Posts Tagged ‘everybook’

how to make a werewolf creepy

Monday, October 31st, 2011


“The meat!” came a panted whisper. … He picked up the piece of meat and tossed it outside. It vanished immediately, and he heard the sounds of chewing. “That is all?” came the voice, after a time. “Half of my own ration, as I promised,” he whispered.

“I am very hungry. I fear I must eat you also. I am sorry.”

“I know that. And I, too, am sorry, but what I have left must feed me until I reach the Tower of Ice. Also, I must destroy you if you attempt to take me.”

“The Tower of Ice? You will die there and the food be wasted, your own body-meat be wasted.” …

The white beast panted for a time. Then: “I am so hungry,” it said again. “Soon I must try to take you. Some things are worse than death.”

–Roger Zelazny, Dilvish the Damned

I think that similar creatures in other books – often wolves, perhaps – apologize for their desire to eat the protagonist. Am I thinking of the Neverending Story? Something in Narnia?

Anyway, it’s not a bad trick for making a random encounter feel very creepy and personal, and a little sad as well. Play up the creature’s struggle as much as you want – maybe make it indebted to the PCs, to increase its guilt and anguish.

Ultimately, as much as a PC may feel sorry for such a creature, they’ll have to kill it, now or later; and it will be a mercy killing.

Like so many things in fantasy (and horror), including vampires, this creature’s relationship to the PCs seems like a symbol for some other, more disturbing human relationship. Fantasy handles these layers well. This is one of the reasons I’m not particularly interested in dealing with real-life disturbing issues in-game. Fantasy seems to me like a genre where these monsters are best transformed before they are fought.

there is no night without day! for serious

Friday, October 28th, 2011

Billboards depicting smart, well-dressed Indians enjoying soft drinks or cigarettes, or wearing the latest fashion creations, sheltered masses of naked homeless who lay wrapped in rags beneath their cheerful slogans. Roving throngs of orphaned children ran after the buses and wagons and rickshaws, chanting for coins or food or castoff objects. The stench of all this–the cooking, rotting, festering, putrefying–hung over the city like a malodorous cloud, reeking in the hot sun. To Spence it smelled like death. “The City of Dreadful Night,” said Adjani. “Look around you, my friend. You will never forget it.”
Dream Thief by Stephen Lawhead

Your wretched D&D slum isn’t complete without a conspicuous-consumption foil to set it off. It might be a foppish noble and his retinue, scented handkerchiefs held to their nose, as they pick their way over the starving beggars; immense gates festooned with bronze cornucopias and grain sheafs; or cheerful torchlight and the sounds of music and laughter from the palace over the river as the poor townspeople die of plague or frostbite.

Also “The City of Dreadful Night” is not a bad name for your horrific D&D city. It’s the title of a pretty depressing poem about London as well as a pretty depressing Kipling story about an Indian city.

fire has a lineage

Friday, October 21st, 2011

The symbolic passing of the old god would be enacted, and every fire would be extinguished except for a single firepot guarded by the queen and her family at the temple. (Stalking Darkness, Lynn Flewelling)

This isn’t really explored in the novel, but if every fire is relit from the Queen’s fire, in some sort of cascading olympic torch relay, everyone ends up with a royal fire: a descendant of the fire lit by the Queen herself.

There might be some magic power in it too. Perhaps fires lit by certain kings and priests – and all their children fires – have magical powers. Fire has a lineage. In that case, an ordinary torch might become a magic treasure.

The Lineage of Fire actually strikes me as a decent idea for an entire campaign. There are many families of fire in the world, passed from generation to generation through candles and torches. The different fires may have different powers (the blue necrotic fire of the deeps, the golden radiant fire lit aeons ago by the Sun God, etc). The different lineages of fire war for dominance. The PCs may work for a fire instead of a noble house; and PCs’ torches might be among their most valuable weapons.

All of the fires of the world are united against some evils. This world is a circle of firelight, and hungry things prowl, outside, in the Dark, waiting for the flames to fail.

the ghost pirates

Friday, September 30th, 2011

William Hodgson is kind of an amazing early horror writer, and his 1909 “The Ghost Pirates” makes sea travel scary for the same reason that a haunted house or a dungeon is scary: a ship is an isolated environment. It can be even lonelier than a dungeon, because a ship is frequently months away from the nearest port, instead of just outside of town.

In “The Ghost Pirates”, the isolation is heightened because the ship seems to be drifting into a twilight zone where they can’t count on contacting the natural world:

It was thus that I came to see something altogether unthought of–a full-rigged ship, close-hauled on the port tack, a few hundred yards on our starboard quarter. … Away aft, hanging from the gaff-end, was a string of flags. Evidently, she was signalling to us. All this, I saw in a flash, and I just stood and stared, astonished. I was astonished because I had not seen her earlier. In that light breeze, I knew that she must have been in sight for at least a couple of hours. … How had she come there without my seeing her, before? All at once, as I stood, staring, I heard the wheel behind me, spin rapidly. Instinctively, I jumped to get hold of the spokes; for I did not want the steering gear jammed. Then I turned again to have another look at the other ship; but, to my utter bewilderment, there was no sign of her–nothing but the calm ocean, spreading away to the distant horizon.

The ship is drifting into another plane – possibly the shadowfell. In the shadowfell, there are ghosts. And in a book called “The Ghost Pirates”, those ghosts are possibly pirates.

“My idea is, that this ship is open to be boarded by those things,” I explained. “What they are, of course I don’t know. They look like men–in lots of ways. But–well, the Lord knows what’s in the sea.”

And that’s the advantage of the sea as an adventure location: your ship might be skimming above empty sea beds, sea monsters, or a nest of Chthulhus. The Lord knows what’s in the sea.

miles of gor

Monday, September 26th, 2011

You know you’re reading an Edgar Rice Burroughs Mars pastiche when you need to memorize new units for distance and time.

Here are some passages from John Norman’s first Gor book, Tarnsman of Gor:

“What a tarn!” he marveled. “I had a full pasang start, and yet you passed me!” The pasang is a measure of distance on Gor, equivalent approximately to .7 of a mile.

(A tarn is a bird that you fly.)

The shadows of the pasang stones had grown long, and, judging by the angle of these shadows (for the stones are set in such a way as to serve also as sundials) it was past the fourteenth Gorean Ahn, or hour. The Gorean day is divided into twenty Ahn, which are numbered consecutively. The tenth Ahn is noon, the twentieth, midnight. Each Ahn consists of forty Ehn, or minutes, and each Ehn of eighty Ihn, or seconds.

Apparently John Norman gets pretty crazy with the slave girls in later books, but Tarnsman of Gor is a pretty unremarkable ERB Mars clone.

Mars clones are an interesting subgenre: interesting in how boring they are. Most never experiment with the formula in a meaningful way. Here’s what you’ll find in every clone:

  • Modern man goes to another world, where he is stronger because of the reduced gravity
  • Man bests everyone in all warlike pursuits
  • Man learns new systems of measurement, which he is compelled to share with the reader
  • Man wins the love of a princess, who is immediately kidnapped

Slavishly formulaic, but I always find them pleasant reading. Some day I plan to make a chart showing the conversions between times and distances from my various not-Mars books, by Norman, Moorcock, Kuttner, Fox, etc.

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.

identical advisors

Friday, September 9th, 2011

I liked The Warlock In Spite of Himself when I was a kid. Rereading it, I see a few more flaws than I did. The one that bothers me the most is the colloquial, already-dated topical references in a story that’s supposed to be three thousand years after the present day.

Here are some of the jokes that people will still get in 3000 years:

“This was as dark as Carlsbad before the tourists came.”

“Well, I wouldn’t exactly qualify for first chair in the Philharmonic, but…”

“Matter of fact, she was stacked like a Las Vegas poker deck.”

There are good moments, though: for instance, all of the nobles come with their own creepy alien Wormtongue advisors:

Next to each of the great lords sat a slight, wiry, wizened little man, an old man; each had an almost emaciated face, with burning blue eyes, and a few wisps of hair brushed flat over a leathery skull. Councillors? Rod wondered. Strange that they all looked so much alike.

In a D&D campaign, I think I’d have it become apparent that none of the nobles knew that the advisors were there.

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.”

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”.

necromancers: bring your own army

Friday, August 12th, 2011


Knowing that Barjin was in catacombs no doubt laced with burial vaults, the wizard did not have to ask where he intended to find his army. Suddenly Barjin’s choice to assault the library did not seem so foolhardy.
–R. A. Salvatore, Cleric Quintet 1: Canticle

I’m not above reading an R. A. Salvatore novel on occasion. What better source for D&D inspiration than a novel that was inspired by D&D? It’s like opening a jpeg in Photoshop and saving it again. Some loss of quality may occur.

A necromancer is unique among leaders in that he doesn’t need to bring his army with him. He can create one anywhere he can find a graveyard. This can be useful for DMs, allowing a lot of mobility for their evil villains.

It could also add some fun twists for a high-level political campaign. If your PC rules a country, loyal necromancers might join spies and assassins as agents they can send into enemy kingdoms.