Posts Tagged ‘everybook’

clerics and The Curse of Chalion

Friday, December 3rd, 2010

I picked up this book as the fifth book of a “five for 5 dollars” deal at a used bookstore. I had the vague feeling that I’d heard of the author, Lois McMaster Bujold, before, but had no expectations about the book.

I have an uninformed prejudice against modern (80’s and later) fantasy, so The Curse of Chalion was a pleasant surprise. It’s definitely post-Game of Thrones (lots of court intrigue, and — the big tipoff — knights are called “ser”) but it fits in one regular-sized book and it’s not quite as horrific.

At one point, a character gains the ability to see ghosts, and discovers that they’re everywhere. They’re constantly trying to communicate with the living, but only “saints” can see them.

applying this to your game

D&D 4e cosmology has it that that when anyone dies, they spend a few days or weeks “nearby” before they (mostly) journey on to their final resting places. Imagine if these days are weeks are spent as ghosts, able to observe but not affect the living world. The day after a battle, thousands of ghosts are wandering the battlefield. Meanwhile, dozens of ghosts are ineffectively trying to warn people away from a witch’s house.

What if a character gains the ability to see ghosts? Maybe he or she can do so only when close to death – only when bloodied, for instance. In this case, vital information might only become available halfway through a battle. Outside of battle, the character would have to spend healing surges to conduct spirit research.

What if funeral rituals are the only way to give peace to the dead and prevent undead? Adventuring clerics suddenly gain a lot more importance in the game world. They are the only people who can journey to the dangerous places in the world and perform the burial rituals that release trapped spirits. Perhaps the ability to see spirits when bloodied becomes a clerical class feature, as does the ability to release a spirit from its body.

The ghosts seen by a cleric will have different goals. Most will try to lead the cleric to their bodies so that the cleric can perform a funeral ritual. Some, evil ghosts, will try to lure the cleric into danger or ambush.

Imagined this way, clerics are the ultimate healers: they heal your body while you’re alive, and then they heal your soul’s sickness once you’re dead.

every book’s a sourcebook: Traps from The Ginger Star

Friday, November 19th, 2010

The Ginger Star by Leigh Brackett

The Ginger Star by Leigh Brackett

Another good classic D&D trap from The Ginger Star: A windlass at the top of a staircase that drops part of the staircase. You can either go old-school D&D, and have a goblin run out and turn the windlass while the PCs are on the stairs (falling damage, no save, go down a dungeon level, roll on the wandering monster table) or 4th edition it and have the PCs have, say, three turns to fight their way up the stairs to stop the goblin before he can turn the windlass 3 times.

I think I prefer the old-school method. It feels so classic I’m surprised it’s not in the AD&D random dungeon features appendix.

every book’s a sourcebook: Thieves’ World

Friday, November 12th, 2010

Thieves World ed. by Robert Asprin

Thieves' World ed. by Robert Asprin

Reading Thieves’ World for the first time makes me want to run a picaresque city campaign (which I always want to do anyway). Andrew Offutt’s story “Shadowspawn” hits both the heist and the double-dealing aspects you’d want to highlight in such a campaign. It also gets the economy right.

The ultimate prize of the heist is enough coins to fill two saddlebags – silver coins, not gold, which would be too noticeable. The amount of money isn’t given, but the bags are heavy enough to slightly slow the main character, who is specifically described as having bulging calf muscles and biceps. It’s also mentioned that it’s more money than an elite king’s guard will ever earn. I’m guessing it’s at most 100 pounds of silver coins – in 3e+ D&D terms, that’s worth 500 GP. This is enough money to murder or risk your own life for, even if you’re one of the highest-level characters in the city. (Of course, for picaresque characters, copper is enough to murder for.)

A picaresque campaign has to be on the silver standard, at the highest. Anyone throwing gold around is either a mark, or a con man pretending to be a mark. And that might not be real gold anyway. Remember that in literature, whenever anyone gets a gold coin, they bite it. There must be a reason for that. At least a quarter of gold is probably counterfeit.

Brother Cadfael: The Sanctuary Sparrow

Friday, November 5th, 2010

The Sanctuary Sparrow by Ellis Peters

Putting aside the fact that Brother Cadfael, a crusader/monk who smites and heals, is one of the best literary examples of a cleric, medieval details from a historical novel can spur encounter ideas. Here, a monk is singing Matins:

The height of the vault, the solid stone of the pillars and walls, took up the sound of Brother Anselm’s voice, and made of it a disembodied magic, high in the air.

Take this effect and make it into an actual magic effect in a dungeon. In a vaulting chamber, a disembodied male voice is singing in an unknown language. What could be causing this effect?

It could be that the chamber is the crypt of a holy paladin. The voice is that of an angel, sent by a god to mourn at the paladin’s tomb for 1000 years.

Or it could be the ringing of a magical bell that tolls with a human tongue. If the PCs investigate, they will find that the song of the bell can be imbued in their weapons and implements. The weapons will sing in harmony until the song fades in 5 minutes. During this time, all attacks do extra sonic damage.

The fact that it’s a male voice is, I think, important towards keeping the PCs investigating with an open mind. There are so many female “gotcha” monsters in D&D that any woman, or woman’s voice, encountered in the dungeon will make PCs certain that they’re about to be charmed, or petrified, or bodyswapped, or vargouilled, or bansheed, or consumed by spiders, or something.

jewels in The Jewel of Seven Stars

Saturday, October 30th, 2010

The Jewel of Seven Stars by Bram Stoker


The stone, of one piece of which it was wrought, was such as I had never seen before. At the base it was of a full green, the colour of emerald without, of course, its gleam. It was not by any means dull, however, either in colour or substance, and was of infinite hardness and fineness of texture. The surface was almost that of a jewel. The colour grew lighter as it rose, with gradation so fine as to be imperceptible, changing to a fine yellow almost of the colour of “mandarin” china. It was quite unlike anything I had ever seen, and did not resemble any stone or gem that I knew.

Here’s a peculiar treasure: a beautiful stone of rare appearance. It has absolutely no magical qualities. What do the PCs do with it? Well, if they give it to a sculptor, they will be able to commission one small statue of surpassing quality and loveliness – that sculptor’s master work.

What will they do with the stone? Will a PC commission something personally meaningful? Will they give it to a patron NPC to curry favor? Will they commission something stupid? or will they let it sit unclaimed on someone’s character sheet?

I have a feeling that a lot of groups will take such a stone as a challenge to come up with something cool, and that will increase their investment in the game world.

The Jewel of Seven Stars

Friday, October 29th, 2010

The Jewel of Seven Stars by Bram Stoker

Bram Stoker wrote a book about mummies? YES! (He also wrote books about dragons, witches, and radium-powered airplanes.)

The Jewel of Seven Stars is a locked-room mystery, which is a mystery genre which requires a little extra work in D&D. It’s not enough that all the doors and windows be locked from the inside. At the very least, the room must be warded against teleportation, entry via other planes, and insubstantial creatures passing through walls. Alarm should also be used, to ward against invisible assassins. Without any of these countermeasures, the question becomes not “how could this happen?” but “which well-known trick was used?”

Given these minimum requirements, the only interesting locked-room murder victim is a paranoid high-level spellcaster (or someone – possibly royalty – who can hire one).

The Jewel of Seven Stars is much less well known than Dracula, but it is still a magical fantasy, so the same rules apply. The victim is basically a paranoid high-level spellcaster (steeped in the arcane mysteries of Egyptian mummies). He’s set up his own defensive magic, but he’s been stabbed anyway – in a way that cannot be self-inflicted.

Off the top of my head, here are some fantasy locked-room mystery solutions:

  • The victim is the recipient of a voodoo-doll-style curse where they can be hurt remotely.
  • One of the trinkets in the room is a hostile Figurine of Wondrous Power.
  • Stabbed or bludgeoned by an animate piece of furniture.
  • The murderer was admitted by the unsuspecting victim. After the crime, the murderer re-locked the door and re-set the wards, shrunk to the size of a flea, and is STILL IN THE ROOM oh my god Sarah is in there now
  • The murderer is a snowman, who melted. (ALWAYS be suspicious of an unexplained puddle of water. ICE IS ALWAYS INVOLVED)

Circumnavigate the D&D globe!

Friday, October 22nd, 2010

In a comparison of the east and west coasts of Africa, the book mentioned that prevailing winds are southern on the west African coast. Until improved ship designs in the 15th century, ships could sail down the coast of Africa, but they could not sail back!

African Civilizations by Graham Connah

African Civilizations by Graham Connah

It must have sucked figuring that out. If you went south too far in a medieval ship, you’d probably never get home. You might try to land and walk back home, but good luck crossing the Sahara Desert.

D&D ships are probably of medieval design, and it is quite possible that, as in the real world, there may be one-way journeys for D&D ships. Here’s a natural way to impose the same kind of walls and one-way doors on the campaign map that exist in the dungeon.

Imagine the easternmost continent of a campaign world has a prevailing easterly wind along its deadly southern coast. Once you go too far, it’s impossible to sail back to the known world. Let’s say that there’s a tempting ruin right on the edge of the point of no return. Getting there requires a ship-based skill challenge. Success means that the PCs get to the ruin. Failure means that the PCs’ ship is caught in the current/prevailing wind and has no way of getting home except by circumnavigating the globe, which will take a year or more. Here is a skill challenge with major consequences for failure! Failing the challenge would change the nature of the campaign, potentially for many game sessions, into a ship-based Odyssey campaign. Failure in this case might be much more interesting than success.
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City altars

Friday, October 15th, 2010

Another interesting things from the cities of the West African forest: archaeological evidence from one city shows that there were altars built right at the side of their paved roads. That made me think of this:

Lovecraft's fountain

Lovecraft's fountain

This is a fountain in Providence, RI, H. P. Lovecraft’s home town and where I lived as a teenager. Local legend has it that if you drink from this fountain, you will return to Providence – and that Lovecraft drank of it before he went to New York, which is why he is buried in Providence.
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sometimes you gotta sacrifice a human

Friday, October 8th, 2010

What struck me about the cities of the West African forest is the archaeological evidence of their religious sacrifices. First, there were sacrifices of wild, not domesticated, animals (animal type unspecified). I’m more familiar with European sacrificial traditions where domesticated animals like oxen are sacrificed.

African Civilizations by Graham Connah

African Civilizations by Graham Connah

What kind of wild animals might be sacrificed in a D&D forest culture? Deer? What would it mean about a religion if they were to sacrifice a stag? Somehow it makes me think of a religion that reveres the stag, but sacrifices it as part of a spring/fertility ritual. That might tie in with Robert Graves-type sacrificial-king human sacrifice.

Human Sacrifice

Human sacrifice was practiced in some West African forest civilizations:
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where do cities go?

Friday, October 1st, 2010

African Civilizations by Graham Connah

African Civilizations by Graham Connah


it is interesting to note that many of the savanna urban centres appear to have grown up at environmental interfaces, between transportation systems. Thus at Timbuktu goods were transferred from camel to canoe and at Kano from camel to donkey. (page 141)

When you’re drawing your map of the world, put cities at the border between two terrain types. That’s where traders change from one type of transportation to another. For instance, horses come in the north gate of the city, and camels go out the south gate.

It’s well known that cities grow up along coasts and rivers. That’s where ship- and raft-based travel meets road travel. But that’s just the most obvious example of this general rule.