Archive for the ‘fluff/inspiration’ Category

ozymandias

Wednesday, April 6th, 2011

In honor of National Poetry Writing Month, here’s a monster poem in the tradition of the Monster Manual and Shelley and Horace Smith.

ozymandias

As I did tourist stuff in foreign lands
like stand on Giza taking polaroids
of camels; motor to Thermopylae
by autokinito so I could see
the place where, in 300, Leonoids
did beardly kill a man with crab-claw hands;
explore; find the Nile’s source; and so on,
I found myself in an expanse of sand,
a great inverted bowl of bronze its ceiling.
I can’t deny I got a funny feeling
when I unearthed this giant marble hand.
It had a plaque, which, rather like a koan,
forced one to re-evaluate the world.
“My name is Ozymandias,” it read –
and there was more along those lines – but here’s
the rub. ‘Twas not a visage wrapped in sneers
and trunkless legs, like Shelley’s; nor, as said
Horace Smith, a single Leg; but curled
fingers and a hand. Thirty fingers.
Plus we’ve seen at least three legs, from Smith
and Shelley totaled. What monster out of myth,
what spider god, what limb-discarding dread
was Ozymandias? … and is he dead?

Synnibarr Sunday: adventurers

Sunday, April 3rd, 2011

“After the avatar rested, it teleported all the animals from Earth to the new world. It then selected 400 men and women and transformed them into adventurers who were gifted with special powers and abilities. Each class of adventurer had different powers, yet each class was dependent on the others for survival. It created these adventurers to defend the seeds of Earth from potential dangers.

During the generations of deep space travel, the avatar knew that radiation could possibly alter human and animal life. It also knew that an alien race could discover Synnibarr and attack. Therefore, to defend the adventurers, it created a well-protected city for them to live in and enclosed the Worldship in a Werestorm to protect it during its initial takeoff and while in flight.”

– The World of Synnibarr, page 1 (introduction)
Things that I expected to be game terms, but are actually world terms, are highlighted. Also Werestorm.

Warhorn: a crossroads adventure

Friday, April 1st, 2011

Warhorn: A Crossroads Adventure by Diana Kramer


“My plan,” Harold explains, “is to use the temples of the mountain cults for shelter.”

Crossroads Adventures are off-brand-D&D choose-your-own-adventures set in the branded fantasy worlds of established fantasy authors. This one’s based on some novels by Lynn Abbey.

TEMPLES OF THE MOUNTAIN CULTS has such an old-school ring about it I’m tempted to look for it on The Acaeum. So many old adventures used that name structure: “Vault of the Drow”, “Steading of the Hill Giant Chief”, “Dwellers of the Forbidden City”, “Queen of the Demonweb Pits”, etc.

The phrase deserves better than to be casually dropped in an 80s choose-your-own-adventure and never seen again. It’s begging to be made into a published module – or, if not a module, at least some DM’s adventure. An adventure with a title that the DM repeats as often as possible, preferably with reverb. “OK, let’s begin session 2 of… TEMPLES OF THE MOUNTAIN CULTS!” “You light your torch and descend into the… TEMPLES OF THE MOUNTAIN CULTS!” “We can play Shadowrun as soon as we are finished playing… TEMPLES OF THE MOUNTAIN CULTS!

The temples in the book turn out to be safe places to rest where monsters won’t follow you. Not in my temples. Mine are old-school dungeons; and in the course of TEMPLES OF THE MOUNTAIN CULTS, the cover of the 1e demon-idol Player’s Handbook will be shown as a visual aid at least once.

the cave girl: earthquake fight!

Friday, March 25th, 2011

The Cave Girl by Edgar Rice Burroughs

The Cave Girl by Edgar Rice Burroughs

In Edgar Rice Burroughs’ The Cave Girl, lovely cave girl Nadara is saved from the clutches of hideous cave man Thurg by a well-timed earthquake.

An earthquake during a fight sounds like a fun complication to me, but we can’t be relying on all sorts of coincidences. Our D&D must be rigorously realistic!

The obvious way to stage an earthquake fight – the way these things usually go down – is to have the PCs trying to stop a ritual.

In order to provide full scope for earthquake fun, the fight should be in a setting with lots of earthquake-destroyable scenery. Perhaps a Greek-style temple with lots of pillars. Let’s put a river through the temple too: water or lava, depending in the god!

After a turn or two, if the PCs haven’t killed the ritualist, the ground shakes – a fortitude attack that knocks people prone. A few turns later, the same thing happens, with a stronger fortitude attack and maybe some damage. If the PCs haven’t stopped the ritual by the third check, the whole battlefield changes.

When the major earthquake happens, suspend the battle and, ignoring the battlemat, run a skill challenge where people try to avoid being swallowed by rents in the earth, run to high ground, etc. When the skill challenge is done, whip out a new map – a post-earthquake map, complete with chasms, fallen pillars, a water- (or lava-) fall, and a few pieces of unbroken ground. Depending on how everyone did, they’re at various places on the battlefield: hanging from exposed roots in a chasm, trapped under a pillar, or standing on one of the untouched areas of ground.

super simple mass battle mechanics: saving throws to save the world

Tuesday, March 22nd, 2011

Like any rules hacker, I’ve tinkered with complex mass-combat rules. The other day, when I actually ran a battle encounter, I threw away all my precious rules in exchange for rock-paper-scissor mechanics, and it was a great success.

One of our players is moving away, and to see him off, I ran a one-shot epic adventure to kill Tiamat. Everyone took a beloved existing character, leveled them to 30, and I rolled the timeline forward a couple of years, to a day when Tiamat’s armies were poised for total conquest of the world. Only the PCs and their armies stood in the way.

I decided to Epic It Up, and go for over-the-top heavy metal high fantasy. Here’s the plot. Over-the-top Epic elements are in CAPS.

THE ENTIRE WORLD HAS BEEN CONQUERED by Tiamat’s forces, except for the encampment containing the PCs and their armies. The PCs are fiddling with a device that will let them TRAVEL TO THE MOON and KILL TIAMAT ON THE MOON surrounded by her DESERT EMPIRE OF DRAGONS AND DRAGONBORN SLAVES ON THE MOON. Tiamat is so big that, from Earth, she is VISIBLE SITTING ON THE SIDE OF THE MOON.

Tiamat’s UNSTOPPABLE ARMIES contain LEGIONS OF PRIMORDIALS, EVIL GODS, legions of cultists, dragonborn infantry, and an AIR FORCE OF DRAGONS THAT DARKENS THE SKY.

MASS BATTLE MECHANICS

PCs Leading Armies

There are 3 kinds of troops, set up in a rock-paper-scissors relationship: flying troops have +2 against infantry, infantry has +2 against ranged, and ranged has +2 against flying.
(more…)

Mazes and Monsters manual: I wrote 40 spells

Monday, March 21st, 2011
This entry is part 29 of 34 in the series Mazes and Monsters

…and tricks and powers. Here are 14 of them.

I changed the way the Mazes and Monsters magic system works. Spells, Tricks, and Powers are now much more differentiated from each other. The changes were based on my RIGOROUS RESPECT FOR TEXTUAL EVIDENCE, not whimsy.

Spells: Rory, who read the novel, told me that in one scene, spells were referred to as one-shot items, like scrolls. Now spells are fire-once items, available to any class, as opposed to tricks and powers, which are learned permanently, and class-specific.

Powers: I originally had powers be unique to Holy Men, but I’d forgotten that Jay Jay says his Frenetic has “tricks and powers to take him far and keep him safe.” Now, Frenetics and Holy Men both have access to powers: healing powers are still unique to Holy Men, and I’ve added some tricky powers, like Sonar, for Frenetics. Some powers can be used by both classes.

Tricks: To make Tricks unique, I made them work a little bit like Blue Magic from Final Fantasy: Frenetics learn them by harvesting items from defeated enemies. This adds a form of treasure that the Maze Controller doesn’t have to worry about placing. It also adds another income source: every time you kill a Dragon, you can harvest its magic tooth and sell it in town.

Here’s Page 37, which contains half of the Tricks (along with the monsters they’re stolen from).

Click for larger PDF version of this page

Here’s page 39, which contains half of the Powers.

Click for larger PDF version of this page

the cave girl: turn that battlemat sideways

Friday, March 18th, 2011

The Cave Girl by Edgar Rice Burroughs

The Cave Girl by Edgar Rice Burroughs

The Cave Girl is an Edgar Rice Burroughs adventure that puts an effete New England blueblood on an island of cavemen. Hilarity ensues, as do over-the-top action set-pieces.

At one point, Waldo Emerson Smith-Jones is chased by cavemen up the side of a cliff. The way to turn this into a D&D encounter is to have your battlemat represent a vertical plane.

The battle starts with the PCs pursued by an overwhelming number of tough minions (they do 2x normal minion damage).

Everyone starts at one end of the battlemat (ground level). The PCs are trying to get to the other end of the battlemat (the top of the cliff).

Traversing most squares involves Climb checks. Drawn on the battlemat, however, are a maze of platforms connected by horizontal, diagonal, and vertical ladders. Movement along platforms and ladders follows normal walking rules.

On every platform is a stack of rocks. The rocks attack everyone in a vertical line when dropped; this is useful because the pursuing minions often line up vertically, especially when climbing ladders. PCs can also push ladders over, sending climbers to their deaths.

At the back of each ledge is a cave. The PCs don’t know whats in each cave, but the cavemen do. Some caves connect together; one has extra treasure; and one has an escape route from the encounter.

mazes and monsters page 33: winning

Monday, March 14th, 2011
This entry is part 28 of 34 in the series Mazes and Monsters

I’m working on Chapters 6, “Experience and Leveling”, and 7, “Spells, Tricks, and Powers”. Here’s a page from Chapter 6.

Mazes and Monsters Manual page 33

Mazes and Monsters Manual page 33

Synnibarr Sunday: INTO IMAGINATION’S FURY I PLUNGE THEE

Sunday, March 13th, 2011

Introduction and Welcome!

Into imagination’s fury I plunge thee. Ride the storm and ye shall be enriched.

-The World of Synnibarr, page 1 (introduction)

the Babysitter’s Club D&D pantheon

Friday, March 11th, 2011

Stacey and the CheerleadersLast week, I met a challenge to my Every Book’s a Sourcebook project: find D&D inspiration from the text of a Babysitters Club book. I read BSC #70, Stacey and the Cheerleaders, and used it to generate a great idea for a village heist adventure.

To prove how easy it is, here is a BONUS idea from Stacey and the Cheerleaders:

They stood there like statues, the goddesses of Gloom and Doom.

I think this quote describes some kids Stacey is babysitting; but what awesome statues it describes! Truly Anne M. Martin is a master fantasy world-builder.

The goddesses Gloom and Doom are the twin daughters of Lord Poison, the Dark Hand of Death. Their monumental white statues, mottled with red moss, stand at the entrance of Blood Pass. Travellers who enter Blood Pass offer fearful prayers to the goddesses. Nevertheless, sometimes a statue’s eyes flash, and a curse falls upon a traveller.

Whenever anyone enters Blood Pass, roll 2d20, one for each sister.

On a 1 on the first die, the traveller falls under the Curse of Gloom. From now on, every hour, the traveller must make a saving throw. If the traveller fails, he or she sinks into an hour-long Gloom, during which he or she will make no unassisted actions except to sit or lie down. If forced to walk, the Gloomy traveller is Slowed. A Gloomy traveller will resist being put on horseback, and will dismount at the earliest oppportunity. If attacked, a Gloomy traveller will do nothing but take the total defense action. The curse lifts after 24 hours have passed.

On a 1 on the second die, the traveller falls under the Curse of Doom. From now on, the traveller will lose one healing surge (or 1/4 of total HP) an hour. The only way to lift the curse is to arrive at the other end of Blood Pass, which takes ten hours of hard travel.

Worst-case scenario is that someone in the party receives a Gloom, slowing travel, and someone receives a Doom, providing serious consequences for delay. But, hey, that’s what you get for taking a cursed shortcut through the mountains.