Thursday, August 20, 2009
Monday, July 6, 2009
LANKHMAR - REFRENCES
Examples:
Beast Dodgers - An old man asked if Fafhrd & Grey Mouser where 'beast dodgers'. Gladiators?
Famed Quarmallian Vineyards - An underground city with extensive vine yards.
City of Black Idols - Fafhrd & Grey Mouser escaped this place with the help of Mingol slave.
Glow Wood - Wood which glows. What is made out of this wood? Why does it glow?
School of the Roaring Skald - A bardic school. Who are the members? How widespread is it?
Slim Spired Tisinilit - A city with high towers. Who made them and how were they made?
Mazes of Klesh - A jungle kingdom with mazes or is it just maze like.
Water Burials - Burials at sea or in lakes. Why are burials performed this way?
Doom Current - An equatorial current which travels eastward and south. Why is it so dooming?
The Boneless Death - Disease which melts one's bones. How do you catch it?
NEHWON - STEPPES AND GREAT FOREST
NEHWON - COLD WASTES AND LAND OF THE EIGHT CITIES
Wednesday, July 1, 2009
BEASTS
LANKHMAR MEMORIES
I had the pleasure to run a game set in Fritz Leiber's Lankhmar setting many years ago. It was both a challenge and wondrous experience. The players and the setting became literally as thick as thieves. It was a challenge to create a game in the spirit of Leiber's world of NEHWON. I think I managed to capture some of the sophistication of the setting with a liberal dose of excitement. The game last almost five years off and on. The players battled Behmoth, Night Gaunts, White Rats, Marsh Leopards, and each other. Saddly all things must come to an end. Still to this day the old players have fond memories. I was just happy to invite them into the strange and wondrous "City of the Black Toga - Lankhmar"
One Page Dungeon Contest :(
ONE PAGE DUNGEON CONTEST
Friday, June 5, 2009
RECIPE!
Vesta's Vindaloo
Yield : 4 Servings
This curried crane dish goes best with rice or flat breads
Ingredients
3 1/2 cups chopped onions
1 cup seeded and chopped tomato
3 tablespoons distilled vinegar
1 teaspoon minced ginger
2 teaspoon minced garlic
1 teaspoon turmeric
1 teaspoon paprika
1/2 teaspoon ground cumin
1/2 teaspoon cayenne pepper
1/2 teaspoon coriander
2 tablespoons vegetable oil
6 skinless boneless crane thighs, cut into 1-1/2 pieces
1 1/2 pounds russet potatoes, peel and cut into 1/2 pieces
1 1/2 high salt crane broth or salt water
4 cups vodka or cooking cherry
Preparation
Blend first 11 ingredients using hard slave labor or a food processor which ever is easier. Add the 1/2 teaspoon cayenne pepper in as well.
Heat oil over medium heat in a large pot. Test the temperature with a fallen vestal virgin or two.
Add the paste your slaves possessed to the hot oil and take out the fallen vestal virgins if applicable.
Cook paste; not the former virgins; until golden brown. Should take 3 minutes.
Add the potatoes and crane to the pot, saute for 5 minutes. Add broth of crane and let boil.
Reduce heat to medium-low and put lid on pot. Stir often.
Uncover and cook 5 minutes while stirring.
Season as desired.
Pour one cup cooking sherry or 200 proof vodka on the Vesta's Vindaloo then serve and ignite.
A meal Vesta herself would enjoy.
WANDERING TERRAIN TABLE
Template
Roll 1d8 + 1d12
2. Very Rare
3. Very Rare
4 Very Rare or Rare
5. Rare
6.Rare
7. Uncommon
8. Uncommon
9. Common
10. Common
11. Common
12. Common
13. Common
14. Uncommon
15. Uncommon
16. Rare
17. Rare
18. Very Rare or Rare
19. Very Rare
20. Very Rare
Wandering Terrain Table
Roll 1d8 + 1d12
2. Glacier
3. Desert
4. Steppes
5. Canyons
6. Badlands
7. Dense Forest
8. Wooded Hills
9. Fields
10. Grassland
11. Hills
12. Lite Forest
13. Marshland
14. Mountains
15. Lake/River
16. Coastline
17. Mudflat
18. Geyser Field
19. Tar pits
20. Volcanic Lands
MAGIC ITEMS!
This shield is formed of freshly hewn wood. It functions as a +1 shield. If the command word 'SAP' is spoken the front of the shield starts producing sticky sap. All weapons striking the shield have a 25% of sticking to the shield. This is useful for disarming the attacker. The command word 'HARDEN' cause the sap to harden and can be chipped off the shield and the weapons can be freed from the surface.
Boots of the Mountain Goat
These sturdy dwarven style mountain boots allow the user to always find footing on a mountain slope. The wearer never slips while climbing. Also all movement is at the normal movement rate.
Quirk
Mountain goats are attracted to the wearer of the boots. They will follow the wearer around and bleat at them
Variants
Cursed Boots of the Mountain Goat
These boots work as above but if they are worn for more than a day the wears feet turn into goat hooves. Also mountain goats attack the wearer on sight regardless if the wearer's feet have been transformed or not.
Sash of Usefulness
This silken sash can upon command transform into other objects.
1. Wool Blanket
2. 50 foot silk rope
3. Canvas Tent (2 person)
4. Large Sack
5. Towel (everyone needs one!)
6. Cloak with hood
Friday, May 8, 2009
My Appendix N
Inspirational Reading:
Asprin, Robert Lynn and various authors - Sanctuary Novels
Beagle, Peter - The Last Unicorn, Giant Bones
Chaucer, Geoffrey - The Canterbury Tales
Eddings, David - The Belgariad
Goldman, William - The Princess Bride
Goodkind, Terry - Wizard's First Rule
Grimm, Brothers - Fairy Tales
Howard, R. E. - Conan series.
Leiber, Fritz. - Fafhrd & Grey Mouser Series; et al
Le Guin, Ursula K. - Tales from Earthsea
Lovecraft, H.P. - Complete Works
McKiernan, Dennis L. - Tales of Mithgar
Salvatore, R.A. - The Dark Elf Trilogy
Tolkien, J. R. R. - The Hobbit
Monday, April 27, 2009
Sunday, April 19, 2009
Mysterious Map!
Scale
Each Hex = 5 mile
Locations
Smuggler's Walk
Demon Spirit Cave
Stacked Stones
Cavern Cave
Unnamed Road
Unnamed River
SHIPS AHOY!
Wednesday, April 15, 2009
GLOSSARY
"Arise! Glossary! Walk among the living! Arise!"
GLOSSARY
Austringer - A falconer.
Bodkin - A dagger, hair-pin, or ornament.
Codpiece - A bag-shaped flap on breeches covering the genitals. They tie with laces and are embroidered and padded.
Doxy - A begger's wench.
Eyas - A young hawk.
Fap - A very drunk person.
Gauntlet - Armour gloves to defend the hands.
Hackney - A common work or riding horse that was common and had no special training. Also sometimes called a rouncy.
Itinerant Judges - These judges moved about the countryside, carrying the power of the king's justice far beyond the king's immediate presence.
Jerkin - A jerkin is essentially the medieval form of a modern vest.
Kettle-hat - A domed helmet, made in three or more pieces, with a wide brow around the outside.
Labyrinth - A confusing maze, usually of tunnels underground.
March - A frontier territory often entrusted to a vice-regent with special military responsibilities. Laws appropriate to a mixed population and unsettled conditions prevailed in these areas. Marches could also be areas of land bordering two neighboring countries that both countries contest.
Notion - understanding, or the mind.
Obliged -pledged.
Pennon - Similar to a banner, but with the addition of a triangular point, charged with arms, and borne before knight bachelors. It is often flown from the tip of a lance.
Quatch - A word of unknown meaning. (It means what ever you want it to.)
Rag-tag - rabble
Sword Knot - A loop of leather thong or silk cord attached to the grip of the sword and slipped on the wrist.
Tofore - previously or prior to.
Umbrage - shadow
Vellium - A very strong cream-colored paper.
Wattle-and-Daub - A type of building (especially a peasant cottage) constructed of wattle and daub.
X - Ten or X marks the spot.
Yonker - A fine young man, novice, or greenhorn.
Zagbnal - A steel pike or beaked axe.
Monday, April 13, 2009
Wilderness Encounters
Wilderness travel can be both perilous and wondrous. What is just over the hill could be either or even both. Exploration of the wilderness is an arduous take both for the player and the game master. There is less control for the game master being outside the dungeon. The players may wonder anywhere, even off the map.
The most basic tool is a map. Before the adventure have a map of the region and a variety of terrain features. Start the adventures near the center of the map or near an area they have been too before. Have two copies. One for the game master and on for the player. The player map has the areas they have traveled through to get where they are now and the game master has one with all the detail. Up date the players map as they go along. Either by telling them what type terrain or just drawing on the players map.
Wither it is grid, hex, or plain free form map it is up to you. A good rule of thumb is to have at least three different terrain types on the map.
Terrain Types
Marsh
Hills
Mountains
Forest
Plain
Desert
Coastal
Moor
Badlands
Farmland
Tundra
Then add some sub-terrain types as well to give the map some depth.
Sub-Terrain Types
Rolling Hills
Fen Grassland
Alpine Forest
Canyons
Riverbed
Shrub land
Create at least three encounters for each terrain type. One major, one intermediary, and one minor. Don't assign them to the map but when the players are in the terrain type either roll randomly for an encounter or decide when it is the right time. Remember not all encounters are hostile.
Also have some pre-made 'wilderness window dressing'. These are objects, sites, and oddities that the players encounter.
Wilderness Window Dressing
A large stone covered in carved spirals.
A pool which reflects the players trues selves.
A large burnt oak with a twisted face.
A glyph of a dragon carved into a hill.
A set of bone wind chimes hanging from a tree.
A abandoned gypsy wagon covered in moss.
Also a traditional random encounter table based on the region may be helpful as well to flesh out the area. So when traveling trough the Fang Hills there may be a lot of werebadgers.
'Sverna are you wounded?' Maltag questioned eyeing her weary. 'Nope not a one got with claw raking distance.' Sverna said relieved. 'Lets put as much distance from the werebadgers and us as possible. By the Forger's Braded Beard! That hill in the distant it has a outline of a dragon and its glowing!' Maltag exclaimed. 'I'm still sharp if you are greybeard' Sverna smiled. The two trudged out of the Fang Hills. In the distance the moonlight illuminated the outlining of a dragon and dancers upon the hill.
Sunday, April 5, 2009
Magical Items
Power and Usefulness
A simple magical item may prove useful in the beginning but slowly its importance fades as the hero gains powers and abilities each level. The magic becomes less wondrous and less useful. I present a few humble alternatives to this dilemma. Remember not to let the player know what the magic item's true power is until they research it with sages and wizards or test the item out.
Progressive Power
Progressive power magical items become stronger the longer the hero wields them during their careers. They improve in hit probability and damage dealt. An alternative would be to make it either hit probability or damage bonus increase. They could alternate between the two every two levels. Adding special effects can be a cool way to highlight this. For example: A +2 sword may shed brighter light than a +1 sword
Example table:
Hero Level Hit Probability Damage Bonus
1-2 +1 +1
3-4 +2 +2
5-6 +3 +3
7-8 +4 +4
And so on ...
Sword of Resolve
Description: This long sword is simple and well crafted. The blade has the word 'Resolve' engraved on it. It is said that the powers of the sword increase with the warriors resolve. It sheds white sparks when wielded in combat.Powers: Progressive PowersHero Level Hit Probability Damage Bonus
1-2 +1 +1
3-4 +2 +2
5-6 +3 +3
7-8 +4 +4
And so on ...
Unlockable Powers
These are conditioned upon the hero accomplishing a task or discovering the powers by chance. Then these events take place a ability of the item is unlocked. The item's power is unlocked when the item is used successfully in combat. Another power is unlocked when the item uses it to save another life.
Shield of Assurance
Description: This sturdy medium sized round metal shield is emblazoned with a heraldic beast. It glow with purple light when a blow hits it.
Powers: Unlockable Powers
+1 increase to AC (When used first used in battle.)
+2 increase to AC (Defeat a foe in single combat.)
+3 increase to AC (When used to defend another.)
+4 increase to AC (When used in defending against magical weapons.)
Purposed Powers
These powers are useful when accomplishing a specific purpose. When the purpose is not being done the powers are dormant. While on the quest to complete the purpose the powers are active. The simplest way to think of making up a wand's purpose is to think of an adjective and noun. Examples: Destroy Wands, Save Halflings, Find the Lost, Protect Others.
Axe of Wand Woe
Description: This sturdy dwarven throwing axe is well balanced and rings when thrown.
Powers: When the wielder of the axe uses it to destroy a wand or accomplish the task of destroying a wand the axe gains a magical bonus.
+1 increase to hit prob and damage (traveling to wand wielders lair)
+1 increase to hit prob and damage (defeat a wand wielders henchmen)
+1 increase to hit prob and damage (in the lair of wand wielders)
+1 increase to hit prob and damage (in combat with wand wielders)
* Note: The bonus are accumulative while on the purpose of destroying a wand. The effect ends once a wand is destroyed until another it started.
Combinations
Take two or more of the magic item modifications and combine to make the item both memorable and useful. These makes the item much more wondrous and interesting.
'I vow by my Axe of Wand Woe to the lord of the forge, to chop the Wand of Wickedness in two!' said Maltag the Dwarf. With that the axe hummed with the need to clever wands and be came razor sharp. Maltag marched towards the wizards tower.
Wednesday, March 18, 2009
Scenarios!
SCENARIOS!
Seriously one of my avid readers has requested a sample of lite and toasty scenarios. So here they be, crunchy and full of whole grain goodness.
Scenarios
Coliseum of Creatures - The party encounter two monsters battling. A mysterious and magical controlling person(s) is having the beasts fight each other for his or their amusement. With the arrival of the P.C.‘s he sends the monsters to attack them as a team. The controller may want to add the P.C.‘s to his fighting creatures collection. The P.C. can fight, escape, or defeat the controller and have him fight his monsters as just punishment.
Talking Animals Plea for Help - A group of talking animals arrive and seek help to defeat an Neutral Evil Druid that transformed them into animals. The talking animals are really human settlers in the area controlled by the Druid. The P.C.'s must force the Druid to reverse the curse, which is easier said than done. If he is killed the settlers will stay animals forever.
An Island called Mood! -The P.C.'s gain treasure map. The map leads to a island called Mood just of the coast. This dark rock island is shrouded by fog. It is home to a intelligent monster leader and a small band of servant creatures. The intelligent monster leader sends out fake treasure maps to lure adventures to the island. It does this for one purpose. It desires magical items and knows adventurers always have them. The villain is magically imprisoned on the island and cant leave it's shores. The villain needs a certain magical item so that it may free it's self from the magical island prison. The certain magical item of course is one of the P.C.'s magical items.
Un-fair Ground! - The P.C.'s are at a fair. Merchants and merrymakers provide entertainment and a chance for P.C.'s to spend money. Something is stocking the many fair tents and commoner’s tents at the fair ground. The guards at the fair and the local lord are trying to cover up the grisly deaths. The murders are being committed by a tent shaped killer mimic of enormous size. It snuck into the fair and is feasting upon the fair goers. It is up to the P.C.'s to find clues about the fairgoers and the murders and track the creature down and dispatch it.
Return what you have taken! - (This scenario is best run after the P.C.'s have looted at least 2-3 dungeons‘.) The P.C.'s are at a tavern (where else) a breeze picks up in the tavern and the fire goes out. A glow is coming from outside and slow strobe light. The doors fly open. Coming down the road is a transparent larger then life spectral face. It repeats 'Return what you have taken!
Return what you have taken!" It moves slowly but directly for the P.C.'s. Everyone panics. Then it disappears after coming face to face with the P.C.'s. This happens every night. They P.C.'s may brush it off, but the locals will not and demand that the P.C.'s leave the town or return what was taken (what ever it is the thing wants.). The P.C.'s will be dogged by this spectral face where ever they go and always at night. Eventually the P.C.'s will have to return loot to one of the former dungeons. Other adventures may trail the P.C.'s to steal the loot. Which dungeon was the being from and which loot do the P.C. return. The spectral face can't be destroyed and only avoid temporarily. The spectral face may be a guardian spirit or a magical illusion cast by a reveal adventurer to gain the adventures loot. What ever the reason what ever town the P.C. enter will not be happy the P.C.'s are there. Also their reputation is at stake.
Cloud Castle - So the P.C.'s are traveling the country side and then they find a rope dangling in mid air. The top of the rope disappears into the clouds. The cloud is slowly floating away with the rope and the castle. The P.C.'s have a short time to decide wither to climb the rope and into the castle or not. If the P.C.'s climb the rope they find a small castle in the clouds. The occupants are not home and the place looks very old and abandoned. The castle is a ruin and filled with squatting flying monsters. Hidden treasure are with in and danger. What keeps the castle in the clouds? (Magical crystals, chained air elementals, cloud giant spells.) How is it controlled? (A cauldron and the mixing of vapors and alchemy and magic. A map with a cotton ball and castle on it. Where the castle is moved on the map the real one is moved.) Could the P.C.'s use this as their base of operation? Will the occupants return some day?
Chain Link Scenario - A evil wizard casts a geas and curse on the P.C.'s They must find a spell book. He instructs them to kidnap a prince. The prince is prophesy to be the only one who can handle the magical key. The magical key is being guarded by both man and monster. The magical key must be used to unlock a tomb, temple, or tower. The location holds a magical book needed by the evil wizard.
Friday, March 13, 2009
BEASTS!
So I stumbles across an old TV cartoon. I'll let you deduce which one... This inspired me to create a beast based on it. So two themes clashed together. Oozes and friendly cute monsters.
Glop
CLIMATE/TERRAIN: Subterranean or Any Surface land
FREQUENCY: Very Rare
ORGANIZATION: Solitary or pair
ACTIVITY CYCLE: Always
DIET: Omnivore
INTELLIGENCE: Low (7)
TREASURE: nil
ALIGNMENT: Chaotic Good
NO. APPEARING: 1-2
ARMOR CLASS: 7
MOVEMENT: 12"
HIT DICE: 2
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: nil
SPECIAL DEFENSES: 1/2 damage from blunt weapons, immune to energy attacks.
MAGIC RESISTANCE: 50%
SIZE: M (5') -L (7')
MORALE: Steady (12)
XP VALUE: 200
The Glop is bronze colored amoeba with two eye-spots and a mouth orifice. It speaks its own simple language and understands common.
Combat: The glop strikes like a snake slamming the target and causing 2d4 damage.
Habitat/Society: Their society composes of a parent and a offspring. They typically shun others other own kind outside of the parent and offspring bond. The offspring reaches adulthood within 5 years and leaves the parent. The adult then reproduces again. Some Glop about 25% have a strange habit of imprinting on other creatures and forming a proto-family unit with the creatures. They will act to defend and protect them. In this case both the parent and the offspring stay together.
Ecology: A Glop is a proto-plastic creature distantly related to the oozes. They reproduce by division once every five years. It is normally solitary but my be found with its own divided offspring.
Thursday, March 12, 2009
MY TOP TEN D&D MONSTERS
10. Berbalang - (FF) - These creepy fiends is into meditation and astral projection. It also engages in bizarre and complex courtship and mating rituals with other berbalangs.
9. Kampfult - (MMII) - These grumpy tree creatures are known as 'sinewy mugger' by their friends. They enjoy lurking in forest and dungeons and attacking many foes at once.
8. Drider - (MMII) - These creatures are a cross between a spider and a dark elf. They are pushed by the spider queen and are are bitter, fearsome and cruel. Plus they like bows and arrows. The arrows are coated with spider venom by the way.
7. Flump - (FF) - These little flying discs with protruding eyes and tiny tentacles are goodie two shoes. They are too cute or ugly to kill and have a habit of squirting foul smelling liquid.
6. Lurker Above - (MM) - These carnivorous creatures hang out in subterranean chambers aka dungeons. They pretend to be part of the ceiling and drop on a foe and smother them. They have many cousins like the Lurker Below, Lurker Beside and Lurker Beyond.
5. Peryton - (MM) - These creatures have the body of a eagle and the head of a buck deer. They like feeding on human hearts with they need for reproduction purposes. They also cast a shadow in the shape of a man.
4. Crypt Thing -(FF) - This urbane and sedentary skeletal undead guard tombs the world over and enjoy chatting with visitors briefly then teleporting them in random directions and distances.
3. Dire Corby -(FF) - These jet black subterranean bipedal avians enjoy chanting 'Doom! Doom! Doom!" They are fond of warring with giant bats as well.
2. Penanggalan - (FF) - These cunning undead look like living humans. They eat and sleep as well. But at night their heads fly off to feast upon the flesh of the unwary. Organs and tissues trail out of the neck as they fly about. They enjoy deceiving people and gaining their trust then revealing themselves.
1. Disenchanter - (FF) - These sneaky spindly dromedary-like animals have a long flexible snout which they enjoy draining enchantments from magic items. Plus they shimmer and their coats are electric blue and translucent too.
Totals: FF - 6, MM - 2, MMII - 2
Thursday, March 5, 2009
Random Encounter as Campaign Tools
Road Travelers
Table 1-1
Roll 1d20
1. Pilgrims
2. Actors/ Bards/ Wandering buffoons
3. Wandering tinker
4. Gypsies
5. Refugees
6. Honeymooners
7. Courtiers
8. Merchants
9. Knights
10. Brigands
11. Monks
12. Settlers
13. Priests/Cultist
14. Curriers
15. Diplomats
16. Farmers
17. Teamsters
18. Caravan
19. Fugitive
20. Soldiers/Sheriff - with deputies.
Tuesday, February 24, 2009
Parallel Worlds!
Ok like you when I hear parallel world I groan! But the can be fun and interesting too!
Parallel World Technique
This technique is used to spice up a game and add a bit of wonder and open the PC's eyes to alternate worlds just beyond their perceptions. The main reason to use this is to take and existing dungeon or region and use the old maps and info but change it so it is new and different. The PC's are in a well known area and they are transported to an alternate world. This can be by magical accidents like to magic items striking each other. A tear in the fabric of the veil of the universe. A magical doorway or mirror. Or just taking the wrong fork in a path. The result is the same. The PC's are in an alternate world where things are similar to their world but there are a few differences. The reason this is a useful tool is that it allows the DM to break the monotony of the setting. Also the PC's get a change of venue. With delicate handing this can be a useful tool to both surprise and challenge player. This technique is best used sparingly and with caution. Nothing ruins a game more then inconsistency.
Rules
1. It is best used in an existing game where the agreed upon nature of the setting is established.
2. Do not over use or it will irate the players.
3. Always provide an exit back to the normal world and make it attainable to the PC's.
4. Never let the PC's over use the means to travel between worlds. Limit it. Or the PC's will be hopping back and forth all the time. This will cause the DM lots of extra work.
5. Make the parallel world different but not so alien that the players are annoyed.
6. Be consistency. Things should be just about the same in the parallel world each time the PC's visit. Normal everyday things change but not the main flavor of the parallel world.
7. Have a good parallel hook. Make the parallel world interestingly different.
8. Make the experience rewarding and fun for the players.
Examples of Parallel Worlds.
A world where there are only talking animals and no humanoids.
A ruined dark world filled with undead.
A fey world filled with magic both wild and beguiling.
A frozen wasteland filled with rugged survivors and Arctic version of common monsters.
An very similar world where evil is good and good is evil.
Monday, February 23, 2009
Alchemical Emblems
An example using the top emblem: A talking stag discussing antler maintance with a unicorn. A polymorphed druid in a stags form seeking help from a wise unicorn.
How To … Make a Classic Dungeon.
1 sheet Notebook Paper
1 Piece of Grid Paper
Pencil
Pen
Key Points
Take a few minutes to decide the location and type of dungeon. It does not have to be to involved.
Location
Where is the dungeon. Is it on a mountain top, swamp, cave or other location.
Type
What was the dungeon previously a prison, keep, monastery, or some other structure.
Theme
A theme is the dominant idea or flavor of the dungeon. Each room has a bit of the theme in it. Items and monsters, and NPC’s carry the theme through out. A few examples are : An evil undead haunted temple. A mushroom filled echoing cave. A salt encrusted wrecked pirate ship beached on the rocks.
Maps
Compass rose - This gives the directions of North, South, East and West.
Legend - This shows what the symbols on the map represent. It shows what the symbols for doors, bars, gates, secret doors, concealed door and furniture are.
Room Key - A room key gives a description of each rooms. Some rooms have non wandering monsters, non-random traps, and non-random treasure in them. Some rooms may be empty.
Tables
Wandering Monster Table - This random table provides a list of monster’s name and number encountered while traveling from room to room and outside the dungeon.
Monster Restock Table - This random table provides a list of monster’s name and number that repopulate the dungeon once the monsters on the wandering list are killed.
Trap Table - This random table provides a list of traps encountered in the dungeon.
Treasure Table - This random table provides a list of treasure found in the dungeon.
Rumor Table - This random table provides a list of rumors about the dungeon.
Lists
Bestiary - This lists the monsters and NPC’s in the dungeon and their stats and behavior. Some monsters may be armored, wield weapons and cast spells. Think about which monster fits best in the dungeon.
NPC - NPC means Non Playing Characters. A list of helpful NPC in the starting area.
The Step by Step Method
Step 1
Starting Location
A safe small settlement is usually the best way to start. This is where the PC’s learn about the dungeon. A farm village, tavern or inn is a good starting place. Name the starting location.
Step 2
NPC LIST
A list of helpful NPC in the starting area. A few good NPC”S to populate the starting area are cleric, blacksmith, inn keep, and provision provider.
Step 3
Rumor Table
This random table provides a list of rumors the players have gotten fro the local people about the dungeon. They may be true or false. Note wither they are or not on the rumor table.
Step 4
Naming the Dungeon
This is an name given the dungeon by the local people who fear and dread it. The name may be completely unknown. The players should only learn of the name in play.
Step 5
Mapping the Dungeon
Draw the Dungeon Map on graph paper with pencil. After you are finished use a pen. You don’t have to use all the sheet. A few rooms varying in size connected be halls, stairs, ramps or ladders. Don’t forget to make at least on entrance. Include a few empty safe rest stop rooms so the PC’s can heal between encounters. Add a compass rose or arrow pointing north to the map.
Step 6
Number and Key the Rooms
Number each room starting at the entrance and going deeper with the dungeon. Make a room key on the blank note book paper listing all the numbers of each room. Don’t forget to leave space for descriptions and notes.
Step 7
Bestiary and Monster tables
On the sheet of note book paper write a Bestiary. Then wandering monster table. After that a restock table.
Step 8
Traps and Treasure Tables
On the sheet of note book paper write a Trap Table and then a Treasure Table.
Step 9
Check for Problems
Take a couple of minutes to see if there was something you forgot to add or something you wanted to change.
Step 10
You’re done!
CLASSIC DUNGEON EXAMPLE :
Introduction
This module was designed based of the classic model. It is simple and straight forward. That being said it also allows the DM to fill in the blanks.
The Scope of the Module
The module is concerned with the village of Nook and to a greater extent The Hollow Hall. All other areas are left for the DM to flesh out.
DM’s Background.
Around 250 years ago the tyrant Tyrone the Terrible ruled the valley from his mountain side hall. He built and expanded the small hall he had captured from the former ruler. His wife Nivanna was more then a bit maddened by the horrors she witnessed her husband perform. This amused him and it was more to his twisted liking. The warlock Dreggal of the Red Tome tired of being in the tyrants service and was more tired of the insane cackling of Nivanna as well. He knew he could never be free for them while they lived. He crafted two matching golden crowns and then magically poisoned them with the spirits for those Tyrone vanquished. Dreggal presented them the reignments and crowned them both. They died is swoons of mad cackling. Dreggal took over the horde and the hall. Dreggal slowly slipped over the years into a lesser lichdom. The keep slowly fell to ruin. The Black Claw bugbear tribe found the hall and inhabited it. They are wise enough to avoid the more deadly areas. Now it is present day and The Hallow Hall is but a fireside tale in the village of Nook.
Player Background
You are passing through a rather remote area and in need of rest. By chance you stumble upon the village of Nook.
Village of Nook
This village is surrounded by woods. The nearby peaks loam overhead.
Buildings
Old One Eye - Tavern/Inn - Clean and modestly priced.
The Merry Anvil - Blacksmith shop - Sturdy and expensive.
Bounty and Barter - Provisions - Variety of goods and expensive.
Temple of the Just - Temple - Spiritual and bodily aid. Offerings welcome.
The Sleepy Stallion - Stable - Well tended and modestly priced.
The Constabulary - jail - Well built and defended.
NPC’s List
Elsa the tavern keeper, Human female.
Sareen the blacksmith, Human female.
Dalt the provision provider, Halfling male.
Fadrick the cleric, Human male.
Karst the stable hand, Half-elf male.
Harwort Goldtooth the sheriff, Dwarven male.
Rumor Table
Roll 1d10
1.The tyrant Tyrone’s old hall is on the mountain side overlooking the valley. Tyrone and his of warriors of the rounded table ruled the area with an iron fist about 200 years ago. (True)
2.The place is haunted by the old tyrants mad queen Nivanna. On still nights you can hear her cackling. (True)
3.People call the place The Hallow Hall for a reason. It is an empty gutted shell of a hall with nothing but bat and rat poo. (False)
4.The old warlock Dreggal of the Red Tome still lives up their. He must be close to 300 years old and is said to look it. (True)
5.A hansom entranced one is said to sleep in Hallow Hall through the ages awaiting his true loves kiss. (False)
6.A tribe of flea bitten Bugbears live in the hall and it and they should best be avoided. (True)
7.The word ‘DYSCUM’ means friend in Bugbear. (False)
8.The old tyrant and his mad queen’s warlock murdered them with a set of poisoned crowns. (True)
9.The Hallow Hall is said to hold a hidden army waiting to be lead by the tyrants successor. (False)
10.The Hallow Hall rooms go deep into the mountain and into the under-deep below. (True)
The Hallow Hall
1.Porch - The porch is supported by pillars with carved snakes rapping around them. Monster: (3) Giant Wasp
2.Great Hall - This large hall is drafty and canopy of web float in the breeze. Monster: (2) Animated Full Plate Armor and (1) spider Treasure: Random
3.Throne Room - The open throne room has to dark wooden thrones in them set skeletons wearing crowns. Monster: (2) Cackling Skeletons Treasure: Two gold crowns worth 300 g.p. each.
4.Master Bedroom - The large bed room has a four post bed. Monster (1) Spirit Treasure: Silver Chamber Pot worth 20 g.p.
5.Setting Room - This dark wood paneled room has several couches.
6.Servants Quarters - This small room has bunk beds and footlockers.
7.Trophy Room - This secret room is filled vile trophies of war. Treasure: Magicians Hat - (cast one extra spell per day)
8.Council Chamber - This room car a large round table and chairs around it. Monster : (1) Bugaboo Trap: Anyone setting at the table must have sworn an oath to defend the hall. If not the victim must save vs. paralyzation. The effect last as long as the victim is setting at the table. Treasure: Random
9.Kitchen - This foul smelling room is a kitchen.
10.Pantry - This damp cold room appears to have been a pantry. There is a well as well. Monster: Water Weirdo
11.Shrine - A small domed shrine holds a statue of the god of tyranny and battle. Trap: Magical - Anyone gazing upon the statue must save verses spell or attack the next person they see armed with weapons. Treasure: Random
12.Servants Quarters - This room holds several dusty cots and footlockers. Monster: (3) Bugbears Weapon Maces (1) Bugbear chief (double hit points) Weapon: Mace and ring-mail armor Treasure: Random
13.Closet - This room is filled as would be a closet.
14.Dinning - This chamber has a round table with several chairs. Plates and tankards cover it. Monster: (3) Bugbears.
15.Guard Room - This room has a weapon rack and a table and two chairs. Monster: (2) Bugbears. Weapon Maces.
16.Vault - This room has a iron door. Inside are two chest and three sacks of treasure. Door: Locked Trap: Spikes 1d6 damage to all near door and resets. Monster: (1) Zombie Mimic Treasure: One chest has a Ring of Shadowy Form - Turn into a shadow once per day. Unable to attack or be attacked except by magic. Sack one has 700 c.p., 27 s.p., 32 e.p. 45 g.p. Sack two has 92 c.p., 24 e.p. 10 g.p. 2 p.p. Sack three has 3 gems worth 20 g.p. each.
17.Upper Barracks - This room is filled with bunk beds footlockers and weapon racks. A small table and four chairs are in the center. Monster: (4) Animated weapons. Treasure: 24 g.p. in footlocker. Silver tankard worth 30 g.p.
18.Armory - This room is filled with suites or various armor. Treasure: Shield of the Drake (+ 1 AC and immune to fire damage)
19.Torture Chamber - This reeking room is a horrid torture chamber. Monster: (5) Skeletons
20.Lower Barracks - This room is filled with bunk beds footlockers and weapon racks. A small table and four chairs are in the center. Monster: (2) Skeletal Berserkers Treasure: Random
21.Master-at-arms Room- This room appears to be a private bed room and has armor and a weapons rack. Treasure: Rope of Binding - On command binds one opponent. There is a 25% chance to break free.
22.Guard Room - This open room has a table and chair. A ring of keys is on the wall. A crank operates the portcullis and a switch board controls which cell opens. Monster : (2) Skeletal War-dogs Treasure: Random
23.Cell - This dismal cell has straw on the floor. Monster: (1) Elf
24.Cell - This dank cell has bones on the floor. Monster: (1) Bugbear
25.Cell - This dire cell has straw on the floor. Monster: (1) Elf
26.Cell - This dark cell has dead rats on the floor. Treasure: Random
27.Cell - This damp cell has straw on the floor. Treasure: Random
28.Wizard’s Room - This incense filed room has a bed and laboratory table. A large chest and a heavy wardrobe are in it as well. Monster: Skeletal Warlock Treasure: Wand of Frost - 1d6 (+ 1 damage per every 4 levels); Random Treasure.
29.Secret Study - This secret chamber has a skylight. Two shelves of books line the walls. A chair and desk set in the middle. Treasure: Clay of Animation - 10 pounds. Can be sculpted into one small sized monster or animal that is loyal to the sculptor. Spell book (5 spells of appropriate level and class)
Wandering Monster Table
Roll 1d12
1.Bugaboo
2.Bugbear
3. Giant Rats
4.Bats
5.Menace Mushroom
6.Dire Slug
7.Red ooze
8.Spider
9.Skeleton
10.Skeletal War-dog
11.Spirit
12.Roll twice, use both results.
Restock
Roll 1d6
1. Monster
2. Monster & Treasure
3-6. Empty (25% hidden treasure)
Random Treasure
Roll d% (percentiles)
01 -25 500 copper pieces/per level
26- 50 400 silver pieces/per level
51-65 300 electrum pieces/per level
66-80 200 gold pieces/per level
81-90 100 platinum pieces/per level
91-94 1d4 gems worth 25 g.p. each/per level
95-97 1 piece of jewelry 100 g.p /per level
98-00 Magic (roll once on magic table)
Random Magic Treasure Table
Roll 1d12
1.Potion of Healing
2.Potion of Cold Resistance
3.Potion of Speed
4.Potion of Levitation
5.Scroll of Spell (appropriate level and class)
6.Scroll of Spell (appropriate level and class)
7.Dagger 1d4 (+ 1 damage per every 4 levels)
8.Short Sword (+ 1 damage per every 4 levels)
9.Mace (+ 1 damage per every 4 levels)
10.Bracers of Armor (+ 1 AC per every 4 levels)
11.Leather Armor (+ 1 AC per every 4 levels)
12.Roll twice, use both results. Ignore duplications.
Bestiary
Animated Full Plate Armor - AC 0; Mv 12”; HD 3; hp 24; #attack 1; damage 1d4 slam, Awl Pike 1d6; intelligence non; Size m; Special Defense - If reduced to half hp it falls apart. They reform with in 1d10+1 rounds. The hp regenerate to full when they reform. If parts are missing they do not regain hps.
Animated Weapons - AC 0; Mv 12” fly; HD 1; hp 8; #attack 1; damage 1-6; intelligence non; Size s. These ordinary weapons have been enchanted to fly and attack intruders.
Bugaboo - AC 0 ; Mv 12”/12“ fly; HD 2 ; hp 16; #attack 1 ; damage nil; intelligence non ;al N ; Size m; Special Attack: Spooky Sounds - 20foot radius -Save vs. Spell of fall into fit of trembling and fright. The victim is at a -1 to AC, Damage, Saving throws. The affect lasts 1d6+1 rounds.
Special Defense: +1 or better to hit. Turned as a Ghoul.
Bugbear - AC 5 ; Mv 12”; HD 3+1; hp 25; #attack 1; damage 2-8 or by weapon; intelligence average; al: CE; Size L.
Bats - - AC 2; Mv 24”fly; HD 1/8; hp 1; #attack 1; damage 1 bite; intelligence animal; al N; Size s.
Cackling Skeletons - AC 6; Mv 12”; HD 2; hp 16; #attack 1; damage 1-6; intelligence low; al CE; Size m; Special Attack: Cackling - Save vs. Spell or fall into fits of cackling for 1d10+1 rounds. Victims are at a -4 to hit, damage, and all saves for the duration. Spell casting is impossible while under the affect. Special Defense: Turned as a Zombie.
Dire Slug - AC 8; Mv 12”/12“ climb; HD 1; hp 8; #attack 1; damage 1-4; intelligence semi; al N Size S; Special Attack: Corrosive spit - 6 foot range and 50% change to hit target. This small slug is a sneak foe. It crawls on ceiling, floors and walls.
Elf - 10 AC ; Mv 12”; HD 1+1; hp 9; #attack 1; damage by weapon or 1d10 ; intelligence high; al CG; Size m. These elves are wood elves and have normal elf abilities.
Giant Rats - - AC 7; Mv 12”/6“ climb; HD 1/2; hp 4; #attack 1; damage 1-3; intelligence animal; Al N(e) Size s; Special Attack: Disease bite - 5%. Victim must save vs. poison or lose 1d4+1 hp and have a -1 to hit, AC, damage, and saves. The disease ends in 1d6 weeks. A cure disease spell ends the affect.
Giant Wasp - AC 4; Mv 6”/ 21“ fly; HD 1; hp 8; #attack 2; damage 1d4 sting/1d6 bite; intelligence animal; aL N; Size m; Special Attack -Poison - Svae vs. posion or become paralyzed permanently. Death will occur if untreated in 2-5 days. Neutralize poison spell or antidote.
Gremlin - AC 6; Mv 12”; HD 1+1; hp 9; #attack 1; damage 1d4 bite; intelligence average; al CE; Size s; Special Attack: Chaotic Aura - 30foot radius. All victims in the area must save vs. spell or act randomly for 1d6+1 rounds. Random action table: 1d6: 1. Take off all equipment and cloths. 2. Wander off. 3. Fight nearest creature. 4. Defend nearest creature.5. Sing and dance. 6. Give treasure away.
Menace Mushroom - AC 7; Mv 6”; HD 2; hp 16; #attack 1; damage 1-4; intelligence non; al N; Size M; Special Attack - Explode- After taking half of it’s hp in damage it explodes releasing a cloud of spores. The explosion does 1-6 damage to all with in a 30 foot radius. Special Defense: 25% move silently. These creatures appear as humanoid shaped mushroom.
Red ooze - AC 8; Mv 12”; HD 2+2; hp 18; #attack 1; damage 2-12; intelligence animal; Al N; Size M; Special Attack - Acid - 2-12 damage. This red colored ooze dissolves organic matter on contact.
Skeleton - AC 7; Mv 12”; HD 1 ; hp 8; #attack 1; damage 1-6; intelligence non; al N; Size m; This skeleton patrol the hall and attack intruders.
Skeletal Berserker - AC 6; Mv 12”; HD 2; hp 16; #attack 2; damage 1-8; intelligence low; al CN; Size m; Special Attack: Rage - They have a +1 to hit. They fight all targets until they are dead focusing on one then the next. Special Defense: Turned as a zombie.
Skeletal War-dog - AC 6; Mv 12”; HD 2+2 ; hp 18; #attack 1; damage 2-8; intelligence non; al N; Size m. Special Defense: Turned as a zombie. This large skeletal dogs hunt and case down foes.
Skeletal Warlock - AC 4; Mv 12”; HD 3; hp 24; #attack 1; damage 1-6; intelligence average; al NE; Size m; Special Attack: This lesser lich is able to cast a few magic user spells. (5) 1st level, (3) 2nd level, (2) 3rd level, (1) 4th level. Special Defense: +1 or better to hit. Turned as a ghoul. Aura of Scariness 20foot radius -Save vs. Spell of fall into fit of trembling and fright. The victim is at a -1 to AC, Damage, Saving throws. The effect lasts for 2-12 rounds. The monsters phylactery must be destroyed or it will reform in 1 day.
Spider - AC 8 ; Mv 12”; HD 1+1; hp 9; #attack 1; damage 1; intelligence non; al N; Size ; Special- Poison Bite - Save vs. poison at +2 or suffer 1d4 damage.
Spirit - AC 0 ; Mv 12”/12“ fly; HD 2 ; hp 16; #attack 1 ; damage 1-4 ; intelligence low ;al CE; Size m; Special Attack chilling touch 1-4 damage. Special Defense: +1 or better to hit. Turned as a Ghoul. The spirits float about performing action as if they are alive and if interrupted will attack.
Water Weirdo - AC 4; Mv 12”; HD 1; hp 8; #attack 2; damage nil; intelligence average; Size L (10 feet long); Special Attack: Drowning - save vs. breath weapon or drown in 1-4 rounds. Special Defense: sharp weapons do only 1 damage and blunt do normal damage. If broken apart reforms in 1-2 rounds. This elemental creature enjoys drowning foes.
Zombie Mimic - AC 8; Mv 6”; HD 3; hp 24; #attack 1; damage 1-6; intelligence non; al N; Size L; Special Attack: Diseased Puss - Each hit inflicts a rotting disease on the victim. It will be fatal in 1-2 months. The victim loses 2 points charisma each week until dead. Special Defenses: Camouflage - It appears as a rotten and moldy piece of furniture. Turned as a ghoul.
Wednesday, February 18, 2009
World Creation!
Monday, February 16, 2009
Roman festival of Fornacalia the oven Goddess
So today is February 17th the Roman festival of Fornacalia the oven Goddess. It is a festival of bread and ovens. To commemorate this day I have written a brief generic side adventure. I will include guidelines for generating stats for monster and foes.
A Bakers Dozen
By Friar Deep
Set up
Location: Any town
Date: February 17th or your games equivalent
Background
Bombastus the baker and his wife Malitiria have operated the towns only bakery. The Laughing Loaf is known through out the province for the quality of it baked goods. A last years heat-wave reduced the amount of flour produced and the bakery has started to run out.
To top this off the local tax collector Horvicus a patron and friend pasted away. He was replaced by Faladorri. Faladorri has increased the taxes on local merchants and singled out Bombastus due to Faladorri coveting Malitiria. He hopes to drive Bombastus out of business and then poison him like he did the former tax collector.
Bombastus hired Truvius as his apprentice and has taught him the ancient art of baking from the Book of Baking. Bombastus told young Truvius about the Fornacalia the oven Goddess and about her devotions.
The flour shortage greatly diminished the bakeries profits but still the Faladorri charged the same tax. Complaints to the distant lord of the province go unheard. Truvius decided to save his master and the bakery. He secreted the Book of Baking from Bombastus and hatched a plan. He will beseech the Goddess to provide sacred flour so that the baker could survive. The Goddess was touched by this and Truvius discovered a ever-full bag of flour when he awoke the next morning.
Truvius in his excitement decided to use one of the rare recipes from the Book of Baking. He then rashly baked a batch ginger bread men golems and sent them to subdue the Faladorri. Unfortunately for Truvius he substituted ginger for another root he got from a herbalist. So the gingerbread men rebelled.
Hooks
A Prostrate Tax Collector
The P.C.’s are traveling to town to get provisions. They see a man crawling on the ground with burns on him. He appears to be the new tax collector. Six gingerbread men attacking him. Their touch burning the poor man. If the P.C.’s save the tax collector he immediately accuses the Baker Bombastus of witchcraft and offers a reward for his capture of 30 gold. Faladorri in the fight dropped a note concerning his poisoning of the former tax collector Horvicus. The P.C.’s may find in the road a note detailing the cost of certain poisons and a list of the number of doses. Its up to the P.C.’s to put it together.
Can’t Catch the Gingerbread Man
The P.C.’s are in town and they see a small gingerbread man running down the street. Following it leads them to new tax collector who is being attacked by them. If the P.C.’s save the tax collector he immediately accuses the Baker Bombastus of witch craft and offers a reward for his capture of 30 gold each.
Ride em Gingerbread Man
The P.C.’s are in town and they see a terrified chicken being ridden by a Gingerbread Man. The Gingerbread man takes them on a wild goose chase but leads them to his fellow with the tax collector.
The Adventure
The Laughing Loaf Bakery
The P.C.’s arrive at the bakery and find Malitiria on top of the cupboard screaming as two gingerbread men throwing crockery at her. Bombastus is doing battle with three other ginger bread men with a rolling pin. Truvius is be shoved into a oven by two other ginger bread men. The P.C.’s have to save the victims.
Monsters
(2) Gingerbread Men (Crockery Throwing)
Tactics
Throw crockery at the P.C.’s.
(3) Gingerbread Men (Knife Wielding)
Tactics
Attack the P.C.’s with knives.
(2) Gingerbread Men (Bread Paddle Wielding)
Tactics
Attack the P.C.’s with bread paddle.
Conclusion
If the P.C.’s dispatch the Gingerbread Men and capture Bombastus the tax collector Faladorri rewards them with 30 gold each. Poor Bombastus will be burnt at the sake for witchcraft. Faladorri is very happy and will now pursue the poor soon to be widowed Malitiria.
If the P.C.’s dispatch the Gingerbread Men and refuse to turn Bombastus over to tax collector Faladorri. After all Faladorri is not the sheriff. The P.C.’s will incur the wrath of Faladorri.
If the P.C.’s confront Faladorri about his poison note denies it. If the sheriff Valturvis is summon he will try place Faladorri under arrest for suspicion of murder. Sheriff Valturvis dismiss the charges of witch craft since he did not see the Gingerbread Men and he is opposed to burning people at the stake and especially the baker his wife’s brother.
If the P.C.’s question Truvius they learn the truth that his was misguided and rashly used baking magic with out understanding its danger. Good intention do not always bring good results. Bombastus and his wife easily for give Truvius after they discover that the Goddess Fornacalia gifted the bakery with the ever-full flour sack. The bakery is saved for now but Faladorri is now the bakers and now the P.C’s enemy.
Monsters
Gingerbread Men (13)
Golem
Size: 1 foot tall.
Armor: Medium (due to flexibility)
Damage: Medium (due to being hot cookies)
Health: Medium (due to being Golems)
N.P.C.’s
Bombastus
Human, Baker
Size: Rotund
Armor: Low
Damage: Low
Health: Low
Truvius
Human, Baker’s apprentice
Size: Short
Armor: Low
Damage: Low
Health: Low
Malitiria
Human, Good wife
Size: Rotund
Armor: Low
Damage: Low
Health: Low
Faladorri
Human, Tax collector
Size: Tall
Armor: Low
Damage: Low (dagger and poison)
Health: Low
5 Room Dungeons
So here is the "5 Room Dungeons" format in brief. For a more lengthy discription on the format as well as premade "5 Room Dungeons" please go to Roleplaying Tips .
Room One: Entrance And Guardian
Room Two: Puzzle Or Roleplaying Challenge
Room Three: Trick or Setback
Room Four: Climax, Big Battle or Conflict
Room Five: Reward, Revelation, Plot Twist
Here is Friar Deep's "5 Room Dungeons"
Beyond the Skull Portal
Room One: Entrance and Guardian
SKULL PORTAL
A large stone façade in the shape of a skull with iron door in the mouth. Two black iron clockwork crows set in the eye sockets. They squawk a riddle one at a time. Each crow’s riddle must be answered for the door to be opened.
Riddle 1 “I'm the part of the bird that's not in the sky. I can swim in the ocean and yet remain dry. What am I?” -A shadow.
Room Two: Puzzle or Role-playing Challenge
A CHATTY SPIRIT
This hexagonal room has a pile of bones in it. A spirit appears and starts to chit chat with the P.C.’s. If it is attacked then it defends itself. If not threatened it talks about the weather and everyone’s health. It is basically harmless. In the course on idle talk it mentions that it is befell a trap long ago and wish the P.C.’s to recover its bones and give it a decent burial. It tells them that it befell a trap and it was in this room. If asked the nature of the trap it says it was swift and painful. It points out its bones. There is no indication what befell it. The spirit is actually lying. The bones are of its last victim. Each round that the P.C.’s talk to it the are loosing both constitution until they are dead. If the P.C.’s take the bones then the spirit fades from view. It really lurks unseen still draining the P.C.’s constitution. Only a successful search of the room reveals a corked tin flask. The flask is labeled ‘Sprits’. If the flask is uncorked then the spirit will be drawn into. It will be unable to harm the P.C’s. The spirit in the flask will plead to be freed and promise to be good. It is lying.
Room Three: Trick or Setback
THE GOLDEN CHERUB
This room has a fountain and in the basin is a golden cherub. Close inspection reveals that the cherub once was the centerpiece of the fountain.
If the cherub is removed from the water a round later it animates as a gold golem-like imp and attacks. If killed then the wounds revealed that it is hollow. There are a number of gold rings matching the number of the party. If the P.C.’s put on the rings they teleport to the next room in the dungeon. After that the rings are normal rings.
If the imp is placed upon the fountain centerpiece then the water will recedes from the fountain for one round and a trapdoor will be revealed leading to the entrance of the dungeon.
Room Four: Climax, Big Battle, or Conflict
EVIL WIZADRIES
The Wizard Gortho stands before you beside him stand two tall armored warriors. A maiden is bound and hangs from the ceiling above a magic circle. A blank looking man cranks a wench and the maiden is lowered into the circle. “Fools you shall not hinder my summoning of a fiend. You will soon see the fate which will befall you, when Lady Marla is devoured. HA HA HA!“ Then Gortho casts a protection shield spell and turns and chants. The tall armored warriors attack. The two tall warriors are in fact animated suits of armor. The man cranking the wench is Lady Marla’s faithful retainer Rilf now a juju zombie. Gortho takes four rounds to summon the fiend. The fiend will wait 2 round examining Lady Gortho then devour her. During that next 2 rounds Gortho will bind the fiend. If interrupted the fiend be unbound and if the circle is broken will attack Gortho and take him against his will to a fiendish plane. So the P.C.’s must stop Rilf using the winch and winch Lady Marla up. Defeat the animated armor. Stop Gortho’s summoning and or binding. If saved Lady Marla makes them Knights of the Golden Garter and gives them the spoils of Gortho’s defeat. The treasure is magic items. Roll randomly.
Room Five: Reward, Revelation, Plot Twist
TREASURY OF SONG
A large chest locked and chained is in the center on the room. The chest is locked and trapped. Within the chest is another chest likewise locked and trapped. Within this another smaller chest likewise locked and trapped. Within this another smaller chest likewise locked and trapped. Within this a golden egg with a wend-up key in it. It wound the egg hatches and a gold song bird appears. It sings a song which gives the P.C.’s a permanent +1 bonus on all saving throws. This works only once and the bird becomes a plain music box like golden bird.
The Adventure is in the Cards
Overview
This adventure generator uses both the player input and the Game Master‘s judgment to create an adventure. This method is best used with players who are creative. It is designed to allow the players to determine their own adventure or campaign.
STEP 1 : So just get a stack of index cards and write on the blank side the card’s category.
STEP 2 : Have a equal number of cards per category for each player. For example you have 5 players so there would be 5 card titled “Beginnings”, “Events”, “Monsters” etc.
STEP 3 : Deal out a card from each category to every player. So the players will have one card of each category.
STEP 4 : Have them fill out the card.
STEP 5 : Shuffle the cards keeping them separated into each category.
STEP 6 : Have the players each pick a random card from the piles.
STEP 7 : Collect the cards from each player. Write on the back of the cards “Adventure #1”, “Adventure #2”, “Adventure #3” etc. for each collection of cards.
STEP 8 : After the process is complete the game master will have to create a coherent game or several games from the info on the cards. Therefore the method does not give a instant adventure or campaign.
Supplies
Index cards
Divider cards
Pencils
Players
Game Master
Categories
Beginning
(Part 1)
Locations I
Events I
Villains I
Monsters I
(Part 2)
Location II
Event II
Villains II
Monster II
(Part 3)
Location III
Event III
Villains III
Monster III
Endings
Sunday, February 15, 2009
Recipe!
Ingredients
6 medium potatoes
Canola, peanut or vegetable oil
Salt to taste
Equipment
Cauldron, pan, deep fryer
Directions
Peel potatoes.
Cut each in 3/4-inch slices.
Carve into the shape of heathen potato goddess.
Place in a bowl of ice water to soak for 30 minutes. (Soaking removes starch, so that potatoes will be crisp when deep fried.)
Heat oil to 325*F (160*C) in deep fryer.
Drain heathen potato goddesses and pat dry thoroughly using paper towels. Any excess water will splatter when they are added to the hot oil.
Dip frying basket in oil (this prevents the heathen potato goddesses from sticking to it), then add a handful of potatoes into basket.
Lower into oil and par-fry for 3 minutes or until potatoes are tender, but not browned. Lift basket and allow heathen potato goddesses to drain.
Turn out onto a brown paper bag lined with paper towels.
Repeat procedure with remaining potatoes.
Increase the temperature of the heated oil to 375*F (190*C).
Return the par-fried heathen potato goddesses to the oil in batches and cook a second time for 4 minutes until golden and crispy.
Drain on a fresh brown paper bag lined with paper towels.
Salt to taste and serve hot.
Makes 6 servings.
Axomama
a.k.a. Lady of Potatoes
The Goddess of the Potato
Her name means "Potato Mother." Potatoes have been the staple food of the peoples of the Andes since ancient days; they come in a wide variety.
BUFFOONS!
*defaulted to 3rd ed
male human Ftr4
CR 4; Size M (5 ft., 9 in. tall); HD 4d10+4; hp 40; Init +4 (+4 Improved initiative); Spd 30 ft.; AC 10 (+1 helmet+4chain shirt); Attack +7 melee, or +4 ranged; SV Fort +5, Ref +1, Will -1; AL LN; Str 16, Dex 11, Con 13, Int 10, Wis 7, Cha 8.
Armor: +1 helmet; +4 chain shirt
Weapons: Longsword 1d8, crit 19-20/x2; heavy crossbow 1d10, crit19-20/x2
Languages Spoken: Common.Skill points: Ftr 21Skills and feats: Craft +6, Handle animal +5, Hide +2, Jump +5, Listen +0, Move silently +0, Spot +0, Swim +8; Alertness, Improved initiative, Point blank shot, Power attack, Weapon focus (heavy crossbow), weapon focus (longsword).Possessions: 3,300 gp in gear.
Slygoon is a sell-sword.
History: Slygoon Bone Scratcher is shifty and nervous sell-sword. He got his nick name by his constant scratching. He is unfortunately is the favored enemy of the common wood loose. He likes the nick name due to his claim that his so called magic sword is called 'Bone Scrathcer'. He is currently in the North working for all manner of despots and mad mages. He has a talent for skipping out on his employers when their end is near.
Beasts! (Clockwork Beasts!)
*Note - Defaulted to 3rd ed.
The clockwork creature is a construct made of gears, wires and springs. It is main composed of metal but other materials can be used as well. It is constructed to appear and act as the base creature it was modeled after. They may be crafted from rare materials such as gems and precious metals.
Creating a Clockwork Creature
The Clockwork is a template that can be added to any creature except elemental, ooze and undead (referred to hereafter as the "base creature").
Hit Dice: Changed the Hit Dice from that of the base creature to 10-sided Hit Dice. Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size: Fine (0), Diminutive (0), Tiny (0), Small (10), Medium (20), Large (30), Huge (40), Gargantuan (60), Colossal (80).
Speed: As the base creature. They retain all modes of movement as the base creature.
AC: Natural armor changes to a number based on the clockworks creature’s size: Tiny: 1, Small: 3, Medium: 6, Large: 9, Huge: 12, Gargantuan: 15, Colossal: 18
Special Attacks: The clockwork creatures loses all special attacks once possessed by the base creature.
Alarm (Ex): The clockwork creature can be set to issue a loud ringing sound when it is roused from passive mode. This functions as the Alarm spell cast at 10th level wizard. The audible alarm is centered on the clockwork creature. The audible alarm lasts for 1d8 rounds. The audible alarm is so loud spell casters must make a concentration check DC 20 to cast a spell. Failure means that the noise prevented them from being able to cast the spell and it was botched. If there is a wind-up key then the key holder may get a mental alarm as per the spell.
Cacophony (Ex): Clockwork creatures of Medium size or greater can generate a dreadful cacophony. First or second round of combat- the sound of a loud bell rings. It fills a area of 30 ft. cone directly in front of the clockwork creature and is instantaneous, and can be used as a free action every 1d4+1 rounds. The victim takes 1d8 points of sonic damage and must make a will save DC 15 to avoid being stunned for one round. A stunned victim can’t act and loses any dexterity bonus to AC. Attackers gain a +2 bonuses to attack it.
Special Qualities: Construct, magic immunity.
Self-winding (Ex): About 50% of clockwork creatures have the ability to wind-up themselves and does not need an out side agent to do this. They can stay in active mode indefinably. They will follow the last orders that where given them by their creator. If their creator orders the clockwork to follow another’s orders then the clockwork creature will follow the new masters orders until ordered otherwise by the new master.
Wind-up (EX): About 50% of clockwork creatures are wound with a key and don’t have the ability to self-wind. Commonly they are found wound and will become active upon command of the key holder or if conditions meet the instructions given to them. Until activated they remain motionless in passive mode. They stay wound for 1d20 rounds + 1 round per hit die while in active mode. If wound down the become motionless. The user of the control key allows the user to issue simple commands to the clockwork creature. The clock work creature will only follow the orders of the key holders.
Tick-tock (Ex): The clockwork creature make a audible ticking noise. They are at a -5 to all move silently check due to this.
Rust Vulnerability (Ex): A clockwork creature is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Saves: Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Abilities: The new clockwork's Strength increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 11, and its Charisma decreases to 1.
Skills: The clockwork creatures loses all skills once possessed by the base creature.
Feats: The clockwork creatures loses all feats once possessed by the base creature.
Climate/Terrain: Any land and underground except cold.
Organization: Solitary or Gang (2-4)
Challenge Rating: Same as the base creature +1.
Treasure: None.
Alignment: Always neutral
Sample Clockwork Creature
Key-Wound Clockwork Chimera
Large Construct
HD 9d10+30 (hp 75)
Init +1 (Dex)
Spd 30 ft., fly 50 ft.(poor)
AC 20 (+1 dex., -1 size, +9 natural), touch 19, flat-footed 19;
Attacks: Bite + 12 melee, bite +10, butt + 10 melee, 2 claws +10 melee
Damage: Bite 2d6+5, bite 1d8+5, butt 1d8+5, claws 1d6+5
Face/Reach: 5 ft. by 10 ft./5 ft;
SA: As per clockwork creature template.
SQ: As per clockwork creature template.
SV: Fort +6, Ref +7, Will +3
Str 21, Dex 13, Con -, Int -, Wis 10, Cha 1
Skills: nil.
Feats: Multiattack
Climate/Terrain: Any land and underground except cold
Organization: Solitary or Gang (2-4)
Challenge Rating: 8
Treasure: None.
Alignment: Neutral
Advancement: Same as the base creature.
Note: This clockwork chimera is will stay wound for 18 rounds. It still has its key on it’s back.