Wednesday, 31 January 2024

NPC GENERATOR for Version 3.5. (v136)

 Never version!


NPC creator for Dungeons and Dragons 3.5


V136

Added Derro as a Race
Add Cleric Domain spells

V135

Buffs were being added (but not text!) regardless of being set or not. fixed that
Bonus Human feat is marked with an 'H' 

 

Get it here:

http://www.roztov.epizy.com/dd/NPCDD.html

 

 

Tuesday, 30 January 2024

Karma Kingdom - Beta 1.0 b209

 


Karma Kingdom - Beta 1.0 b208



Latest updates:

- Added Spell - Summon Aarakocra Soldier(from random MTG card - 'steel plume marshal')
- FIXED BUG #213 - ball give to kids etc.
- FIXED BUG #238 - the Score page.
- FIXED BUG #263 - make something with bamboo walls? Bamboo houses etc
- FIXED BUG #289 - Train Teacher broken?
- FIXED BUG #292 - give playing cards to kids
- IDEA #304 - making wooden walls should be on carpentry skill.
- IDEA #484 - Can now plant bulbs to make a flower bed
- IDEA #527 - spoil removal should be in new colour codes etc
- I'm trying to give a use for all items, so clothes and armour can now be worn, weapons wielded etc
- So there is an Avatar on the Stat screen. This will get its own screen or something better anyway later on
- Of course, now I need a use for all the D+D style stats I've added!
- still more to do, rings etc




~~~~


Want to do something to help the planet?

Really keen to help out with everything going wrong in the world, but don't know where to start?

Well, you do a little to help the planet and other great causes right now, completely free by playing the game Karma Kingdom!

How it works:

When you play the game you gather resources for your kingdom by navigating to other charity click sites and pressing their 'click to donate' buttons.

With these resources you can then build your kingdom. As it grows the kingdom comes to represent your contribution too good causes all over the world, not just the climate, but refugees, animals, breast cancer, autism, veterans and many more.

The list of charities are regularly updated.

Karma Kingdom also keep a track of the estimated value of your clicks and how much CO2 you have helped remove from the atmosphere.

Start Playing here:


http://roztov.epizy.com/stw/generate.html

Sunday, 14 January 2024

(G545 09/12/2023 via Roll20 - JF(GM), KT) YI15

 (G545 09/12/2023 via Roll20 - JF(GM), KT) YI15



[Fenrir, Corhim and Dak have set off for to find the Fortress of the Yaun-ti.  But now Corhim has wanted a quick Teleportation detour to the Tower of Mathghamhna, the home of the Arcane Order.]


DAY 619  (12th Uktar) (November) cont ...

Corhim had been to the Arcane Order Headquarters once before. There is a dangerous over land route that can be taken, the tower is remote, located in the Nether mountains, 100 miles east of Sundabar. Corhim was teleported there the first time and also this time so he avoided all of that.

He was there to enrol as an Associate Member which mainly involved handing over 750 gold. He could become a full member if he wanted, but that was a lot more involved and time consuming. All he really wanted was access to their Spell Pool, which would (if I understand correctly) allow him to cast pretty much any spell as long as he paid it back later. There were a few other benefits and requirements involved with Associate Members but I'll not go into them now.

While Corhim went into Mathghamhna to deal with all that, Fang and Fenrir went into the nearby village of Narvik Rock. This settlement is right next door to the Arcane Order and is there to serve is more mundane needs. It has a population of about two thousand and two inns, one for poor travellers and one for richer folks like visiting wizards.

There was also a lodging house for visiting Associate Members, but they opted for the rich inn, and got a good table and sat down for a slap up feed of goat stew washed down with lashings of strong wheat beer.

I tell you what though, I'm glad I'm a druid, I don't have to go through all that rigmarole that wizards do. And I don't have to worry about demons coming to get me like Fenrir does, come to that.


Friday, 12 January 2024

(G544 02/12/2023 via Roll20 - JF, KT, AP(GM), AD) YI-B1


(G544 02/12/2023 via Roll20 - JF, KT, AP(GM), AD) YI-B1



[Fenrir, Corhim and Dak have set off for to find the Fortress of the Yaun-ti. Meanwhile I (Rollo) am stuck at home planning a trading empire with my wife, using captured pirate ships.]

DAY 619  (12th Uktar) (November) cont ...

Myself and the wife had been at it for hours. Neither of us liked the idea of the xebecs straying outside of the Shining Sea for now for various reasons.

1. We didn't know the captains all that well

2. We might need them in a hurry to fight off pirates back on the island

3. Lavinia had lots of experience at sea but had never managed more than one or two ships at a time.

4. We needed supercargoes for each ship and reliable brokers at each end. It was better to start with ports that Lavinia knew.

So it was decided to have all four of them trading spices from Sasserine to Calimport and herbs, jewellery, leather goods, armour and books from Calimport to Sasserine. It was a steady, if not very adventurous trade, and with the ships having the ability to go invisible at will the cargo would be very safe.

Anyway, I'd had enough of all that and had gone for a walk when I bumped into Reinward and Fang. We then went for a nice cup of tea at Felia's shop.

Fang was there to arrange the purchase of a magical falchion. He's seen the one Dak wielded and fancied trying one out. She didn't have one in stock but told him she could have it for him in two days.

She also went on to say:


''

I've just heard through the family grapevine that the long lost Stone of the Sparkledingles has been located! This is terrific news and I'm sure my ever so brave cousin would love to go and retrieve it, since he's gone I wonder if anyone here would like to do it? I'll give you a discount on that falchion, Fang, if you go.

''

Fang and Reinward nodded approval. I said nothing. She went on:


''

Wonderful! I have drawn a picture of the entrance to the dungeon the Stone is located in. It should be possible to Teleport there from here. The only thing is I am not able to do Teleports. Do you know anyone that does?

''

Fang and Reinward turned to me. There was also Irritator of course, but to be honest I was happy to get away from all the Shipping Forecasts and Trade Deals. 

'Oh very well!' I said taking the picture. 'I'll drop you off, but no more than that!'

We teleported to the subterranean entrance of the dungeon. Judging by the  temperature I think we had gone north rather than south, but I didn't bother  pulling my magical map out to check as the other two were already going in. Definitely in Faerune though.

I decided to follow along, just in case they needed healing or a few  handy crocodiles.

We were already underground, the runes on the entrance were interesting but I had to just let them pass by as we descended into a long narrow corridor. These were rough hewn tunnels, warm to the touch.

I cast Light, then Longstrider and Tortoise Shell on myself.

This was a dungeon of the traditional sense, something carved out of the deep rock for some evil wizard to keep his treasure and monsters.

At first it was all doors and traps, and the ancient refuse of what looked like a long abandoned area of carved out chambers. Rotten crates, bent daggers, secret doors, stone ramps, stone chains, carved faces on the walls - all the things I've come to expect from this sort of place. It can feel quite random sometimes.

We pushed on through it all, room by room, corridor by corridor. When a trap needed to be disarmed, Reinward did that. When a door needed to be bashed in, then Fang did that. He had to borrow my crowbar though which so far had been my only contribution.

Eventually we came to a door where we could hear a loud buzzing  coming from the other side. Reinward put out the lights and used that weird blindfold he uses. Seems like a real faff to me.

Anyway, the buzzing was coming from four large swarms of hell wasps. I shut the door again and we decided to give that room a miss!

More doors and corridors. Suddenly a trap was set off and a magical Force Cage cut off Fang and Reinward. Then a bone devil appeared in there beside them. Reinward stabbed it and Fang chopped it with his axe and that was the end of that.

Reinward then disabled the trap and the Force Cage was dispelled.

We moved on. We reached a door that Reinward couldn't pick the lock of, so Fang broke it down with his axe.

We carried on. Deeper into the dungeon. Lavinia was probably wondering where I was by now.


Sunday, 7 January 2024

(G543 25/11/2023 via Roll20 - JF(GM), KT, AP) YI14

 (G543 25/11/2023 via Roll20 - JF(GM), KT, AP) YI14


[Fenrir, Corhim and Dak have set off for to find the Fortress of the Yaun-ti, starting in Kingsholm. Recently they have helped the locals by breaking up a gang of orc bandits.]


DAY 617 (10th Uktar) (November) cont ...

The slaves kept at the orc bandit camp were shown the way out of the cave and pointed in the rough direction of the caves. The non-combatant orcs were left as well as all the horses that were kept in one of the other caves.

Before leaving Fenrir asked one of the old orcs where the warlock and cleric were likely to have gone. She said that The Lady most likely went to Xûl-Jarak, which was  also known as The Gray Citadel because of its grey ashen walls.

As night began to fall they arrived back at Kingsholm. Mia Desarna was very glad to hear of their success and was happy to pay 4000gp for the death of two of the leaders of the gang. They were given an even nicer house in the town, along with a housekeeper to look after it.

There was a big party at the Coronet and Cabbage, with as much food, booze and floozies as they could manage. Fenrir did not partake of the last reward due to Giselle being there, but Dak certainly did and was seen going off later on with one of the larger wenches.

Corhim left the party early so he could go to his room and study.


DAY 618 (11th Uktar) (November)

Today I've been at the main table in the keep, going over our shipping plans for the xebecs. I'd rather be exploring the portals or something, but it seems best to keep her happy at the moment.

Anyway, I heard from Sylvia who heard from Giselle about what Fenrir and company got up to today:

Having had a good time the night before they headed up to the famous Kingsholm Graveyard after lunch. The tomb entrance was guarded, but they were waved through as Mia had issued them a pass.

Their trip to Pedestal was the same as last time. A long tunnel lead down past the dungeon and finally brought them to the Earth Node.

As I may have mentioned before Earth nodes are rare and cherished subterranean  locations where the power that flows through the mineral bones of the world pools. 

Because few earth nodes possess a natural outlet into the greater Underdark,  they remain undiscovered. 

This node's power lay dormant until activated by any magic user. When used it teleported everyone standing in its chamber to another node somewhere near Pedestal.

As before they walked along the shore of the Sullen Sea in the Great Grotto and crossed the Oceanbridge and arrived at the city gates.

Fenrir had been to Pedestal before but the other hadn't. They paused to look at the Necromancer's Spike (or what we call the Spire), a great column of stone that grew out of the centre of the city.

The gates were unguarded, but the spikes were still there, and their were just as many heads on them as last time Fenrir had been there.

The streets were as ruined as ever and home to the same refuse of the Underdark, nasty fish-people, insane derro and aggressive grimlocks. Fenrir and company looked pretty tough though so the were left alone as they made their way to the Dripstone Inn.

Es Sarch remembered Fenrir so they were given some food and drinks and free rooms for as long as they needed them.

Dak asked if they had some Jibby-Jibby. One of the barman said they had the Underdark equivalent called Jabby-Jabby (I'm sure this was a lie, how could a bar in the Underdark know about the drinks brewed in an Overworld hidden temple by reclusive monks!?). Dak bought some and tried it. He thought it was a bit earthy, but not that bad.

It was at this point the Corhim suddenly requested that they make a quick detour. Before they went any further he wanted to back to his guild and make a few arrangements there. He wasn't a member of "The Arcane Order of Enchantment and Exposition" but he was known to them and wanted to become an Associate Member so that he could use their spell pool (whatever that was).

Fenrir shrugged as he knocked back another Underdark beer. 'Sure, why not?'


DAY 619  (12th Uktar) (November)

Lavinia doesn't want those xebecs just sitting there doing nothing now that they are fully crewed and provisioned. The Blue Nixie is like her own private yacht, so we always have one ship on standby. It still has the Jade Ravens onboard too. They were her first sort-of personal band of adventurers before me and Raz and the others came along. Liamae Teslikaria is back with them now too. Remember her? She was Oz's girlfriend for a while. Then he went missing. She stayed with the crew of the Sea Wyvern for a while. I think she liked it there, but she gets more money and less work with the Jade Ravens.

Anyway, heard more form Sylvia today about Fenrir and the others:

In the morning they teleported out of Pedestal and with Corhim using Fenrir's Boots of Teleportation they arrived at the ancient towers of Mathghamhna.

This is a fascinating place up north near Dalagar's Dagger. I'd really like to pay it a visit some time. If the wife ever lets me out of her sight for
five seconds!


Saturday, 6 January 2024

(G542 18/11/2023 via Roll20 - JF(GM), KT, AP) YI13

 (G542 18/11/2023 via Roll20 - JF(GM), KT, AP) YI13



[Yag Island was now where many people were starting to congregate. New faces such as Sparkledingle, Griffolk and Fangornio, my friends and family, Lavinia, Sylvia, Jiggles and Irritator, and new arrivals of old faces like Fenrir, Reinward and Giselle. Recently, Fenrir, Corhim and Dak have set off for adventure, starting in Kingsholm. The local guard commander has given them a quest to go and deal with some orc bandits.]


DAY 617 (10th Uktar) (November) cont ...

It was still just lunch time, and after a quick meal they decided to go out and take a look at the Thar. Mia had told them 'they are not hard to find, just follow the trail of destruction.'

They started with Fenrir (flying and invisible) scouting east. In only about two miles he saw a burning camp on the horizon, and some more smoke beyond that. He went back to tell the others.

They asked for horses and Mia quickly provided them. Sparkledingle shared a saddle with Dak while Fen and Giselle had horses of their own.

The burning camp was only an hour's ride away. From a safe distance they looked it over. It looked like a nomadic half-orc campsite. There were burnt tents and dead bodies lying around the remains of it.

They dismounted and walked in. They heard the crying of a baby, and noticed that two of the orcs were still alive, a male and a female.

They found the baby and healed the adults. Fenrir then had a look around the camp.

There were signs of battle of course, but also the scorch marks associated with Eldritch Blasts. There were also ground patterns that suggested a downward blast, from a spell like Flamestrike.

Corhim had a look around for treasure, but the place had been well looted.

They used a Cure Moderate Wounds potion to get the female back on her feet. She was fearful and only spoke orcish. She told them 'they came at dawn, from the sky, then others came from the land'. Her name was Parrenut and she pointed east to show where the attackers had come from.

The gave her the baby to look after and some food and water then headed east.

There was a trail of twenty or so horses, so it was easy enough to follow, but they did loose it amongst a rocky area. The Thar is a wild, desolate and windswept  moor of heather and hummocks of tough grass, but every so often there is an area of exposed rock. The only shelter in this area came from the occasional large piles of rocks, overgrown with moss and reeds, that often had caves in them.

With the trail lost, Fenrir took to the sky again. There were no clouds but he could see nothing except miles and miles of the Thar. They decided to simply ride east and see what they found.

Eventually they came to a fortified homestead that had had its gate breached and was now not much more than a burnt out shell. As they approached Fenrir and Dak both spotted riders coming in from the north. There were about 12 of them and they were about a mile away.

They were orcs and looked like bandits, but Fenrir opted to stay put.

'Hello!' he called out.

'Who are you?' asked the leader.

'The names Thunderstaff. I'm out here investigation a rampaging horde of arseholes.

Let me know if you see any of them!'

He didn't even let them get a chance to reply to his witty repartee and simply blew the leaders head off with an Eldritch Blast.

'Uh oh!' cried another one. 'Leg it lads!'

As they galloped off Fenrir blew the legs off one of their horses. The rider fell but was picked up by one of the others. Fenrir then blew the legs off that horse too and both of the orcs fell to the ground.

Both were injured so Fenrir flew over to where they were cowering.

'So lets try this again,' he said smugly. 'Who are you?'

'We're just simple travellers your majesty! We get lost or what? And then all my cheese ran away! Honest, we was just passing on the way to grandma's house!'

Fenrir did his best but they were pretty incoherent. He did learn the names of the leaders - Blackrag, Demon Harry, The Lady and Mad Git McMad.

'Take us to your camp or Dak will rip you limb from limb!' he threatened.

The orcs were happy to do so, but since they both had broken legs they had to be put on a horse with their hands tied.

They came to a large pile or rocks and boulders, the size of a cathedral.

'Don't attack the camp directly your majesty!' warned the orcs helpfully.

'You'll come a cropper!'

As they observed the rocks the orcs warned again. 'They will have seen us coming! They will be planning their defences!'

Sparkledingle and Fenrir talked about using combinations of Stinking Cloud and Gust of Wind to gas them out into the open, but they had no idea how extensive the caves were inside.

'Caves go in quite far, your lordships!' cackled the orcs when asked.

There was one obvious entrance at the front, but there could have been others. The orc prisoners didn't know.

There were only a couple of hours of daylight left so Fenrir decided just to go for it. He flew into the air and started blasting away at the rocks from the sky. Not much happened until from somewhere below and Eldritch

Blast was shot back at him. Fenrir got a glimpse of someone popping back down into a hole somewhere in the rocks.

Fenrir blasted away at the heather that grew around the rocks, setting fires here and there. From a safe distance Corhim and Dak watched as clouds of smoke, but also steam, started rising from the rocky spires.

Fenrir returned. They tied up the orcs then secured their horses further back. Then Fenrir used a sort of rolling Wall of Flame to protect them all the way to the entrance.

As they went inside, the orcs attack. At first a wave of angry, but not very dangerous orc warrior attacked, supported by a cave troll. 

Fenrir swept the orcs aside with Cones of Eldritch Power. Then the warlock, the one  called Demon Harry, started shooting back.

Corhim cast Glitterdust that caused some confusion and Dak split the troll near down the middle with a massive stroke of his falchion.

As they pushed further into the caves, the warlock was joined by a cleric, this was The Lady, who cast Flamestrike, which hit Fenrir. Most of it bounced off.

Corhim next cast Stinking Cloud on a new wave of orc warriors that made them all vomit. Dak charged at them, straight into the cloud, and started vomiting as well. It was all rather chaotic.

The two orc barbarians entered the fray. Demon Harry retreated into the back of the caves. Fenrir cast cone after cone of Eldritch Power, pushing the orcs back, killing the warriors and wounding the barbarians. This was one of the most challenging fights Fenrir had had in a while, but even so they were slowly gaining ground inside the cave, so-much-so that predicting that all was lost The Lady cast Word of Recall and vanished.

Corhim cast Grease on the two big barbarians and Fenrir managed to land a Painful Slumber of Ages on the Mad Git. Dak killed Blackrag then went over to the sleeping Mad Git and chopped his head off.

The battle won, they searched the caves. The area where the orc bandits had been living was as filthy as you can imagine, but they had left most of their treasure behind.

There were also three old orcs, three females and five youngsters. They cowered and begged for mercy. There were also five slaves, who were all very happy to have been rescued.

Wednesday, 3 January 2024

Karma Kingdom - Beta 1.0 b208

 


LATEST UPDATES:

- Added Court Case - Spell Cursed Mass (from random MTG card - 'Chimeric Mass')
- Added Spell - Summon Storm Giant(from random MTG card - 'Galvanic Giant')
- FIXED BUG #134 - build forge, when I had one state roof - enough - it was in red
- FIXED BUG #211 - give / lib the new books
- FIXED BUG #248 - set a watch event not working
- FIXED BUG #264 - I think watchtower is not working on map. Maybe being hidden by another tile
- FIXED BUG #269 - armour tag for locations and Rusty Wrist Guards tagged as armour and can evaluate
- FIXED BUG #270 - giving and putting books improves education. Put green text for this
- FIXED BUG #271 - Educational Books can give and put
- FIXED BUG #272 - ecology bonuses for frogs and reef creatures. Added to insect bonus to give creature bonus
- FIXED BUG #273 - jar of wind should tell you how much air comes out. Give bonus on magic ele air as well as insects. Add small random
- FIXED BUG #274 - create desert and beach should use a skill - wrong seed!
- FIXED BUG #275 - red potion gives XP but reports on SP for the skill check
- FIXED BUG #276 - You summon a White Wing Angel! - say how many
- Disabled / Updated Help on all discontinued click sites
- NEW ITEM: Sulphur Nuggets
- Added Land Type - Sulphurous Springs (from random MTG card - 'Sulphurous Springs')
- IDEA #299 - court case to bring in halflings
- IDEA #565 - put in infrastrucutre how much housing is needed



~~~~


Want to do something to help the planet?

Really keen to help out with everything going wrong in the world, but don't know where to start?

Well, you do a little to help the planet and other great causes right now, completely free by playing the game Karma Kingdom!

How it works:

When you play the game you gather resources for your kingdom by navigating to other charity click sites and pressing their 'click to donate' buttons.

With these resources you can then build your kingdom. As it grows the kingdom comes to represent your contribution too good causes all over the world, not just the climate, but refugees, animals, breast cancer, autism, veterans and many more.

The list of charities are regularly updated.

Karma Kingdom also keep a track of the estimated value of your clicks and how much CO2 you have helped remove from the atmosphere.

Start Playing here:

http://roztov.epizy.com/stw/generate.html