These constructs, similar to Golems in construction, are bound to a specific place and guard it against all who approach, unless they know the specific command word which restores them to their slumber. They are often crafted to guard tombs or similar sites which might be looted.
Statistics: Arcane Guardians are identical to Shield Guardians, but without their Bound and Spell Storing abilities. In their place, Arcane Guardians are bound to a specific spot, usually a brass arcane circle inlaid into the ground, and cannot leave a 100-foot radius of this spot. Arcane Guardians can also use Wrathful Smite as a bonus action once per round. How you can use Arcane Guardians in your game: - An Arcane Guardian is stationed at the entrance to the palace through the sewers, preventing thieves and assassins from entering. Although it is mighty, it has been evaded twice in living memory, and the secret of the password is known only to a few within the Palace Guard, and one thief. Knowledge of the password would be worth a lot of payout. - A pair of ancient Arcane Guardians guard the tomb of the Archmage Valencian. The word which restrains them is lost to history, and to date, no thief has ever parted the doors. - For some reason, an Arcane Guardian stands in the centre of the Brass Giant tavern- some even suggest that the tavern was built around it. A wooden board bearing the safeword "Petunias" has been hung around its neck, and although it doesn't threaten patrons, only the tavern's owner, a slight half-elf by the name of Kevlamir, knows the word which will awaken it into fury, absolutely pulverizing and who threaten him. Also posted on Game Masters Stash on 31 January 2020. This spell, favoured of the Vampire Countess Kynthia, violently tears the blood from living creatures in the area and brings it to the caster, restoring their own wounds.
5th-level Transmutation Sorcerer/Wizard spell Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes You pick a 20-foot radius sphere centered on a point you choose within range, which becomes filled with swirling mist that becomes more red as it causes damage. Living creatures who enter or begin their turn within the area must make a Constitution saving throw or take 5d8 necrotic damage and gain one level of exhaustion. You can move the area by up to 50 feet in your turn as a bonus action. You are healed by one-half the number of hit points drained by this spell. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Also posted on Game Masters Stash on 30 January 2020. Today's edition of #WestMarchesWednesday is about plots and subplots!
Some people say that a West Marches game should have no plot and be a true sandbox only. However, it's my belief that games like this work best if there are several mild subplots - no "chosen one who can defeat the forces of darkness", but "if we don't do something about those invaders, they're going to win the war and then they'll be in charge of this area." If some players choose to focus on one specifically, that might become the major plot for them, While working on my own West Marches campaign (as detailed in previous posts), I've been operating with a few mild subplots. The idea with these is that these are just little ticking clocks sitting in the background for the Game Master to track, and get advanced as the plot develops. They don't have to micro-manage everything, just remember how progress on "Subplot A" affects other aspects of the game. For example, the subplots I've been working on are as follows: - Discovery of the lost Dwarven Thaig of Gundaar and the horde of monsters within it: -- If the Great Gate to the Thaig is opened, the Darkspawn inside can escape. -- If the Broodmothers are slain, the Darkspawn stop being able to restock their numbers. -- If the Hurlock Apostate is slain, the other Emissaries lose some of their mage powers. - Awakening of the Mageking from his imprisonment in the Carnage Grove: -- If the seven Arcane Horrors across the Slaughtergrounds are destroyed, the Carnage Grove opens. -- If the shattered staff of Archmage Valencian is reforged, it makes a powerful weapon which can harm the Mageking. - The Relics of Saint Ushada becoming reunited: -- The reliquary of Saint Ushada points the way to the other three relics. -- Reuniting the relics will miraculously restore Saint Ushada to life. - An invading army from across the border: -- Scouts begin crossing the border and skirmishes begin. -- Companies of soldiers follow and begin to set up camps as they prepare to assault important towns and sites. -- The full army of thousands arrives, and the entire map is filled with occupying armies and skirmishing troops. -- The war is successful and the invaders take ownership of the land. - Tracking the gigantic Blightwolf Fen'Harillion's depredations across the land: -- Fen'Harillion attacks a village and slaughters several inhabitants. -- Fen'Harillion attacks a village and eats everyone. -- Fen'Harillion expands his territory and starts marshalling a large force of Blightwolves. Other subplots might arise as the game develops- if an adventuring part riles up a dragon and then flees, that dragon is going to be much more likely to attack nearby towns. That can turn into another subplot rather than just an encounter. These are just a few ideas to drive some writing. Also posted on Game Masters Stash on 29 January 2019. Aspirants are Devilish hunters and warriors, dedicated to bringing in their prey to gain advancement in the fiendish hierarchy. They can often be heard to whisper to themselves in the third person ("this one stalks its prey, yes") to themselves as they stalk their prey.
Aspirants are leathery-skinned creatures, perhaps eight feet tall if they stood straight, but usually hunch or crouch. They are clad in form-fitting armour of Hellish design, adorned with sharp spikes and blades and implausible fluting. When they come close to their prey, their lower jaw opens in three horrifying tooth-lined parts, allowing a soporific gas to puff forth. Statistics: Aspirants are 7-HD Fiends adorned in full plate. They bear wickedly sharp greatswords, and any prey near them becomes Slowed (Con save to avoid) each round due to the gas they breathe forth. They are extremely proficient hunters, and many have some class features common to Rangers. How you can use Aspirants in your game: - These monsters can function similarly to the Lord of the Rings' Nazgul- terrifying opponents who overcome obstacles in their path and are single-minded in pursuit of whatever fell mission they have been sent on. As low-level Player Characters, these should be absolutely terrifying, and can easily slaughter their way through a squad of Town Guard or local bravos, making escape the goal rather than overcoming them. - A Crew of Aspirants comprises four to eight of the monsters, and might be despatched to return a high-value target, such as a magical artefact or a person who has something their Hellish masters desire. - A variant of Aspirants known as Chaperones are known to have even heavier armour nailed into their flesh, and bear wicked halberds as weapons. Many ward the realms of the Kings of Hell, and might be a danger to planar-travelling adventurers. Also posted on Game Masters Stash on 25 January 2020. Lady Sophia leAnnsmyth is the third daughter of a minor noble house, and has found her calling curating a museum which houses fabulous artefacts and writing down their stories. She has a special use for adventurers who seem competent, though: returning the valuable artefacts held in her museum to the peoples and places who once owned them.
Lady Sophia is a composed, dignified young woman who grows very excited telling the various stories of the artefacts held in her museum. She knows each piece by heart, and will gladly tell anyone who is interested in their provenance, history, and the ethics of holding each one. But her real passion is in restoring these artefacts to the people they belonged to- descendants of the Elves who once forged that flute, the barbarian tribe that carved those memorials for their dead from logs, or even remains to those who would value them. She is firmly ethical, and has a strong belief that while people should be interested in the history and artefacts of the past, the objects themselves are not necessary to do so. Statistics: Lady Sophia is a 6th-level Lore Bard, whose expertise is in telling stories and writing these down for others. She has published several books detailing the history of objects. She is fiercely Lawful Good, and would not advocate anything illegal, unless it was more important to be kind. The museum in which she works, the Museum of Supernatural History, is cheap to enter (a coin donation, with gold encouraged for patrons who can afford it) and has quite a range of artefacts on display, from pots and various tools of different civilizations, to some famed magical items of history. How you can use Lady Sophia in your game: - As the attendant of a museum, Lady Sophia may be consulted for historical information relating to a query your Player Characters have. Her depth and breadth of knowledge could be invaluable- although she does not want to go adventuring herself, she knows a lot about the trade from speaking to adventurers and researching their stories. Her warning that the Risen Dagger Caste often laid spikes within pit traps marked with a lion might save someone's life, for example. - Anyone looking hard at the exhibits may notice that several of the items do not detect as being magical. If queried, Lady Sophia explains that the real items are safe, while these perfect replicas crafted by master mages are enough to explain the history with, without the dangers of exhibiting the actual items. If a theft of one of these items (an Eye of Vecna, for example) occurs, adventurers may be relieved to find out that the item will not function as advertised. Lady Sophia might want the replica recovered, however. For appearance's sake, if nothing else. - Trusted acquaintances might be entrusted to return one of the artefacts themselves. This is likely to be a dangerous affair, with foes who would like to take the object for themselves, and either getting into a dungeon to replace it, or getting to hostile people who don't understand why the PCs are carrying a totem stolen from their people decades ago. The reward for this will still be high, but Lady Sophia asks adventurers in her employ not to loot any of the rest of the dungeon, which may be a challenge. Also posted on Game Masters Stash on 24 January 2019. The Patriarch of Nightmares was once a mortal who upheld himself as a hero, a saviour of the downtrodden, and one who would bring peace to the realms. He was a fraud and a failure, who played upon the hopes of others to gain advantage. On his death, he was seized by waiting Devils and exalted to a position as one of the Ten Thousand Kings of Hell. He is now an unimaginably vast creature of terrifying countenance, feeding from the loss of joy, of hope and wonder. His curse is that he feels that pain as well, in what carefully perpetuated remains of his soul still last, and knows how much grief he brings to the world by his existence.
His realm is morphic, and those with strong wills can shape some portions of it nearby to them. He is its undisputed master, however, and when he rages, the entire realm rages with him, forming terrifying quakes and monstrous volcanoes of spuming vehemence. In form, he towers hundreds of feet tall, and bears glowing red eyes from his half-disc shaped head and all over his body. Those who he sponsors become masters of manipulation and inspiration, and bear his mark, a red eye peering from somewhere on their skin, which hurts to cover. Statistics: Within his realm, the Patriarch of Nightmare has the power to grant Wish at will once per round, but his gifts are always twisted and horrifying on consideration. His statistics are roughly those of a Pit Fiend, as he is rarely drawn to permanent confrontation, preferring to retreat if endangered. How you can use the Patriarch of Nightmare in your game: - The Patriarch's servants sow fear and worry through populations, focusing on the old and the young. Many are bards who spread tales that end leaving their listeners discomforted and disturbed, sometimes with overly-graphic descriptions of violence. The servants can then harvest these nightmares through use of trinkets they distribute, similar in form to "dream-catchers". Building enough fear and worry in the population can lead these nightmares to manifest in reality, further terrifying mortals and feeding the Patriarch. Most of all, the Patriarch's favoured food is the loss of hope experienced when a hero falls and fails, and so his servants often work to undermine those who would be champions of their people. - The Patriarch's followers often war with those of the Apostle of False Faith, who feels that the Patriarch of Nightmare encroaches upon her domain. By their squalling, either or both of their plots may come into the open accidentally, tipping off heroic adventurers who might stop them. - A powerful mage might flee by dimensional portal into the Hellrealm of Nightmare. Journeying after them will require faith and courage, as well as strong weapons to combat the devils which inhabit it. It may even involve having to bargain with the Patriarch himself for passage through his realm. Also posted on Game Masters Stash on 23 January 2020. Apart from just populating your world, you'll want to "drill down" and expand on some of those areas, to make some more detailed explorations and explore some of your ideas. Today's #WestMarchesWednesday is all about these kind of ideas!
I'll start with my original list, and add some sub-locations as parts of them. And because I've done all this work publishing RPG content for the last couple of years, I'll steal some of my own ideas to use, or use some of these summary ideas for later! Lost Dwarven Thaig of Gundaar: - The Great Gate (sealed at the moment) - The High Stair (leading down the side of a masive cavern, hundreds of feet above the city) - Postern gate (hidden and needs secret knowledge to open up) - The Diamond Quarter (infested by monsters) - Commons (infested by horrifying numbers of monsters) - Hall of Heroes (which has now become a profane temple) - Entry to the Deep Roads Sinkhole: - Above and around the sinkhole - Sinkhole caverns (some kind of Worm monster lair, leading to the Deep Roads) - Deep Roads Battlefield of Lost Brothers (history leaving to a powerful Blood Mage): - Outskirts of the battlefield - Slaughtergrounds (where the more powerful undead can be found) - The Carnage Grove (ancient Blood Mage imprisoned in an arcane prison) Distant Monastery: - Icy mountainside - Inside the monastery (friendly monks) - The High Spire Darkrift Canyon: - Canyon approach, leading into the area (some bandit camps) - Deep rift (isolated caves, some draconic inhabitants, and leading to the Deep Roads) - Canyon Temple (temple to an ancient snake demon) Arcane Academy Ruins: - Slave quarters (tormented undead who were abandoned when the academy fell) - The Sanctum Arcane (quarters for ancient wizards, lots of treasure to loot) - Daemonicum (summoning area, several imprisoned daemons, and an Eluvian leading to the Fade) - The Fade (limited area, the same as the academy but kind of jarred into another reality) Island: - Lakeside village of Dunsport - Calaen Lake (large deep lake, some caves, opportunities for swimming or boating) - Island with ancient Elvhen tomb Konyfer Forest: - Pine woods (large area, some wildlife, maybe some bandits or freedom fighters or something) - Ancient Forest (deep woods, some fade-infused creatures like animated trees and stuff) Arno'Telvir Camp: - The Vir plains (wide open area, with some wildlife and other threats) - Arno'Telvir Camp (friendly nomadic Elven tribe, but not always there) Fen'Harilion's Lair: - Outer lair (large cave, inhabited by Blightwolves) - Din'an Alasan (the Place of Death, where the gigantic Blightwolf Fen'Harilion can be found) City of Aermagh: - Outer gates (tent city outside, refugees or people who can't afford the entry fee) - Market district (lots of opportunities for trade or plot) - Alienage and the Beggars' Hole (terrible slum area where undesirables are sent) - Hightown (including the Chantry and the Blackhall) - Teyrn's Keep (up on a hill) - Raven's Roost (Circle of Magi tower, out on an ancient bridge) Town of Kenshaven: - Lighthouse - Market district (including Chantry) - Bann's Manor - Docks district Desiccated Forest: - Salt flats (nasty area with diseased and desiccated forest) - Witch's Lair (one of the escaped Witches of the Wild makes her lair here, and could be useful) Apostate Circle: - The Commune of Reason (pretty friendly bunch of Apostate mages) - The Inner Sanctum (secret area that outsiders aren't allowed into) Avvar Highland Tribal grounds: - Avvar highlands (outsiders are unwelcome but might be able to reach the village) - Hunting territory (lots of animals, but outsiders are forbidden unless accompanied) - Avvar village (tribal chief makes his home here, and might welcome the presence of outsiders or hate them) Chasind Bogs: - Alkara Wilds (dangerous bog, various animals and threats as well as two fueding Chasind tribes) - Shaelu village (friendlier village, but actually a bit nasty as they've kidnapped a member of the other tribe) - Inkara village (more hostile village, but in the right in this conflict) Elvhen Ruin: - Ilumitari Ruins (ancient Elvhen ruins with lots of old traps, Indiana Jones-style) - The Fane of June (old and dead Elvhen god, but some traces of magic remain and can be 'claimed') High Cliffs: - Knife Pass (terrifying rickety paths on the mountainside, attacks by some flying creatures) - Dragon Lair (large bowl area atop the mountain) Hopefully this gives an idea of how you can "zoom in" on some of the areas you're working on, and can help you to expand on your own ideas. Also posted on Game Masters Stash on 22 January 2020. I started playing a new D&D game last night, and halfway through, I realized that my character was voiced by Timothy Dalton in Hot Fuzz (link). For some people, doing a particular voice for your characters (and NPCs) can be really fun, while others don't enjoy it. It's certainly not a requirement, even for a GM, but it can help to make NPC/NPC conversations a little clearer.
What I've found helps is watching TV and movies, and trying to emulate phrases or quotes, then trying to extrapolate that out into a full-blown accent. Obviously if that starts to get a little bit racist, pull it back (especially if you start to sound like Star Wars episode 1's Trade Federation). and reconsider your life choices. You certainly don't have to be doing it professionally, but just adding a little bit can give you quite a range. Things that can help to practice a voice: - Work on your tone and pitch, rather than regional accents. You can do a lot just changing those. - Don't be afraid of sounding a little bit silly. You're gaming with friends, and shared vulnerability is a big part of that. You opening that door may make your other players of GM feel more comfortable doing so, too. - Practice in private, while you're driving or watching TV. Get comfortable with a voice when you're not under pressure. Try by reading tips like these out in a character's voice, so you get to round them out with things more than just "charge", "yes", "no", and "going there". - You'll feel embarrassed. It's going to be a result. Just accept that. - Try a voice for 5 minutes at a time, and see how you feel. If you realise that it's going to be hard to keep up, or it's damaging your throat, modify that! (I once ended up voicing a troll for one session which made me unable to speak the next day- don't do that!) - Browse Youtube or something for tips- there are plenty of people doing this professionally who are already teaching the techniques, for FREE! How good is that! Also posted on Game Masters Stash on 18 January 2020. Baron Fearghas Catach is a man haunted by his own past, and by his failures.
As a young man, he was a daring warrior, but the very battle that won his coronet lost him the man he loved, and the life he wanted. For a decade he has ruled dejectedly, and even his most loyal knights are now wary of his unpredictable temper. His melancholy has affected his entire barony, and it is now a gloomy and sullen place, where the people attempt to avoid giving offence to one another, or worse, to the Baron. He is rarely seen outside his castle, a solid stone place by the name of Lambridge Keep. Its halls are suffocating and tight, and suspicion rules the minds of its people, turning them morose and fretful at one another. How you can use Baron Catach in your game: - Perhaps the Baron's former paramour perished, and his spirit still haunts Fearghas, driving him further into madness with whispers of his failure and of paranoia. One of the Baron's knights has been sent on a journey far away, and recruits adventurers to investigate. They will have to cope with an uncooperative ruler as they make their research, however. Even if the truth is revealed to the Baron, he may prefer to live with what remains of his love than to lose the creature tormenting him. - It may be that Fearghas' love, a mage by the name of Ailbeart, did not die, but fled because of some danger. If the Baron finds out, he will spare no expense to aid the man he loves. If he cannot leave his lands, he will hire mercenaries to seek out Ailbeart and to bring him to safety. But the demon which has been pursuing Ailbeart all these years will not rest, either. Perhaps its influence has been driving Fearghas all this time. - Under attack by a threat emerging from caverns beneath his very Barony, Fearghas does naught but rage incoherently, and drink. Someone must shake him from his stupor and bring proof of the imminent threat to him, so he can command his knights to ride out before all of his villagers are slaughtered. Also posted on Game Masters Stash on 17 January 2020. I'm considering using this idea for my next game, and wanted to share the idea here for feedback.
The idea is to make cards for locations or areas which give out 'loading screen' type tips, either actual play tips or lore about the world or location the PCs are in. On the reverse side, you can put your Random Encounters (maybe 2% per card, or 5% if you want to keep it a little simpler). This way, you can draw a random card and display that while you're setting the encounter up, and it can give your players some useful tips about monsters, specific famous NPCs, locations, or just in-world lore. This does require a bit of work to set up from your end, but could include tips like: - Combat is not a requirement to beat an encounter. - If the GM ever asks "are you sure?", think really hard before saying "yes". - Splitting the party might make for tactical advantage and let you approach two problems at once, but it slows down the game. - You have an Action, a Move Action, and (maybe) a Bonus Action. An Action can be a Move Action, but not the other way around. - The d8 is the one with two pyramids stuck together. - A Cantrip doesn't use one of your spell slots, so don't be afraid to use them. - Listen carefully to your GM, and maybe think carefully about the words they're using. The answer to your puzzle might be right... under... your... NOSE! (That's not a clue) - Casting Fireball in enclosed spaces is not just a bad idea, it can be downright murderous to your party members. - The wizard Elminster is famed for being a cantankerous old wizard, but also one of the mightiest wizards in all of the world. Maybe be a little bit careful. - The kingdom of Cormyr is well-controlled and regulated. Its veteran warriors, the Purple Dragon Knights and its famous War Wizards, keep its borders safe. - It's rumoured that there's a little house tucked away near a bridge somewhere in Waterdeep that contains a Lich. Be careful just opening random doors! - The Sunken Coast is a place to find Bloodroot, which is a herb used for treating poisons. - Anything can be a Mimic. Anyone could be a Doppelganger. Even YOU! - If you drop a d4, don't "pick it up later". That might be your foot. - Yes, that stranger offering you a map sounds super sketchy. But what are you gonna do, retire at 2nd level? Meanwhile, the encounter cards might read as follows: 1. A pack of 1d6+4 Wolves, which will keep their distance unless threatened or if you seem weak. 2. A travelling merchant named Petyr, who buys and sells all sorts of goods. He's got about 50 gold in coin, and a bunch of stuff to trade. He's a bit cautious of people, as he's been beaten by bandits a few times. 3. Four Bandits beating up a helpless merchant named Petyr. They've strewn his junk all over the place, and they don't want company. If threatened, they'll run off and leave him. 4. 2d4 Bandits hiding beside the road. They're waiting for easy pickings. 5. A Bear meandering its way through the woods. Unless someone threatens it or has food, it'll keep its distance. 6. A small roadside shrine of stacked rocks, with a few parchment pieces with prayers written on stuffed in between them. Anyone who digs it up gets a curse from Fharlanghn (Bane for 1 full day, no saving throw) but can find 50 gold pieces in a bag. 7. An Ogre throwing rocks at a Bear about 100 feet away. 8. 2d6+1 Goblins inhabiting a broken-down stone ruin, well-prepared with a few traps. 9. 1d6+1 Goblins coming back from a hunt with a captured traveller tied to a pole. They're chattering loudly and you might be able to surprise them. 10. A shadow passes overhead, and an icy fear grips your heart for a moment as you spot a glint of green scales above the trees. And then it passes away into the distance. 11. A harmless spotting of a forest animal, like a bird or squirrel. Someone who can handle animals could try to make friends with it. 12. 1d3+1 Knights swaggering through the woods. They're confident in their abilities, and dismissive towards 'common mercenaries'. They particularly don't like wizards. 13. A Mage trying to avoid a bunch of Knights who have been following him. He's into all sorts of shady magic, and they have good reason to hunt him. 14. A small stone hut with a little old lady living in it. Out the front is a big basket of baked goods which are cooling. It might be a good place for shelter if you need it. 15. Two Wild Boars snuffle through the woods. They're quite aggressive and they will charge you if they get the chance. 16. An itinerant Minstrel is wandering the woods, and about to get into trouble. 17. 2d4-1 other Adventurers are journeying in the same direction as you. They're a diverse bunch, and look to have a few tricks up their sleeve. Are they competing for work with you, or could you co-operate? 18. 1d6+1 dead Adventurers, torn apart by a nearby 1d2 Ogres. One of the Adventurers is badly wounded and sheltering behind a log. 19. A tax wagon bearing the local Baron's heraldry, guarded by 8 Guards. They're cautious of ambush or surprise, and focused on protecting the 1,000 gold pieces they're escorting. 20. The green dragon Malinax swoops from the sky. He'll make one pass with his breath weapon before wheeling to land two rounds later to finish off targets. Also posted on Game Masters Stash on 16 January 2019. Today's edition of #WestMarchesWednesday is about Discovering Ancient Secrets!
One of the "three pillars of D&D" is exploration. And one of the most interesting bits of exploration is getting to discover stuff- secrets that have been hidden away, lore lost for centuries, particular rituals or secrets that give an edge. If you're building a world (or a sandbox), having things to discover scattered through world is a great way to build investment by players. Finding a broken piece of a staff that can act like a wand is kinda interesting, but forgettable. It can come off just like it's interesting flavour for a magic item. But when you find a second piece that joins the first, and enhances both of their powers, people start getting excited for the third section! Similarly, finding pieces of a secret journal or spellbook, fragments of a forbidden spell, or pieces of meteoric metal to forge weapons from make people see possibilities, not just everyday treasure. You can even build in actual puzzles or physical props to these hidden secrets, to give people with good physical/mechanical intuition a thing to fiddle with. You just need to be careful not to overload them, make them too simple (or too hard!), or have ways of having the puzzles be repeatable. Think of Skyrim's puzzle doors- something that triggers the "I know how to use these, we just need to find the mural that gives it away over here somewhere". Ideas I have that I'm planning on using in my sandbox are:
If you can think of anything else to add, or some fun ways these could be developed, feel free to let me know in the comments! Also posted on Game Masters Stash on 15 January 2019. The rain-soaked fishing village of Dunsport, on the northern coast of Ferelden, borders the Waking Sea and is in a quiet, out-of-the-way place. The pale and clammy people of Dunsport pay their taxes to the local Bann, trade their goods to local villages, and keep to themselves, which suits everyone else pretty well.
Dunsport hides a vile secret, however. Its folk conceal a vast cavern beneath the cliffs, exposed only when the tides ebb to their lowest. Inside the cavern is a contemptible place of worship for the Dunsportians. A nightmarish demon from the Fade slumbers within, awakened only when the stars are right. The people of Dunsport have been breeding with the unholy creature, birthing even more abominations for generations. Those who come to Dunsport rarely leave, falling under the irresistible sway of the enormous Terror demon. How you can use Dunsport in your game: - Travelers might stumble upon the fishing village in their travels, delivering a message or perhaps even performing a mission for a merchant from Dunsport, who might be sending unsuspecting sacrifices into the maw of his master. - A pair of distressed parents hire the Player Characters to investigate where their son and his new wife went, as they travelled on the road after their wedding. The last place they sent a letter from was just short of Dunsport, and they're concerned their son has been killed. Unfortunately, they have been captured and are in danger of becoming willing slaves to the demon beneath the town. - Dunsport is obviously an homage to the town of Innsmouth, of the Cthulhu Mythos. Much like in the seminal story, a character might inherit a birthright from an inhabitant of Dunsport, and discovering that perhaps something of the Demon is within them, too... It has long been a tradition that witches keep plants, and most suspect that these are for herbs or crafting poisons. However, some witches have even more clever magics afoot, and use these plants to ward off harmful spells using apotropaic (a-pot-ro-pay-ic) magic.
Apotropaic Plant 2nd-level Enchantment (Ritual) Classes: Druid, Sorcerer Casting Time: 1 minute Range: Touch Components: V, S, M ( plant seed, and a drop of the caster's blood costing 1 hit point) Duration: Instantaneous You plant a seed or berry, and infuse it with some of your life essence, just enough to interfere with hostile magics. It grows to a healthy size immediately (enough to fill a pot plant) and grows normally. If you are within 10 feet of an Apotropaic Plant which you have infused, any magic effect for which you are the target, instead targets the plant. If affected, the plant suffers any effects that the spell would inflict, instead of you. You may only have one casting of Apotropaic Plant active at a time. If you cast this spell again, any plants previously affected wither and die instantly. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can plant an additional seed per spell level above 2nd. Each plant can absorb one spell, or spell effect (for spells which create multiple effects targeting the caster). How you can use Apotropaic Plants in your game: - A witch that your Player Characters have to confront makes their stand in a greenhouse or other plant-filled area, with enough time to prepare. The PCs may be surprised to find their spells heading awry and the witch evading their effects. - Advanced versions of this spell which use full-size trees or plant creatures to absorb hostile magic are rumoured, but seem lost to the ages. - A darker and forbidden variant using blood magic embeds fractions of the caster's soul into living beings, inflicting effects on those targets instead of the caster. This variant requires sacrifice of 1d6+2 hit points per target, which cannot be healed while the targets live. Also posted on Game Masters Stash on 11 January 2020. Not every bard is a horny mess who'll seduce anything in sight. Some are kind-hearted travellers who just love animals! Teddyn the Cat-minstrel is one such bard.
Teddyn started out as apprentice to a famed bard, but couldn't quite handle the pressure of high-performance... performing. He went out on the road on his own, and has been through dust-ups and destruction, losing friends and causes important to him. While some of his songs draw an audience and some draw derision, they all draw attention from the local wildlife, especialy cats. When he's finished up performing for the night, he'll often play a few extra songs for the town cats who have come to visit him in the tavern's barn or taproom. As a friend, Teddyn is loyal and brave, and he may decide to throw in his lot with a band of adventurers or a particular hero in town, if they're kind enough. He is a 2nd-level Bard, and can contribute some inspiration and basic spells to assist his friends. How you can use Teddyn in your game: - Teddyn might be working a gig in town when something goes awry, and might be able to help out if adventurers get involved. His help will be quite useful in the coming conflict. - Teddyn might seek out adventurers to deal with something far beyond his ability- a clan of Wererats who are terrorizing his furry friends. He comes to them, hat in hand, knowing he's asking the ridiculous. But he does it bravely. - A more experienced Teddyn may have founded an academy for minstrels, one that encourages them all to build their capability instead of running them ragged. He keeps a veritable swarm of cats in the grounds, and may even offer mentorship to a young PC or NPC. Also posted on Game Masters Stash on 10 January 2020. Golems come in all shapes and sizes, and certainly aren't necessarily the lumbering, magic-proof behemoths originally described by Gary Gygax. These days, there are all sorts of options for materials and construction, and even for options as player characters.
Eberron campaign setting introduced the concept of Warforged, a race of demi-golem constructs who have personality (sources seem to vary on where they got those, exactly) and autonomy, having been "freed" after the Last War. They're designed as a playable character race, which means they're easy (ish) to use, and relatively balanced, with a few different options for customization. They can be relatively easily reflavoured if you want them to be closer to 'true' golems, as well. How you can use Golems in your game: - Much like in Terry Pratchett's Discworld books, golems may in fact be somewhat common as domestic or industrial servants. Your Player Characters might be invested in their freedom, or in getting use out of them. - Reflavouring Warforged into steam-powered or clockwork constructs could make them more appetizing for players who would like less "potato shaped" golem races, and they may be very finely-worked depending on their position. A gold-plated Bard golem might go by the name 'Musicbox', while a duelist might have velvet-layered portions and ridiculous flourishes built in, and a soldier might be wrought of darkened iron with intimidating smoke flues built into the back. - This can be easily used for a slightly more steampunk game, even if you still want to mix in some magic. Golems themselves may take on more elaborate aspects of technology or construction, varying from the simple "slabs of stone/clay assembled together and given a shem". Perhaps they house elemental crystals as their hearts, or brains? Perhaps they include a humanoid's soul essence, and might remember some of their old life? Also posted on Game Masters Stash on 9 January 2019. Today's edition of #WestMarchesWednesday is about Populating a Map!
Part of what I'm working on at the moment is a semi-sandbox based on the West Marches model, which I've talked about before briefly. It front-loads a lot of effort into building the world beforehand, and detailing down at the next level when you know what vicinity your players are heading to, and what they're interested in investigating. I've also been playing Gloomhaven a bit recently, which has helped with understanding the idea of exploring a pre-written world. This means you need to have an idea of how to populate your world, and the kinds of things to add to it. Some locations might be "solved" in only one adventure, while others might be larger locations with several "sub-adventures" within it. You can add some secrets that need to be discovered before certain areas can be explored, or social-based areas which require particular relationships to be established, allowing access to areas, or cutting off others. The map I've used above from Dungeon Magazine was a surprise including in the final printed issue of Dungeon magazine, uniting more than 30 maps by Christopher West which had been supplied over many years (and 65 issues!). This gave locations for all of the various sub-locations, and populated them into the world. I had used some of the individual maps to base entire campaigns around, and having a whole world map to use gave me an enormous amount of ideas to work with, which I'm still mining for inspiration, years later. So, I started with loose ideas of what I wanted to have in my "world" (a small area, not even a whole continent". My list is below, and I've started to 'fill out' some of these with ideas of what I want to include later.
I'll detail some of these a little more in posts to come, but if you have any other cool ideas, or inspiration you get from some of these short ideas, let me know! Also posted on Game Masters Stash on 8 January 2020. This ancient table, polished from the stump of a great tree felled as part of a treaty centuries ago, cannot be moved from its location in the 'war room'. The maps laid on its surface are usually mundane, but the weighted tokens with a variety of differing icons atop them are linked to identical pins given to agents sent out on field missions.
A spellcaster who casts Locate Object at the table resets all of the weighted tokens currently on the map, which move to match the relative position of the person who carries them. This allows a canny commander to track the progress of missions and journeys on which they send their agents, but only works to a relative position, depending on the accuracy of the map. How you can use the War Table in your game: - As a trusted servant of the castle's commander, a Player Character might be given a small pin and instructed to carry it at all times. It radiates a small amount of divination magic, but does not have any qualities on its own, only in its link to the weighted tokens. - A trusted character might be asked to check on the progress of a mission, or to locate an agent who has gone missing. The magic of the table might reveal an agent's progress through dangerous territory and their relative location (within a few square miles, probably), or might reveal that their pin is still in the castle, for some reason. - For a higher-level character, being able to track their agents' travels makes for a very useful way to accomplish different operations in a wider area. Also posted on Game Masters Stash on 4 January 2019. The Last Drinks is a post-apocalyptic drinking establishment, built on an old water filtration plant which once graced the shore of a sea. It borders the Glowing Sea, and is often used as a point to meet other adventurers for missions off into the wastes. There is a tradition that those who are about to head off on an expedition, take a Polaroid together and tack it to the wall. If they do, their last drink is free (no doubles). Any who return and can prove their identity, are promised their first drink free. The wall bears many, many, photos, and rarely have the faces featured in the photos returned.
The Last Drinks is also used by locals, contemptuous of the swaggering adventurers. It's run by Bullet, a hard-as-nails redhead who wouldn't blink in the face of a mushroom cloud, and takes absolute care of her employees. The services offered include drinks, food, and companionship, but woe to anyone who disrespects her staff. People who offend get a range of punishments, from cleaning out the Brahmin sheds for a day, to being carried out the back and catching a slug in the back of the head. Bullet offers an open bounty on any power cells that get brought back, which includes entertainment, food, and drinks on the house for a full day. How you can use The Last Drinks in your game: - Low-level adventurers might be asked to escort supplies out to The Last Drinks, where they might have an opportunity to meet other adventurers, trade their junk, find some work, and step out into the far wastes themselves, if they'd like. - For a post-apocalyptic West Marches style game, The Last Drinks is an ideal base to use. Adventurers can meet up, compare maps, share knowledge, and set out together, in the hopes of scoring free drinks when they get back. Whether they survive the gang of bandits who prey on fresh explorers relies entirely on their own luck. - Adventurers who discover Bullet's deal with the gang of bandits are likely to stomp in looking for trouble. She's happy to explain the arrangement that means they don't target her bar, and where exactly all the useful equipment they just bought here came from. If they want to start a fight, most of her loyal customers will side with her, and the PCs will lose a safe point. Also posted on Game Masters Stash on 3 January 2019. Spleck's Wares is a familiar sight in many a country town, a lovingly-decorated little covered wagon with a blue-and-yellow striped awning, staffe by a friendly Lizardfolk who sells magical potions and curatives. The proprietor is charming and friendly, and always willing to apply a discount if someone has a story of urgent need or heart's desire. It also won't entirely guarantee that it's not selling snake-oil (with a big sideways wink).
Spleck seems to have a habit of occasionally selling what you actually need, instead of what you ask for, so most of the time you'll get a potion that makes you able to focus in a situation, and sometimes you'll get hallucinogenics that make you capable of understanding the entire universe in excruciating detail for a few hours. Spleck offers no refunds for these occasions, explaining that the path of destiny sometimes takes you to places you cannot expect. How you can use Spleck's Wares in your game: - Spleck is a well-respected traveling merchant, and might offer payment to a few low-level adventurers in the way of a handful of potions, to be distributed at the end of a journey they have spent guarding the wagon. - More capable adventurers might seek out Spleck for a potion which cures petrification, poison, or even recent death. Spleck might offer all these and more, but might demand the story of why the target needs such a curative. - High-level adventurers might begin to realize that the things Spleck offers are technically not even possible, and start to wonder how these potions are manufactured, let alone distributed seemingly on a whim. Also posted on Game Masters Stash on 2 January 2020. It's New Year's Day, my country is on fire, and it hurts to breathe the air here. I'm cooped up inside watching Star Wars on internet that keeps dropping out, and I'm hoping it stays up for as long as it takes to get this posted.
I would like to bring some attention, however, to the great work of Instant Adventures, for when you're short on time and need a good-quality map with a quick description. You can use these as the jumping-off point for larger adventures, for side quests, or for when your players get ahead of what you've planned and you need some filler. So, go check out Instant Adventures' work on DriveThruRPG, throw their page a Like, and save yourself some time, which is what we're all about. Back to my regularly scheduled programming tomorrow! Also posted on Game Masters Stash on 1 January 2020. |
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|