Posts Tagged ‘everybook’

give me a hand with this chest

Friday, January 11th, 2013

Last week I mentioned a bizarre trapped chest from a Sax Rohmer novel. Here’s another weird chest, from The Star Venturers by pulp-sci-fi author Kenneth Bulmer:

A door slid aside in the far wall. Through this opening walked two young girls, each clad in a bikini and boots, each carrying the ornate silver hands of an ebony box swung between them, the hands a left and a right, making a pair.

OK, the bikini-and-boots thing may be a little over the top, but the chest is cool. Its two hand-handles might be decorative, might be a trap, but also might be part of a puzzle to open some hidden compartment.

a trapped chest

Friday, January 4th, 2013

Here’s a classic D&D-ism from the 1917 pulp novel The Hand of Fu Manchu:

All conversation had ceased, when, just as the muted booming of London’s clocks reached my ears again and Weymouth pulled out his watch, there came a faint click – and I saw that Smith had raised the lid of the coffer! Weymouth and I sprang forward with one accord, and over Smith’s shoulders peered into the interior. There was a second lid of some dull, black wood, apparently of great age, and fastened to it so as to form knobs or handles was an exquisitely carved pair of golden pomegranates!

“They are to raise the wooden lid, Mr. Smith!” cried Weymouth eagerly. “Look! there is a hollow in each to accommodate the fingers!”

“Aren’t you going to open it?” I demanded excitedly – “aren’t you going to open it?”

This is not Nayland Smith’s first time at the rodeo. Smith, who is a sort of racist anti-Chinese version of Sherlock Holmes, notes a subtle clue: a dead man next to the chest.

I examined the peculiarity to which Smith had drawn my attention. The dead man’s fingers were swollen extraordinarily, the index finger of either hand especially being oddly discolored, as though bruised from the nail upward.

“Look into these two cavities where one is expected to thrust one’s fingers!” Weymouth and I craned forward so that our heads came into contact.

“My God!” whispered the Inspector, “we know now what killed him!” Visible, in either little cavity against the edge of the steel handcuff, was the point of a needle, which evidently worked in an exquisitely made socket through which the action of raising the lid caused it to protrude. Underneath the lid, midway between the two pomegranates, as I saw by slowly moving the lamp, was a little receptacle of metal communicating with the base of the hollow needles. The action of lifting the lid not only protruded the points but also operated the hypodermic syringe!

I wouldn’t be too surprised if this passage inspired the ubiquitous poison-needle chest in D&D. I’d be even less surprised if this passage inspired a poison-needle chest in some 1960s pulp sci-fi/fantasy, and that inspired the D&D version.

confirming crits

Friday, November 30th, 2012

One of the first D&D houserules I encountered was the “crit to kill” rule: if you roll a natural 20 on an attack, roll another d20. On a second 20, the guy dies.

In Jon Peterson’s Playing at the World, I found a reference to a 1975 ancestor of that houserule, published in 1975 by Gary Switzer, the guy who wrote the first version of the Thief class. Peterson says, “On each melee swing, the attacker rolls an additional d20, which if it scores a ‘0’ (bearing in mind that early d20s had two 0’s), results in a critical. It is the main attack die which determines whether this is a critical hit or a trip—if the attack roll succeeds, then a hit has occurred, otherwise it is a trip.”

That extra die roll never made it into D&D canon, but 3e introduced the idea of “confirming crits:” rolling to see if your natural 20 was really a crit or not. (I think it introduced it. As I’ve mentioned before, my weakness is 2nd edition rules.)

I don’t like any of these rules very much in actual play, but not for game balance reasons. Sure, an insta-kill on 1 in 400 attacks adds wackiness and mitigates against PC survivability, and confirming crits only helps in bizarre corner cases where goblins crit on 100% of hits against dragons. The reason I don’t like them, though, is because they add anticlimax rolls.

In the “crit to kill” variant: You crit! Roll another d20. On a 1-19: Oh well, at least I got a crit. With the confirming a crit rule: I rolled a 20, but failed on the confirmation roll! Oh well, my crit didn’t happen.

4e’s solution was to have a crit always do max damage, and then throw some extra damage dice into the mix. That was not a bad solution: the extra dice always felt like bonus damage, even if you rolled poorly.

I COULD imagine bringing back the “crit to kill” rule in a modified form.

Recently, I’ve experimented with rolling d20s (and even d100s!) for special-effect damage. It’s fun! In my proposed variant, when you roll a crit, you don’t double or max your damage; you throw in a d20 along with all your other damage dice. If that die rolls a 20, you insta-kill. Otherwise, it just adds its damage to your hit (an average of 10 extra damage).

If the 1-in-400 chance of an insta-kill is too silly for you, you could instead make it an exploding d20 roll: on a crit-die roll of 20, you add 20 damage and roll again. Against all but high-level opponents, it will come to the same thing. However, this tweak gives 20th-level fighters some protection against 400 goblin archers.

treasure you can’t spend

Friday, November 9th, 2012

In Joseph Conrad’s Nostromo, a character – wait. Are you ready for spoilers? Ready? Ready? Ready? OK, here they come – ends up with a giant shipment of silver bars, each stamped with a symbol indicating its purity. Everyone else believes that silver was sunk at sea. The character is rich – but he can’t figure out how to spend the money. The stamps, which prove the silver’s purity, also indicate its true owner.

There’s a long D&D tradition of presenting players with logistical challenges along with treasure (“how will I move this fortune in copper coins?”) This might be a fun one for players.

Imagine a scenario where the players ended up with similarly-stamped bars of silver. Here are the problems they have to face:

It’s hard for medieval people to exactly determine silver purity. With the stamp, a bar of metal is just as valuable as silver coinage of the same weight. However, honest merchants will not take the metal. Dishonest ones will fence the bars, but take a cut.

If the metal is melted down or the stamp is cut off, the metal will trade at less than its normal value, since it’s hard to determine whether it’s been mixed with lesser metal. Maybe 75% of its real value? Anyway, how will the players melt down the silver? Silver’s melting point is 1760 Farenheit, much hotter than a campfire. Do the characters own a forge? If they travel to a forge, they’ll have to make sure the stamped treasure avoids inspection. If they scrape or blur the stamp, the bars will still arouse suspicion.

Players will have no problem coping with these challenges: they’re extremely clever when it comes to matters of profit. Give them the logistical challenge. See what they come up with.

a history of 50 years of misrule

Friday, November 2nd, 2012


My principal authority for the history of Costaguana is, of course, my venerated friend, the late Don Jose Avellanos, Minister to the Courts of England and Spain, etc., etc., in his impartial and eloquent “History of Fifty Years of Misrule.” That work was never published–the reader will discover why–and I am in fact the only person in the world possessed of its contents. I have mastered them in not a few hours of earnest meditation, and I hope that my accuracy will be trusted.
–Nostromo, by Joseph Conrad

Joseph Conrad’s fictional book “History of Fifty Years of Misrule” is an example of one of the best quest Macguffins ever.

People sometimes underrate the Macguffin (a quest object that the fiction or RPG characters care about more than the viewers or players). A good macguffin does more than act as bait for heroes: it can also generate adversaries.

For instance, a James-Bond-type Macguffin, like the code to a satellite-mounted laser, suggests the types of people who would want it: various governments and terrorist groups. A fantasy macguffin that confers mystic power, like the One Ring, suggests various evil overlords who would like to wield it, misguided people who would like to use it for good, and stalwart folk who wish to destroy it.

Consider the idea of a book called “History of Fifty Years of Misrule”, a memoir written by an honorable, disillusioned politician during a period of petty wars and tragically wasted opportunities. It might contain

stories of political outrage; friends, relatives, ruined, imprisoned, killed in the battles of senseless civil wars, barbarously executed in ferocious proscriptions, as though the government of the country had been a struggle of lust between bands of absurd devils let loose upon the land with sabres and uniforms and grandiloquent phrases.

It’s part of the fruitful “scandalous memoir Macguffin” tradition which I often associate with P. G. Wodehouse (although this one is a lot darker). Like any good Macguffin, this one suggests its own adversaries: throw the manuscript in the PCs’ lap, and they’ll inevitably clash with members of the following groups:

its targets, the greedy, treasonous, or stupid people who don’t want its secrets revealed;

its targets’ enemies, who want them punished. Some are motivated by justice, and some by ambition.

scoundrels who want the document, to use as blackmail, or to publish in the name of widespread chaos.

the author’s friends and relatives, who want it suppressed: if it’s published, the author and his family will accumulate many enemies.

If the PCs end up with such a book, they’ll be the targets of a lot of schemes. The easiest thing they can do is to destroy it right away. Don’t make that an easy decision, though. The book might be worth a lot of money to a crime boss. The book might clear the name of a banished paladin whose daughter is asking the PCs for help. Furthermore, the book may hint that the Sword that Defends the Kingdom might not have been destroyed after all, but might be hidden in the treasure vaults of one of a cabal of corrupt nobles.

The strength of the memoir as a plot device, I think, is that it allows the PCs to predict who’s going to come after them. You don’t need to take pains to introduce the above factions. The PCs can ask questions: “Whose reputation would be damaged by the book? Who would pay for this information?” It allows the PCs a lot of freedom in writing their own plot in a sort of political sandbox adventure. Are the PCs going to right wrongs and punish evildoers? Play villains against each other and milk them all for cash? If the PCs are proactive, the plot is up to them. On the other hand, if they lag, there’s plenty of people chasing them to keep things moving.

Here’s a fun trick: if PCs read the book, describe its contents based on the alignment of the PC. To a lawful good character, it is a depressing work describing the kingdom’s squandered chances. To a lawful evil character, describe it as a fascinating collection of blackmail fodder. To a chaotic neutral character, say it’s a hilarious political farce, especially funny because it’s all true.

“History of Fifty Years of Misrule” didn’t get the star treatment in Nostromo, because that novel already had another Macguffin: a shipment of silver from a contested mine. That’s also a good plot-driver: I might post about that one later.

trading magic items

Friday, October 12th, 2012

More quotes from Sepulchrave’s D&D stories:

Finally, note that the magic item exchange is fairly typical of my campaign. I never allow such things to be purchased on the open market, and generally insist that they are either made by the characters (as time permits), or are exchanged for like items. It tends to effectively limit items in circulation.

This seems like a great idea, and is much more palatable to me as a DM than a world with a magic item store. Trade means that players can still get what they want, but they potentially have to trade away a piece of their own power (a magic item.) It also helps introduce a stable of NPCs with whom the PCs have relationships.

Here’s one of Sepulchrave’s PCs proclaiming his trade goods to a prospective deal partner:

“An Iron Horn, Winged Boots and a bag of emeralds to the value of twenty-eight thousand gold crowns,” Ortwin said in a matter-of-fact way.

Clearly, money can’t be used to buy magic items outright, but it can still be used to sweeten a deal.

the little sisters of the sun

Friday, October 5th, 2012

The Little Sisters of the Sun had caught one group on their mountain and sacrificed the lot, singing the Hymn of Life. Wild bands had eaten another group…
-Leigh Brackett, The Hounds of Skaith

Leigh Brackett can put a lot of horror into a few sentences. The Little Sisters of the Sun, mentioned here in passing, seem sinister enough to deserve their own D&D adventure.

Between the Little Sisters and the wild bands of cannibals, the environment from this passage seems even more dangerous than the average D&D countryside. The wild cannibals puts me in mind of an Oregon Trail journey gone wrong: perhaps my D&D continent has a frontier beyond which there are no patrolled countries or city walls. It’s a higher-level zone, perhaps recently re-discovered like Eberron’s Xen’drik, and its natives are twisted by post-apocalyptic magic. I assume that the Little Sisters of the Sun were, long ago, neutral good, and the tribes of cannibals are the remnants of civilized feudal peoples.

world details from the Sword and the Satchel

Friday, September 28th, 2012

Elizabeth Boyer’s 1980 The Sword and the Satchel, a Scandinavian-mythology fantasy, is a story of a fighter with a magic sword and a wizard with a bag of holding. It has a couple more D&D moves worth pillaging:

The frost giants… shouldered their cudgels and passed swiftly, uprooting a few trees for practice. Their glancing eyes filled the air with snow and their breath was like the coldest night in deepest winter.

This is a beautiful detail: just as snow at night is often only visible under streetlights, there are flurries of snow in a frost giant’s cone of vision. It’s also a useful signal for PCs who are trying to sneak by a frost giant and want to know if they’re unseen. Except if it’s actually snowing. Then they’re screwed.

“A real lingorm!” Kilgore puffed. “Do they really get bigger with every bit of gold they have, or is that an old wives’ tale?” “Old wives aren’t so misinformed,” the wizard retorted.

In D&D, there is a correlation between dragon size/HD and treasure size. It would be interesting if there were causation as well. It would make dragons’ greed for treasure make more sense. It would also explain why Smaug freaked out when Bilbo stole that golden cup. That theft made Smaug diminish, just a little. (Maybe the missing cup caused the missing scale over Smaug’s heart?)

If it seems too extreme for all dragons to get this lore, you could give it just to metallic dragons: a silver dragon’s size is based on the amount of silver she has amassed, for instance. In this case, copper dragons would be totally safe. No one wants their hoard of a million copper pieces.

Three horsemen were riding up the side of the barrow toward a flickering blue light at the top. Kilgore strained his eye against the crack to see better, his heart suddenly thudding. From the ancient folklore of his people, he knew a blue light in a barrow mound meant there was treasure inside.

I don’t know enough about Scandinavian folklore – is this a thing? Whether it is or not, it seems cool.

I wouldn’t automatically put a visible blue light in every dungeon. I might turn this into a spell: someone using some sort of Detect Treasure spell might be able to see the blue glow that let them know this dungeon was worth exploring. It might even be a free-to-cast ritual known to all sorts of adventurous people.

tenth-level cleric spells from The Faerie Queene

Friday, September 21st, 2012

I’ve already plugged Spenser’s amazing 16th-century D&D poem The Faerie Queene.

It’s a pretty decent campaign setting. It already includes most of the D&D races: humans, of course; elves (the main character of book 1 is an elf knight); and dwarves (the dwarves are of the “let the dwarf mount the battlement and give signal on his trumpet!” variety, but you can fudge it). No halflings, sadly.

It also features the four big character classes: fighters and knights and paladins of all kind; a “guilefull great Enchaunter” with “magick bookes and artes”; “a stout and sturdy thiefe”; and clerics.

Here’s a description of Fidelia, the highest-level cleric in the setting:

And that her sacred Booke, with blood ywrit,
That none could read, except she did them teach,
She unto him disclosed every whit,
And heavenly documents thereout did preach,
That weaker wit of man could never reach,
Of God, of grace, of justice, of free will,
That wonder was to heare her goodly speach:
For she was able with her words to kill,
And raise againe to life the hart that she did thrill.

And when she list poure out her larger spright,
She would commaund the hastie Sunne to stay,
Or backward turne his course from heavens hight;
Sometimes great hostes of men she could dismay;
Dry-shod to passe she parts the flouds in tway;
And eke huge mountaines from their native seat
She would commaund, themselves to beare away,
And throw in raging sea with roaring threat.
Almightie God her gave such powre, and puissaunce great.

So what do we have here?

First of all, clerics use spellbooks in this setting, and although Fidelia is Good, her spellbook is written in blood. Bad Ass.

“She was able with her words to kill / And raise againe to life”. She can case Raise Dead, and its reverse Finger of Death.

“Dry-shod to passe she parts the flouds in tway”: This spell is called Control Water, according to the third-edition d20srd.org.

“Sometimes great hostes of men she could dismay;” Fear? Cause Fear? Some sort of epic-level version, like Mass Cause Fear? Note the “sometimes”; clearly the spell has a saving throw.

“She would commaund the hastie Sunne to stay, Or backward turne his course from heavens hight;” Now we’re talking. Either she can stop and even reverse time, or she can command the sun itself. Either way, that sounds more powerful than the most powerful 9th-level spell (Time Stop only lasts 1d4+1 rounds, not long enough to notice an effect on the sun). We’ll call this a 10th level spell.

“And eke huge mountaines from their native seat She would commaund, themselves to beare away, And throw in raging sea with roaring threat.” This is a super-epic version of the 6th level spell Move Earth (which is much weaker: it has a maximum area of 750 feet on a side, and notes that “in no event can rock formations be collapsed or moved”). Since this spell can throw huge mountains around, it is clearly also a 10th-level spell.

There’s a slight possibility that Spenser meant this section as a religious allegory (“faith can move mountains”, etc) and not specifically as D&D spell list for an epic cleric. In my opinion, though, it’s both!

the wight land

Friday, July 20th, 2012

“The Ill-Made Mute” by Cecilia Dart-Thornton is somewhat of an odd novel. It’s sort of the counterpart of “The Night Land”, which I described as a better Shadowfell sourcebook than it is a work of fiction. The Ill-Made Mute is practically a Feywild sourcebook. It suffers some of the problems that you might expect if you tried to express a D&D sourcebook entirely as flavor text: it’s a bit of a world tour, and there are enough monster encounters to fill a bestiary. The upside is that there’s a lot of D&D inspiration to be mined.

You really could construct very full Fey monster encounter tables just from the encounters in the book. Fey creatures are called “wights” (confusing to my D&D-trained ear), and each plays by its own rules. It works very well with the rules I offered for giving every Fey creature its own ritual.

Here’s an essay in the novel that expresses the fundamental rule-bound nature of fey creatures:

Wights, he had told Imrhien, had to obey their own natural laws. Just as men could not become invisible or shift their shape in the manner native to wights, so wights–save, perhaps, for the most powerful–could not move against mortals unless certain conditions were fulfilled, certain actions taken or words spoken. If fear was shown, or if a mortal should be foolish enough to let his senses be tricked, or should he break certain silences or reveal his true name or answer questions ignorantly, or if he should transgress against wights by trespass or other means, then the creatures of eldritch could strike. Then the unfortunate man might be torn apart, drained of blood, crushed, hung, or slain by any manner or means, or he might simply die of fright. Yet even then, there was a chance he might still be saved by fleetness of foot, quick-wittedness, valor, intervention from others, or pure luck.

There are wight-encounter set-pieces of all kinds in the novel, but here’s a throwaway detail of some fairy creatures that can be used for some by-the-way fey flavor:

Here, where fantastic dragonflies and glittering midges played, more of the little wide-mouthed toads with bat-wings were skipping over the water’s surface, making free among tall rushes growing along the shore. They were quite lovely in a loathsome way, their froggy hides spangled gold and green, their tails long and thin, barbed at the tips. The veined vanes of their wings were so translucent that light shone through them. Their eyes were great, glowing, amber jewels, their teeth were many, tiny, and pointed.

Possibly this is a sight that can be seen on the way to the Temple of the Frog.

Here’s a set-piece to be found in one of the book’s underground dungeon environments:

Driven by an engine of rusted cogs forced into action, the portcullis began to descend, squeaking and clamoring with the reluctance of old age. It was halfway to biting the floor when, like an outrageous firework, a force came roaring around the bend and slammed into it. A current surged. Sparks exploded in a blistering snarl, and Diarmid was flung backward up the passage, where he lay motionless. Rent and twisted, metal screamed.

The “wight” here is a being made of lightning. It could be expressed as a pretty cool D&D monster. It does electrical damage, obviously, and it’s incredibly fast. Its weakness is that it can’t pass close to metal without being diverted into it – and then it bounces the way it came. Therefore, a portcullis, even a half-open one, is an impassable barrier: it will try to pass through the gap but will be diverted to bounce off the bars (electrocuting anyone touching the portcullis).

Another interesting combat effect of this power is that, if a wizard and a mail-clad fighter are standing next to each other, the electrical being can’t possibly attack the wizard: it’s, perforce, attracted to the fighter.

I’d like such a fight to offer lots of possibilities for trapping and channeling the monster.

Also handy: there’s an appendix describing the author’s sources for all the fairyland monsters, so you can skip the novel and go right for the folklore.