I deleted my MeWe account. Too frustrating.
I’ve been exploring Discord, which has some features that I like, most notably the potential to jump in on a game while the children are napping, etc. It’s a mess of things going different directions, however.
Generally though, my OSR Social Media Plan is to just ride G+ out.
A lot of interestingness in these Ritualising D&D Spells. I enjoy mechanical elements that inform on the game world, and these certainly do that.
This good thing, better: Tomb of the Serpent Kings v4
The cover to the novel The Time of the Dark (Darwath, #1) by Barbara Hambly; Artist Unknown
How to Write Usable Room Descriptions A good reminder to be concise and packed with kinetic energy. Something that I fail at even when writing in my personal notebook.
Map by Quentin Forestier
Range: 1 mile per level
This spell allows the illusionist to send a message or other sound via the wind to a distant location within range.
• The destination must be known to the illusionist.
• The message travels on the wind, unnoticed, at a speed of up to 10 miles per hour.
• Once it reaches the designated destination, the wind delivers the illusionist’s message — up to 100 words or one minute of other sound.
• The message is whisper quiet, relayed by the susurrations of the air, but can be heard by all within 30′ of the destination.
• Even if no one is present to hear it, the message is automatically delivered.
Away With the Faeries (a racial mechanic) I’m wary of new stats but this simple little thing adds quite a lot, reinforcing the peculiarities of the game world.
I Swear Upon Your Death I love this sword.
Once I removed the strata of garbage which composed the wasteland, such as all the modern fantasy and science fiction, once I dug deeper and deepr and uncovered the real dungeon did it all start to make sense. Fantasy genuinely only began making true sense to me when I found Conan, Elric and the stories of Vance..
Impromptu OD&D Session Report On my gamestart bucketlist.
The Fencer is a melee glass cannon: it’s able to do way more damage than seems reasonable, but a single good hit could get him rolling on your favorite Death & Dismemberment table.
The Fencer rolls 1d4 instead of 1d6 when generating HP.
Face net not mandatory.
A: Improved Critical
B: Challenge, +1 Critical Margin
C: Bleed Out, +1 Critical Margin
D: Nimble Strike, +1 Critical Margin
A: Improved Critical
The Fencer’s experience makes it easier for them to accurately strike: they Critical Hit on rolls of 19 or 20, decreasing with each Fencer template. (On Template D, a Fencer would Critical Hit on rolls above 16.)
The Fencer can challenge opponents to duels: in combat, the target must Save or be goaded by his calls. Outside of combat, nobles, knights, bandits, mercenaries, and similar will begin combat: if the Fencer wins, he gains +3 to Charisma when persuading the duel’s audience.
C: Bleed Out
Successful attacks by the Fencer deal 1d4 CON damage as well as their normal damage.
D: Nimble Strike
When using a one-handed weapon, the Fencer can make 2+DEX mod attacks per round.
Further Into The Forest As Zak pointed out, these are not only good, they’re concise and good. A worthy ring. Also, I’m currently building a forest and some of these are definitely going in.