Archive for the ‘fluff/inspiration’ Category

princess in a treasure chest

Friday, September 23rd, 2011

He then climbed down from his palm tree and removed the soil with his hands until he had uncovered the chest and freed it from the hole. With a big stone he struck and broke its lock and, after lifting the lid, he looked inside. There he saw a girl in a drugged sleep, with her breast rising and falling as she breathed. She was very beautiful, and was wearing ornaments, gold jewellery and jewelled necklaces, priceless stuff worth a sultan’s kingdom.
-1001 Nights

This variation on the Sleeping Beauty theme provides a good way to fill out a treasure chest. Inside the maiden’s mouth is a pill: if it is removed, she will wake up. She is a princess, kidnapped and held for ransom, but her kidnappers are long dead. She has been sleeping in the chest for thousands of years. She would have been worth a fortune in reward money a few thousand years ago; but the last of her line is long gone. At least she comes with jewelry.

For extra fun, the PCs are following an ancient rumor that, somewhere in the dungeon, there is a beautiful gem of great mystic power. She is it. The princess was known, in her day, as the Jacinth of Inestimable Beauty. She is a powerful enchantress. Too bad her spell books have been dust for centuries.

Also of note about the princess in the chest: a PC’s innocent question “How big is the chest?” led to a hilarious misunderstanding that ended with the party demanding that I rolled for the princess’s breast size. They were outraged that there was no chart for this in OD&D. I rolled a d6 and got a 2. The girls in the group informed me that that was a B cup.

I used this gimmick in my last OD&D dungeon crawl. The PCs discovered the sleeping pill in the princess’s mouth when their chaste kisses failed to wake her and they resorted to french kissing.

Although Jacinth was a high-level magic-user, she was useless to the first-level party because both the party elves had randomly rolled “Read Magic” and “Comprehend Languages” as their two spells. Because she was a princess and a magic-user, she wouldn’t engage in physical combat. The pill that grants immortal sleep was actually the most useful part of the treasure.

keoghtom’s ointment, leveled

Wednesday, September 21st, 2011
This entry is part 7 of 13 in the series wondrous items, leveled

Keoghtom’s Woad
This foul-smelling blue ointment, brewed by barbarian hill tribes, doesn’t immediately have its normal effect of curing one disease or poison effect or granting one healing surge when applied; its effects are delayed until the recipient spends a free action to activate them. The effect ends when used or at the end of the day.

My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict. Furthermore, WOTC recently invented the concept of the “rare magic item,” but haven’t given us lots of examples.

While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

Also, until the end of the day, the user has a +2 item bonus to Intimidate checks and a -4 penalty to Stealth checks, due to being bright blue and stinky.

A pot of Keoghtom’s Ointment “levels up” to Keoghtom’s Woad by being tinkered with by a barbarian shaman.

Keoghtom’s Ointment for the Eyes
If this ointment is smeared on the eyes, the user gains darkvision and has +2 item bonus to perception checks for five minutes. Also, all skill checks, defenses and saving throws vs. illusion have a +5 item bonus during this period.

The process of leveling up this ointment involves collecting “Corellon’s tears,” whatever they are. The fairies are said to know, but they’re so frustrating to talk to.

Prismaticus’s Keoghtom’s patented bracing all-purpose ointment, pick me up, and healthy dessert
This ointment can restore two healing surges instead of one. It can grant a character temporary healing surges above his or her normal maximum. Bonus surges above the normal maximum expire after five minutes.

While recipients of this ointment are above their normal healing surge limit, they experience buzzing in the ears, arcane tingling, and a feeling of frantic excitement. Basic attacks are made with a +1 bonus to hit. Athletics gets a +2 item bonus. All other skills are at -2.

The mountebank Prismaticus the Magnificent knows how to turn an ordinary pot of Keoghtom’s Ointment into his patent medicine, but he won’t share his recipe, although he does admit that the ingredients might be highly illegal.

Next week: three versions of Dust of Appearance! If I can think of three.

The Dark Ride

Monday, September 19th, 2011

are you brave enough?

Recently I rode a cheesy amusement-park haunted house ride. Among its decades-old self-advertisements was, “Are you brave enough for the Dark Ride?“. “Dark Ride” struck me as good phrase. I wondered what it might mean in my D&D campaign.

The first thing I thought is that it was an expression for death, as in “I thought we were going to take the Dark Ride that time for sure!” But the problem with expressions is that NPCs are the only ones who say them, and only when the DM has prepared NPC dialogue ahead of time, which I tend not to do.

Then I thought that horses riding through dark tunnels might be pretty harrowing. Your average horse is not going to gallop around in a tunnel, so maybe there is some breed of underground horse with darkvision. Maybe they’re used for transportation in the Underdark. Sounds like the beginnings of a fast-travel system.

The Dark Ride, though, doesn’t sound like a generic term for mounted travel in the Underdark. It sounds like a specific experience – and a dangerous one. Let’s say that there is a series of tunnels. At the end of each tunnel is a stable. When you need to travel really quickly, you mount a dark horse and gallop through ancient tunnels that have never seen light. The problem is, there are things that live in the tunnels: things that eat the horses, and their riders. If these creatures chase you, it’s a mad marathon race for safety: the Dark Ride.

What are these creatures? No one has ever seen them, because it’s pitch black in the tunnels and any light blinds and paralyzes the horses. But the creatures are audible. An encounter with the tunnel creatures will probably be a skill challenge, not a combat, and it will be conducted with non-visual cues: “The shrieking is getting louder, they sound like they are right behind you.” “The rotting smell is getting stronger.” “You can feel your horse is close to blind panic.” “You hear a horse scream behind you, and a series of cracking sounds. The horse’s scream goes on and on.”

This tunnel system doesn’t seem like something that belongs in the Underdark, but it actually seems like it could be a good fit for the Feydark. The Feydark, the Feywild mirror of the Underdark, is a 4e invention that, until now, never inspired in me a glimmer of interest. But it might actually work as a scene of undefined horror from which you can only run. Also, the blind, skill-challenge-based travel of the Dark Ride fits in with my idea that travel through Fairyland is not something that you can map.

Who takes the risks of the Dark Ride? Eladrin messengers, I suppose, who are willing to hazard their lives to get somewhere in a few hours, rather than deal with the unpredictability of conventional fey travel. Even the great lords of the fey shun the Dark Ride. I have a feeling, though, that if they have to be, the fey lords might be a match for the creatures. Therefore, let’s say that a combat encounter with the monsters of the Dark Ride might be high-paragon level. The skill challenge of escaping the riders, however, is suitable for any level.

Rules for the Dark Ride

Every fey lord has an access point to the Dark Tunnels, and most have a stables. The stables are behind great metal gates, and are perfectly safe. Once you enter the Dark Tunnels, and the gates close behind you, though, you are in danger of being discovered by the creatures of the tunnels.

DARK HORSES:
Dark horses hate light, and if they see any, they are immobilized (save ends). They travel incredibly quickly. Their exact movement rate is not relevant, but they can get anywhere in the world in less than a day.

CREATURES OF THE TUNNELS:
The creatures of the tunnels can smell horses, and have a pretty good chance of finding travelers. Make a saving throw; on a success, the PCs get to their destination without incident. On a failure, the creatures begin to pursue the party.

THE DARK RIDE:
If creatures find the party, run a level-appropriate skill challenge to escape them. Dungeoneering, finding shortcuts to the destination, will provide successes; Nature or Insight can be used to calm and control the horses; Perception can be used to give a bonus to the next Dungeoneering check; a group Athletics check can speed the horses; and one success can be granted without a roll if a PC tries a clever idea.

On a success, the PCs get to their destination, the gates open for them, and bang shut before the creatures can follow them.

On a failure, the PCs will find themselves in an awkward situation. They probably can’t fight the creatures; they will have a followup skill challenge to escape while the horses are being eaten. If they succeed, they will be able to escape, days later and with a significant loss of resources and healing surges, possibly in the wrong Fey court.

If the party fails the second skill challenge, they will have to face a very difficult fight, the object of which should be to escape rather than succeed.

The NOOOO! Rule

Monday, September 12th, 2011

Following up on the hilarious news that George Lucas “fixed” Return of the Jedi by ADDING a Darth Vader “NOOOO!” (instead of removing one from Revenge of the Sith), here’s a Darth Vader-influenced D&D rule:

When someone announces an action that is sure to lead to disastrous consequences (whether it be a party member with poor judgment or the villain) (but it will probably be a party member), any PC may try to make an immediate interrupt action. The interruptor must make a special initiative roll, which must be below the interruptee’s current initiative. If successful, the PC may take a single action: a charge, a grab, or a basic attack. On a hit, no damage is inflicted, but the interruptee loses his or her turn.

The price:

1) The interruptor spends an action point [or, in pre-4e, loses the next turn], whether or not the initiative roll is successful, and

2) the interruptor must either do an impression of or play a clip of Darth Vader shouting “NOOOO!” on a phone, ipod, or other device.

Sending Stones, leveled

Wednesday, September 7th, 2011
This entry is part 6 of 13 in the series wondrous items, leveled

Malice’s Returning Sending Stone:
One of these stones is red and one is black. The holder of the red stone may, as a free action, summon the black stone to his other hand.

My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict. Furthermore, WOTC recently invented the concept of the “rare magic item,” but haven’t given us lots of examples.

While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

This stone was upgraded by Malice the warlock, whose typically incompetent goblin operatives were always dying on missions. Malice couldn’t be bothered to mount all sorts of expeditions to reclaim her sending stone off goblin corpses.

Enslaving Sending Stones
These sending stones “level up” when their owner learns how to read the tiny runes inscribed on the stones. One of the stones is called the Master Stone and one is the Slave Stone. Once a day, the holder of the Master Stone may use a command word in conjunction with the Sending Stone’s normal power. He or she may make an Int, Wis, or Cha attack, with bonuses for any implement used, on everyone within burst 3 of the Slave Stone. If the attack is successful, the listener is stunned (save ends). If the listener fails the first save, he or she is compelled to follow the command. The listener doesn’t get normal saving throws at the end of each turn against the command, but actions that grant extra saving throws (like heal checks) might be able to end the effect early. Commanded creatures don’t know that their behavior is unusual until the effect ends.

The command word may or may not involve a nice game of solitaire.

Spy’s Sending Stones:
Besides speaking to its sibling, the Spy’s Stone allows, as a once-per-day standard action, the user to send a message of up to 25 words to anyone in 100 miles, as with the Sending ritual. The subject must be adjacent to a stone (on the ground or in a wall, for instance) or the sending fails. The stone speaks the message, and anyone within 5 squares can hear it. Until the beginning of the caster’s next turn, the subject may, as a standard action, send a reply of up to 25 words through the same stone.

Used by spies for generations, the Sending Stones finally found its way into the hands of Brasslung, a dwarven cleric, who used it to send fake “messages from the God of Stone” to members of his clan. Brasslung is currently the High Priest of the God of Stone, and rich.

Next weeek: three versions of Keoghtom’s Ointment.

buying magic items might cost more than money

Friday, September 2nd, 2011

Luck in the Shadows

Luck in the Shadows


“What’s all this?” Seregil whispered as the bowyer went to adjust the wands.
“I’ve heard it said that he won’t sell a Black to anyone who can’t hit all three targets,” Alec whispered back, strapping a leather guard to his left forearm.
-Luck in the Shadows by Lynn Flewellin

This is not a bad idea for marrying two seemingly incompatible goals: making magic items feel special while providing a convenient way for the players to buy them.

Let’s say Bann the Bowyer makes the best bows. He sells +1 (Bann’s Blacks), +2 (Bann’s Special Blacks), and +3 (Bann’s Special Reserve) bows. To earn the right to buy one of the bows, you need to hit a difficult AC on 3 out of 4 shots with your basic attack. The AC for buying each class of bow is 20, 25, and 30 respectively. (When you’re making your shots, you get to use the bow you’re interested in.)

Bann works in a small village, so he doesn’t have much protection against robbers beyond the archery skill of him and his apprentices; but he can inflict Bann’s Curse on thieves: “Every time you draw arrow it will hunger for your friend’s heart.” (A natural 1 with any bow attack auto-hits an ally. The curse ends when you return Bann his stolen property.) “My bows have been stolen before,” says Bann, “but they have a way of coming back to me.”

ritual candle, leveled

Wednesday, August 31st, 2011
This entry is part 5 of 13 in the series wondrous items, leveled

Specialized Ritual Candle
This candle is designed for a specific ritual. When used with the right ritual, the caster may choose to gain either a +5 item bonus to one skill check associated with the ritual or to cast the ritual with no component cost. The candle acts like a normal ritual candle when used with any other ritual.

My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict. Furthermore, WOTC recently invented the concept of the “rare magic item,” but haven’t given us lots of examples.

While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

A cursed ritual candle may be designed with particular parameters in mind, in which case the ritualist must succeed on a saving throw or be unable to change this detail of the ritual. For instance, a candle for a scrying ritual might be set to spy on a certain area of interest to the candle’s original user.

Ritual Candle that Burns Mens’ Souls
Instead of ritual components, the candle uses the lives of helpless or willing subjects within a burst 5. The total levels of creatures sacrificed must equal the level of the ritual.

This candle is a huge money saver for evil spellcasters with access to minions, peasants and/or captured PCs.

Shared Ritual Candle
This candle is part of a set, scattered across the world. Each candle can only be lit once per day, and burns down in an hour. The next morning, it is restored to its unburned state. A candle may be either used as a ritual candle as part of a ritual, or lit as a normal candle. If lit as a normal candle, it gives a +1 bonus to any of the set which is currently being used in a ritual. It’s unknown how many candles there are in the set, but at any time, PCs can get a +1d6 bonus from helping candles lit by NPCs somewhere in the world.

This is sort of the Seti@home of magic items. A lot of the candles are probably used for light by frugal families who just don’t want to buy new candles every day.

#1 thieves guild detective agency

Monday, August 29th, 2011

One of the bizarre tenets of many D&D campaign worlds is that the Thieves Guild is a legitimate government-sanctioned institution. Furthermore, performing non-Guild-sanctioned robbery is likely to get you in trouble.

This puts the Thieves Guild in an interesting position regarding your stolen property: either they stole it (in which case they know where it is) or they didn’t (in which case they’re interested in hunting down the freelance thief.) Either way, they’ll probably be able to return you your stuff, for the right price.

The Thieves Guild might easily develop into a legitimate stolen-property detective force open to the public.

Being part of the Thieves Guild Detective Agency might be a decent job for PCs – even good-aligned ones. You get to rob from robbers and rough up ruffians. You can mix bad-guy heists with good-guy heist investigations.

If, on the other hand, there’s a murder investigation? That’s a case for the Assassins Guild.

Rope of climbing, leveled

Wednesday, August 24th, 2011
This entry is part 4 of 13 in the series wondrous items, leveled

Rope of climbing of strangulation
The first time you try to use this rope after it levels up, it will leap for your throat and try to strangle you. (It has your HP and defenses, and makes a Grab attack vs. Reflex, using the attack bonus of your best at-will attack. At the beginning of each turn that you are Grabbed, you take damage equal to your surge value. If you avoid or escape the grab, or if the rope is Bloodied, it will coil submissively and, from then on, obey your commands.

My old houserules for leveling magic items mean that every piece of magical treasure has the potential to gain power in ways that the players can’t predict. Furthermore, WOTC recently invented the concept of the “rare magic item,” but haven’t given us lots of examples.

While some items may get mechanically better (for instance, a +1 sword becomes a +2 sword), it’s more challenging to improve items that don’t have numeric bonuses. I thought I’d go through the Wondrous Items in the 4e Player’s Handbook and give examples of how each could gain powers that reflect their history.

Once you command the rope, you can order it to strangle people (using your AC, HP, attack bonus, and doing damage equal to your surge value). Under your command, it can only attack people against whom it has combat advantage.

You can repair all HP damage to the rope during an extended rest.

This ancient rope dates from the First Age, a time when the makers of magic items were malicious pranksters and every magical trinket had the potential to be an inescapable deathtrap. Thankfully, few ropes of strangulation have survived to the modern age.

Cam the Cat’s rope of climbing
This rope can lengthen or retract at your will. As a minor action, you can cause it to lengthen or retract at up to 6 squares per turn. This can raise or lower someone holding the end of the rope. It may get as short as 1 foot long or as long as 1 mile. It may also be told to extend or retract to a certain length, either instantly or at any time up to one day in the future. (Example: “Rope! Extend 100 feet so we can climb down the tower, then retract after we all climb down. After one hour, extend 100 feet again so we can climb back up.”)

This rope of climbing was used for years by famous burgler Cam the Cat. It was finally used as Cam’s noose: it was told to retract after an hour so he’d have plenty of time to think about his crimes before it strangled him.

Cunning Rope of Climbing
Besides acting as a rope of climbing, this rope can follow complex orders as if it had an Intelligence of 10. It can travel unattended, wriggling like a snake at a movement rate of 5; pick up and hold items, using either of its ends as a hand; and act independently, using basic problem-solving skills. It has blindsense 3, and the HP and defenses of its owner. It can communicate by twisting itself into cursive script.

This is a pretty useful item, guys. If it had a basic attack, like the Rope of Climbing of Strangulation does, I’d be willing to play it as a PC.

clerics make house calls

Friday, August 19th, 2011

Luck in the Shadows

Luck in the Shadows


Distinguished by her plain robe and the bronze serpent lemniscate pendant she wore on a leather thong around her neck, she was already surrounded by a small crowd of people seeking healing. They stood quietly, watching with a mixture of hope and awe as she examined an infant lying on her lap.
-Luck in the Shadows by Lynn Flewellin

Whenever PC clerics enter a village with no temple, they should be mobbed by people looking for healing (mostly from disease, which is too bad for the villagers, because you get Cure Light Wounds way before you get Cure Disease).

Before any other business in a small town, a cleric would probably have to do some doctoring – making Heal checks, at the very least. Sometimes this will lead to exposure to dangers like filth fever, or even the occasional demonic possession.

This doesn’t apply to all Leader-type classes. People don’t go to warlords so much because their healing is, as far as I can tell, entirely psychosomatic. No one takes their sick baby to the gym teacher to obtain his exhortation to “walk it off”.