Posts Tagged ‘everybook’

you don’t need a memento mori on your way to the gallows

Friday, July 29th, 2011


A rickety cart, drawn by a miserable old skeleton of a horse, and surrounded by mounted guards, was slowly advancing through the dense throng towards the scaffold.

This passage from Theophile Gautier’s Captain Fracasse is the leadup towards the usual escape-from-the-gallows scene that appears in a lot of adventure novels. It’s a pretty unremarkable passage, except if you take one of the adjectives literally: What if it really is a SKELETAL HORSE? That is a bizarrely scary way to be carted to the gallows.

And that’s enough D&D inspiration from classy 19th-century novels. Next week: R. A. Salvatore!!

magic sword +1, +3 vs. hijinks

Friday, July 22nd, 2011


“Our stage swords have neither edge nor point, for they are only intended for show; the wounds they make disappear suddenly when the curtain falls, without the aid of the surgeon with his instruments and lint.”

That’s a description of the stage swords used by an 18th century acting troupe in Theophile Gautier’s Captain Fracasse. But D&Dize it up and you have a pretty cool magic weapon.

Imagine a magic sword called, say, the Stage Sword. An hour after you are wounded by the Stage Sword, you recover all HP you lost from the sword. If you were killed by the sword, you actually come back to life.

PCs given such a sword could get up to all sorts of tricks. Many a devious plan can be made out of being able to convincingly play dead, although as we know from Romeo and Juliet, such schemes generally go horribly wrong. So, no different from the usual PC plan.

I actually used this sword in a theater-based adventure starring ratlings. The local theater company used such a sword in their spectacular, crowd-pleasing tragedies, ACTUALLY BEHEADING ACTORS ONSTAGE in a way that could be repeated night after night.

A devious nobleman replaced the stage sword with a real sword. Half the PCs figured this out and the other half didn’t, leading to Hijinx, in which PCs tried to disable each other, impersonated actors, and shouted “FIRE!” in a crowded theater.

Also, several PCs were backstage, stealing the actors’ shirts. That wasn’t related to the trick sword. It’s just the sort of thing that happens when ratlings are involved.

Here’s another cool magic weapon from Captain Fracasse:

It was of Spanish make, and bore upon its sharp, pointed blade, a sinister inscription in that language, to this effect – “When this viper bites you, make sure That you must die – for there is no cure.” No one could imagine how it had come there…

If you wanted to personalize a magical dagger, you could do worse than have this “sinister inscription” on the blade. You’d probably want to give the dagger a power to match: it does extra poison damage, or it imparts a disease effect on a successful hit.

In 4e, I’d make the dagger a rare item, with a handful of special abilities, because such a cool blade deserves to take center stage.

wait, there are scarecrows that don’t come to life?

Friday, July 15th, 2011


“Alas!” answered Agostino mournfully, “no other career is open to me, and I am more to be pitied than you suppose. I am the only one left of a band formerly as complete as yours; the executioner has deprived me of my brave comrades one by one, and now I am obliged to carry on my operations entirely alone – dressing up my scarecrows, as your friend calls them, and assuming different voices to make believe that I am supported by a numerous company. Ah! mine is a sad fate; and then my road is such a poor one – so few travellers come this way.”

–Captain Fracasse, Theophile Gautier

This is a great little tragicomic encounter. PCs are ambushed on a dark road. They are surrounded by shadowy figures, demanding the PCs’ money or their lives. (Several of the bandits talk; the DM should use a variety of funny voices.)

When the PCs inevitably attack, they will be cutting down inanimate scarecrows which are armed with wooden swords.

The only real bandits are Agostino and his ward, a half-wild and thuggish little girl. (In Captain Fracasse, Agostino says he wants money to “buy a decent cloak for poor Chiquita besides; she needs it badly enough, poor thing!”)

If the PCs take pity on the bandits and give them money, Chiquita will be grateful, in her primal way.

She fixed her sparkling eyes on Isabelle, and said in a low, earnest voice, “Oh! you are very, very good, and I will never, never kill you.” Then she ran swiftly back to the pine grove.

If the PCs befriend the bandits, they’ll be getting a valuable ally. The next time the PCs are in real trouble (captured, for instance), an eerie and bloodthirsty little girl may come to their rescue.

1863 precursor to the Red Box

Friday, July 8th, 2011


The roof, of dark red tiles, was disfigured by many large, leprous-looking, yellow patches, while in some places the decayed rafters had given way…

The apartments on the ground floor contained nothing but a few bundles of straw, a heap of corn-cobs, and some antiquated gardening implements.

Captain Fracasse, an episodic 1863 adventure novel, has given me more inspiration for D&D adventures than any book since African Civilizations. And it started on page 1, with a description of a ruined chateau.

I’m reminded of the sample dungeon in my 1983 Red Box DM’s book, which had comparable readaloud text:

As you approach, you see that the walls are jagged and full of small holes, and a few large stone blocks have tumbled to the earth, lying around the ruins. A gateway in the center of the front wall stands empty, and the massive outer doors now lay rotting nearby…

The room is 30’x30′, with doorways in the north and east walls; the doors are missing. The room is filled with boxes and crates of many shapes and sizes, and looks like a storage area.

Furthermore, I’m certain that the “leprous-looking yellow patches” in Captain Fracasse are patches of Yellow Mold, which also featured in the Red Box dungeon.

My guess is that Fracasse‘s bundle of straw hides a valuable bracelet, and the corncobs mark the lair of some monster (perhaps a cabal of hideous pig-men?) The gardening implements are just gardening implements.

That’s page 1 out of the way! Later on in the book, there will be fencing, fighting, giants*, true love… you name it. I’ll post more later.

*In Captain Fracasse, unlike in The Princess Bride, the giants are just guys on stilts.

the dungeon where everyone hears everything

Friday, July 1st, 2011

The Land of the Thomas Covenant books is filled with little magical conveniences. One is a council room with great acoustics, so that everyone can hear everyone else and no one has to shout.

This would actually be a good gimmick for a dungeon. The party could split up, if they needed to, and the players could still talk to each other around the table. This would remove an annoying restriction that usually plagues groups where some party members are away (or dead).

For every convenience, there’s a complication. The dungeon would contain a rival adventuring group. They’d be able to hear every word from the PCs’ mouths. Conversely, the PCs would be able to hear every word, grunt, and shout from the rival party.

The DM would have to prepare a few set-pieces to narrate: the rival party encountering a puzzle, a battle, a crossroads, or just talking trash to the PCs. Some of the rivals’ words would, of course, be calculated to deceive.

or they could be robots

Friday, June 24th, 2011

In Book 1 of the Thomas Covenant series, there’s a unit of 500 elite soldiers who are sworn to immortal service to a kingdom. The soldiers don’t age: they can only die in battle, or if they break their oath.

Such a unit are just as interesting as their oath of service. They’re totally trustworthy – to follow the letter of the oath.

If they’re sworn to serve and protect the king of a country, they can’t, of course, assassinate the king – but if the king’s younger brother performs the assassination, they will immediately transfer their loyalty to the murderer. If a userper takes the throne and performs the necessary rituals of kingship, who will they follow?

If their oath is to the king’s family, not to the Crown, they will keep on fighting after the king is deposed. After all but a handful are slaughtered, a few might decide that they can best serve the rightful king by spiriting him away and going in exile with him.

Imagine a young woman who doesn’t know her parentage. She’s served by two middle-aged servants who both exhibit motherly concern for her, and who have taught her considerable skill with weapons. At a certain age she’ll start to wonder why her servants have never appeared to age, and why she’s never had to pay them.

monsters in the palace of eternity

Friday, June 17th, 2011

Bob Shaw’s “The Palace of Eternity” is a 1960’s sci-fi book featuring a pretty repellent alien race. They’re humanoid, except for

…the wide-set eyes, the two breathing mouths fluttering in the shoulders, and the vertically-slitted eating mouth on the central abdomen. […] The vital organs were externally positioned around the central spine, black and pale rubbery sacs which heaved and glistened wetly… and the aliens stank. […] A valve in the central alien’s lower gut popped loudly, spattering the other two with gray-and-white excrement.

Not a bad start for a horrifying Far Realms humanoid.

To start with, misplaced mouths are scary. This alien has three extra mouths, including a big “eating mouth” in his stomach.

There’s a lot going on here, so I’d make this creature a solo or elite monster. I’d make a fight against this monster a fight to stay away from the stomach-mouth. I’d give him long, multijointed arms, and have his main attack be to curl his arms, lover-like, around an opponent (a Grab), followed by an attack on the next turn which presses the victim tenderly against his chest, so that the eating mouth can start chewing.

The external organs are also fairly icky and should be spotlighted. I’d make them be separate targets which can be attacked by the PCs. A hit causes an explosion of vile fluids (a burst attack on everyone nearby) and ongoing damage to the monster as it leaks ichor.

The excrement is maybe too much, depending on how much you want to gross out your players. I’d change it to some vile-smelling acid, but keep some of the description the same (“A valve in the creature’s gut pops loudly, spattering acid on… [rolls dice]”

All in all, not a creature the PCs will want to fight a second time, especially the fighter who was half-chewed up by the monster’s torso teeth.

An Amiable Charlatan

Friday, June 3rd, 2011

An Amiable Charlatan by E. Phillips Oppenheim

An Amiable Charlatan by E. Phillips Oppenheim

E. Phillips Oppenheim is an adventure author popular in the 30s whose novels are about sophisticated British gentlemen doing dashing things. Location is important, specifically restaurant location. Most of his books read like a cross between a spy novel and a Zagat’s guide.

An Amiable Charlatan is no exception; much of the action takes place in the Milan Grill Room in London. That’s not particularly noteworthy in an Oppenheim book. What’s noteworthy, to me, is that this book is an elaborate answer to a question I asked a while ago: what use can be made of the 4e rogue power which allows one to stow an item on an unsuspecting target?

The titular Amiable Charlatan, a pickpocket and swindler, must stow, like, 40 items on unsuspecting targets during the course of this book.

The Charlatan makes the protagonist’s acquaintance by running into the Milan Grill Room and joining the protagonist for dinner. A moment later, cops run in and search the Charlatan for stolen jewelry: but it is too late, the Charlatan has already, unbeknownst to the protagonist, stowed the jewelry on the protagonist, who is far too respectable to be searched.

Variations on this trick occur throughout the book. After a day of getting in scrapes with his amiable friend, the protagonist is constantly amazed to discover stolen pearl necklaces tucked in his pocket.

The Charlatan also frames an unpleasant wedding guest by stowing wedding gifts in the guest’s pocket, and then accusing him of theft. When the guest is searched, the planted item is discovered – along with several other wedding gifts! Coincidentally, the guest really was stealing stuff! Irony? I’m not sure!

In order to destroy evidence, the Charlatan also palms a counterfeit bill and stows a good one in its place.

There’s also an incident where bullets are stowed in an unloaded gun, causing a heist to turn deadly. I think this also comes under the purview of the rogue power.

Well, there’s that request fulfilled: I asked to hear about an irritating rogue career built around the Nimble Fingers power. I meant in a D&D game, but a novel will do as well.

coral is beautiful… but evil

Friday, May 27th, 2011

Needle by Hal Clement

Needle by Hal Clement

For a sci fi book about sentient viruses who possess humans in order to solve mysteries, Hal Clement’s “Needle” has a lot of specific details about the ecology of Tahiti.*

The protagonists – the human protagonists – are very aware of the dangers of the island. One of the worst is… coral??

Apparently there’s some sharp coral out there, and if you really gash yourself open, you can be in trouble. There’s also something called “stinging coral”. Huh. I always thought that coral was just something pretty to look at while you drowned because your snorkel was clogged with seaweed.

Let’s D&Dize coral!

DAGGER CORAL: Anyone who moves into or starts their turn in dagger coral will be subject to many stab attacks, as the millions of heat-loving organisms all decide that they want to start a new life inside the PC. However, dagger coral has a defeatist attitude and gives up easily. Each successful attack by dagger coral will be followed by another attack, on the same turn, until the dagger coral misses. Once the dagger coral has missed a character, it will never attack the same character again.

STINGING CORAL: Creatures who start a turn near stinging coral are subject to an attack that does ongoing poison damage. Furthermore, stinging coral is vicious. Every turn, the coral may add 5 squares to its area, as a Wall. It tries to extend itself to be adjacent to as many creatures as possible. Every hit on stinging coral destroys a square of the coral.

BRAIN CORAL: Because brain coral looks like brains, it is obviously psychic, vastly intelligent, and evil. It can telepathically communicate with any adjacent creature. Since a single brain coral can extend for miles, brain coral can provide a lot of information about the local area. Brain coral tries to exert dominance over other creatures, although it prefers threats of violence to actual violence. If angered, it can destroy its own tissue in a massive psychic attack; unaugmented it attacks Will, and does 1d6 damage and Dominates the subject (save ends). For every square of brain coral permanently sacrificed, the attack does 5 extra psychic damage.

* Are you sold on this book yet? How can you not be sold? That is a premise, friends.

rogue male

Friday, May 20th, 2011

Rogue Male by Geoffrey Household

Rogue Male by Geoffrey Household

Rogue Male is a spy chase story about an expert hunter and tracker on the run in Europe. Written in the late 30s, it might also be the first published story in the “What if you could kill Hitler?” genre.

A D&D adventure about sneaking around in the woods might easily devolve into a series of Nature checks. What Rogue Male brings to the table, and what you should bring into your skill challenges, is specificity.

Wilderness is not an undifferentiated mass of forest. There are swamps where a character might have difficulty resting, no matter what his Nature bonus. There are expanses of barren ground that you just can’t sneak across in bright daylight. A lot of skill challenge successes should actually require the PC to come up with a decent plan. Challenge PCs with specific situations, and require a plan of action, specific to the situation, before a skill roll is made. A PC who builds a raft to rest in the swamp, or hides in a wagon crossing the plain, gets to make a skill check.

If I were running a spy adventure as an extended Nature skill challenge, I’d also introduce some randomness. If I need to repeatedly come up with terrain off the top of my head, it’s likely to become stereotyped and nonspecific. I’d be better to make random charts for terrain and habitation: maybe we’ll roll up peculiar stuff, like a cabbage farm in the middle of the desert, but that will help us tell a story.