits focused). Additionally, NPCs on the same side as the wielder of the halberd of hilarious heckling have their own Morale score boosted by +2 (maximum 11), as the weapon's behavior keeps their own spirits high and their mood lighter...they find they can't help but smile, even in the face of death.

When not in combat, the halberd of hilarious heckling refuses to talk at all, and attempts to speak directly with the weapon elicit nothing but a loud snoring sound.

You don't want to hear what it has to say
about your mother.