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Category Archives: tidbit

Map hexer web app

I’ll be back eventually but I decided to post this cooperative thing in the mean time.

So I saw this post from Zak yesterday about putting hex numbers on map images. Paul McCann then made a JSFIDDLE that does just that in javascript. I then added an interface to his concept to ease use for non-programmers. Enjoy.

Map hexer web app

 
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Posted by on 2013/05/26 in tidbit

 

Items of the Sword: Fire Lances Of The Ancient Hyperzephyrians

Based on Fire Lances Of The Ancient Hyperzephyrians

Let’s start with the obvious: NO THEY’RE NOT JUST GUNS! Everybody can put guns into D&D. Hell, everyone already has! That’s boring, moving on.

The Lances are fired with a stabbing motion, at which point they release a small projectile with a thunder crack, that sets the thing it hits on fire (as greek fire or similar, can not be put out, burns underwater). Because of it’s method of activation, aiming the Fire Lances at long distances is all but impossible. The Fire Lances actually have a bayonet attached to their business-end so they’re useful even when empty.

Once the Lance is out of charges, reloading is done by fire aswell. Thrown into a campfire (or fire of similar size) and waiting for the fire to die down will leave the weapon fully recharged.

Fire Lance
Damage: 1d6 + 1d4 fire damage for 1d4 rounds OR 1d6
Range: touch/5’/10′ OR melee
Weight: 10lb

Disclaimer: the “items of” series is in no way affiliated to it’s source media. The descriptions are entirely unofficial and sometimes contrary to the original intention on purpose. No claim of ownership intended.

 
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Posted by on 2012/11/08 in The Sword, tidbit

 

PocketMod hack: Lost Dutchy of Gaeleth

Anti Paladin Games produced some one-page stuff that I found very influential and inspiring back in the day. I still carry many of their efforts in my wallet. Hex-Spiders for some versatile baddies, Kedmere for a setting backdrop, and The Lost Dutchy for a hexcrawl. This latter I now present to you as a pocketmod. Enjoy!

Download/view:
PocketMod, letter size PDF (as Google doc)
PocketMod, A4 size PDF (as Google doc)

 
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Posted by on 2012/11/01 in pocketmod, tidbit

 

Items of Adventure Time: Crystal Weapons

Based on Fiona and Cake

Crystal weapons turn into crystals when not used. Crystal swords and other one-handed weapons turn into about fist-sized crystals and can be stored as jewellery and concealed. Crystal daggers turn into even smaller crystals that can be worn as part of a necklace or bracelet. Making them in different colours is trivial, thus all shades are available. They usually activate by holding them in a specific way, but sometimes they are rigged to react to emotions like rage or fear. They tend to be as powerful as their mundane counterpart, but cost at least as much as the jewellery they pose as, so they are mostly used by rich ladies as a safety measure.

Disclaimer: the “items of” series is in no way affiliated to it’s source media. The descriptions are entirely unofficial and sometimes contrary to the original intention on purpose. No claim of ownership intended.

 
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Posted by on 2012/10/30 in Adventure Time, tidbit

 

Dice-handling methods & monk fix

You might remember my monk class for SotU, and it’s weird method of calculating unarmed damage. The problem is the usual: adding two dice gives a bell-curve, and even then, you can’t simulate all intervals that way.
So now I will share my 3 methods of rolling numbers in intervals other than the usual dice allow.

Division:
Dividing the number rolled with a different number, the latter of which the maximum rolled number X (ie dX) is divisible by. Round up if you’re using a computer.
d12 / 4 = d3

Adding maximum:
Rolling two dice, the latter of which deciding if we add the maximum X (ie dX) to the former. Think classic d20 numbered 0-9 twice. You roll a second die to decide if what you rolled is A or 10+A.
d8 & d3 = d24

Maximising:
Probably the simplest and most unlikely method, where we roll a die that is capable of higher numbers than our intended maximum. We simply re-roll any too high numbers. Beware that this method can be re-roll-heavy if the die is far larger than the intended maximum.
d12(11) = d11

Since we’re not adding dice, there is no bell curve, since we’re not multiplying dice, there are no missing numbers.

So with these methods, it should be a cinch to roll the [1 to HD+1] interval for damage.

 
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Posted by on 2012/09/18 in tidbit

 

Monsters of The Sword: Odonatar

Based on Arrows in the Dark

Odonatars are a secretive race of animals, living high atop mountains, hidden from intelligent creatures. They themselves are about dog-like in their intellect. The creatures resemble scaled horses, without manes or tails. Odonatars and their alignment are distinguished by the 3 shades they can be found in: most are grey for neutral, some are black and evil, and the rarest are pure white and good.

While grey odonatar tend to hide in their mountain homes, black odonatar sometimes seek out powerful and evil leaders to serve as their mounts. These are the ones most are familiar with, and most believe all odonatar are evil because of this. Rarely though, when a white odonatar survives their adolescence among the grey and black, instead of staying and aiding their brethren, the white likewise go out seeking a worthy rider. These people tend to be young heroes instead of leaders and kings.

The stigma of evil caused by the black among society usually brings ill will towards any odonatar rider, no matter the mount’s colour, thus forcing these heroes into exile, until they prove their worth.
Odonatar are slightly larger than horses, and they have double their HD. They usually understand any simple commands from their riders, and sometimes even other creatures of their alignment. They only stay as long as they’re created well and their rider retains their alignment.

Disclaimer: the “items of” series is in no way affiliated to it’s source media. The descriptions are entirely unofficial and sometimes contrary to the original intention on purpose. No claim of ownership intended.

 
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Posted by on 2012/02/14 in The Sword, tidbit

 

PocketMod hacks: Goblin Gully

Pocketmods are this new thing for me. I wanted to see if I can put some one page dungeons and the like into this format. This is my first try, Dyson Logos’ Goblin Gully. I hope you like it.

Edit 2014:

“If you want a version of one of my adventures in PocketMod format, or re-statted for use with GURPS Magic or another system, go ahead and do it but do NOT post it to the internet, to your blog, or wherever else.” -Dyson Logos

 

 
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Posted by on 2012/01/11 in pocketmod, tidbit

 

Items of The Sword: Witch’s Vision

After defining what all the kinds of vision I could think of mean to me, it’s time to utilize it!

Witch’s Vision:
Mentioned in the song Arrows in the Dark.

These rare items are crafted by warlocks and witches to grant its user supernatural sight. They resemble an ordinary lantern, but instead of oil, they burn eyes. The vision the lantern grants is whatever vision the eye’s owner possessed. If it had several, choose the most supernatural.

They burn one eye for each four hours, or 24 turns, and have an effective light radius of 30 feet. Everyone who sees this light will see the area with the vision granted by the lantern. The lantern doesn’t modify the user’s vision, but casts a special light that renders the surrounding area in that form of vision. As such, despite vision in general not having a range restriction, the user only sees things in the granted fashion inside the distance specified.

Because of the fuel needed to activate the lantern, the object may cause discomfort in most nice characters, and some favour might be lost to nice clerics utilising the device. On the other hand, harvesting the eyes of your foes is not a nice thing to do, and might cause anything from divine wrath to alignment shift. DM’s discretion, naturally.

An additional effect of the light is that it can only be seen with a form of vision different from the one it grants. So if granting normal vision, only creatures with some additional form of sight will be able to see the light of the lantern. Otherwise, the viewer will see the area as dark/room temperature/featureless/whatever. Any other vision is converted, from whatever distance the meager light of the lantern travels. The psychological effect of a creature with only darkvision suddenly seeing the reds and blues of infra are, again, left to the DM’s discretion.

PS: The line in the song could be interpreted as referencing a vision of the third witch from Tres Brujas, who will “show you the way”. That, though, is unsubstantiated and also boring.

Disclaimer: the “items of” series is in no way affiliated to it’s source media. The descriptions are entirely unofficial and sometimes contrary to the original intention on purpose. No claim of ownership intended.

 
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Posted by on 2011/12/09 in The Sword, tidbit