Saturday, April 23, 2011

Z is for Zombie

Zombies are a cultural zeitgeist. They are also fun to fight and a disgustingly determined foes. They may be slow but they often have great numbers. Add Zombie to a regular monster to make a memorable and horrifying foe.

  • List of Zombies

  • Roc Zombie

  • Blink Dog Zombie

  • Dragon Zombie

  • Eye Tyrant Zombie

  • Pixie Zombies (lots)

  • Giant Zombies

  • Gelatinous Cube Zombie

  • Merman Zombie

  • Manticore Zombie

  • Harpy Zombie

  • Halfling Zombie

  • Unicorn Zombie

Y is for Yonder

Yonder a place over there…

  • Yonder is useful in many ways. It allows a game master to drop hints of distant lands. It inspires the player characters to plot a journey to a new and rumored local. It opens a wider world of possibility for the players.
    A simple peasant from say Harken Hamlet would find the following yonder locations full of wonder.

  • Blister Crags - Treacherous and confusing rocky wasteland of hills haunted by bodiless undead their lure victims over cliffs.

  • Woods of Woe - A dark forest of vengeful mocking fey who love to trick and demean all others.

  • Hammer Mountains - Mountains ruled by the iron fist of dwarves prying gold and gems from the goblin plagued peaks.

X is for "X marks the spot"

Here is a treasure map. Please note that “X” does in fact mark the spot.
Does it hold pirate treasure of a deep dark secret? Or maybe a reused map from a prior blog post?

W is for Witches

Witches are the rural magic user. They concoct potions, cast spells and hoard familiars. With spell caster few and far between the witch serves her community and in a way the community serves her. She or he uses their witchcraft to improve their own lot.
If you need a love potion or a curse see the witch , but she has a price. Witches often send the indebted to seek items and perform deed for them. The witch has her own troubles. She has dark pacts she is obligated to fulfill, spirits she must commune with regularly, and rivals she must plot against and defeat. This requires a great deal of time and energy. Often a witch is worn out by her middle year due to the stress and being exposed to alchemicales and the horrors which she visits with. In short a witches life has little time for social visits and little patience for useless fools. The witch is all too happy for a dangerous reputation in order to be left simply alone to enjoy her calling.

V is for Vampires

  • Sample Vampire
    Master Kobo Gumgee

  • Description:
    He is paunchy Halfling vampire with beady eyes and wooly mutton chop side burns. He is dressed in the velvet coat and brocade britches. He has a thinning tawny hair with edges of white. He smells of rose water.

  • History:
    Kobo Gumgee in life was a rather well off Halfling. He was a bit aloof but always attended the festivals of the his kin folk. His mansion was nestled in the picturesque and little traveled western edge of the Hawk Hills. Kobo being a bit of a gluten was having a late night snack in the kitchen when a sound of breaking glass startled him. A large bat had flown in through the glass window. Kobo went to the creature to see if it still lived. He was bitten viciously on the hand and the Kobo passed out. He awoke later in his cellar. A dark figure stood over him and declared he was now a vampire the slave of Lord Percy - he of the ivory fang. Kobo being at this point very frightened ran stumbling through the cellar with Lord Percy in pursuit. Kobo tripped over the old broken hand cart As Lord Percy lunged. Lord Percy impaled himself on the carts handle. Kobo was horror struck but giggle with dark delight at his luck. He was free and full of dark powers so he thought. Lord Percy the vampire was just incapacitated a but appeared dead. Kobo buried the body in the dirt floor cart and all. Being a practical Halfling he decide that he would make the most of being a vampire. He would recover the lost glory of the family name. He first charmed his small house hold staff and slew those who showed any sign of rebellion. Then he summoned rats to ruin the fields for his neighbors so he could buy them cheap. After that he summoned a pack of wolves and staged a false rescue of the village. He his selves fought off the wolves in the dead of night. He was give the title of Master Kobo Gumgee savior of the Hawk Hills. Being a vampire he covered up his pallor with rouge and bathed in rose water. He also complained of a allergy to the sun due to the mole bit he had gotten as a child. His cunning a cleverness have made him the virtual and real master of the region. If only he had a bride to share the bounty of Master Kobo Gumgee’s realm…

  • Plots:

  • The Bride of the Halfling Vampire - Kobo holds a festival and beauty contest for the fairest Halfling maid of the land. He is dosing this to find a bride he requires for true respectability and to have a companion to while away eternity. The winner will receive a golden brush, a golden dress, and a golden kiss from Master Kobo Gumgee.

  • Bat in the Hand - Master Kobo Gumgee being portly has difficulty flying in bat form. So much so he has fallen out of the air several times. The most recent time, he was knocked out of the air by a sling shot from the young Halfling rogue Perry Whippen. He has out the bat I an cold iron cage and plans to sell the unusual plump bat as an oddity at market. Kobo is stuck in a cold iron cage unable to change back and fearing the sun of day. Perry is in the Shuffling Sheep Tavern with the bat that night showing it off. Who will rescue the Kobo.

  • Lord Percy’s Revenge - He is still buried in the cellar but the gnawing of a mole is weakening the wood that impaled him. He has revived and now seeks out his former slave Kobo to teach him a final lesson. Lord Percy slew the staff and took over the manor house. Clever Master Kobo seeks adventures to slay a evil vampire who took his home. He promise gold and titles as well as a large amount of farm land. He arms them with all manor of wooden stakes and a garden full of garlic. He states he will be sheltering in the Shuffling Sheep Tavern and comforting his people.

Sunday, April 17, 2011

U is for Underdark

The underdark in the simplest terms as underground campaign settling. To expand on this definition lets parse the word "Underdark". Under meaning below but it also has lesser connotations which evokes the underground. Dark meaning absence of light which has it's own associations such as hidden and blackness. The underdark is seemingly lightless realm of empty deep caves and tunnels. For our gaming uses, it is a dark analog of the surface world. Filled with illuminating fungus and lichen. Inhabited by prowling ravenous beasts. Dominated by continuously warring humanoids trying to survive in a land of scarcity. Races below parallel those from above but are honed by the need to survive in a harsh environment. The need to survive and compete has made them isolationist, aggressive, cunning, territorial, and greedy. They also have adapted their bodies and developed new skills to function in near darkness and in a barren wilderness. Despite these challenges they have over ages created farms and cities. Precarious at best a small change in the environment or a stronger group may destroy the culture. Ruins of lost civilization dot the under dark. Discovering let alone exploring the underdark are immense challenges. Escaping it may be more of difficult then getting in. The underdark is campaign setting unto itself and should be treated as such.

T is for Tunnel

S is for Secret

Secrets are things that are intentionally hidden. Everyone has secrets and every place does too. They are a wonderful tool for game masters as well. Every time you create a non-player character, location, or unique item consider creating one to three secrets. This links the subject to the larger campaign background. It also gives the opportunity to for players to discover the secrets. For a game master it also plants hooks for further adventures and in a way allows you to guide players by what secret or subject interests them. One method for secrets is to link the subject of the secret to another subject. This allows the players to unravel other mysteries and explore the larger setting. As a game master designs a secret another subject will most likely present it's own connection.Another it to create tiers of secrets. As the players delve deeper they uncover deeper knowledge. Each tier is more obscure and in a way more meaningful. Tiers of secrets: uncommon, obscure, forbidden.

  • Examples of Secrets

  • Harken Hamlet

  • Description: This sea side hamlet is surrounded by orchards and fields. Those that do not work the fields fish Haven Bay. The town is ruled by a town council and have a sheriff. The people are friendly towards strangers and ask a lot of question. Most are colonists from the town of Seaburg.

  • Secrets

  • Uncommon - The few natives of the region have been force into serfdom to the council. A small group fled to the north in Dapple Wood. They commonly sneak into the town to steal and visit their kin. The people of the hamlet refer to them as bandits. Many of them are half elven and say that their ancestors use to sail the great ship that was kept in the port before the great waves.

  • Obscure - The council members are not in fact elected by the townsfolk but determined by the ruler of Seaburg. Lord Jansen of Seaburg sells the council seats to those who collect the highest taxes and those who provide the most produce from the Good Fields. One council member Lyndon Pearpress is plotting to overthrow the council and proclaim himself lord of the hamlet and the surrounding lands.

  • Forbidden - The hamlet was built upon the ruins of the elven port. A passage under the a whale shaped fountain leads to a forgotten boathouse. It contains a elf warship. Lyndon Pearpress grandmother found the passage years ago and it was the source of the families wealth. Lyndon has been working with the sheriff to capture the so called bandits to force them as slaves to dig out boat house to free the warship. He has planned a new harbor and has used his an excuse to open a passage to the warship. He plans to use the warship to destroy the Seaburg fleet.

R is for Riddle

A riddle veiled in double meaning has been a way to entertain and challenge since ancient times. Riddles challenge the players forcing them to use something other than their swords to solve a problem. They provide a memorable encounter and if the answer correctly they reap the rewards and if the don't suffer the consequences. They are a great way to add detail about an area as well as background information. The key with riddles are to make them challenging with out making them so difficult to solve the players become frustrated. One of the easiest ways to make it easier for the players is to foreshadow the riddle. Give clues about the riddle before the riddle is given. Drop references in the game sessions before the riddle is give or the very least at the beginning of the adventure well before the riddle is given. This give a frame of reference if the riddle contains seldom used words, double meanings, and specific items. In most RPGs riddles are presented as formalized guessing games. Others are in the form of poems and are often the most baroque. Often the person charged with answering the riddle has but one guess or face a penalty. Many cant resist posing or answering a riddle to prove their cleverness. The key the riddle is to make it solve-able yet challenging enough to give the players a since of accomplishment. Remember that riddles may have more then one answer that is acceptable. If you are not that adept at creating riddles find a suitable short riddle and replace key words to change the meaning enough to make it met your needs with out making it insolvable. Or just research riddles and find one uncommon enough that it is unknown to the players. Presenting riddles in the game are a fun way to break up the monotony of hack and slash and add interest to a game.

Q is for Quests

Quest is a formal vow to seek out something or accomplish a deed. Knights are not the only ones who quest but they often pursue them. Any group of adventures may strive to accomplish a common goal. Of course they may have their own motives. A common quest but different motives. When ever you come up with a quest create at least one motivation for the players. This can be drawn from the characters background or preferences of the player. This tailoring makes it more fun for the players and the game master. It is also very important that the quest be an over arching goal not necessarily an immediate. Conversely it is advisable not to drag put a quest until the players tire or in the extreme become apathy. Simple put a quest should be more then two sessions and less then eight. Just long enough to make them feel like something they have accomplished but not a slow and meandering trial of endurance. To break up any boredom add a little side trek adventure to keep the players on their toes. Quests may be the beginning and ends of characters in a book but players want more then a epic continuous pursuit of an illusive goal. Still quest used properly can be fertile ground for adventure and give a great feeling of accomplishment.

  • Sample Quests

  • Find and defeat a monster

  • Example: Seek out the hidden horde and defeat Rasgath the Ogre

  • Seek and destroy and enemy stronghold

  • Example: Storm the red ramparts of castle Blood.

  • Recover a lost item and return it

  • Example: Claim the black chalice and return it to the high temple.

  • Prevent something from happening

  • Example: Prevent the assassination of the Arch Druid Bosco.

  • Rescue someone

  • Example: Save the Pixies from a fate worse then dead at the Parlor of Delights.

  • Destroy a dangerous item

  • Example: Destroy the evil Halfling Ring of Megalomania.

  • Find a lost race

  • Example: Whatever happened to those albino Lizardmen?

  • Defeat a certain number or type of monsters

  • Example: Thirteen Kills, Thirteen Trills!

  • Fulfill a prophecy

  • Example: Prevent the Darklord’s rise to power, No way I’ll help him and be rewarded.

  • Explore enemy territory

  • Example: So the bandits are in Dapple Wood, sound kind of pleasant for bandits.

  • Find a new path or passage for travelers

  • Example: Mark the trail from the Hammer Mountains to Woods of Woe.

  • Solve a riddle

  • Example: I hate riddles, I’ll pass.

  • Uncover a secret

  • Example: Every one has them and if your clever you have three.

P is for Peril

Peril is the potential for danger. Adding peril to an adventure adds excitement and keeps the players on their toes. Also it stimulates creative problem solving. The players my imperil their character in order to accomplish something. Peril adds fun and action to an other wise static adventure.

  • Examples of peril

  • Enter a burning building to save some one or something

  • Waking on a tight rope over a gorge or rushing river.

  • Climbing a steep cliff

  • Diving into a dark under water cave

  • Testing mysterious pools of colored liquid

  • Spending the night in an crumbling tower

  • Jumping from the roof of one building to another

  • Riding on an aerial mountWalking across a cracking glacier or frozen lake

  • Jumping off or on fast moving wagon or coach

  • Swinging from a chandler or ship's rigging

Friday, April 15, 2011

O is for Old School Renaissance

The OSR is about recapturing the more direct gaming experience not just nostalgia. Also for new players to explore a different way to game. It is by the most part supported by enthusiasts and fans. This passion enlivens the base material as well bring the home brewed goodness to others. It is more than taking a board game out of a box playing and putting it aside again. It is about being a part of a dynamic interactive experience, mutual make believe and fun!

Thursday, April 14, 2011

N is for N.P.C.'s

  • Firdir Hookbill

  • He Has a broken nose, wears a homespun green sash, harassed by common bats

  • Genedle the Spry

  • He has a Mane of dirty blonde hair, has a conical helmet with weird symbol on it, has an servant employed by his family for generations

  • Jertalynn the Spear-maiden

  • She has a tattoo of fox on her shoulder, wears armored boots, quotes from two books titled "Fortuitous Fables & Sages Sagas"

  • Vervet of Cragmoot

  • He is Pale with dark eyebrows, is a vegetarian, has a fondness for beheadings

  • Kirtaan Dovequill

  • She has freckles, wears furs of undetermined animals, fears the men of the moon

  • Ostiquin the bountiful

  • He Portly but has a quick step, wears a toupee, collects shells to build a grotto shrine

  • Hurn the Rake

  • He has heavy lidded eyes and appears asleep, has an ivory drinking horn covered in magical symbols, covets fine clothing

  • Jilti Staffcracker

  • She has a beauty mark, wears red leather boots and spurs, is trying to learn how to play a lyre

  • Ulis the Old

  • He Has a white beard, drinks only tea, scribbles in a diary he calls his staff "mr hoof"

  • Damar of Ramad

  • He Hears a hunting hat with a very long feather, has a pet hedge hog he calls Lickadaisy, enjoys the singing upbeat tempo songs

  • Ennagwaine Surespell

  • She wears a wimple, has a habit of avoiding night watch, has a large traveling spell book of reportedly made of dragon leather

Wednesday, April 13, 2011

M is for Map

Maps can be used by game masters and players a like. Below is an example of a players map and a game masters map. There are differences between the two. This method gives all the correct info to the game master and a lot of inaccurate info to the players. The players will fill in the gaps on the map. It is one of the most useful handouts for a player. Information and atmosphere all in one.

Tuesday, April 12, 2011

Thank You Readers!

I wanted to thank Deirdra at

for the great award.

L is for Labyrinth

The twisting corridors and chambers unlike a dungeon they are designed to confuse the explorer. The common goal is to prevent the explorer from the protected area or from exiting. There is the danger of getting lost as well.

Monday, April 11, 2011

K is of Knight

The knight is an iconic martial character of fiction and history. He is often a armored member of the cavalry and adapt at armed combat on foot. What sets him apart from just being a warrior with armor and a sword is his or her code of conduct and membership in an group established for a purpose. Code of chivalry: Formal rules and practices the knight follows.

  • Duties to countrymen and feudal lord

  • The virtues of mercy, courage, valor, and fairness.

  • Protecting the weak and the poor.

  • Being a faithful servant to the feudal lord.

  • Being willing to give one’s life for another, be it for a poor man or a noble.

  • Duties to Gods

  • Being faithful to Gods.Protecting the innocent.

  • Being faithful to the temple.

  • Championing of good against evil.

  • Providing charity to the poor.

  • Obeying the Gods above the feudal lord.

  • Duties to Opposite Sex

  • Knight is to serve a gentlemen or lady and after that thier companions.

  • Remain gentle and gracious to the opposite sex.

  • Knightly Order: A organization of knights who have jointed together for some reason.

  • Knightly orders by purpose

  • These knight joint together for are particular task. Knights must swear an oath of mutual loyalty and that they will complete the quest or task.

  • Statutes - Required to fulfill the vow of completing the task unless released from the task by the orders leader.

  • Restriction - Must share the same goal and prove capable of performing the task.

  • Examples - Recover an artifact, defeat a villain, slay a dragon, etc.

  • Knightly orders by religion

  • These knights join together to serve a god or gods. Knights must swear an oath the the god or gods to defend the faith and temple.

  • Statutes - Bound to perform the duty to the gods they serve and obey the priesthood.

  • Restrictions - Membership is available only to the faithful of a particular god or gods.

  • Examples - Protect pilgrims, defeat cultist, crusade, etc.

  • Knightly orders by war

  • These knights join together for war.

  • Knights must swear an oath to serve the country and the feudal lord.

  • Statutes - Obligated to defend the country and the feudal lord.

  • Restrictions - May be limited to nobles or sponsored by a noble

  • Examples -Defend the country from invasion, service to the feudal lord, patrolling the boarders, etc.

  • Exception to Knightly Orders

  • Knight-Errant

  • These roving knights typically do not join an order but may at some point in their careers. They travel the land search for adventures to prove themselves. The knight performs the deed in the name of a love interest or for a righteous cause. He wanders the land performing noble deeds. This is either to prove his worth to himself, a love interest or a noble who he wishes to serve. He also tests his skills by competing in tourneys, completing quests and performing duals. He may be noble or peasant but must acquire the abilities and equipment as he travels.

Sunday, April 10, 2011

J is for Jewelry

Jewelry is more then rare metals and gems they both status symbols and portable concentrated wealth. Gold may glitter but shimmers with clever craftsmanship. Gems may gleam by cut properly and in a setting bring out their deep luster.

  • Sample Jewelry

  • Diadem of the Lost Lords

  • Description: This platinum and sapphire diadem has intricate images of eagles in flight with tear shaped sapphires.

  • History: The diadem was once worn by the fabled Lost Lords of the mountains whose realm was destroyed by giant invasion. The eagles adorning the diadem are giant eagles which guarded the sky's above the realm and the sapphire symbolized the alpine lakes. Only ruins remain of the might realm. The diadem speaks of a gentler and more refined age.

  • Secret: If the diadem is placed over a map of the realm of the Lost Lords the arrangment of the sapphire match the lakes. The eagles indicate the location of castles and settlements. The largest eagle is located where the royal tombs are.

  • Effects: Nobility and wealthy merchants will automatically believe the wearer is wealthy or at the very least born of ancient noble blood.

  • Worth: 5,000 g.p.

Saturday, April 9, 2011

I is for Idol

An idol is not just the image of god but the body of the false god. Given power over time by countless prayers and offerings. There are two types of Idols ones being Beneficent and the others being Maleficent. The Beneficent Idols have received positive prayers and kindly offerings While the Maleficent Idols have gotten maledictions and dark offerings. Each has its own powers and are revered in their own way. When an Idol does speak it is in Old Common and is usually short and only a few words. If angered the Idol will put an end to the offender by direct or indirect means. Each Idol has a number of powers expressed as beneficent or maleficent. Idols delight in converting normal priests and clerics into idolatry. They my impart one of their powers to the new convert exchange for defiling their former gods temples, shrines and holy symbols.

  • Random Idol Generation

  • Material Form Roll 1d4

  1. Metal

  2. Stone

  3. Wood

  4. Ceramic

  • Graven Image Roll 1d6

  1. Animal

  2. Humanoid

  3. Hybrid animal and humanoid

  4. Monster

  5. Plant

  6. Hybrid plant and humanoid

  • State of Idol Roll 1d6

  1. Eroded badly

  2. Cracked

  3. Painted

  4. Melted/Burnt

  5. Polished

  6. Marred

  • Offering receptacle Roll 1d6

  1. Bowel

  2. Brasier

  3. Pool

  4. Pit

  5. AlterCenser

  6. Offering Types

  • Beneficent idol Roll 1d6

  1. Incense

  2. Spices

  3. Flowers

  4. Honey

  5. Milk

  6. Grain

  • Number of Powers 1d4

  1. Two

  2. Three

  3. Four

  4. Five

  • Maleficent idol Roll 1d6

  1. Gold

  2. Blood

  3. Entrails

  4. Animal sacrifice

  5. Humanoid sacrifice

  • Maleficent Idol Powers Roll 1d12

  1. Curses - Victim has a -1 to all actions for a week.

  2. Cause disease

  3. Insect plague

  4. Infertility

  5. Foolishness - Victim looses 1 point of wisdom for a week.

  6. Cause deafness

  7. Cause blindness

  8. Cause wounds

  9. Control weather (bad)

  10. Answers questions falsely

  11. Famine - reduces the available food by half

  12. Drought

  • Beneficent Idol Powers

  • Roll 1d12

  1. Blessings - Victim has a +1 to all actions for a week.

  2. Cure disease

  3. Halt insect plague

  4. Fertility

  5. Wisdom - Victim gains 1 point of wisdom for a week.

  6. Cure deafness

  7. Cure blindness

  8. Heal wounds

  9. Control weather (good)

  10. Answers questions truthfully

  11. Bounty - doubles the available food in the areaRain

  • Idol

  • No. Enc. 1

  • Alignment: (Neutral) Good or (Neutral) Evil

  • Movement: 30’ (10’)

  • Armor Class: 2

  • Hit Dice: 6 Attacks: 2 (fists)

  • Damage: 1d8/1d8

  • Save: F6

  • Morale: 11 Treasure: Incidental

An Idol attacks with its arms and is slow moving. They always attack cleric or priest first.

Friday, April 8, 2011

H is for Hex Map

Hex maps are useful tools for a game master and player alike. Also movement is accurately determined in any direction. Below is a sample map showing a wilderness area full of adventure possibilities.

Thursday, April 7, 2011

G is for Gods

  • Menrope

  • Goddess of Beekeeping

  • Title: Queen Comb, Mead Mother Honey

  • Home plane: Material Plane

  • Power Level: Demigod

  • Alignment: Neutral (Good)

  • Portfolio: Bee keeping, mead, apiaries, healing

  • Domain: Animal, Plant, Healing

  • Superior: none

  • Description Menrope wears a long dress and a diadem, from which falls a veil. Her left gloved hand holds bee hive and in her right gloved hand is a goblet which she is offering to a badger. She is the nature and agriculture goddess of beekeeping.

  • Dogma Menrope’s order of cleric teaches that beekeeping and the production of honey is a duty. That all must share in the benefits of honey and derivatives in order to remain healthy and happy. She is also said to walk among beekeepers and mead makers I disguise teaching them the proper way to do things. The badger associated with her symbolized the greediness and that the cup symbolizes that the greedy must only take their share.

  • Worshipers

  • Commoners She is venerated whenever mead is drunk with a pantomimed toast to her. Paying a small tithe when visiting a temple or being visited by a Cleric.

  • Clergy A scattered small clusters of clerics make up the bulk of the clergy of Menrope. There are a few small temples and shrines but no central authority. It is common for worshipers to anoint their lips with honey or bees wax when entering the temple. The clergy whisper the reason Menrope’s face is veiled is because she herself is honey.

  • Paladin Paladins of Queen Menrope are almost unheard of, but a few are rumored to exist.

  • Temple The few temples to Menrope have colonnaded porches with a bee hive shaped conical domes. They serve both as infirmary and mead brewing. It rumored that the strength of the mean is increased due to the venom of bees added to it. The clergy and brewers dismiss the claim.

  • Holy Days High Honey Day - It is held during the harvesting of honey in Late Spring. Must mead is drunk and honey drizzled loaves of bread eaten.

Tuesday, April 5, 2011

F is for Figurine

Sunstone Camel

  • This figurine appears to have been crafted from the finest of sunstones. It is has a golden orange and has a spangles luster. Upon utterance of the command word, the Sunstone Camel grows to the size of a true adult camel.

  • It can be used once per week for a continuous time period of up to 24 hrs. After that it must rest for a day before being used again. It can carry 300 lbs. and move at a camels normal rate or carry up to 600 lbs at half its movement rate.

  • It can carry up to two riders. Like other true camels it can go long periods without food or water.

  • If the figurine is slain in combat it may not be summoned again for 1 week.

E is for Epithet

Every hero and villain deserves a epithet. It serves as both an hint of the characters traits and history. Few will remember Roy Smith, but Roy Red-tress that is a name to remember. It invokes the image of a red hair and red hot temper.

Thief Epithets
The Warty

Fighter Epithets

Wizard epithets
The Esoteric
The Sequestered

Cleric Epithets
The Corpulent
The Idol-Smasher

Druid Epithets
The Fawn

Bard Epithets
The Wine-sodden
The Jinx
The Warbler

Ranger Epithets
The Bold

Barbarian Epithets
The Vast
The Plunderer

Saturday, April 2, 2011

C is for Castle

The castle is not just the fortified residence of a lord or noble. Its is the anchor which holds a region together. A nexus of activity, center of trade and political heart of a region. It is majestic, imposing and a landmark. Be it occupied, abandoned, or under construction it is a site not easily ignored.

B is for Backpacks and Bags

Random Backpack and Bags Type of Backpack and Bags Roll 1d20

  1. Backpack

  2. Rucksack

  3. Knapsack

  4. Pack

  5. Saddle bag

  6. Haversack

  7. Basket

  8. Duffel bag

  9. Papoose

  10. Sling bag

  11. Bindle

  12. Messenger bag

  13. Satchel

  14. Holdall

  15. Carpet Bag

  16. Money bag

  17. Handbag

  18. Medical bag

  19. Gunny sack

  20. Portage pack
Contents Roll 1d6

  1. Mundane

  2. Exotic

  3. Weird

  4. Monster

  5. Treasure

  6. Empty
Mundane Roll 1d10

  1. Simple Clothes

  2. Candles

  3. Soap

  4. Rags

  5. Razor

  6. Food

  7. Wine skin

  8. Cooking supplies

  9. Oil Flask

  10. Personal Mementoes
Exotic Roll 1d10

  1. Letter of introduction to a Noble

  2. Letters of Credit from a merchant Guild

  3. Rich Clothes

  4. Spell Components

  5. Clerical paraphernalia

  6. Mechanical Clock

  7. Sextant, compass and spyglass

  8. Matched set of Local Idols

  9. Fancy Hats

  10. Cursed, cut and combed animal pelts.
Weird Roll 1d10

  1. Pickled body parts

  2. Treasure Map with a hole in it were the treasure would bee.

  3. Love letters between two Liches.

  4. Gallon of monster musk.

  5. Puppets resembling the adventurers.

  6. Collection of doorknobs (every one gets a turn).

  7. Stuffed animal resembling an adventurers childhood pet

  8. Bundle of painted sticks.

  9. Wooden masks resembling famous people.

  10. Uncured, stinking and puss covered monster pelt.
Monster Roll 1d10

  1. Chatty talking Skull

  2. Rats dressed as musketeers

  3. Bats eating fruit

  4. Beatles with small instruments

  5. Mold, slime, oozes, and lichen.

  6. Ferocious saber-toothed rabbit.

  7. Snakes tied in a knot

  8. Fish in a fish bowel

  9. Wasp nest

  10. Friendly skunk
Treasure Roll 1d10

  1. Gold ingot with the of a nearby despot on it.

  2. Sapphire cut to look like a bird

  3. Gold dust

  4. Hack silver

  5. Incense cakes

  6. Ivory pieces

  7. Fine steel bars

  8. Rare spices

  9. Amber Beads

  10. Jewelry attached to long dead body parts (grave robbers).

A is for Artifact

Artifacts are powerful almost world shattering items that embody grandiose themes. They serve as background elements in the greater campaign that touch all aspics of the world with their shadowy tendrils. That being said the should be seldom encounter but their effects should always lap at the edges of the players deeds. The riddle of the artifact as a mythic element should cause both wonder an awe and force the actions of whole nations but lay just out of reach. The unattainable but persistent goal whispering in the ears of peasant and prince. As a practical matter the artifact should be compelling in it's naming. Be it the "one ring" , "the black cauldron" or "the grail". Or lurid and brazen such as "scourge of time", "ravagers regalia" and "sword of omens". It should be striking in the singleness of it. An artifact is the mythic foundation of the campaign world. Events my be directly tied to it's use or just attributed to it. At least three world changing events are some way tied to it. Such as war, disaster, discoveries, and creations. Clustered around the artifact are secret societies both opposed and supporting the myth of the artifact. Quests for the artifact pervade the land be it false paths or true trails. Compelling the foolish and wish to dabble and search out the dark corners. In effect stirring up heroes and villains alike. Artifacts like all things must meet their end but do so in the most dramatic way and by the strangest of methods. Suitable paths to destruction are convoluted and multiple staged. By wondrous and improbable means with complex rites and esoteric ingredients. Artifacts are not magic items they magic pure and powerful as elements. Desired, feared and above all else coveted.

Blogging A to Z Challenge!

I have decided to join the OSR Blog community and take on the task of the Blogging A to Z Challenge. My entries will be mainly odds and ends that I hope you are interested in gentle reader. Some may be essays, how to articles, bits and bobs, and art. So I here by throw down my gauntlet.

  • A is for Artifact

  • B is for Back Packs and Bags

  • C is for Castle

  • D is for Dungeon

  • E is for Epithet

  • F is for Figurine

  • G is for Gods

  • H is for Hexmap

  • I is for Idol

  • J is for Jewels

  • K is for Knight

  • L is for Labyrinth

  • M is for Map

  • N is for N.P.C.'s

  • O is for OSR

  • P is for Peril

  • Q is for Quests

  • R is for Riddles

  • S is for Secert Doors

  • T is for Tunnels

  • U is for Underdark

  • V is for Vampires

  • W is for Witches

  • X is for "X marks the spot"

  • Y is for Yonder

  • Z is for Zombie

Friday, April 1, 2011

One Page Dungeon Contest 2011

Once again i have submitted my entry to the annual "One Page Dungeon Contest 2011"

My humble offering has a touch of the exotic and a really cool dungeon map. It is entitled "VENTURE TO THE VIMANA"

I dedicate it to my friend The Baroness who inspired the adventue.

Too view my entry and the other fine ones Click the link below.

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