Tuesday, October 29, 2013

Failed Weather Mods and a First Look at the Midnight Fights Scenario

Last time I was considering adding bonuses or penalties to stat checks according to the severity of weather. The idea was to try out stat check mods on the party's barbarian. He had decided to climb the leg of a giant monster and attack it from underneath. Unfortunately, the encounter came to completion before the weather tables produced the freak storm I was counting on.

I did get some time to ruminate on using the mods. At a later date, I'll incorporate them and post the results.

Here's an update from tonight's PBEM session:

The sky clears and the moon illuminates the plains. The party; including Elvin, Jericho, and the Monk; decides to travel around the northern end of the fest grounds. Soon, they hear the voices of others traveling on the trail to the old barrows. With Kromang in the lead, the party folds into the long line of revelers heading for the subterranean arena. 

Along with the rest of the crowd, the PCs are drawn through a pair of expertly-crafted, faux tomb doors and down a wide set of stone, torch-lit stairs. The crowd passes through a four-way intersection before finally setting foot in the arena. 

From this perspective, looking down past the wooden stands and onto the oval-shaped arena floor, the party can make out some interesting items.

1. A bloody fight is already underway. A lightening quick rapier-wielder is carving unwanted tattoos on a shirtless gladiator. Blood flows freely down the gladiator's sinewy chest.  

2. A woman garbed in all white is seated high in the risers to the South (to the right of the PCs). Oscar, Elvin, and  Jericho recognize her as Laddal. She's seated with a half-dozen guards. Occasionally, runners make their way up the stands to trade small items with her. She's not aware of the party.

3. Down on the arena floor, just outside the dirt area where the gladiators engage, fight managers preen over their prize fighters. You notice two managers screaming at the current fight. The first, a tall half-elf, seems out of place in his exquisite finery. The second, an aging dwarf, regularly slams his peg-leg on the decking for great effect. 

4. The entire area is riddled with entrances/exits. Hallways at various depths circle outside the main arena room and spill out onto the risers. 

5. Tooth, seated on the north side of the stands, gives Kromang a huge wave and a warm smile.  

C. Aaron Aldridge 2013

Monday, October 28, 2013

Concerning Weather and Acrobatics

Currently, in our 2nd Edition campaign, the Barbarian class PC has decided to climb a two-story monster's leg. The plan, I assume, is to cripple and down the Plainspider from underneath. I'll make a monster manual entry for Plainspiders at a later date. We'll see how the barbarian fares over the next few rounds.

That leads to my exercise. At what speed do wind velocities affect or even negate attempts to leap from one point to another? At what density of rain/hail falling is a character likely to lose a precarious grip? At what elevation does a character receive a penalty for attempting a mundane activity?

Certainly these tables have been created before. If possible I'd like to simplify each instance to a penalty or bonus to a stat check. The barbarian/Plainspider scenario will be a great place to test the playability of wind/weather effect penalties. I'll post the outcome.

C. Aaron Aldridge 2013

Saturday, October 26, 2013

Insanity at the Spring Rendezvous

It's been awhile since I posted. The group has since completed the forest temple quest and moved on to some intrigue at an annual fair. Here's a recent update to the campaign. I'll try to be more active here in the future.



Oscar is the first to hear the low, rhythmic clanging of what he recognizes as gongs. Then he sees the people. Guards, revelers, shopkeeps, waitstaff, entertainers all running north (toward the rest of the group) at full speed. "The alarm! Plainspiders!" one guard yells. The entire mob is panicking. "Head north! Stay away from water sources!" another guard yells over the heightening crowd noise. 

Seconds later, the crowd surges over the rest of the group. Billy pulls you deeper into his booth. "Works of Antarkus!" he curses. "That fire and the unbearable heat must have set them on the move. We'll have to make our way out of the grounds. Stay away from open water or you'll get yourself trampled by the buggers." Billy moves NW through the crowd toward the gates.

At first Oscar thinks he sees trees leaping over the walls of the festival grounds. Then he thinks to look up. The trees, he realizes, are red, chitinous legs. Atop the uppermost leg segments Oscar sees a huge brown ball of fur. A sickening green proboscis unfurls from the front of the beast's body. That's when Oscar finally takes in the immensity of the creature. Standing over 2 stories high, it resembles a giant spider but with crab legs and a furry brown body. Oscar chills when he notices the beast has no discernible eyes or mouth. The proboscis probes the ground about 50 ft SW of Oscar. The Plainspider is travelling East. 

The rest of the group see the creature just after Oscar. There must be more than one. You can hear further crashing to the SW. 

C. Aaron Aldridge 2013

Tuesday, July 2, 2013

Since then....

It's been about two weeks since I finished up the Creation Story. You may have noticed I haven't posted since then. Here's what's been happening:

-The PCs in our PBEM campaign are nearing the Orc Camp in Yreach forest. We've had excellent participation by the core group, so far. I'm very happy with the results.
-I'm continuing to seek out and acquire miniatures, hand-mapping tools, and other items that will assist in a future table-top game.
-The internets just gave me GIMP!!! So far, I've filled a BG with a repeating tile. It looks daunting, but I'll persevere.

Here's an excerpt from the current campaign. Bic Lighter, the party's intrepid ranger, is scouting ahead before the party camps for the evening.


Bic makes his way NE on the stream bed. Soon the stream becomes jammed with detritus. Everything from busted arrows to feces float around in stagnant pools where the stream has been diverted to the side by the sheer mass of junk. The area smells terrible. Bic suspects it may be a hot stop for predators looking for a midnight snack. Wisely, he moves on.

Unable to move further upstream at this point, Bic finds a small, fresh trail that leads up an embankment on the north side of the stream. The climb becomes difficult at points, especially since the moon is just beginning to rise. 

At the summit of the steep embankment, the trees give way to a remarkable vista. 

First, bic notices the proximity of the Quankim mountains. The moon back-lights the highest peaks and Bic realizes the party has come far to the North of Liam's hut. In the highest foothills, nestled in a perfect little corner, the lights of the Orc Camp glow. From this distance, in the low light, Bic can't make out much but that the place definitely exists and it's a quarter to a half mile away. The moonlight reflects in the stream where it pours out of the SW corner of the huge wooden walls surrounding the camp.

Far to the SE, in the southernmost finger of the Quankims, another glowing light twinkles.

The wind is stronger here. It blows quite cold down out of the mountains. Bic can smell pine and fir and the sharp smoke of pitch burning. The loud arhythmic boom from earlier echoes strongly through the mountains. 

Bic returns to the camp unharmed and the night unfolds without any events of note. 

The sun brings warmth and the songs of birds living in and around the streambed. 



C. Aaron Aldridge 2013


















-Aaron

Monday, June 10, 2013

New Campaign, David A. Trampier, Vin Diesel

Yesterday, the new campaign began. The players that were able to attend had their PCs meet in Briar's Tavern. We role-played the necessary events in the tavern to get the PCs to move over to a publishing house and take on jobs as monster hunters. The players and I had previously decided this would be a neat way to get them tasking together.

Since we're doing this PBEM with the occasionally hangout event, I've decided to add visual prompts to the text descriptions I'll be giving. It seems to be working for now. I'll keep the readers updated on this. It feels experimental to me.

Hopefully we'll have a couple more players joining today. It's been my experience that PBEM slows down during the week. That'll be perfect for the other players to get caught up.


Here's a couple gamey  links:

Check out this cool Trampier article.

A neat interview where Vin Diesel talks about gaming.


Sunday, June 9, 2013

Chronology of Creation According to the Adherents of Ukko.


 0 Revolutions After Ignition (RAIs)


Aeternus and Despiria, the two Grand Heavens, and a handful of minor heavens exist in isolation. They are and will be. The Gods sleep.

Ukko, Supreme God of the Sky and Heavens, Light of the Known Realms, sleeps on Aeternus. Around him all is not. Ukko stirs. The weight of his leap to consciousness shatters the isolation of each of the heavens. They become entwined. Ukko stands. He is without alignment.

 Ukko reaches deep into his own throat and retrieves his heart from his chest. He halves the heart and returns the first half. Ukko does not smile. He does not weep. He simply is. Around the second half of his heart He begins to build the grand genesis machine of the heavens; for no reason but he must. Ukko becomes neutral good.

Antarkus wakes on Despiria. He is without alignment. Antarkus stands upright and gazes across the vast nothing to Aeternus. With despair, he  looks upon the skeleton of the genesis machine. The heart of the genesis machine beats strongly but no vessels exist to bring blood to its cold extremities. He is possessed by jealousy and rage. Antarkus has no heart even for himself.

Antarkus labors to destroy the genesis machine of the heavens  He fails to completely destroy it, but successfully acquires its heart. He becomes neutral Evil.

Ukko travels to Despiria to retrieve the heart of the genesis machine. Antarkus refuses and the two meet in battle. Ukko is wounded by Antarkus. Ukko is bound and branded with the Pain of Antarkus. Blood is spilled and the two gods become entwined. Antarkus becomes Chaotic Evil. Ukko becomes Lawful Good. For no reason but that each must be the anti-thesis of the other.

Ukko breaks free and ultimately overcomes Antarkus. Antarkus perishes. Antarkus is laid to rest on Despiria. Ukko weeps and walks Despiria for the Long Penitence. Ultimately, Ukko heals, but the Pain of Antarkus is permanently branded on him. See Parable A: Self-Flagellation and the Long Penitence.

Ukko completes and ignites the genesis machine of the heavens and rechristens it the Infinitum, Creator of Light and Matter -- Engine and Meter of Time. Ukko seats himself and watches as creation reaches out before him and all become.

1 RAIs

The light of Ukko begins its long tour through the heavens.

200  RAIs

The Light of Ukko reaches Despiria and Antarkus is resurrected. Seeing he cannot destroy the Infinitum, he vows to destroy everything else touched by the light of Ukko.

400 RAIs

The light of Ukko reaches the Minor Heavens. Each of the minor gods awakens and looks back to Infinitum. The heart of Infinitum beats loud and true. Creation expands and all continues to become.

1000 RAIs

The light of Ukko pools in places. The pools coalesce and The Stars are born with Ukko's favor.

1001 RAIs

The stars begin their long tour around Infinitum. Occasionally they turn to Ukko for guidance.

1523 RAIs 

The light of creation reaches the vicinity of the known worlds. Ukko dreams of a multitude to wander the vastness of creation. He binds the light of creation to his will and the known worlds become. On this world, home of your sect, Ukkan, Ukko again reaches deep into his throat and retrieves his Heart. He halves the Heart and returns the first half. The second half he gives to the trees, the seas, and the mountains. Ukko begins to walk this world.

1524 RAIs

Ukko ends the Long Survey and christens the world Ukko's Gate. Ukko returns to Aeternus.

1525 RAIs

The trees, the seas, and the mountains give birth to the good races of Ukko's Gate. The good races are bound to wander the vastness of creation. For no other reason than they must.


- Copied from the remaining transcripts of Friar Melwane's, now legendary, 5376 RAIs communication with the Aerial Maidservant of Ukko.

C. Aaron Aldridge 2013


20 FAQS about our current PBEM campaign.

What is the deal with my cleric's religion?

See post on pantheon and the as yet unfinished creation myth.

Where can we go to buy standard equipment?

Closest is Monty's Best Gear in the town of Invid.

Where can we go to get platemail custom fitted for this monster I just befriended?

You'll have to go into Nyminty City for that. Ask for Nylund at the Blacksmith's guild

Who is the mightiest wizard in the land? 

That would be Elanion. He lives in a tower to the east.

Who is the greatest warrior in the land?

That's king Jerrik. He lives in the palace in Nyminty city

Who is the richest person in the land?

That's probably Yilk Uniom. He maintains a private garrison in Uniom Keep to the South.

Where can we go to get some magical healing?

Talk to Dreth, Elanion's right hand man.

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

The temple of Ukko, atop the highest of the Garwar peaks

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

Sure, talk to Dreth.

Where can I find an alchemist, sage or other expert NPC?

The appropriate guild hall in Nyminty City.

Where can I hire mercenaries?

Uniom Keep.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Public places in the city and Jerrik's Palace.

Which way to the nearest tavern?

You've been to Briar's. There are a few more in the area.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

An excellent question. You'll have to talk to NPCs for that information.

Are there any wars brewing I could go fight?

Not in Mirranor. 

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Not in Mirranor.

Are there any secret societies with sinister agendas I could join and/or fight?

Another excellent question. NPCs are a great source of information.

What is there to eat around here?

Briar's serves a damn fine sauer potato salad!

Any legendary lost treasures I could be looking for?

Yes. Start by talking to NPCs.

Where is the nearest dragon or other monster with Type H treasure?

The meanest baddies are said to dwell in The Black Hole, far to the East. There are, however, a multitude of places to enter the Deep Dark around Mirranor.

The Delver's Field Guide II: Darwallian

Darwallian (High Kobold)

CLIMATE/TERRAIN: Deep subterranean
FREQUENCY: Uncommon at depth, Very rare else
ORGANIZATION: Tribe
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: High (13-14)
TREASURE: I, O+P
ALIGNMENT: Lawful Neutral
NO. APPEARING: 3d4, 3d% in lair
ARMOR CLASS: By armor type (10)
MOVEMENT: 15
HIT DICE: 1+1
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (6')
MORALE: Average (8-10)
XP VALUE: 45


Darwallians are very similar to their ubiquitous cousins, Kobolds, except for a few minor, but striking, differences.

Appearance: Darwallians are very lithe and twice the height of the common Kobold. They prefer to wear loose, comfortable clothing that can double as bedding if necessary.  To increase their speed when fleeing from predators, Darwallians have regained the ability to travel rapidly on all fours, and will do so if the need arises. Darwallians are blind to all wavelengths of light except infrared.

Combat: Darwallians are a peaceful, agrarian race. They will avoid combat unless their small nest-like homes are endangered. Still yet, Darwallians are skilled weapon-smiths and armorers. A typical traveling group will be unarmed except for dirks. In their den, however, all mature male Darwallians will have a stockpile of arms, typically shortswords and hide or scale armor. Most often, if confronted outside of their lair, Darwallians will flee through a series of warren-like tunnels designed to confuse predators.

Society: Darwallian life is focused around agriculture, horticulture, and art. When this isn't enough, groups of mature males will range 1d4 miles from the den, hunting small subterranean game. A Darwallian den is typically very clean and arranged geometrically in a rounded, spoke-like fashion. Nurseries and other more vulnerable nests will be located near the hub of the den; while more powerful nests, such as families with multiple mature males, will be arranged on the outermost edges of the den. Political power is derived from the potency of one's art as judged by a group of 6-12 elderly females called the Council of Mothers. As such, males are dissuaded from pursuing art. Their attention is guided toward the overall health of the den. Population apportionment: 30% mature female, 30% mature male, 30% immature male and female, 7% elderly female, 3% elderly male. Maximum life expectancy for female Darwallians is 110 years -- 95 for males.

Darwallians speak a complicated language. Syntax is reversed from common and the words are bastardizations of Goblin, Orc, and Duergar. Darwallians are, by their nature, very social creatures. If approached cautiously with gifts, Darwallians are happy to communicate and trade with any creature of a lawful alignment. Most Darwallians are calm and rational, with one exception -- They despise Kobolds and do not consider themselves related to Kobolds. In minor den disputes it's common to hear Darwallians trade racial slurs such as brother or lover of the Kobolds.

Special note on Darwallian art: The very best of the Darwallian arts, according to the Council of Mothers, is a balanced approach to three devotions: Heat, Scent, and Sound. A common Darwallian performance art piece will include painting walls with hot, aromatic liquids and crooning. This practice may have evolved from an elaborate camouflaging behavior useful in the black depths.

C. Aaron Aldridge 2013
















Saturday, June 8, 2013

A Campaign Pantheon

In my RPG group we have a very energetic and thoughtful player that has decided to play his first Cleric class PC. The player is new to tabletop RPGs, but he's picking it up like a skanker at a Madness concert. I've decided to create a personalized pantheon for our campaign setting to help him choose a Deity. Also, I'm hoping this will add a helpful dose of verisimilitude. If an NPC curses a god, the players will now have an actual chart to reference in order of alignment from Lawful Good to Chaotic Evil. Next, I'll use these characters to draw up a creation myth.





PANTHEON

Ukko: AL:LG. Supreme god of the Sky and the Air. Responsible for all weather and protects all avian life. His symbol is the Falcon.

Yptus: AL:LN. Brother of Ukko. God of the forests and peaceful places. Responsible for all terrestrial life. His symbol is the Oak.

Ondina: AL:LE. Sister of Ukko. Goddess of the Deepest Waters. Responsible for the seas and all aquatic life. Her symbol is the Whale

Erasimo: AL: NG. God of Society and Government. Responsible for children and the structured growth of peaceful societies. His symbol is the Coin.

Braith: AL: N. Sister of Erasimo. Goddess of Druids and Bards. Responsible for balance in all things. Her symbol is the Open Hand.

Intillian: AL:NE. Sister of Erasimo. Goddess of Darkness and the Deepest Caves. Responsible for subterranean ecosystems. Her symbol is the Blackened Circle.

Nax: AL:CG. Imp-god of Pranks and Wine. Responsible for the unpredictable and associated with miracles. His symbol is the Torch.

Avan: AL:CN. Horned god of Streams, Brooks and Pure Chaos. Responsible for the insane and all shallow waters. His symbol is the Asterisk.

Antarkus: AL:CE. Father of Nax and Avan. Black dragon-god of Greed, Gluttony, Fire, and Death. Responsible for the all things foul, vile, and under-handed. Commonly associated with Monsters and Demons . His symbol is the Tusk.


Soon, I'll have the creation myth completed.

C. Aaron Aldridge 2013

Friday, June 7, 2013

The Delver's Field Guide I: Allen's Greater Wandering Rope

For years now The Delver's Field Guide By Ark Allen has been the go-to manual for adventurers with a flair for studying the ecology of creatures lurking in the deep places. Unfortunately, the Guide was published as an unfinished work due to Allen's untimely demise in the Lair of the Last Zelf.

Missing for decades, the final dozen or so of Allen's planned entries have been unearthed by John James and his Parlor Hounds, a group of delvers and fans of the Guide. J.J. & Co. followed Allen's path down the Miner's Trail into Silance, a poorly-mapped silver mine excavated during the Great Expansion of 3457. After a handful of bizarre events which are chronicled elsewhere, the Co. finally located the Lair of the Last Zelf. Finding the Zelf absent, the party began to comb the area. Ultimately, J.J. and his group returned the precious documents to Allen's original publisher.

We are printing them here with the publisher's consent.



Allen's Greater Wandering Rope

CLIMATE/TERRAIN: Subterranean
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Semi- (2-4)
TREASURE: Nil
ALIGNMENT: Neutral (Evil)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: 9
HIT DICE: 4+3
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-4/2-8
SPECIAL ATTACKS: Constriction, See Below
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: Nil
SIZE: L (40'-50' Long, 1"-3" Wide)
MORALE: Steady (11)
XP VALUE: 1000xp base + DMs Discretion

Ropes are snake-like creatures that typically roam areas shrouded in perpetual night, such as caves, underground ruins, and mines.
     Unlike reptiles, Ropes are warm-blooded and require no heat source to maintain their body temperature. Ropes can, however, adjust their body temperature at will. Like reptiles, Ropes only need to feed when it's necessary. They have been known to hibernate for several years before returning to their active feeding cycle.
      A Rope's diet typically includes small to man-sized mammals, reptiles, insects, and amphibians. Ropes themselves often fall prey to the largest reptiles in the subterranean realms.
 
Combat: Over the eons, Ropes have evolved a chameleon-like ability to surprise their prey. When a Rope coils up for hibernation it has the ability to cause itself to resemble a hemp rope of the same proportions. Ropes will also use their chameleon ability while dangling loosely from high points in caverns. If alarmed, ropes will drop on their prey and constrict for 2d4 damage per round. A Rope's bite is non-venomous, but will cause 1d4 points of piercing damage.
     Any long (40'-50') hemp rope found abandoned in a suitable subterranean area has a 2% chance of being a Greater Wandering Rope. Ropes will often remain disguised for as many as 2d10 days before revealing themselves.

C. Aaron Aldridge 2013

Thursday, June 6, 2013

Suspension of Disbelief Through Item Back Story Part 4




4. The item is riddled with notches of varying width and depth. (A successful INT check at a penalty of 8 will reveal the notches serve some purpose. Another successful INT check will reveal the notches are an intelligently designed code. 1 day spent researching in a library of significant size will reveal the message: 'Lank Wool has the object of our attention.')

For now I'm going to move on to some different subjects I want to tackle. When I get around to it, I'll add a few more entries to this table.

c. Aaron Aldridge 2013


Suspension of Disbelief Through Item Back Story Part 3





3. The item is lightly covered with a thick, sticky, brown goop. (33% chance the PCs will notice the goop if they are not actively checking for abnormalities. The substance is extremely viscous. If left to hang, it will only form droplets and release them once every 1d6 days. The goop smells of anise and some other exotic plant. A successful wisdom check will determine the scent is obscure and requires research. Any M/U above level 6 and adept in potioncraft will reveal the mysterious scent is released after the purification process of an ancient stimulant, Garnstalk. Garnstalk is cultivated above the cloud-line in the Northerly reaches of the DaggerSpine Mountains close to the fertile Korben District of Upper Hene.

The stooped and grizzled adherents of Silas, ugliest of the seven sons of Ukko and Demi-god of Shelter and Health, maintain a monastery in the area where Garnstalk grows. Even with the devotion of the Silan Monks, the plant remains very fickle during the growing season. It's just as likely to lie down and become mulch for its neighbor as it is to yield the single seed used to produce the stimulant.

After harvest, the seeds are shipped down the mountain by an interconnected set of hand-driven gondolas. In certain areas, the seeds drop in elevation as much 1000 ft./minute. At each landing point the seeds are removed from the first gondola, counted, and placed in the second for the next trip down towards the purification houses in the foothills.

Once the seed reaches its final destination, it is alchemically purified and enhanced until it reaches its usable, syrupy form. Then, it is shipped to the local municipalities that house and distribute it to dealers in foreign lands.

Colloquial names 1d6:
1. Daughter of Garn
2. Garn's Window
3. The Sin of Ukko
4. Wee Mind
5. Dal's Better Days
6. Noose

The stimulant is most potent if consumed, but some users also burn the stimulant and inhale the fumes. Each one gram dose lends the imbiber a +1 bonus to STR and DEX checks -1 penalty to INT and WIS checks, and a +2 bonus to initiative and reaction adjustments. At the DMs discretion, each dose has a 2% cumulative chance of causing physically dependency. Combined with a depressant such as wine or ale, the stimulant causes an intensely euphoric and hypnotic state referred to as Endrin's Sleep by the addicts who crave the mixture.


C. Aaron Aldridge 2013


Suspension of Disbelief Through Item Back Story Part 2

Map 2.1:



2. A greenish-blue dweomer surrounds the item. (PCs with an INT above 16 who remain within 5' of the item for more than 10 rounds will become obsessed with the item. Obsessed PCs will attempt to gain control of the item, but will not act out of accordance with their alignment. If an obsessed PC maintains control of the item for 4 days, that PC will begin to have choppy, achronological visions consisting of the following information. See Background 2.2. The visions will continue for as long as the PC maintains control of the item. 

Background 2.2:

Me-Shel Al-Shakir stands on the lee side of a giant, rippling dune. Behind him, tracks in the sand lead backward to the summit of the dune and beyond. Al-Shakir holds a hand to his forehead, shielding his eyes from the raging sun. A dry wind moves up the dune knocking sand into Al-Shakir's grim, sun-hardened face. He pulls the loose end of his turban across his mouth and secures it under a fold of fabric. White robes billowing, Al-Shakir begins to descend the dune. 

Al-Shakir moves cautiously through the deserted streets of San Marcos. Until recently, San Marcos was the last Ukkan-held oasis on the desert trade route from San Fernando to Al-Saharwi, a lesser-populated city on the outskirts of the Medianic Kingdom. Out of habit, Al-Shakir glances upward occasionally to navigate by the stars. Tonight he only notices the heat crawling off the low, white buildings. Just beyond the shoulder of a massive, carved-stone likeness of Ukko, the moon dances a slow waltz in the rising heat. Al-Shakir touches a toe on the colossus and a hidden man-sized entrance is revealed. Al-Shakir looks over his shoulder one last time and enters the passageway.

The stink of carrion is enough to make Al-Shakir wretch as he reaches into the recently spilled guts of a desert dwelling basilisk-kin. The torchlight flickers. Al-Shakir leans in close to peer at the contents of the slain reptile's oozing paunch. Soon, he finds his prize among the other odd, undigested items hiding there. PCs will recognize this as the dweomered item they have found. At this point, though, the item does not cast a noticeable aura. Al-Shakir crouches and studies the item for a few moments. Torchlight glints on his finely-honed scimitar as he disappears into the darkness surrounding the area.

Blood runs freely from the outer corners of Al-Shakir's eyes. His mouth is frozen in a silent howl of pain. The front of Al-Shakir's robes are stained crimson. Small pools of blood collect on the agate-decorated floor. Four, giant, desiccated humanoids help Al-Shakir move to a kneeling position. Al-Shakir raises the item above his bowed head in a horrific act of supplication. Suddenly the humanoids' dried, paper-like skin is shredded and blown outwards as a deafening boom fills the area. The bones of the humanoids pile around Al-Shakir. Al-Shakir falls prone on the floor and the item clatters and rolls away from his hemorrhaging head. Al-Shakir looks at the item with bulging eyes. A thread of greenish-blue mist trails from Al-Shakir's mouth to the item.

The obsessed PC will soon begin to see detailed points on a map. See Map 2.1. The map is of a fortified town located well to the north of the Mid-World Sea. Ultimately, the PC will be become aware of a temple in the city at area C3 on the map. The temple houses the other three items of a set that includes the found item. After this point the visions cease and the PC will no longer be obsessed with the item.)


More table items to come!

C. Aaron Aldridge 2013







Tuesday, June 4, 2013

Suspension of Disbelief Through Item Back Story

The PCs locate a well-worn pair of leather boots lying near a small opening in the west wall of the cavern. Arlen, the party's 3rd level thief, finds the boots to be quite comfortable and, strangely, relaxing. He chucks his old pair in roughly the same spot. The party finishes searching the area and moves to the next room.

Even something as relatively mundane as the basic treasure horde can add to the verisimilitude of  an adventure or a campaign setting. How did the boots get there? Who was the previous owner? Was he wealthy or poor? Does he have any family? Was he a victim of the Will o' the Wisps the PCs recently encountered? Do the boots have any properties unknown to the party? If so, how were they imbued with these properties?

Below is a table listing a number of reasons an item came to rest where the party found it. Of course, the DM will be required to make these listings item-specific to their campaign. Items in parentheses are intended for the DM only.




How did that get there? 


1. The item is branded with the initials WJS. The elegant monogram is set off with six stars of various sizes.. (The PCs may be aware that the pattern of six stars is used as an identifying insignia by the Society of Known Adventurers, a loosely organized delving guild based out of Lux, a small mining town. SKA also serves as an erstwhile courier group and mercenary pool --  taking on jobs as necessary to fill the guild's coffers when delving yields grim returns. The guild's clientele are of a darker sort, typically lesser nobles and the like, looking to cover up some "indiscretion" from their past.  

Some members of SKA have become quite famous in the area. Others continue to languish in the lower echelons of the guild. If the party pursues the origin of the monogram, they will find that WJS are the initials of "Wicked" Joaquim Summers, a lesser-to-middling member of the guild. Joaquim has made a minor name for himself as one who "makes information irrelevant." As such, any mention of his name in Lux will more than likely be greeted with vitriolic, but harmless, scowls and jeers.

 A strong and heavy-handed investigation will reveal several details about Joaquim's most recent endeavor.  Joaquim has taken on a contract to create a series of damning rumors about a local noble who was attempting to blackmail a well-liked tavern-keep in Lux. The noble, Tick Candelabrum, recently stumbled into a private party held by Cortheart Wire at the The Bald Opposum, one of several taverns Cortheart owns in the area. Cortheart was hosting a particularly disreputable clan of gnomish miners, The Clan of The Four Winds Under Mountain. The festivities had grown ribald after hours of drunken feasting. Accordingly, Tick was able to slip out unnoticed. 

Very few of the human inhabitants of Lux care for the gnomish clans that inhabit the deepest reaches of the mines in Lux. If it was made known that Cortheart had allowed the Four Winds clan to occupy one of his taverns, Cortheart's business would surely suffer. Consequently, Cortheart decided to hire Joaquim to spread malicious lies about Tick and destroy Tick's reputation.

No one seems to know how Joaquim lost his item. Furthermore, no one seems to know Joaquim's current location. The town guard suggests he may have used the north road. Generally, only miners and others with business at the mine use the south road.)

Tick Candelabrum
3rd Level Human Court Thief
STR: 9, DEX: 9, INT: 13, WIS: 11, CHA: 13
THAC0: 19, HP: 8 AC: 5 (Leather+Shield), Rapier (1d6dmg)

Cortheart Wire
4th Level Human Fighter
STR: 15, DEX: 14, INT: 9, WIS: 8, CHA: 13
THAC0: 16, HP: 24, AC: 9 (Keep's Leather Apron), Great Club (1d8+1dmg), Speed: Slow (2 attacks/ 3 rounds)

"Wicked" Joaquim Summers
6th Level Human Thief
STR: 15, DEX: 15, INT: 13, WIS: 14, CHA: 14
THAC0: 18, HP: 16, AC: 5 (Leather+Shield), Short Sword (1d6dmg)



I've decided to cut this table up into several posts. When I complete the table, I'll modify this post to reflect the number of items in the table.


C. Aaron Aldridge 2013

Wednesday, May 29, 2013

Alternatives to Treasure: A Random Table of Adventure Seeds


     Giant spider carcasses litter the mossy floor of a small copse of evergreen trees. The PCs mill about poking and prodding their former adversaries. Soon, they hope, a few copper coins or a rusted blade will turn up. Instead, the DM may roll on this table of seeds for future adventures. Items in parentheses are intended for the DM only.


Table 1: Less Hordes, More Rewards! (d12)


1. Nothing happens. (The PCs have unknowingly completed a contract for the deaths of the fallen creatures. There's an 80% chance the PCs learn of the contract in the next heavily populated area. In the same locale, there's also a 40% chance a group of bounty hunters will be enraged to learn that the PCs have stolen the contract. The contract pays 3d% GP and a lesser magical item. Roll once on Table 2 to determine item type.)

2. (One round of searching reveals a treasure map tattooed on the flesh of a fallen creature. Roll twice on Table 2 to determine item type and location.)

3. One of the fallen creatures has a hidden hitchhiker! An intelligent, long-eared hedgehog squirms from beneath a corpse. (Name: Vule Great-Ear, AL: NG, STR: 1, DEX: 16, CON: 1, INT: 12, WIS: 9, CHA: 15, HP 1/4, THAC0: 20 DMG by bite: 1/4. Vule will only associate with parties of a good alignment. Otherwise he flees immediately. If queried for three consecutive rounds, Vule will reveal he is traveling to the home of Quix Millwater, a renowned professor of illusions.)

4. The blood of the fallen causes the germination of a seed buried at the site.A sentient plant springs forth! (Grek's Omnivorous Rose. AL: NE, INT: 17, SIZE: 1d6+8' tall, HP: 2d10, THAC0: 19, DMG by thornwhip: 1d4. The plant grows rapidly and will mature in 1d4+1 rounds. Unless attacked, the plant will ultimately give precise directions to Grek's Wonderful Gardens and Fruit Stand.)

5. A severed limb attempts to communicate via crude sign language. (If the PCs cast a successful Speak With Dead spell AND pass an INT check -4, the limb will give vague instructions on how to locate a lesser magic item. Roll twice on Table 2 to determine item type and location.)

6. 2d4 rounds after the the encounter ends, a solitary giant worker ant marches into the area of the encounter and begins to harvest the dead for its colony. (Unless attacked, the ant ignores the PCs and eventually leaves with the dead in tow. Giant worker ant. AL: N,  INT: 0, AC:5, HP 18, ATT: 1d6+3, SIZE: 6'. If followed from a reasonable distance behind, the ant leads the PCs to its colony.)

7. (A Detect Magic spell indicates one of the dead has recently swallowed a lesser magic item. Roll once on Table 2 to determine item type. )

8. The dead bodies immediately attract 2d6 common turkey buzzards.

9. The last of the opposing party falls and a crushing silence fills the area. (A hex has been triggered. . A globe of silence comes into effect as per the 2nd Level Priest spell Silence, 15' cast at 9th level.)

10. At some point during the battle one of the creatures dropped a calfskin backpack. Inside rests a black box measuring 1' x 6" x 6". The box contains small tubs of black, brown, white, and green paint; as well as a handful (d6) of differently-hued wigs. (A DEX check and two rounds of searching will reveal a false wall inside the box. The chamber behind the false wall contains a stubbed ticket to a live performance of 'The Baron's Follies' at the Mute Eunuch, a tavern in a nearby village.)

11. The chests of the dead burst forth with a swarm of gnat-like insects. (If the PCs follow, the swarm leads the party to a hidden magic item. Roll twice on Table 2 for item type and location)

12. The spirits of the dead rise and sprout the necessary appendages to create a magical item. (At the DM's discretion, the spirits work diligently for a period of time necessary to create a lesser magic item. Once their task is completed, the spirits fade slowly from sight. PCs must save versus death magic or panic and flee in terror for 1d4 rounds. The spirits are harmless and invincible. Roll once on Table 2 to determine item type.)




Table 2: Lesser Magic Items (a) and Location Prompts (b) (d6) 


1a. Ring of Bear Strength and Undue Burden (Cursed). Strength +1. Encumbrance +100%. 

1b. A mossy log on the inside bank of a slow eastward turn on a softly babbling brook.

2a. Potion of Puppeteering. +2 to Charisma and +2 to all Charisma related checks for 1d6 rounds. Enough for three doses. 

2b. A loose baseboard in the SW corner of an abandoned fishery in the warehouse district.

3a. Locks of Lenathor. Usable only by Clerics of good alignment as protection/prayer items. One of a set of three locks of beard hair formerly of Lenathor the Paladin. After straying from the Lawful and Good path, Lenathor successfully regained the favor of Ukko. To do so, Lenathor sheared his beard, entered the clergy and began a series of harrowing trials . The Locks of Lenathor represent the paladin relinquishing agency and undergoing the aforementioned trials. (d6) 1-2. Lock of Superior Law, Goodwill, and Agency. All Evil creatures in a 10' radius receive -1 to ATT and DMG. 3-4. Lock of Undying Trust, Fealty, and Fidelity. +15% chance to gain henchman. 5-6. Lock of Greater Devotion, Penitence, and Prostration. Clerics actively using this prayer item during a request for spells receive an extra spell/day at 1st-3rd levels and two extra spells/day at 4th-6th levels. 

3b. The second of the three groves of ash that lie in a line NW of the Hills of Mong

4a. +1 Gloves of Insubordination. Leather. +1 to AC. +20% resistance to Charm spells.

4b. A caravan of itinerant merchants encamped East of the Gaul road South of Rorx.

5a. Strong's Deck of Minstrels. A deck of 2d12 brightly illustrated cards. When a card is tossed on the ground, an illusion of a bard appears. The bard will proceed to perform 'The Will and Works of Daemon Strong in the Last Days of Ardmoor' for 1d8 rounds. For the duration, the performance confers +1 to all morale checks for friendly characters and +1 to all saves vs. magic for all friendly characters within a 15' radius.

5b. A small room off the main corridor in the Hall of Glenmanning.

6a. Bowl of Blessings. A 6" silver bowl. When filled with water or some other fluid the bowl allows any non-Cleric PC to cast Bless as a 6th level Cleric. Requires: 1 round of preparation and 1 round to cast. The bowl must be undisturbed for the spell to remain in effect the full duration. All spell effects of the Bowl of Blessings are nullified if the bowl is disturbed.

6b. A dilapidated hut on the eastern shore of the Sea of Celts.

C. Aaron Aldridge 2013

Friday, May 24, 2013

Junk Piles!

Junk Piles! Not Always What They Seem -- A Set of Random Tables.
    
     The party enters a former dining room. Light pours in from a large, partially absent window on the west wall. Rays of swirling dust fall heavily upon a grand dining table complete with an ornamental dining set arranged for use. A few tattered tapestries still hang limply from the walls. Junk is scattered all around the North East corner of the room. Exits lead to the north and south. 

     Initially, players may ignore piles of junk in OSR adventures. If the DM begins to notice this, he may want to add details to the pile in the opening description of a room.



Table 1: The Initial Impression (d6)

1. The surface is littered with toy figurines.

2. Used and shattered clay dishes lay in fragments cluttering up the area.

3. Battered and bruised, multiple sets of artists tools stand awaiting their former master.

4. A rusted pile of machined metal restricts the path leading to the rear of the room.

5. An assortment of finely painted glass baubles are arranged in a neat looking pile.

6. Formerly elegant, now rotting with age, exquisitely carved religious implements lean against a nearby wall.

     
    With a detailed enough level of description players should eventually become interested in junk piles. This will lead to Table 2. Junk piles are also a great place to hide and reveal plot props such as magic items and keys. Items in parentheses are intended for the DM only.



Table 2: What Lies Beneath (2d10)

Partially obscured by the competing rubble the PC finds:

2. a small model of a nearby village. The craftsmanship is impressive. Etched gold leaf has been used to illuminate the very detailed features of the larger, more impressive buildings. Weight: 1.5#. Value: 2d6 GP

3. plans for an immense airship. Unfurling a 2'x4' vellum scroll reveals the designs for a draftsman's dream conveyance. The language and flourished script suggest the scroll may be of great age. (Gnomish tinkerers and magicians with a fetish for ancient apparatuses may well pay serious coin for such an unusual and interesting item.) Weight: 0.2#. Value: DM's discretion

4. a goblinoid finger. The once-dextrous appendage has been cleanly sheared from it's former owner's hand.

5. a small leather-bound book with hammered iron hinges. A rusted-through iron lock hangs ineffectually from the leading edge of the book. Written in a variant, possibly coded form of common, this surprisingly heavy book is a detailed listing of the regional sub-groups of an esoteric brotherhood. (Members of the brotherhood may be enraged to learn the party has come into possession of the book.) Librarians and other book collectors may be excited to learn of the existence of an equally odd and useful reference item. Weight: 4#. Value: 1d4 SP

6. a 2', crooked, oaken stick bearing a 6" multi-colored feather for decoration. (The stick itself has little or no value except for fuel. The feather, however, is imbued with a certain magic. If boiled and ingested as a tea, PCs will gain a bonus to defense (1d4-1) for 1 day owing to the high dexterity of the magical avian species the feather is derived from. Brewing the feather yields one dose.) Weight of feather: 0#. Value: 3d12 GP

7. 16 copper bars. Weight: 1# ea. Value: 40 GP ea.

8. a 1'x1' charcoal portrait of a very cherubic and joyous child.

9.  a set of unmatched copper keys.

10. a child's doll in the shape of a horse. A 6", brown, doll formed of cloth-stuffed leather projects from the surrounding refuse. Inside, hidden in an expertly sewn secret pocket, are 1d4 silver nuggets. Weight of silver nuggets: 0.1# ea. Value 1d4-1 SP ea.

11. 1d6 common lizards. The back of the lizard is adorned with a peculiar red and green diamond pattern. Diamond-backed lizards are prized as pets in more populated areas. Weight: 0.1# ea. Value live: 3d4 CP ea.

12. a curious finger-sized hole in the stone floor. (Trap! Anything placed inside and pushed to the bottom of the hole will become trapped. No physical force can remove the object once it's trapped. Wood will splinter and break. Fingers will stretch and ultimately tear off. At the DM's discretion, certain spells, such as Transmute Stone to Mud, may render the trap harmless.)

13. an ornate chess set depicting local heroes of legend and mythical creatures. Each expertly crafted statuette consists of hand-etched silver and gold. (Set is 1d100% complete.)  Weight: 0.2-50#.
Value: 4-400GP.

14. a crystal vial of noxious gas! Upon breakage a thick blue-green fog fills the area. (80% chance of breakage. Halved if players are specifically being cautious. If a PC fails a CON check, he or she will fall to the floor retching for 2d4 rounds and suffer 1d4 hp damage. Save vs. Poison for half damage.)

15. Random Encounter! Roll on Table 3.

16. a simple brown wooden box measuring 1'L x 1'D x 1'W. (See Boat, Folding in the DM's Guide. A pictogram of tidal pools plainly etched on the inside bottom of the box will reveal, upon a successful intelligence check, the command word -- POOLS. The second and more powerful command word, revealed on an INT check -4, is an anagram of the first -- SLOOP) Weight: 1#. Value 5,000GP if one command word is known. 10,000 GP if both command words are known.

17. a jewel-encrusted Scarab Broach. (The pinning mechanism on the rear of the broach is damaged so that it no longer properly holds weight for long periods of time. 10% chance per day of loss if pinned on a PC. 20% chance PC will notice broach has fallen.) Weight: 0.1#. Value: 1d6 x 10GP.

18. a 3' brass horn. The horn has been crushed by foot traffic through this area. It no longer plays due to a 2" hole in the tuning chamber. (A journeyman metalsmith can repair the damage for 2d6 SP returning it to its former glory.) Weight: 15#. Value: 30SP upon repair.

19. 3d20 common roaches skittering away.

20. a 4' x4' metal trapdoor. Locked. The trapdoor, if opened, reveals a 24' deep hole bored into cold stone.  (5% chance the vault contains a Dirk +1 Weight: 1#. Value: 500gp)



     Occasionally, creatures will be disturbed when PCs go sorting through piles of junk. For a random assortment of tiny, diminutive, and small creatures roll on Table 3. For a more detailed description of creatures see Monstrous Manuals.



Table 3: Denizens of the Junk Pile (2d6)

2. Badger, Dire (+1 ATT, -2 AC, Solitary)

3. Ants, Giant

4. Lamprey, Land

5. Obliviax (Memory Moss)

6. Killmoulis

7. Osquip

8. Mouse

9. Rot Grubs

10. Opposum

11. Cat, Wild

12. DM's choice of the above.


     Once the PCs are wary of the junk pile, change it up! Try boxes, chests, buckets, pools of standing water, or anything that could possibly conceal items, treasure, or creatures.







C. Aaron Aldridge 2013