Archive for the ‘fluff/inspiration’ Category

clerics and The Curse of Chalion

Friday, December 3rd, 2010

I picked up this book as the fifth book of a “five for 5 dollars” deal at a used bookstore. I had the vague feeling that I’d heard of the author, Lois McMaster Bujold, before, but had no expectations about the book.

I have an uninformed prejudice against modern (80’s and later) fantasy, so The Curse of Chalion was a pleasant surprise. It’s definitely post-Game of Thrones (lots of court intrigue, and — the big tipoff — knights are called “ser”) but it fits in one regular-sized book and it’s not quite as horrific.

At one point, a character gains the ability to see ghosts, and discovers that they’re everywhere. They’re constantly trying to communicate with the living, but only “saints” can see them.

applying this to your game

D&D 4e cosmology has it that that when anyone dies, they spend a few days or weeks “nearby” before they (mostly) journey on to their final resting places. Imagine if these days are weeks are spent as ghosts, able to observe but not affect the living world. The day after a battle, thousands of ghosts are wandering the battlefield. Meanwhile, dozens of ghosts are ineffectively trying to warn people away from a witch’s house.

What if a character gains the ability to see ghosts? Maybe he or she can do so only when close to death – only when bloodied, for instance. In this case, vital information might only become available halfway through a battle. Outside of battle, the character would have to spend healing surges to conduct spirit research.

What if funeral rituals are the only way to give peace to the dead and prevent undead? Adventuring clerics suddenly gain a lot more importance in the game world. They are the only people who can journey to the dangerous places in the world and perform the burial rituals that release trapped spirits. Perhaps the ability to see spirits when bloodied becomes a clerical class feature, as does the ability to release a spirit from its body.

The ghosts seen by a cleric will have different goals. Most will try to lead the cleric to their bodies so that the cleric can perform a funeral ritual. Some, evil ghosts, will try to lure the cleric into danger or ambush.

Imagined this way, clerics are the ultimate healers: they heal your body while you’re alive, and then they heal your soul’s sickness once you’re dead.

name day: Red Day at Redberry

Thursday, December 2nd, 2010

This is another phrase that came to me when I was half-asleep.

It has an ominous sound, but I can’t quite think of what it can mean. Any ideas?

you find 400 gp and 50 cattle

Thursday, November 25th, 2010

For most of history, cattle were the primary form of wealth. This is a form of treasure that would be extremely annoying for PCs to deal with, and therefore should be exploited.

Let’s say that there is a people that exclusively uses cattle for wealth. Gold jewelry may be valued as a luxury good but is not used as currency. The PCs need to buy something from the king of this people.

To strike a deal with the king, the PCs will have to go to the nearest place that accepts gold, and buy a herd of cattle. They will then have to drive it to the king and enter negotiations.

I’d make the cattle drive a skill challenge. Besides nature checks, any smart decision made by the PCs (for instance, to hire experienced cattle drivers) would count as a success. More successes would mean that less cattle wandered away during the cattle drive.

Also, a lot of cattle-wealth cultures area also cattle-stealing cultures (highland Scots for instance). Therefore, there would be a few combat encounters on the way to the king; raiders whose intent was not to kill the PCs but to distract them long enough to panic the herd and make off with a few cows.

When the PCs meet the king, he’d say something like “My spies inform me that you lost x% of your cattle on your way.” He’d judge the PCs accordingly. If the PCs had done a bad job, he’d be more likely to think the PCs were weak and steal the rest of the cattle himself.

mazes and monologues

Monday, November 22nd, 2010
This entry is part 15 of 34 in the series Mazes and Monsters

We’re in the last scene of Mazes and Monsters! In a week or so I’ll be preparing a free PDF of the complete rules. For now, let’s finish up the movie.

Last time, Tom Hanks’ friends found an insane Tom Hanks about to jump off the World Trade center and saved him by DM fiat.

Some time afterwards, the friends pile in a car to visit him at his parent’s house. They’ve heard he’s “doing better” and are excited to see him. They exchange news about their own lives: Kate, for instance, has gotten over her writer’s block! Oh yeah, she’s a writer, and she had writer’s block. I remember that from all the times that came up.

They find Hanks sitting under a tree out behind his house. They’re thrilled to see him! He quickly demonstrates, though, that he hasn’t recovered; he still thinks he’s Pardieux. That’s the bad news. The good news, though, is that his role-playing has never been better! He delivers a magnificent in-character monologue that generations of Mazes and Monsters players would do well to study and imitate, for both style and content. I present it here, with rules annotations in a right-hand column. Aspiring actors, I strongly recommend you memorize this piece for future audition work.
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every book’s a sourcebook: Traps from The Ginger Star

Friday, November 19th, 2010

The Ginger Star by Leigh Brackett

The Ginger Star by Leigh Brackett

Another good classic D&D trap from The Ginger Star: A windlass at the top of a staircase that drops part of the staircase. You can either go old-school D&D, and have a goblin run out and turn the windlass while the PCs are on the stairs (falling damage, no save, go down a dungeon level, roll on the wandering monster table) or 4th edition it and have the PCs have, say, three turns to fight their way up the stairs to stop the goblin before he can turn the windlass 3 times.

I think I prefer the old-school method. It feels so classic I’m surprised it’s not in the AD&D random dungeon features appendix.

name day: Whisperwood

Thursday, November 18th, 2010

What is the Whisperwood? What does it whisper, and to whom?

every book’s a sourcebook: Thieves’ World

Friday, November 12th, 2010

Thieves World ed. by Robert Asprin

Thieves' World ed. by Robert Asprin

Reading Thieves’ World for the first time makes me want to run a picaresque city campaign (which I always want to do anyway). Andrew Offutt’s story “Shadowspawn” hits both the heist and the double-dealing aspects you’d want to highlight in such a campaign. It also gets the economy right.

The ultimate prize of the heist is enough coins to fill two saddlebags – silver coins, not gold, which would be too noticeable. The amount of money isn’t given, but the bags are heavy enough to slightly slow the main character, who is specifically described as having bulging calf muscles and biceps. It’s also mentioned that it’s more money than an elite king’s guard will ever earn. I’m guessing it’s at most 100 pounds of silver coins – in 3e+ D&D terms, that’s worth 500 GP. This is enough money to murder or risk your own life for, even if you’re one of the highest-level characters in the city. (Of course, for picaresque characters, copper is enough to murder for.)

A picaresque campaign has to be on the silver standard, at the highest. Anyone throwing gold around is either a mark, or a con man pretending to be a mark. And that might not be real gold anyway. Remember that in literature, whenever anyone gets a gold coin, they bite it. There must be a reason for that. At least a quarter of gold is probably counterfeit.

bird mask

Tuesday, November 9th, 2010

You know what’s scary? Those beaked plague doctor masks.

They seriously could not be more terrifying. I fear plagues – so much so that I will not play the board game Pandemic – but I still might rather die of the plague than deal with a doctor dressed like this.

The PCs HAVE to end up wearing these at some point.

In 4e, I’d stat these as:

level 1 head slot (common)
The wearer of this mask has a +5 item bonus to defenses versus disease.

I’d have some noble give a stack of these to the PCs and then send them on some mission into a plague-wracked city. It would be horrific, especially when they find that the dying plague victims are stumbling towards the market, where their bodies are joining a colossal monster made of plague corpses.

mazes and monsters: holy man in manhattan

Monday, November 8th, 2010
This entry is part 13 of 34 in the series Mazes and Monsters

Raise your hand if you’d like to see Tom Hanks harassed by street toughs! Because it’s HAPPENING RIGHT NOW.

While Tom Hanks’ friends are searching for him fruitlessly, he’s totally been subsumed by his Mazes and Monsters persona. As Pardieux, he’s haplessly stumbling around 80’s New York, which as we know is grittier, uglier, more lawless, and generally more old-school than modern New York.

Naturally, it’s not long before he has an encounter with 1d3 human bandits.

Notice that Tom Hanks, in his Pardieux persona, is making no effort to avoid being surrounded by the thugs. Apparently MAZES AND MONSTERS DOES NOT HAVE FLANKING RULES.

The thugs notice Tom Hanks’ little leather dice bag.

THUG: Hey, what is that? Give it to me!
HANKS: It’s my spells! I guard them with my life.

Confirmed: spells are physical objects which can be held in a dice bag.

Spells are small physical objects which you can find in a maze, each of which can trigger a unique magic power. If you have a sufficiently high Level, and are of a spell-casting class, you can cast these spells. Spells are reusable.

Tom runs from the two muggers, but is cornered in an alley. He takes out what appears to be a flower petal from his dice bag and flourishes it at the thugs, but it has no effect.

I guess he doesn’t have enough mana or something. Or maybe they made their saving throw.

One of the muggers lumbers forward, and, through Tom Hank’s Mazed eyes, we see it as a horrible monster!

I think that’s a Gorville, right? Based on the frequency with which Tom encounters them, Gorvilles must be like the orcs of the Mazes and Monsters setting. Where do they get their crazy name? Illinois, I’m guessing.

A Holy Man is supposed to prefer spells and reason to violence. Tom Hanks has tried spells on the thugs. He doesn’t really make any effort to try reason; he instead scuffles with the thugs, and he ends up stabbing one of them with a switchblade. Bad Holy Man! No Experience for you! The Great Hall must be rolling over in his foggy tube.

After a brief interlude of sanity, during which he summons his allies via payphone, Tom loses it again and finds an open door that leads to the tunnels beneath the subway. “A maze!” he breathes.

How do people find these entrances to off-limits subterranean complexes beneath cities? It looks so easy for the guys in Mazes and Monsters, Beauty and the Beast, and Neverwhere. I’ve been commuting in New York for years and I’ve never passed an unguarded door marked “Steam Tunnels: Absolutely No Admittance Unless You Are On a Hero’s Journey.” But maybe the doors are there and my workaday eyes just can’t see them.

The steam tunnels are fairly light on monsters, but Tom Hanks does cower and cover his ears when he hears a train going past. He decides that the noise must be the passing of the “Giant Dragon.”

Bestiary
Dragon: The Dragon breathes fire on his foes.
Giant Dragon: The Giant Dragon’s roar is a Sonic attack that deafens all who hear it.

Next, Tom Hanks meets a crazy moleman (a friendly NPC) and pumps him for information.

Not everyone you meet in a Maze will be hostile. You may encounter other adventurers, wise guides, or peasants scraping out a living among the maze’s many perils. Make sure to ask for aid and information, for foreknowledge of the dangers ahead may spell the difference between victory and death!

“Can you tell me of the Giant Dragon?” Tom asks the puzzled moleman. “Does he stand guard over the treasure?”

Clever, Tom Hanks! Do your legwork before you fight the dragon. It’s investigative chops like that that will land you your role in Dragnet.

The Giant Dragon is a Boss monster, worthy to stand guard over the maze’s treasure.

Note to the Maze Controller: Not every Boss monster guards the maze’s treasure. A Maze may contain a second Boss monster, whose purpose is to decoy rash players into unnecessary danger. Players should make sure that powerful creatures guard a treasure before they run such a risk as to offer battle.

Similarly, a treasure may be hidden with no Boss monster to mark its location. In such a case, you may be sure it will be cleverly hidden and guarded by many cunning Traps!

Next Monday, the LAST RECAP OF MAZES AND MONSTERS, complete with lots of creepy footage of the Twin Towers, and a magificent closing monologue from Tom Hanks that will cement his place in history as America’s Foremost Actor. Don’t miss it!

Brother Cadfael: The Sanctuary Sparrow

Friday, November 5th, 2010

The Sanctuary Sparrow by Ellis Peters

Putting aside the fact that Brother Cadfael, a crusader/monk who smites and heals, is one of the best literary examples of a cleric, medieval details from a historical novel can spur encounter ideas. Here, a monk is singing Matins:

The height of the vault, the solid stone of the pillars and walls, took up the sound of Brother Anselm’s voice, and made of it a disembodied magic, high in the air.

Take this effect and make it into an actual magic effect in a dungeon. In a vaulting chamber, a disembodied male voice is singing in an unknown language. What could be causing this effect?

It could be that the chamber is the crypt of a holy paladin. The voice is that of an angel, sent by a god to mourn at the paladin’s tomb for 1000 years.

Or it could be the ringing of a magical bell that tolls with a human tongue. If the PCs investigate, they will find that the song of the bell can be imbued in their weapons and implements. The weapons will sing in harmony until the song fades in 5 minutes. During this time, all attacks do extra sonic damage.

The fact that it’s a male voice is, I think, important towards keeping the PCs investigating with an open mind. There are so many female “gotcha” monsters in D&D that any woman, or woman’s voice, encountered in the dungeon will make PCs certain that they’re about to be charmed, or petrified, or bodyswapped, or vargouilled, or bansheed, or consumed by spiders, or something.