Wednesday, February 4, 2026

Discussing Dispel Magic

 A little while back, Achillea acquired the 3rd level Magic User spell, Dispel Magic during a level up segment.  She got it through a random roll, but the implications of this turn of fate were immediately significant.  Could she just... dispel the magic on Aldvay and reverse his petrifaction?  If so, the story would be more or less over.  I'm sure I choked on my coffee a bit when this occurred to me, but after a moment's consideration, I understood that no, this is not something this spell could do. Story saved.

But let's talk a bit about why this is so, without getting into 'angels on the head of a pin' territory.  The Expert rules say the spell removes 'spell effects' cast by a magic user.  So, a definition of 'effects' is in order.  If a Disintegrate spell kills a villager, the effect might be that the villager is dead - clearly Dispel Magic will not bring Farmer Joe back to life.

I think the crux of any argument has to be: is the magic still there? And here's where it gets tricky. A Wall of Fire? Can be dispelled.  An active Levitation spell? Can be dispelled. Petrifaction? Well, we have to know if the newly created stone is magical or not. I would argue it is not. A quick look online shows that the community is split on this and I learned that in 5e, there's a window of opportunity in which a Dispel Magic will work, but after a minute or so, the effect is considered permanent.

So for me, Achillea's choice not to risk ending her quest to go home and risk failure is justified (she would have failed). It's a bonus that it didn't ruin the plot, but I do think the ruling is sound. 

Do you have thoughts? Share in the comments below :) 

Sunday, February 1, 2026

ONE MILLION DOWNLOADS!!

 



It finally happened: TOTM has been downloaded more than one million times. It's such a big number that my brain cannot fully comprehend the size, but I can tell you one thing: it feels great! Considering the recent disaster with my SSD, this is just what I needed to pick myself up off the ground and get to work restoring the lost episodes.

Thanks to everyone who helped make this dream come true!

Shownotes for Episode 48

Theme         Enchiridion https://www.youtube.com/watch?v=a8NkG3bhIxU

Welcome     148 Barovian Castle https://tabletopaudio.com/

LTO             Scott Buckley Legionnaire https://www.youtube.com/watch?v=NwW0vFUCz

Dramatis     RPG SOUNDS #1506 “Realization”

Some FX     https://www.zapsplat.com

Wednesday, January 28, 2026

Critical Hit: I Am Down to 1 Hit Point


 Extreme bad luck struck this month when my SSD hard drive suddenly died.  My backup was fairly recent but did not save very much.  Luckily, all scripts and music - the irreplaceable stuff - was saved.  All told, I lost about 100-120 hours of work, including four completed, yet-to-be-released episodes and another 8 partials.  I'm currently in rebuild mode but the amount lost means I will not be able to keep my normal release schedule.  I'll try to get episode 48 out on time, but then I will have to release some bonus content as a stop-gap. I'll do that on Feb 15. On March 1 I will try to resume my usual schedule with episode 49.  It has been a difficult thing to come to terms with, but quitting is not an option, so it's time to roll up my sleaves and get to work.


(There's also some good news coming - but I'll save that for now, and announce it in episode 48.)

Wednesday, January 21, 2026

Shownotes for Episode 47

Theme  Enchiridion https://www.youtube.com/watch?v=a8NkG3bhIxU

Welcome  148 Barovian Castle https://tabletopaudio.com/

LTO          Scott Buckley Legionnaire https://www.youtube.com/watch?v=NwW0vFUCz

Combat A Intense Action Background Music – Argsound https://www.youtube.com/watch?v=VMziMXYkVS0

Combat B Epic Intense Battle Music_Battle for the Future AHOAMI https://tunetank.com/track/755-battle-for-the-future/

Part 2 B SoundImage.org Misty Bog https://soundimage.org/wp-content/uploads/2020/06/Misty-Bog_remixed.mp3

Some  FX https://www.zapsplat.com


Wednesday, January 14, 2026

The Bloom: Custom Monster (SPOILER!)



Don't Read Past Here if you Haven't Listened to Episode 46 

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A HUGE thank you to Friendly Mike for the delicious artwork!

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The Bloom


Armor Class: 15

Hit Dice: 5 hp per tendril (50), 1 hp main body

Move: see below

No. of Attacks: 10

Damage: 1-6 and see below

No. Appearing: 1/unique monster

Save As: Fighter 10

Morale: Morale is equal to the number of remaining tendrils x 2


(Original Artwork by Friendly Mike)


The Bloom is a unique magical creature that exists in – and in some ways is part of – the Crystalwood. It is composed of a delicate body, and 10 vine-like tendrils.


The body is extremely delicate, so vulnerable that is has no Armor Class and can sustain only a single point of damage before being destroyed. It resembles a membranous sac with luminescent flecks floating around in the fluid inside. This sack is buried a foot underground and would be almost impossible to find were it not for the enormous flowers, bone-white stippled with light blue that grow above ground over top it. These flowers are most strange to look upon for in addition to their enormous size – with each flower being 1-3 feet in diameter – each has, in its centre, a rolling eyeball, ranging from acorn to fist-sized.


The Bloom can cast a version of the druidic spell Pass Plant at will. Although the main body cannot move, using this power, it may cause its tendrils to appear anywhere in the Crystalwood at any time.


The Bloom has ten tendrils that come in two types. Eight are thick and thorn covered. They lash, bludgeon and tear at their opponents, each one striking with the force of a mace for 1-6 points of damage.


The other 2 tendrils are covered in white blossoms patterned with light blue, each blossom has an eye, the size of a human eye, at its centre. These tendrils have no physical attack, but they can puff out a small cloud of pollen at a single opponent each round. This pollen will, if the victim fails a saving throw vs poison, cause them to hallucinate (see table below).


Both types of tendrils have a high Armor Class of 15, due to their speed and because they can attack from any direction, then withdraw and reappear from from somewhere else. Tendrils of either variety have 5 hit points.


The Bloom attacks by shooting all of its tendrils at once and all from different locations. For each tendril still intact, the Bloom attacks with a +1 (therefore in the first round of combat it has +10 to hit). For each tendril that is destroyed, this bonus is reduced by 1 point. When it has lost its fifth tendril, the Bloom will begin making morale checks and will continue to do so every time another tendril is destroyed. Moral checks are made by counting the number of remaining tendrils and multiplying that number by 2.


The Bloom can regrow severed tendrils at a rate of one per day.


The Bloom cannot be surprised except by invisible creatures.


Hallucinatory Effects from Spores (roll 1d8)*


1 =Individual in a swamp-strips off armor to keep from sinking.

2 = Spiders attacking-individual strikes/attacks floor area to kill them.

3=lndividual hasshrunk-shoutsfor helptoreturntonormalsize.

4 =Item held is a viper-individual drops it and leaps back to avoid its attack.

5 =Individual is suffocating-runs gasping in random directions to breathe.

6 =Associates are diseased-individual avoids coming within 10 feet of them.

7 = Individual is melting-stands howling and "holding self together."

8 =Leech on back-individual tears off anything worn on back and attacks it.


*Effects last 1-4 rounds. Once a person has suffered a hallucination, they are immune to the effects of the Bloom's pollen for one full day.

Sunday, January 11, 2026

Shownotes for Episode 46

Theme          Enchiridion https://www.youtube.com/watch?v=a8NkG3bhIxU

Welcome      148 Barovian Castle https://tabletopaudio.com/

LTO              Scott Buckley Legionnaire https://www.youtube.com/watch?v=NwW0vFUCz

Some  FX     https://www.zapsplat.com