Thursday, April 9, 2020

New Monster: Failed Demi-lich (Semi-Lich)

Failed Demi-Lich

The Failed Demi-Lich, (or Semi-Lich) represents an individual that has never adequately dealt with a personal failure in life, death and undeath. Imagine a wizard-king who failed to keep his throne. Now in hiding, the former king decides to become a lich and then demi-lich, but his original failure haunts him throughout the process. While still being extremely powerful, he is, in the end, a loser. While a hero overcomes his problems, the Semi-Lich doesn’t. While our wizard succeeds in becoming a lich, to some lower degree, his ultimate striving to become an ultimate power as a demi-Lich fails. This could be because the process was rushed for some reason. It could be that resources for properly building and placing soul gems has failed. All along the way, the personal short-comings of the Semi-Lich appear, setting him or her back from greatness.
A lich (q.v.) is a magic-user and/or cleric who has taken the steps necessary to preserve its life force after death. Ultimately, even the undead life force of the mightiest lich begins to wane. Over centuries the lich form decays. and the soul aimlessly wanders strange planes unknown to even the wisest of sages. This remaining and broken soul is a semi-lich. A semi-lich, is a wraith manifestation, and it has no ghost manifestation but cannot be turned by a cleric. If any creature is so foolish as to touch the skull of a semi-lich, a terrible thing occurs. A new attack begins. At-the touch, the skull rises into the air. A semi-lich can sense which member of a party is the most powerful, and it will usually select a member of the magic-user class over a member of the fighter class, a fighter over a cleric, a cleric over a thief. The skull will then give off a heartfelt crying sound heard clearly over a 20-foot radius. All creatures within the radius of effect of this crying must save vs. spell or be driven away in fear and loathing, as a fear spell.
On the next round a new attack will take place. Each semi-lich has 1-3 gems set somewhere in its skull. Each of these gems is a jewel which can draw the soul and body from any character and trap it within the jewel's confines. The semi-lich will use 1 of these draining jewels to draw the entire essence from 1 of the offending intruders. The best character will be drawn instantly and trapped. No saving throw is possible; the attack is irresistible. An amulet of life protection will prevail over the powers of a gem. The skull will then sink down again, sated. If it is struck or touched a 2nd time, it will again rise and cry and then drain the next strongest character into another gem. This process recurs as long as the skull is still intact and continues to be molested. If all jewels are filled, then only the killing howl and choice spells will be possible thereafter, but the monster can also pronounce a curse upon the remaining antagonists. Such curses are very powerful and may include: always to be hit by any opponent attacking; never to make a saving throw; or always to lose all treasure without gaining any experience from it. The curse can be removed by a remove curse spell. The spells that the semi-lich can can cast are to be chosen by the DM, as appropriate. They must not exceed spells of 8th level for magic-users or sixth level for clerics.
The skull of a semi-lich must be destroyed if the monster is to be exterminated. It can be harmed only as follows:

- A forget or exorcise spell will force the skull to sink down without crying or attacking.
- A shatter spell cast upon it inflicts 3-18 points of damage.
- A power word kill pronounced from an astral or ethereal magic-user destroys it.
- A fighter, paladin or ranger with a vorpal blade, sword of sharpness, holy sword, sword +4; or a paladin with a +3 or better weapon inflict full normal damage upon the skull.
- A dispel spell cast upon it inflicts 5-8 points of damage.
- A holy word pronounced against it inflicts 5-30 points of damage.
- Any character with a +2 or better magic weapon or a mace of disruption can inflict 1-6 point of damage upon the skull each time it is struck.
A semi-lich's skull takes 40 hit points before it is destroyed, and it is armor class is 2. If the skull is destroyed, a saving throw vs. spell must be made for any gem trapping a character within it. Those gems for which saving throws failed contain no life; the demi-lich has drained and devoured them before being destroyed. If a throw succeeds, that gem still contains the character, and this is evidenced by a faint inner light. The character can be freed by crushing the gem. The semi-lich dust and any other remaining bits must be destroyed by holy water or the creature will re-form over 1-1 0 days.

FREQUENCY Very rare
NO. APPEARING: 1
HD: 40 HP
AC: 2
Move: Special
In Lair: 100%
Treasure Type: Z
NO. OF ATTACKS: Special
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See Below
DAMAGE/ATTACK: Special See below
MAGIC RESISTANCE: See below
Int: Supra-genius
SIZE: M
PSlONlCs: See below Attack/Defense Modes: See below
X.P. VALUE: lX/3950 + 14/hp

Source: Gygax, Gary. Dungeons & Dragons Monster Manual II, TSR; Revised edition, p. 32-33. 1983

Thursday, April 2, 2020

Allies Aren't Needed

Some thoughts to be added to my Players Guide™… Words are swords. Swords can be very cool, can be art, and can be beautiful. They can cut, can pierce, and can embed deep within. The best use of swords is for friends to get together, bringing effective protection, and blunted, harmless blades, with which to spar. The players at my table spar, some very enthusiastically. The banter we have is great. That said, sometimes people come in with less protection than is needed. Harder times can thin the armor. Alternatively, and perhaps for similar reasons, people might bring a sharper weapon than is always safe.
I am not saying, “Stop it.” Anger, frustration and “unsafe” speech are normal. Having hard times is normal, everyone does at some time. However, if you are seeking allies against another person at the table (not talking about in game characters), then I would ask you to stop. Instead, you are empowered as players in my game to literally stop the game, so that an issue can be brought forward and dealt with. I bet that’s nothing you ever thought you would read on a D&D page. If there is an issue, then let’s address it within our entire group. If you don’t feel you can do that, well, I run an adult game. Last time I checked, everyone at my table was over 25. We are also pretty close friends. So, if in the future, something comes up, then let’s go public with it. Secret alliances are not, or at least are no longer, available.

Thursday, February 20, 2020

I Need An Education On This

There has been a criticism out about magic items being monetized in the world where the PCs play. I am talking about having enough magic items in the world so that buying and selling them in larger cities is a normal act for PCs. I am not certain what the criticism of this is, except that it makes it potentially easier for lower level characters to become really strong. Mind you, I am not talking about buying a wish or a Ring of Wishes at your local super store for 5,000 GP. I am talking +1 and +2 items for sale in metropolises around your world, and at above book prices. Back to the criticism. To have a party of 5th-8th level PCs fighting a band of mercenaries laden with +1 weapons causes an excess in magic items. These the victorious party could sell for a good amount of cash.

Understand, I am all for a strict, even tight hold on the amount of magic available in the world, although that is not the game I am currently running. But to say that you can have a lot of magic but that it shouldn't be monetized, is ridiculous. That is my main point. If magic is widely available, like it is in pretty much every adventure module ever published (by the official company), then not being able to buy and sell it is totally unrealistic. If I have collected eighteen +1 longswords, then it stands that I should be able to sell them or at least trade them for an upgrade. To have a merchant say "I'll give you 2 flocks of goats and my daughter's hand for those swords" is without reason. If having a lot of magic in the world is a bad thing, and I am open to that idea, then fine. But if there is a lot of magic in the world then perhaps we shouldn't be critical of monetization.

Tuesday, February 18, 2020

More of my Setup

This is part of my Dungeons & Dragons set up: Tall cardboard screen with some house rules, Blue Dice Tower with tray, Duel Phone Holder, Microphone. The holder is for players not present at my table. They can use their cameras to see details on the table-top map. We are high tech. I have seven players; two play from out of town. Oh, the Stormtroopers hold up signs of spells up in the background, like Prayer. The fancy box holds table-top aids.

Sunday, January 19, 2020

Out of Town Player

Matt is one of my players who lives six hours from where we play D&D. He joins us via a reliable internet connection and is able to interact with and see the other players around the table. I will not pretend that this is as good as having Matt at my table, but he wants to play and we want him at our table. We tend to send him photos of maps and movements to give him the best idea possible about what is going on:

The Player Map

We used dice so that Matt could give a quick reference as to where on the map he is talking about.

Matt's character is usually out front.


Sunday, January 5, 2020

My Screen

Here is my DM screen. Notice the dice tower is outside of the screen, in public view. Know also that I stand when I DM, so there is no hiding myself behind the screen,

Thursday, November 14, 2019

Player Involvement

Recently I felt a bit put upon to create adventure for my players. My players, it seemed to me, just wanted to have some fun and wanted me to provide something. I can do this, I told them, I can provide them all of the railroad game sessions they want. It may have been a bit heavy handed of me to put it all on them, as it is not all on them. However, I did want to point out that it is their responsibility to insure that I don't run a railroad game. One of my players was unclear where the line was. He didn't want to be filling in all of the details on what was coming up in the game. I told him that this wasn't what I was talking about. I don't need the adventure to be spelled out for me to run it for them. I just need ideas. I don't want the players to get used to showing up and having me unload my ideas on them alone.

I challenged my players to think of some goals that their characters could pursue. This is the least I would hope for, that the character would be real enough to the player to invest ideas into. They know enough about my world from having played in it for several years now. They can help me keep the game personal by making their characters personal.

Aside from goals there is a lot that a player can provide in terms of ideas. One player said that his character is on the run from the law in a particular kingdom, for unknowingly deflowering a princess. I created three weeks of excitement due to that one line of backstory. Another character wanted to find a sword that was of particular importance to her church. While it took some time for the party to come around to look for it, it was always a possible line of adventure that I could work with.

What I like the least is when the party goes into a tavern and looks for jobs. I go to lengths to point out only the least interesting jobs imaginable, like babysitting and building fences. A party used to getting gold pieces for their work, won't settle for silver. Another thing I like the least is when I ask a player what they want in life for their character, and they respond with getting XP and gold - and nothing more. That kind of desire is best fed with railroad games, and as railroad games lead to shorter overall campaign life, you'll have more time to figure out how to get your players involved.

Monday, September 30, 2019

Paid D&D Writing

The Puritan: Creativity and D&D
For ‘The Town Crier’ section, The Puritan magazine is looking for pieces on the theme of Dungeons & Dragons, its influence on personal creativity, art, and pop culture. They will publish a mix of personal essays, critiques, and creative explorations. Some topics to consider are:
– How D&D has influenced your creativity, shaped your writing, or affected your life around the table
-D&D’s appearances in TV shows, movies, and books, and how its representation has changed over time
-Why the RPG has had such a noticeable resurgence in popular culture
-The ways that D&D has influenced authors and artists
-How the game can be a safe space for collaborative storytelling
-The intimacy of creating and playing campaign characters
-The role of Dungeon Master as a creator/referee/gatekeeper
The Puritan magazine also publishes work year-round – interviews, essays, reviews, fiction, and poetry.
Deadline: 15 October 2019
Length: About 1,000 words
Pay: CAD25 for the D&D feature; CAD25/poem, CAD100/review or interview, CAD150/fiction, and CAD200/essay for the print magazine

Tuesday, August 6, 2019

Fudgers Anonymous

Wouldn't it be nice if DM's and Players alike could go to a local place on Tuesday nights to get help for their addiction to fudging die rolls? It seems to me that it is an addiction. I have made every protestation against fudging dice and yet I find that I am regularly tempted. Rolling publicly, (so that everyone could see your dice) does help, but you could always lie about your plusses. "Yes, I rolled a 5, but I am plus 13, so I hit." Lying and cheating are one in the same and are too easy. We need help. I need help. Let's open a forum and decide on a proper 12 steps. Admit first, that you have a problem.