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Lost Magic: Thicken Time

Lost Magic LogoOne of the crafters of magic who entered our Lost Magic contest provided us with a time-oriented spell that you might find interesting. Take a peek at Michael McCarthy’s thicken time spell.

Thicken Time

School transmutation; Level sorcerer/wizard 4
Casting Time
 1 standard action
Components V, S, M (a pinch of cornstarch)
Range
touch
Area 30-ft. radius sphere centered on a point in space
Duration
1 round/level
Saving Throw
Fortitude partial (harmless); Spell Resistance yes

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Collection of Curiosities: An Abrupt End to Festivity Preparations

"Jiro the Kobold" by Pat LoboykoFestivals require a certain amount of preparation, but what happens if that preparation ends? More importantly, what caused it to end, and can the adventurers help start the preparations again? If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.

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Tiamat Tuesdays: Behind the Scenes of the Dragon Attack Art

2 BW RoughWorking on the Tyranny of Dragons project has been something of a dream come true for me. Like a great many folks playing RPGs today, I grew up playing D&D. As an 11- or 12-year-old avid D&D player and aspiring artist, I used to spend hours marveling at all the adventures and rulebooks, daydreaming about how cool it would be to actually work at TSR when I grew up. Well, I’m all grown up now and I’m lucky enough to work in the RPG industry for some amazing companies and people, Kobold Press and Wolfgang Baur obviously heading up that list! However, for the 12-year-old D&D fan still very much inside of me, getting to work on an official D&D product, not to mention the very first adventure for the new D&D rules, is positively surreal!

As the primary person choosing the artists, assigning the art, and then working with the artists, I was determined that the art in these books would be as awesome as possible. One of the artists I knew we had to get involved was Guido Kuip. Guido had done lots of work for us in the past and I’ve always enjoyed working with him so I was confident he could deliver. And deliver he did!

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Your Summoned Gamer Ally: Convention Game Mastery, Part 2

Your Summoned Gamer Ally

It’s Game Day!

So you’re ready to go and you bring all your gear to the right room at the right time. You find your table and meet your players! Before things really get started, take time to introduce yourself and the adventure ahead. Now the gamers coming to your table will most likely have never met you or each other. Ask them to introduce themselves to the group by giving their names and what games they’ve played. Afterward do the same for their characters. This gets everyone oriented and ready to game. It’s also a handy idea to provide stick-on name tags and use character names so they don’t end up calling each other “elf” or “fighter guy” all the time.

Remind everyone how long the game is expected to last. If it’s going to run longer than three hours, make sure you tell them there will be a fifteen-minute intermission about half-way through. This gives smokers and bladders a break and also gives you some time to refresh yourself before you go back into the ring. Any experienced GM knows refereeing a game takes a lot of energy, so meal up beforehand and pace yourself throughout the event. Everyone at the table made a commitment to be there to play and have fun, so remind players to turn off their cell phones or, if they must take a call, to take the call away from the game table. You’ll keep an eye on the player’s character until he or she returns, but don’t stop the game because of one player.

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Collection of Curiosities: Inside That Gelatinous Cube

"Jiro the Kobold" by Pat LoboykoYour stalwart adventurers might have faced down a gelatinous cube or two in their heroic lifetimes. If not, or if you want to throw another one at them, here are some interesting things to place inside that classic monster. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.

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