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<channel>
	<title>Roll For Initiative</title>
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	<link>http://rfipodcast.com/show</link>
	<description>A weekly podcast about 1st Edition Advanced Dungeons and Dragons</description>
	<lastBuildDate>Thu, 02 Sep 2010 02:27:45 +0000</lastBuildDate>
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		<title>Record of Lodoss War</title>
		<link>http://rfipodcast.com/show/2010/09/01/record-of-lodoss-war/</link>
		<comments>http://rfipodcast.com/show/2010/09/01/record-of-lodoss-war/#comments</comments>
		<pubDate>Thu, 02 Sep 2010 02:27:45 +0000</pubDate>
		<dc:creator>DM Vincent</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=958</guid>
		<description><![CDATA[In issue 28, we spoke of a great anime called “Record of Lodoss War” which was based off of a series of fantasy novels written by Ryo Mizuno. His works were based around his own created world called Forcelia, which later became adopted for his...]]></description>
			<content:encoded><![CDATA[<p>In issue 28, we spoke of a great anime called “Record of Lodoss War” which was based off of a series of fantasy novels written by Ryo Mizuno. His works were based around his own created world called Forcelia, which later became adopted for his own personal role-playing games. The plots typically followed that of which we would see in Dungeons and Dragons games. Stories revolved around a party of several characters of certain types undertaking a specific quest.<br />
First let’s back up and talk a moment about how this awesomeness came to be as we now know it. Record of Lodoss War was created in the mid ‘80s, around the same time TSR was a booming empire, with Basic Dungeons and Dragons on the open Market, as well as Advanced Dungeons and Dragons. This company named Group SNE, designed these Dungeons and Dragons serialized “replays” in a Japanese magazine called Comptiq. Now the replays are not novels, or articles, it was a transcript of their RPG sessions, to see what interest they could draw in for the magazine and also to document their world as they formed it. As popularity grew for the Group SNE and their Replays, Ryo Mizuno, thought of the brilliant idea to start adapting the story into high fantasy novels in ’88. As the novels sold like fresh hot cakes at an all you can eat buffet, it slowly became another book, and finally become a trilogy. All this time Ryo Mizuno was writing things based upon his own Dungeons and Dragons game. In 1989, Group SNE decided to drop the D&amp;D rules and design their own rules called “Record of Lodoss War Companion”</p>
<ul>
<li>Later on all three parts of the replay (novels) series were eventually published as paperbacks by Kadokawa Shoten from 1989 to 1991:<br />
• RPG Replay Record of Lodoss War I (??????? ????????Aru P? J? Ripurei R?dosut? Senki Wan &#8211; Parn&#8217;s party, retake played according to the Record of Lodoss War Companion rules and incorporating elements from the novelization<br />
• RPG Replay Record of Lodoss War II (??????? ????????Aru P? J? Ripurei R?dosut? Senki T? &#8211; Orson&#8217;s party, retake played according to the Record of Lodoss War Companion rules and incorporating elements from the novelization<br />
• RPG Replay Record of Lodoss War III (??????? ????????Aru P? J? Ripurei R?dosut? Senki Sur? &#8211; Spark&#8217;s party, played according to the Record of Lodoss War Companion rules</li>
<li>The last volume of Mizuno&#8217;s novelization was published by Kadokawa Shoten in 1993, and followed by two collections of short stories in 1995:<br />
• Record of Lodoss War: The Grey Witch (??????? ?????R?dosut? Senki Haiiro no Majin)<br />
• Record of Lodoss War 2: Blazing Devil (???????2 ????R?dosut? Senki Ni: Hon? no Majin)<br />
• Record of Lodoss War 3: The Demon Dragon of Fire Dragon Mountain (Part 1) (???????3 ??????(?)R?dosut? Senki San: Kary?-zan no Mary? (J?)<br />
• Record of Lodoss War 4: The Demon Dragon of Fire Dragon Mountain (Part 2) (???????4 ??????(?)R?dosut? Senki Yon: Kary?-zan no Mary? (Ge))<br />
• Record of Lodoss War 5: The Kings&#8217; Holy War (???????5 ??????R?dosut? Senki Go: ?tachi no Seisen)<br />
• Record of Lodoss War 6: The Holy Knights of Lodoss (Part 1) (???????6 ????????(?)R?dosut? Senki Roku: R?dosu no Seikishi (J?)<br />
• Record of Lodoss War 7: The Holy Knights of Lodoss (Part 2) (???????7 ????????(?)R?dosut? Senki Shichi: R?dosu no Seikishi (Ge) High Elf Forest: Deedlit Story (??????? ?????????Hai Erufu no Mori D?doritto Monogatari)<br />
• The Black Knight (?????Kokui no Kishi)</li>
</ul>
<p>The first volume forms the basis for the first eight episodes of the Record of Lodoss War OVA series, as well as the Record of Lodoss War: The Grey Witch manga series. The second was also adapted in manga form, and as a 4 CD radio drama. The final five episodes of the OVA series are loosely based on the story told across the third and fourth novels and, having caught up with the ongoing novelization at that point, feature an original ending. The Record of Lodoss War: Chronicles of the Heroic Knight TV series is a more faithful adaptation of volumes three to seven. The first collection of short stories was adapted into the Record of Lodoss War: Deedlit&#8217;s Tale manga series. Mizuno later went on to pen two new series of novels: a prequel titled Legend of Lodoss (???????R?dosu-t? Densetsu) (1994 to 2002) and a sequel titled Record of Lodoss War Next Generation (????????Shin R?dosu-t? Senki) (1998 to 2006), the first of which forms the basis for the Record of Lodoss War: The Lady of Pharis manga series.</p>
<p>&lt;More to come&#8230;&gt;</p>
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		<item>
		<title>A Book by its Cover</title>
		<link>http://rfipodcast.com/show/2010/08/31/a-book-by-its-cover/</link>
		<comments>http://rfipodcast.com/show/2010/08/31/a-book-by-its-cover/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 19:07:25 +0000</pubDate>
		<dc:creator>Todd Hughes</dc:creator>
				<category><![CDATA[+2 to Save]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=945</guid>
		<description><![CDATA[A Book by its Cover
“…finally the doors were thrust open and with a great howl the spectre faded to nothingness.  There, under glass, on a table of marble sat the book.  Our priest Narnock cast a spell and determined the book was not trapped.  Gently...]]></description>
			<content:encoded><![CDATA[<p><strong>A Book by its Cover</strong></p>
<p>“…finally the doors were thrust open and with a great howl the spectre faded to nothingness.  There, under glass, on a table of marble sat the book.  Our priest Narnock cast a spell and determined the book was not trapped.  Gently Rafain removed the glass lid and, fingers trembling, reached down and touched the great tome he had spent the last eight years looking for.  The book was 3 cubits wide and 4 cubits long, it was black as night and Rafain commented the cover was soft and warm almost as if where made of flesh.  I shivered at his words and the glint in his eyes.  Slowly with both hands he opened the great book, soon he would learn all to well what dark secrets its pages held…”<br />
-Dylan Rambage of Thesely</p>
<p><strong>The Book of Seztreg</strong>:  Six hundred years ago the dark elf Seztreg made his way to the surface world to escape the domination of the females of his kind.  He created a small tower away from prying eyes and magically concealed it.  Now with privacy he delved completely into the dark arts.  He studied the lower planes endlessly and learned the secrets of its denizens, and eventually he gained control of some of them.  With his new found power he released his evil upon the world. He forged a small kingdom that was ruled with an iron fist and enforced by his demonic creations.  The kingdom stood for 100 years before Seztreg’s twisted mind betrayed him.  His mind became more and more warped the more he delved into the knowledge of the lower planes, eventually he grew so bold as to summon forth a demon prince to do his bidding.  The two powers were locked in a struggle of wills for days when Seztreg blinked, this one slip was all the demonic power needed as he dragged the screaming mage into the depths of the Abyss where he remains today in a state of eternal torture.</p>
<p>Szetreg consolidated many of his dark secrets in a single large tome which he kept from prying eyes in his hidden tower.  It is said the book sits waiting unaffected by time to share its secrets with another.</p>
<p><strong>Spells</strong><br />
The book of Seztreg contains the following magic-user spells</p>
<p><strong>3rd level</strong>: Monster Summoning 1, Secret Page, Tongues, Vampiric Touch<br />
<strong>4<sup>th</sup> Level</strong>: Charm Monster, Dimension Door, Monster Summoning 2, Wizard Eye<br />
<strong>5<sup>th</sup> Level</strong>: Animate Dead, Conjure Elemental, Contact Other Plane, Hold Monster, Magic Jar, Monster Summoning 3<br />
<strong>6<sup>th </sup>Level</strong>: Death Spell, Geas, Invisible Stalker, Legend Lore, Monster Summoning 4, Spiritwrack, True Sight<br />
<strong>7<sup>th  </sup>Level</strong>: Banishment, Cacodemon, Forcecage, Monster Summoning 5, Torment, <em>Seztreg’s Extraction</em>, Truename<br />
<strong>8<sup>th </sup>Level</strong>: Mind Blank, Monster Summoning 6, Trap the Soul<br />
<strong>9<sup>th </sup>Level</strong>: Gate, Imprisonment, Monster Summoning 7, Temporal Stasis</p>
<p><em>Seztreg’s Extraction</em> (Necromantic)</p>
<p>Level:   7                                  Components: V, M, S<br />
Range:  Touch                           Casting Time: 6 turns<br />
Duration: Perm             Saving Throw: Neg<br />
Area of Effect: Person touched</p>
<p>Explanation/Description: This spell serves two functions.  The first allows the caster to draw the essence of a minor inhabitant of the lower planes such as a Larva, Mane, Lemure, Imp, Quasit, or any other lower plane creature with 3 or less hit dice into a gem receptacle that must be worth at least 5,000 gp in value.  The subject creature receives a saving throw versus magic at -1.  If the saving throw is successful then the creature dies, the essence is lost, and the gem receptacle crumbles to dust.</p>
<p>Is successful the respectable may hold the stolen essence for up to 24 hours, during that time the magic-user may attempt to transfer the essence to a human subject.  The subject must be human, and must be of at least 2<sup>nd</sup> level and no more than 5<sup>th </sup>in any class. The gem must be placed on the subject’s bare chest and a series of command words spoken.  The subject will receive a saving throw versus magic at -2, if successful the gem will crumble to dust and the subject will be unaffected, upon failure however the subjects soul is destroyed and the body infused with the essence of the lower plane creature.  Humans so affected will become Demon Ghouls.</p>
<p>Upon time of creation there is a 10% chance that the newly created Demon Ghoul will break free of its creator’s control.  Demon Ghouls who are not under the creating wizards control will do everything in their power to escape his pressence.  Otherwise, the Demon Ghoul will be subservient to the creating wizard and will do his bidding as commanded without regard to its own safety.  Once the creating wizard dies the Demon Ghoul is free and cannot be controlled by another wizard.</p>
<p>This process can not be reversed short of a full Wish spell. </p>
<p><strong>Demon Ghoul Creation</strong><br />
Through his infernal conferences and experimentation Seztreg was able to perfect a method of creating a servant creature known as a Demon Ghoul. This method is detailed in the book.  The process involves using the spell <em>Seztreg’s Extraction </em>to draw the essence of a minor denizen of the lower planes such as a Mane into a receptacle.  The essence is then transferred into the body of a living human vessel.  The essence mixes with and utterly destroys the human soul; however the human body continues to function, now infused with the essence and becomes a demon ghoul under the creator’s control.</p>
<p><em>Demon Ghoul</em><br />
Frequency: Very Rare<br />
No Appearing: 2-8<br />
Move: 12”<br />
Armor Class: 2<br />
Hit Dice: 5<br />
% in Lair: 15%<br />
Treasure Type: B, Qx2, R, S, T<br />
No. of Attacks: 3<br />
Damage/Attack: 1-8, 1-8, 1-10<br />
Special Attacks: See Below<br />
Special Defenses: +1 or better weapon to hit<br />
Magic Resistance: Standard<br />
Intelligence: Low<br />
Alignment: Lawful Evil<br />
Size: M<br />
Psionic Ability: Nil</p>
<p>Demon Ghouls are created using the essence of  a lower plane being (see <em>Seztreg’s Extraction</em>) Demon Ghouls are very similar in appearance to normal ghouls (indistinguishable 35% of the time) with skin that is covered with bumps and small thorny protrusions. Demon Ghouls not under the command of a wizard will often be found with a pack of ghouls and/or ghasts.</p>
<p>A hit from a Demon Ghoul causes fear in the victim (as the magic-user spell of the same name) unless a saving throw versus paralysis is made.</p>
<p>Though not true undead Demon Ghouls are unaffected by sleep, fear, and charm magic.  They are treated as <em>Special </em>in regards to clerics turning undead.</p>
<p><strong>Other Information</strong><br />
Other than spells and information on the creation of the Demon Ghouls the Book of Seztreg holds a vast amount of knowledge on the lower planes.  Including information on the 9 hells, what devils dwell in each and who rules them.  Information on several layers of the abyss, what demon prince rules which layer and what demons they command.  Detailed information about each type of the lesser and greater devils, demons, and daemons; excluding the arch devils, dukes, demon princes, and lords.  It also contains the formula to create  Homonculous and  Flesh Golems, and detailed information on proper demon summoning.  Rumors persist that somewhere hidden among the text are the true names of several demons.</p>
<p><strong>Powers</strong><br />
In addition to the spells and information already listed the book confers upon its owner the following powers.</p>
<p>While within 10’ of the tome the owner will receive a +2 on all saving throws and a +1 to intelligence. He will be able to control undead as a 3<sup>rd</sup> level cleric, and he will also be able to use the following powers.</p>
<p>Speak with Dead 1 time/day<br />
Suggestion 1 time/day<br />
Monster Summoning I 2 times/week<br />
Mind Blank 1 time/day<br />
Detect Invisibility 2 times/day<br />
ESP 1 time/day<br />
Magic Jar 1 time/month</p>
<p><strong>Side Effects</strong><br />
With Power comes a price and the Book of Seztreg is no exception.  Some effects take place immediately and some over time, regardless delving into the dark mysteries presented will take its toll on the reader.</p>
<p>Upon first opening the tome the reader will receive a permanent -1 to charisma. In addition his hair will turn stark white.</p>
<p>Each day that the book is in someone’s position there is a cumulative 5% chance the person’s alignment will switch permanently to lawful evil.</p>
<p>When any of the powers listed above are used there is a cumulative 1% chance that the character will be struck with Megalomania (DMG page 84).</p>
<p style="text-align: center"><strong>The Looking Glass</strong><br />
Instead of me posting an entry here this week let’s try something different.  I am in the process of writing a new module.  I would like you the reader to submit to me a new monster.  The winning monster will be posted in this section of a future column and will also make an appearance in the new module when it is published.</p>
<p>The ground rules</p>
<ul>
<li>The module is for levels 1-3 so the monster must be level appropriate.</li>
<li>The monster should be something that would be comfortable living underground.</li>
<li>It should be written up in a style similar to a Monster Manual entry (Frequency, No appearing, etc.)</li>
<li>The monster should be something new and not simply a variation of an existing monster.</li>
<li>The monster should NOT be undead.</li>
<li>Send entries in email to <a href="mailto:whughes@ptatech.com">whughes@ptatech.com</a> by September 17th</li>
</ul>
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		</item>
		<item>
		<title>Issue 28 &#8211; Cleric!</title>
		<link>http://rfipodcast.com/show/2010/08/31/issue-28-cleric/</link>
		<comments>http://rfipodcast.com/show/2010/08/31/issue-28-cleric/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 15:08:37 +0000</pubDate>
		<dc:creator>DM Jayson</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Podcast episodes]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=939</guid>
		<description><![CDATA[Klerikos, clericus, clerk, clergy, cleric&#8230; it&#8217;s one of the most storied words in the Romance languages, and one of the most versatile classes in AD&#038;D. We examine clerics, from their roles in an adventuring party to the rationale (or irrationality, depending on your viewpoint) of...]]></description>
			<content:encoded><![CDATA[<p>Klerikos, clericus, clerk, clergy, cleric&#8230; it&#8217;s one of the most storied words in the Romance languages, and one of the most versatile classes in AD&#038;D. We examine clerics, from their roles in an adventuring party to the rationale (or irrationality, depending on your viewpoint) of prohibitions on edged weapons.</p>
<p>Also this week, a classic Monster Manual baddie &#8211; the Anhkheg.</p>
<p>Show notes &#8211; be sure and hunt down issue #85 of Dragon Magazine (May 1984) for a massive special section entitled &#8220;The Cleric Collection.&#8221;<br />
Also of note is &#8220;The Cloistered Cleric&#8221; by Len Lakofka in Dragon #68 (December 1982) and &#8220;Clerics live by other rules&#8221; by Gary Gygax, Dragon #92 (December 1984).</p>
<p>Finally, you might want to review the debate over clerics and edged weapons in Dragon #66, and this letter which appeared in response two issues later. Written by one of the authores in #66, John T. Sapienza, Jr., and printed in &#8220;Out on a Limb,&#8221; I felt it was an excellent defense of DM Nick&#8217;s argument. (He&#8217;s still wrong, of course. -Jayson) I will reproduce the relevant excerpts here:</p>
<p>&#8220;<em>Dear Editor:<br />
I enjoyed seeing my article on the use of weapons of choice in DRAGON #66 printed with a rebutting article by Bruce Humphrey, defending the rules limiting certain character classes to specific weapons&#8230;<br />
&#8230;I strongly disagree with Bruce concerning clerics, however. Here we part company on the very nature of religious faith. It seems to me that Bruce insists on transferring the Christian aversion to the shedding of blood to the priests of all pagan deities. He argues that even less-than-good deities would limit their clerics from spilling blood in other than ritual grounds and temples. The problem with this is that it ignores the gods of war. Granted that most religions that required blood sacrifice, including human sacrifice, did so for the most part at the altar or sacred grove in ritual conditions. But the logical place for a sacrifice to a god of war is on the battlefield, and a study of history yields a number of instances in which societies were formed around this concept&#8230;<br />
&#8230;If a god uses weapons at all, and at least half of the gods are so described, then it logically follows that the worshipers of that god will use the same weapons for the same purpose their patron deity does, in furtherance of his commands. If a cleric is a follower of a war god, he is going to regard spilling blood as an inherent part of his duties &#8211; and a mere incident to the main activity, which is killing enemies.&#8221;</em></p>
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		<item>
		<title>Ecology of the Mantari</title>
		<link>http://rfipodcast.com/show/2010/08/19/ecology-of-the-mantari/</link>
		<comments>http://rfipodcast.com/show/2010/08/19/ecology-of-the-mantari/#comments</comments>
		<pubDate>Thu, 19 Aug 2010 17:33:32 +0000</pubDate>
		<dc:creator>Todd Hughes</dc:creator>
				<category><![CDATA[+2 to Save]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=930</guid>
		<description><![CDATA[Ecology of the Mantari
 “Are you sure this thing is down here old man.”  Leanore asked as she stepped over the large rock on the tunnel floor.
“Yes, Yes, I’m sure.  My student saw it with his own eyes, when it killed his torch bearer.”  Rezamat replied.
“Then...]]></description>
			<content:encoded><![CDATA[<p><strong>Ecology of the Mantari</strong></p>
<p> “Are you sure this thing is down here old man.”  Leanore asked as she stepped over the large rock on the tunnel floor.</p>
<p>“Yes, Yes, I’m sure.  My student saw it with his own eyes, when it killed his torch bearer.”  Rezamat replied.</p>
<p>“Then where is it?  We’ve been in these tunnels for twenty minutes and haven’t seen or heard anything.”  She said brushing her dark curly bangs from her eyes.</p>
<p>“As I explained before we already passed the area where the creature was encountered before, but that does not mean that was its roost.  These beasts will travel far from their roost to hunt. Besides I am paying you by the day you shouldn’t want to find out target so soon.”</p>
<p>“Yeah you’re giving us a daily fee, but the big payoff is when we deliver the thing, and that’s what we really care about.” Bert said looking over his shoulder.  The thief opened the hood of the lantern a little more and pointed it towards the roof of the tunnel making sure nothing lurked above.  “You did say these mantari can hang like bats right?” he asked Rezamat.</p>
<p>“That is correct; they hang upside down much like bats.  They have tendons that extend from their talons into their upper bodies rather than being attached to a muscle. When they clinch their talon around an object and relax their body the tendon pulls tight and clinches the talon around the object.”</p>
<p>“Listen we don’t care about the why and the how, all we care about is the what.  Whether they hang upside down because of muscle or magic makes no difference to us.”  Leanore growled at the sage. “Now just tell us what else you know about these mantari things and keep it simple.”</p>
<p>“There is not a lot of information on them, and that is the primary reason I want one captured alive.  There has never been a live specimen in captivity before.  What we do know is they prefer the dark and often dwell underground giving them exceptional night vision.” <span style="color: #ff0000">1</span></p>
<p>“So they don’t need a light source to see then, I bet us using one just tips them off that we’re coming.” Bert responded.</p>
<p>“Correct that they do not need a light source, however where you are using one of not they would most likely know you where coming anyway.  Mantari have an exceptional auditory sense.”</p>
<p>“Auditory?”</p>
<p>“Sense of hearing, they have an excellent sense of haring and can detect the slightest of sounds.”<span style="color: #ff0000">2</span> explained the sage.</p>
<p>“So they hang from the ceiling, see in the dark, and have great hearing.  What else can you tell us.” the surly female warrior asked.</p>
<p>“They are extremely aggressive and have no natural enemies.  They attack any living creature they encounter most of the time.  However if they have recently feed they may be resting and not bother attacking unless disturbed.” <span style="color: #ff0000">3</span></p>
<p>“And you said they are like stingrays right?  That they sting you with a tail?”  Bert asked stopping to turn and look at the sage.</p>
<p>“Turn around and get back to moving Bert” Leanore said “You don’t have to stop to listen to the old man ramble”</p>
<p>Bert turned and continued on as Rezamat answered his question.  “Yes they do in fact look very similar to manta rays, and they have a long tail with a bony protrusion at the end that they attack prey with.  In fact the tail is as long as their body is wide about four feet, and from first hand accounts they seem to have great control over it lashing out with whip like affect towards their target while in flight.  This can make it difficult to hit the creature with shorter hand held weapons”<span style="color: #ff0000">4</span></p>
<p>“The thing that makes them truly dangerous however is the fact that they seem to have a sixth sense that allows them to target vital areas.”</p>
<p>“What do you mean by that” Leanore asked her attention now captured.</p>
<p>“After their initial strike, if the victim survives, any successive strikes seem to be aimed at vital organs and cause very nasty wounds indeed.”</p>
<p>“I sure don’t like the sound of that.”  Bert quipped “you sure these nets will bring this thing down?  I don’t want it to get a second strike, nine hells I don’t want it to get a first strike.”</p>
<p>“The nets have been weighted to bring down a creature the average size and weight of a mantari.  I have every confidence in them.”</p>
<p>“They better work, for your sake” Leanore said as her piercing gaze settled on the old sage.</p>
<p>Shifting uncomfortably under the withering stare he cleared his throat and continued. “There seems to be something magical about the amount of damage caused by the wound of a mantari however.”</p>
<p>“Magical how? A group I was with ran into a ghoul once, it scratched one of the fellows and it froze him stiff.  We propped his body against the door to trap the thing inside and got away.” Bert said laughing.</p>
<p>Rezamat swallowed hard at callousness displayed at the man’s fate.  “No not magic in that way, rather the seriousness of the wound seems to directly correspond to the persons overall state of health and fitness. So someone in good health and in good shape like say yourselves, tend to suffer less serious of a wound than someone who is out of shape like me. ”</p>
<p>“I still don’t get why you want this thing alive” Leanore quipped.</p>
<p>“Well as I said with no live specimen in captivity the academic community is at a loss on some things such as reproduction and communication.  The creature’s aggressive nature prevents anyone from studying it in its habitat.”</p>
<p>“Well how many of these things do you expect to find and how many do you want captured?  Because the price is going to be per one captured.”  Leanore added.</p>
<p>“Yes of course, I would like as many as three if we could capture them, but from what my student witnessed he only saw one.  All evidence points to these creatures living either in groups or as solitary individuals so we cannot be sure if it was just a single mantari or if a single mantari was hunting away from its roost.”</p>
<p>“Were did these things come from?  I mean a stingray flying around and living under ground, it sounds crazy.”  Bert said shaking his head.</p>
<p>“We cannot be positive, but the first recorded sighting of the creature was just over one hundred years ago.  It is generally believed they were created using magic.  The fact that they seem to combine traits from several different species, one of which is not even an air breather and the magical nature of the wounds they inflict lends credence to this theory.”</p>
<p>As the three followed the tunnel deeper into the earth it opened into a small cavern.  The distinct sound of water dripping echoed off the walls and as Bert raised the lantern to shine it at the ceiling there was a flash of movement.  Leanore and Bert both grabbed the weighted nets that Rezamat had provided for them and crouched down.  Rezamat, having no intention of being in harms way, moved out of the cavern back into the tunnels and watched.  There was a distinct high pitch squeak to the groups left and as Bert turned the lantern to face the noise the creature swept from the ceiling straight at him.  </p>
<p>It was five feet from wing tip to wing tip and a disgusting gray in color.  It had solid black eyes that seemed to have no pupil and a wide mouth. It had a long tail trailing behind it and as it neared Bert it seemed to lift up its front and the tail curled underneath and shot forward.  Leanore sprung just as the creature struck, hurling the weighted net at it.  There was a scream as Bert dropped the lantern and it shattered on the stone ground.</p>
<p>Rezamat huddled against the wall, he could feel the rapid thumping of his heart as blood rushed in his ears, however he could still hear the horrid squealing sound coming from the cavern before him even if he could not see.  His ragged breath coming quickly, he felt as if he might loose control of his bladder when he heard muddled cursing from the cavern.</p>
<p>“Bert, Bert you idiot” the sound of steel on flint and the quick lighting of a torch revealed the scene before him.  Sitting on the ground holding his shoulder was Bert, the mantari had managed to strike his shoulder and knock him down just before Leanore’s net wrapped around it.  The squealing sound was coming from the mantari writhing on the ground trapped in the net, its wicked tail flailing about.</p>
<p>Carefully Leanore approached the creature and timing the tail movement stepped on it trapping it against the ground.  “How do we shut this thing up?” she shouted at Rezamat.</p>
<p> “I…I&#8230;don’t know” the befuddled sage answered.</p>
<p> Just then the creature stopped thrashing and squealing. Looking at it the party could still see its mouth moving but no more sound was coming out, they now were able to get a better look at the creature.  With its mouth opening they could see a large number of sharp teeth that seemed far too small for the size of its mouth.  Also as it was on its back they could see two small legs with sharp talons, the legs were folded up tight against its body.</p>
<p> Bert climbed to his feet and winced as he worked his injured shoulder “Looks like the thing decided to shut up on its own.”  He said as he walked over and gave the mantari a kick. “Bastard damn near skewered me with that tail.”</p>
<p>“Stop your cryin and tie this things tail up.”  With a nod Bert pulled a length of thin but strong cord from his pack and while Leanore kept the tail pinned tied the cord around it.  He then pulled the tail tight up towards the creature’s wings when he heard a shout from the tunnel.</p>
<p>Rezamat was relived when the torch had been lit and he saw his hired adventurers were still alive and had captured the mantari.  Perhaps one specimen would be enough. After the scare he just had Rezamat was more than ready to leave the caverns when Leanore had asked him how to quiet the creatures awful squealing.  He was unsure, he did not know if it could simply be pummeled or gagged like a man, then the creature stopped.  While at first relieved the awful noise had stopped Rezamat was quickly overcome with a sense of dread.  Why would the creature simply stop?  It just made no sense, it isn’t as if it reasoned that it could not escape, it was no smarter than any other animal was it?   Just then he saw a flash behind Leanore and he knew.<span style="color: #ff0000">5</span></p>
<p>“Behind you!” Rezamat shouted as he saw the creatures swoop from the darkness towards Leanore’s back.  Bert turned just in time to see Leanore lurch forward in pain as the bony spikes of the two mantari punctured her chain mail and dug into her back.  Down but not out Leanore turned to face her attackers and drew her short sword.  As one of the creatures swooped down at her she swung but was unable to hit it as it pulled up and lashed out with it’s long sinewy tail, staying just out of reach of her weapon.  The mantari’s spike struck home again this time piercing just below her sternum, Bert shouted and drew two daggers throwing them at the other mantari that was diving in behind his grievously wounded companion.  One dagger nicked he creatures wing but failed to stop its attack.  The second mantari drove its spike through the back of Leanore’s chest piercing her lung, as both creatures flew away pulling their spikes from their victim gouts of blood spilled forth.  Leanore looked down and then towards the stunned Bert, she staggered forward and fell on her face, a pool of blood quickly expanding around her.</p>
<p>Bert let out a moan as Leanore fell. He felt the anger well inside him as he watched his companion for the last six years take her last breath.   The mantari who had slain her landed on the ground beside her and immediately started picking at her exposed flesh, it was as if they were unaware of the pressence of anyone else.<span style="color: #ff0000">6</span>  Bert drew his long sword and prepared to charge in and exact vengeance on these foul things when a sharp pain shot through his leg, he fell to his knees and looked behind him. </p>
<p>He had forgotten about the mantari he had been attempting to tie up.  It had rolled itself over and was now propped up on the tips of its wings walking along much like a bat; it had shot its tail forward and struck Bert in the leg driving him to the ground.  As he grasped his injured thigh, the beast whipped its tail over its head and shot it forward once again.  The bony spike on the end burst into the side of Bert’s neck and his body quivered as blood started to spurt when the spike withdrew.</p>
<p>Rezamat sat watching in horror as the beasts slaughtered the warrior Leanore, and now the one they had thought subdued had just felled Bert.  All of the mantari seemed intent on feeding and had yet to notice him.  As quietly and quickly as he could the old sage moved down the tunnel away from the scene of the slaughter.  However he had only his staff with him, all of the light sources had been carried by Leanore and Bert. He wandered in the darkness feeling the tunnel walls, trying to remember the correct way when he ran into a tunnel branch.  After 15 minutes of wandering he sat on the ground and put his face in his hands and sobbed. </p>
<p>After several minutes he dried his tears and stood, reaffirming his resolve to press on and try to make his way to the surface.  Once again he began tapping forward with his staff, finding his way, when he heard a squeak…</p>
<p>1.  Mantari have 60’ infravision.</p>
<p>2. Mantari have exceptional hearing allowing only a 1 in 6 chance of being surprised (1 on d6)</p>
<p>3.  There is a 85% chance that a mantari will attack on sight, the rest of the time they will have already fed and will not attack unless disturbed.  They will remain in this state for four hours at which time they will be ready to feed again.</p>
<p>4. Because they attack with their long tails exclusively and keep their distance.  Weapons less than four feet in length receive a -2 to hit a flying mantari.</p>
<p>5. Mantari can emit a high pitched wail that is out of the range of human and demi-human hearing.  This wail can be heard by all mantari within a ½ mile radius.  Any mantari hearing the ail will become agitated and they will feel drawn to investigate.  Mantari drawn in this way will always attack on sight.</p>
<p>6. Once a mantari’s prey is dead it will land and begin feeding ignoring other activity around it.  It will continue feeding for 5 rounds or until attacked.</p>
<p><strong>The Looking Glass</strong></p>
<p>Instead of introducing something new this week I want to use this space to let everyone know my latest module is available for download on Dragonsfoot <a href="http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&amp;fileid=295">here</a>.  It is a introductory module meant to present the players with a mystery to solve that will lead to adventure.</p>
<p>I expect to have another module available for download in a couple of more weeks, and I will announce it here as well. </p>
<p>I hope everyone enjoys.</p>
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		<title>Issue 27 &#8211; Tricks &amp; Traps</title>
		<link>http://rfipodcast.com/show/2010/08/18/issue-27-tricks-traps/</link>
		<comments>http://rfipodcast.com/show/2010/08/18/issue-27-tricks-traps/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 17:40:43 +0000</pubDate>
		<dc:creator>DM Jayson</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Podcast episodes]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=922</guid>
		<description><![CDATA[Julie Hoverson joins us from 19 Nocturne Boulevard this week as we talk about traps, tricks, and ten foot poles. 
Jim &#038; Debbie from Gamers Rule show us The Ultimate Unofficial Collector&#8217;s Guide to AD&#038;D, and we smash Nick&#8217;s monster to bits in the Creature...]]></description>
			<content:encoded><![CDATA[<p>Julie Hoverson joins us from 19 Nocturne Boulevard this week as we talk about traps, tricks, and ten foot poles. </p>
<p>Jim &#038; Debbie from Gamers Rule show us The Ultimate Unofficial Collector&#8217;s Guide to AD&#038;D, and we smash Nick&#8217;s monster to bits in the Creature Feature Theater. </p>
<p><em>Errata &#8211; we mention the new book from Jack Vance in this show, and get the title wrong. Also, while Jack Vance is indeed still active, this is not a new book, but a collection of previously published work. Sorry for the mistake.</em></p>
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		<title>Greyhawk&#8217;s Secret Histories Unlocked: Vecna</title>
		<link>http://rfipodcast.com/show/2010/08/16/greyhawks-secret-histories-unlocked-vecna/</link>
		<comments>http://rfipodcast.com/show/2010/08/16/greyhawks-secret-histories-unlocked-vecna/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 00:14:10 +0000</pubDate>
		<dc:creator>DM Ron</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[GreyHawk History]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=905</guid>
		<description><![CDATA[Beginnings
In chronicling the histories of Vecna, it is important to realize one must first rent in two the  veil of deceptions,  misdirections, and lies that the master of secrets has raised to protect that knowledge; the truth that is Vecna.
The greatest barrier to uncovering Vecna’s...]]></description>
			<content:encoded><![CDATA[<p><strong>Beginnings</strong></p>
<p>In chronicling the histories of Vecna, it is important to realize one must first rent in two the  veil of deceptions,  misdirections, and lies that the master of secrets has raised to protect that knowledge; the truth that is Vecna.</p>
<p>The greatest barrier to uncovering Vecna’s history is discovering his origin. All documented accounts describe Vena as a lich. Some would have you believe that he was always in this state of undeath. And unfortunately there is no historical evidence to prove otherwise. For All primary documentation exists after his transformation into lichdom. Oral tradition though suggests otherwise.</p>
<p>There are two possible reasons for this. First many believe that the reign of Vecna as a warror-king pre-dates written records. The second reason may be that the name Vecna only applies to his controlling years as a lich. Thus the master of deception changed his name upon his becoming. What is quite amazing is how no one seems to know the truth of his original nom de plume. Did Vecna magically erase its existence or erase everyone who was able to speak his name. He was certainly capable of both. After all, they didn’t call him <em>The Whispered One</em> for nothing.</p>
<p><strong>Knowledge is Power</strong></p>
<p>What we do know about his mortal years was that Vecna was able to amass a significant amount of territory and power.  Nothing was beyond his grasp. Yet even with all of that worldly power, Vecna understood that real power was not manifested just in might but that true power was knowledge applied. And so he began a quest for all of man’s knowledge.</p>
<p>His quest for knowledge led him to the study of magic. Some say that he became the greatest of wizards, unrivalled in knowledge of the arcane.  But Vecna was brash, self-centered, and selfish. In his quest for knowledge, he realized there was something even greater then acquiring knowledge &#8211; being the ONLY one to possess it.  Vecna refused to believe that knowledge was available for all. He wanted it all for himself.  Every time Vecna discovered a new truth he devised a plan for no one else to have that knowledge.  Vecna understood by being the only one who has the knowledge it puts others at a disadvantage. You can then use the secret knowledge against your opponents and they are unable to use it against you. In addition, Vecna was not opposed to destroying this knowledge so it would remain hidden. When he finally accumulated all mortal knowledge he looked to the knowledge of the universe and some say once Vecna unlocked those secrets he took on the secrets of the very gods themselves.</p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong>The Arch-Lich</strong></p>
<p>The only thing that stood in Vecna’s way from gaining all knowledge was death. For no man could prevent his own death.  So, Vecna set out to prove that truth false. There are no written accounts to what happened next or how it happened for Vecna keeps such things secret. What we do know is that Vecna became a thing of death, a lich. Many though believe he succeeded in doing much more. There are some that theorize that Vecna succeeded in imprisoning death itself, never to die. Minimally, we know, he succeeded in becoming the first arch-lich.</p>
<p>With death conquered Vecna set out to finish off all the kings of Oerth and some say he nearly completed that task. Tales of his cruelty were widespread. Stories claim he laid entire cities to waste under rock and earth. Other tales suggest he breed cities as training grounds for vile experiments.</p>
<p>The <em>The Chronicle of Secret Times </em>by Uhas of Neheli provides us an account that may give us insight into Vecna’s depraved mind. Seeing that their city was next on Vecna’s path of destruction the burghers of Fleeth met to discuss options to prevent the entire city from being destroyed. The burghers decided to offer all of the city and its possessions if Vecna would let them live. Vecna refused and said that he would see all of the heads of the citizens of Fleeth stacked before the city. The burghers offered themselves to spare the city. Vecna capitulated and suggested the burghers offer one of their lot (a burgher and his family) and the city would be spared.</p>
<p>Lots were drawn and the unlucky burgher and his family were sent to Vecna as a sacrifice with the request that he pass by.  The requests, nay the begging, went unheeded for Vecna led an assault on the city that went five days. Ironically, it didn’t need to, for Vecna leveled the city walls with a wave of his hands. After the assault, Vecna had the heads of the citizens stacked before the burghers to see. Their wives’ and children’s’ heads, mouths aghast, right there in the front. As an extra measure of torture the burghers were permitted to go away unscathed and Vecna gave the final order for the burghers not to be harmed so they could forever remember his name.</p>
<p><strong>Kas, the Bloody-Handed</strong></p>
<p>As his armies ravaged the lands and demolished everyone who stood against them, one man in the lich-king’s army begin to rise in prominence.  His bloody campaigns and his own lust for blood caught the eye of the lich-king. His name was Kas. As a measure of gratitude for his accomplishments Vecna made Kas his personal lieutenant. In addition he crafted him a sword that legend says was forged from untold magic from Vecna and meteoric iron from the gods.</p>
<p>Legend says that one night in an act of ultimate betrayal Kas attacked Vecna with the very sword Vecna created to protect Kas. In a battle that spanned weeks and continents, Kas destroyed Vecna cutting off his hand and taking his eye before Vecna claimed Kas’ life as well.</p>
<p>Who knows the motivations behind Kas’s betrayal? Was it the greed of a man who was tired of living in the shadows of another?  A man who felt he should have been given more glory for the accomplishments that he was rightfully due.  Was it the result of a sentient sword that was so forged of evil that it twisted the mind of a once loyal friend into what some say became himself a thing of undeath. Or was it something altogether unexpected and before hidden – the secret machinations of a man, who became a creature of ultimate evil,  who found out the secret to even more power.</p>
<p><strong>Apotheosis of Vecna</strong></p>
<p>Vecna’s followers claim that Kas’ act of betrayal is the ultimate reason, like Vecna we should protect knowledge and secrets, for if you can’t even trust your second in command – who can you trust. But there are many who believe this was all a master plan of the <em>Undying King</em>.  They believe that Vecna knew all along that Kas would betray him and forged the sword with the perfect formula of hidden magic and knowledge of the gods that combined with the betrayl of Kas would serve as the catalyst to his ascendancy to that of a god.</p>
<p>Although Kas’ attack on Vecna was probably self-serving, Kas became a hero for the people of Oerth, for without his intervention Oerth would surely have fallen to the lich-king. All that remained after the battle was the Hand of Vecna and the Eye of Vecna, both rumored to bring untold powers to anyone who should find them.  Since then Vecna’s followers have searched the globe high and low for these artifacts, hoping to bring the dead god back to Oerth. Documented history has the artifacts appearing in several places and none have met with success.</p>
<p>So the question you ask me then is Vecna a god….my answer is how many worshipers does it take for a god to become real. And lastlty, if Vecna succeeded in becoming a god would he reveal how he did it?</p>
<p>Yours in continual war against those who seek to keep the past hidden,</p>
<p>Emornun</p>
<p>Collector of knowledge and dispenser of truth</p>
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		<title>Issue 26 &#8211; Frank Mentzer</title>
		<link>http://rfipodcast.com/show/2010/08/12/issue-26-frank-mentzer/</link>
		<comments>http://rfipodcast.com/show/2010/08/12/issue-26-frank-mentzer/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 04:40:29 +0000</pubDate>
		<dc:creator>DM Jayson</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Podcast episodes]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=909</guid>
		<description><![CDATA[We&#8217;re back from Gen Con, and the glow will take days to wear off. This issue is devoted to our interview with Frank Mentzer. Dig in and enjoy.
Show notes:
Chad from Dead Games Society joined us for the interview, you can find their site at http://dgsociety.com/
]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re back from Gen Con, and the glow will take days to wear off. This issue is devoted to our interview with Frank Mentzer. Dig in and enjoy.</p>
<p>Show notes:<br />
Chad from Dead Games Society joined us for the interview, you can find their site at <a href="http://dgsociety.com/">http://dgsociety.com/</a></p>
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		<title>Tetrahedral: A New World</title>
		<link>http://rfipodcast.com/show/2010/08/09/tetrahedral-a-new-world/</link>
		<comments>http://rfipodcast.com/show/2010/08/09/tetrahedral-a-new-world/#comments</comments>
		<pubDate>Mon, 09 Aug 2010 23:40:00 +0000</pubDate>
		<dc:creator>PC Buzz</dc:creator>
				<category><![CDATA[Articles]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=678</guid>
		<description><![CDATA[Tetrahedral's rotation is centered around the single point where the three lighted planes meet, and its downward perpendicular line. As a result the three lighted sides cycle through the same star patterns, and the darkland's sky only rotates.]]></description>
			<content:encoded><![CDATA[<p><strong>Origins</strong></p>
<p>Salo, the lesser being of creation, had grown frustrated. She had created worlds, bot flat and round Olas, her partner god, became concerned. &#8220;My love, you have created two beautiful worlds with people who worship you for your craftsmanship. What is wrong?&#8221; he asked.</p>
<p>&#8220;Olas, the round and the flat have been created many times before me, there is nothing unique and nothing different,&#8221; Came Salo&#8217;s reply.</p>
<p>&#8220;Make a tetrahedron.&#8221; Olas saw confusion. &#8220;An object, four sided, united in all ways. It was developed by your people, the round worlders.&#8221;</p>
<p>&#8220;It seems your visitations with the littles have not been a waste as I had believed. I shall make this &#8216;tetrahedron&#8217; world, and it shalt be called <strong>Tetrahedral.</strong>&#8221;</p>
<p><strong>The Sun, Seasons,  and Stars Above</strong></p>
<p>Around Tetrahedral&#8217;s main body orbits a bright yellow sun. Its path leads it to illuminated three of the four sides. Both popular myth on the three light sides, and the ancient myths of the dark lands, lead to the distinction of a sun god, or goddess. In the latter case she is commonly worshiped as the last gift of the creator, as well as a traitor to the People of the Darkened.</p>
<p>Tetrahedral&#8217;s rotation is centered around the single point where the three lighted planes meet, and its downward perpendicular line. As a result the three lighted sides cycle through the same star patterns, and the darkland&#8217;s sky only rotates.</p>
<p>Season shift on Tetrahedral is cause by the sun&#8217;s tendency to not only orbit, but to move closer, and further to the fourth side overtime. It is on the edge that meets the fourth side where ice caps are located. This brings about the seasonal melting of ice, causing water levels to shift with accordingly. Hence people on Tetrahedral often call the summer, &#8220;the time of high water&#8221; and those who live in groups near the waters edge call  &#8221;relocation time&#8221;. Most coastal cities are located on cliffs.</p>
<p><strong>People of the Lighted</strong></p>
<p>Many cultures of people exist amongst the four sides of Tetrahedral, but a dominating culture of man has taken over on each side. This cultures have rarely mixed as Tetrahedral&#8217;s side are almost complete impossible to cross.</p>
<p>Ironically Tetralhedral&#8217;s most diverse side has not been named. The indigenous human population has yet to evolve its culture to the point that it has time to worry about such instances. This crutch may be credited to the ferocious wildlife in the area, or perhaps is caused by unseen beings, enjoying the  betting game on human life.</p>
<p>The second side is easily identifiable, as it is cluttered with countless small bodies of land, name by its people &#8216;Akar.&#8217; Here, knights into battle the back of great narwhals, to protect their lords claim of the sea. Groups of island folk harvest food from large seaweed farms to feed themselves, their lords, and to stimulate their economy. Narwhal knights are not armored with metal, but the scales of water beings. One of the most feared of these being, but also the most honoring kill, is the dreaded Sh&#8217;aruk. Merfolk generally avoid contact with humans and hope their existence will soon be forgotten.</p>
<p>Malisburg, the side which sponsors the Thousand Year War. Soldiers of the two greatest nations march, in rank, upon each other in an seemingly eternal war. Battles consist of soldiers firing single volleys at each other&#8217;s forces with primitive and ineffective firearms. Any magic that does not heal is detested and has almost been eradicated on this side.</p>
<p><strong>The People of the Darkened</strong></p>
<p>A desolate wasteland fills the shadows of the fourth side. The surface is a void, pierced not often by a ray of light that is a sorcerer protectors mound. Tunnels spread far underground, where the only means of living exist. White Ore provides heat, light. Edible molds are grown in the ore light, where people make a living digging for ores. Bunkers made of stone dot the tunnels protecting the men sleeping within from savage beasts that roam everywhere.</p>
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		<title>Damn it DM I’m a Cleric not a First Aid Kit</title>
		<link>http://rfipodcast.com/show/2010/08/06/damn-it-dm-i%e2%80%99m-a-cleric-not-a-first-aid-kit/</link>
		<comments>http://rfipodcast.com/show/2010/08/06/damn-it-dm-i%e2%80%99m-a-cleric-not-a-first-aid-kit/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 19:07:23 +0000</pubDate>
		<dc:creator>Todd Hughes</dc:creator>
				<category><![CDATA[+2 to Save]]></category>

		<guid isPermaLink="false">http://rfipodcast.com/show/?p=426</guid>
		<description><![CDATA[Damn it DM I’m a Cleric not a First Aid Kit (or spicing up your priests)
Player 1: “I’m going to be a fighter.”
Player 2: “Me too”
Player 3: “Well, I’ll be the mage”
Everyone looks at Player 4
All: “You need to be the cleric”
Player 4: “No way,...]]></description>
			<content:encoded><![CDATA[<p><strong>Damn it DM I’m a Cleric not a First Aid Kit (or spicing up your priests)</strong></p>
<p>Player 1: “I’m going to be a fighter.”<br />
Player 2: “Me too”<br />
Player 3: “Well, I’ll be the mage”</p>
<p>Everyone looks at Player 4<br />
All: “You need to be the cleric”<br />
Player 4: “No way, I hate clerics”</p>
<p>Ever seen this happen? Or better yet been one of the players involved?</p>
<p>It has been my experience that many players try to avoid two classes, the cleric and the thief. In this article I want to examine why the cleric class is avoided by many, and different ways to play it. I want to note I am specifically talking about a single class cleric here and not any of its multi-class versions.</p>
<p>Other players often look to the group cleric as just the guy that heals. It is all too common for the cleric in a group to spend most of their spell memorization slots on cure spells. A 2nd level cleric with a good wisdom can memorize 4 1st level spells, there have been a number of occasions where I have seen those slots dispersed as 1 random spell such as light or bless and 3 slots devoted to cure light wounds just in initial adventure preparation.</p>
<p>This forces the cleric into the all healer all the time role, and makes the player feel their character is more generic than other party members. In fact I have seen the party cleric turn into little more than a living potion of healing, and it takes a strong player to pull away from that cookie cutter character type once it starts to form. This is most common among newer inexperienced players, but sometimes even those who have been around the game for years have avoided the class all together for fear of this type of pigeon holing.</p>
<p>While it is true that the group will rely on the cleric for some healing, it should not necessarily be his only priority; his priority should really be determined by his god’s ethos.</p>
<p>I will list several cleric personality types, a brief paragraph of what they are, and a list of common types of spells the personality would use.</p>
<p>Obviously no player should be forced to any of these personalities, remember this article is to try and help those players who feel shoved into the role of nothing but healer. Many experienced players already have the ability to shed that role and do not need such help.</p>
<p><strong>The War Priest</strong></p>
<p><strong>Outline:</strong> <em>These clerics tend to be followers of Odin, Ares, Thor and other warlike or tactical combat gods and would not be content with being a medic. While it would not be out of the norm for such a priest to obtain a healing spell or two, their main focus would be towards battle and spreading their deities word through action. These types of priests tend to lead from the front, and even though out of the norm for clerics, could be in a leadership type role within a party. They tend to be heavily armored and well armed, and backing down from a fight could be seen as cowardly and a stain on their deities honor. These priests are as close to a fighter as a cleric can get.</em></p>
<p><strong>Common Spells:</strong> <em>These clerics tend to gravitate towards tactical support spells. While they may fill a spell slot with a cure light wounds, their other slots would be devoted to spells such as command, bless, chant, or spiritual hammer. Their main concern will not be on keeping the parties wounds closed, but more how the can assist, or lead, in defeating any combat the party faces.</em></p>
<p><strong>The Scholar Priest</strong><br />
<strong><br />
Outline:</strong> <em>These clerics tend to be followers of Oghma, Thoth, Athena, and other gods dealing with knowledge, learning, magic, wisdom, logic, and so forth. These priests concentrate on learning and other scholarly pursuits over a life of excitement. They are not fond of danger and adventure, but will quickly set aside their comfortable life and take the hard road if they believe it will lead to new frontiers of knowledge. They make great advisors but rarely take on a leadership role. They tend to dress simply and avoid heavier armor whenever possible. They are most comfortable wielding light and simple weapons such as a staff or club, and will avoid combat if they can.</em></p>
<p><strong>Common Spells:</strong> <em>These priests are not likely to take a cure spells as a default. Their selections tend to be devoted to spells that will aid them in other ways particularly in deduction, learning, and personal safety. Common examples of spells memorized are sanctuary, protection from evil, detect evil, detect magic, find traps, and speak with animals.</em></p>
<p><strong><br />
The Helper Priest</strong></p>
<p><strong>Outline:</strong> <em>These clerics tend to be followers of Freya, Rongo, Isis and other gods dealing with healing, fertility, the harvest, the hearth, and anything else related to the life of everyday people. These are the clerics that tend to focus on the everyday needs of individuals and the common man. They win over converts by helping heal the sick, feed the hungry, etc. These clerics tend to spend most of the time at their temple addressing visitors and raising awareness (and money) for their deity. When the players need a raise dead or restoration, these are the priests they find (and pay). They have no particular use for heavy armor or weapons, however they don’t shy away from them when needed.</em></p>
<p><strong>Common Spells:</strong> <em>These clerics do tend to memorize the curing type spells such as cure light wounds, purify food and drink, create water, slow poison, or remove fear.</em></p>
<p><strong>The Wilderness Priest</strong><br />
<strong><br />
Outline:</strong> <em>These are the clerics of Cernunnos, Silvanus, Mielikki, Artemis, and other gods of the forest, the hunt, and nature. While you could put druids in place of this type of personality rather than the base cleric class, I see no reason why clerics can’t fit in as well. These priests tend to remain lightly armored, but are not afraid of adventure. They will normally be great foes of the evil humanoid races who make their home in the natural places the cleric cares for.</em></p>
<p><strong>Common Spells:</strong> <em>While they may pray for a heal spell of two they are sure to devote other slots to spells that have a natural affect or affect on nature such as create water, light, snake charm, speak with animals, or dispel magic.</em></p>
<p><strong>The Zealot Priest</strong></p>
<p><strong>Outline: </strong><em>These clerics tend to worship the more powerful gods that rule patheons or great spheres of influence such as Zeus, Anu, Posiden and the like, or evil gods that demand their clerics dominate the weak and force others in servitude. These are the fire and brim stone, do as I say or else priests. They tend to ignore the followers of other gods and will only deal with there own believers. They will go to any length to do whatever they believe will further their own gods reach often favoring war, restrictive laws, torture, whatever they think can force others to their way of thinking. </em></p>
<p><strong>Common Spells:</strong> <em>This personality has little or no care for the individual person, their focus is entirely on their deity and how to spread his word and their own personal fulfillment. They tend to pray for spells that will help them in such a task, or give them some kind of personal knowledge they may use. Such as command, detect magic, augury, know alignment, and detect evil/good.</em></p>
<p>While these personality outlines can help give a player an idea of how to stay out of the “medic” box, ultimately it comes down to the DM. A party can not go without healing capability, and it is up to the DM to make sure that options other than just the cleric are available to the party. I tend not to make magic items available for sale in my campaigns. I don’t want the party running out and buying magical swords and shields and cloaks. However, the exceptions I make to this rule are healing potions and spell scrolls. While I don’t allow an unlimited amount of potions, or just any spells, I do make sure there are some available.</p>
<p>This takes some of the pressure off the cleric when the party has an additional option. I also make sure that the party can “tith” (pay) to a local temple and receive cure spells while in town, with the combination of being able to heal up quickly in town and being able to purchase potions and heal scrolls the party cleric should not have to devote more than a few spell slots to healing spells.</p>
<p>Also in an attempt to spice up the cleric class I have a few house rules I use to draw interest from players. I have never believed that the cleric should be generic across the board, and that the priest of one deity should be the same as the priest of another deity (even if the same alignment). So I have added a bit of flavor by implementing some special rules based on each deity.</p>
<p>The primary change I make is in the allowed weapon list. I go through my list of deities and for many of them I allow the cleric to use a specific weapon that may not be on the list of allowed weapons in the PHB. I determine this by the deities sphere of influence and whether or not he is associated with a specific kind of weapon. For example, a cleric of Poseidon may use a trident, the clerics of deities oriented towards war and combat (such as Areas or Odin) may use a spear, the clerics of a god of the forest or hunt (such as Mielikki or Cernunnos) I allow to use a sling. I have not found this to be game breaking in any way, in fact if you use the weapon versus AC rules the typical cleric blunt weapons can actually be better. Even though it isn’t a major change I have found it gives players (in particular new ones) more of a sense of individualism with their cleric.</p>
<p>A few other additional rules I implement revolve around reaction to the player by NPC’s.</p>
<p>If the player is a cleric of a deity oriented towards combat I give an additional +5% to reaction adjustment for fighter henchmen.</p>
<p>If the player is a cleric of a deity oriented towards knowledge, wisdom, logic, or other scholarly pursuits I give a 5% discount on the cost of hiring a sage or alchemist.</p>
<p>If the player is a cleric of a deity oriented towards the things everyday people rely on such as crops, healing, the hearth, or the sun I give an additional +10% reaction adjustment to commoner NPC’s (NPC’s who are not classed or specialized in an area) such as bar keeps, farmers, general workers, cooks, tailors, etc.</p>
<p>If the player is a cleric of a deity oriented towards the forest, the hunt, or other wilderness influence I give them an additional +5% reaction adjustment towards trappers, hunters, foresters, and rangers.</p>
<p>Hopefully this article has got you thinking as either a player or DM on what you can do to spice up the cleric class in your game and keep them from becoming more than a first aid kit.</p>
<p style="text-align: center"><strong>The Looking Glass</strong></p>
<p>This week I am listing a new magic item I am including in the module I am currently working on. It is what I am calling a Fire and Forget Staff. These are one shot magical staffs tied to an element or para-element. Each staff contains a single spell that once released cannot be recharged.</p>
<p><strong>Fire and Forget Staff (Ice)     <strong>XP: 1000               GP Value: 5,000</strong></strong><br />
This is a magical cherry wood staff that has been enchanted to hold a single Ice Storm spell. When the command word is spoken, the spell is cast at the 12th level of ability. After the spell is cast the staff becomes a normal quarter staff and cannot be recharged. These staves are usable by any spell casting class including rangers and paladins who have reached the appropriate level to memorize and cast spells.</p>
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		<title>Gen Con special dispatches</title>
		<link>http://rfipodcast.com/show/2010/08/05/gen-con-special-dispatches/</link>
		<comments>http://rfipodcast.com/show/2010/08/05/gen-con-special-dispatches/#comments</comments>
		<pubDate>Thu, 05 Aug 2010 20:52:36 +0000</pubDate>
		<dc:creator>DM Jayson</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<description><![CDATA[We&#8217;ll be doing ongoing &#8220;special dispatches&#8221; from Gen Con from now until Sunday.
They&#8217;ll be going into the regular podcast feed, or you can listen directly here:

]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ll be doing ongoing &#8220;special dispatches&#8221; from Gen Con from now until Sunday.</p>
<p>They&#8217;ll be going into the regular podcast feed, or you can listen directly here:</p>
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