The post-apocalypse is so often dusty wastelands that we forget to look skyward.
This isn't my original idea, but one I actually played in a Play-by-post Apocalypse World game (still near and dear to my heart, even if I don't get a chance to play it locally). The concept is that the world has gone beyond its usual nuclear poisoning, and the air itself is poison (or acid, or dangerous somehow). The last bastions of humanity live in rickety ruins of skyscrapers, or stacks of hastily-welded shipping containers, way in the air, linked by swaying rope bridges or scrap pieces of steel turned into something sturdy. Venturing below into the clouds is taking your life into your hands, and you might return with fabulous wealth (food, clothing, equipment, fresh water), or vanish forever. I found this to be a particularly evocative setting idea, because it has all the scarcity of a post-apocalypse setting, combined with a heady amount of vertigo, and the usual fear of the unseen that usually accompanies the sea. Communities above the clouds might be desperate and dangerous, but they've got nothing on whatever it is that dwells below the clouds, whether they are cannibal mutants, monsters from below the earth, or something even more alien. How you can use Castles in the Sky in your game: - If you want to adapt this to a fantasy concept, happening across a village living in some ancient Elven spire and concerned about the creatures that dwell on the earth might be a good analogue. Whether what they're terrified of actually exists or not, the sheer weirdness of such a community could make for a great spot to visit. - Overland travel to other communities might be possible via waystationed bridges, and controlling these bridges would be vital to defending your own community. Some kind of warlord who wants the resources of another community might chance a raid across the ground. - All sorts of danger can be used in this setting, from a child wandering down past the cloud level while no-one was watching, the cloud levels rising and falling like tides, or introducing air travel (whether mechanised with planes, or even something like hang gliders) to your communities. Also posted on Game Masters Stash on 31 March 2019. Ishtal is a secluded seaside location, on the tip of the western shore of the peninsula. Here, the rock has split from the cliffs and stands separately, where it has been settled by an isolationist community of sun-worshippers. Here, they believe, they can take in the last rays of sunlight each day, where they bottle them and forge monstrances designed to banish the darkness when the end of the world comes.
The rock surface of the pillar is carefully built up in a series of chapter-halls, kitchens and other functional rooms, and topped by a spacious long hall, aligned precisely with the angle of the setting sun over the sea. The windows there are incredibly expensive lenses, each the height of a tall man, which channel the light along mirrored glass tubes into a specially prepared bottle each night. These bottles somehow actually trap energy of the sun, and if they are broken, they explode with the power of a sunburst spell. The monks here store the bottles in special vaults buried inside the rock spire, in secret rituals. They believe that a time will come when darkness sweeps over the land, and only the saved energies of the sun itself can hold back the forces of evil. If the need is dire enough, they might even spare a flask or two... How you can use Ishtal in your game: - As a remote community, it's an ideal place to be under attack by enemies, and in need of rescue. As there's a regular town not too far away, someone might have run for help while the monks battle the attackers. Aquatic creatures like Sahuagin would be perfect for this attack, allowing your players to vanquish hordes of the scaly monsters. - For adventurers on an epic quest, a flask of sun's light might be needed to battle a particular foe. Activated properly, it might be able to be used like an oil, to anoint a weapon in the pure light of the sun, rather than simply exploding. - Perhaps by taking som of the sun's light each day, the monks are actually diminishing its light. People on the mainland are starting to notice the sun's light dimming every day, and the monks are taking this as a sign that their efforts are even more needed. Persuading them to cease in their rituals, and even to release back their imprisoned sunlight, will be difficult. And that is even without the vampire which has crept into the cloisters and is murdering monks, one after another, until it can reach the magical apparatus in the high halls, and accelerate the process to extinguish the sun itself. Also posted on Game Masters Stash on 30 March 2019. As with many things, it's often better to better a jack of many trades than a master of one. You might know the ruleset for D&D 3.5, or Pathfinder, or Traveller 2nd edition, perfectly and word-backwards, but being able to extrapolate between systems, steal mechanics and ideas, and adapt things that seem cool, is a great ability to have.
So, get your hands on anything you can try out. Hit up DriveThruRPG and see what's on special and can be picked up for free, or for very cheap! See what old games you've got lying around that you can read through, and see if there's anything, even just one thing, that you can use. This week, I picked up a cheap copy of the Doctor Who Roleplaying Game. It's got a mechanic I plan on stealing, whereby the options you choose for making your character reduce the number of Story Points you can use for spending within the game for having 'just the right thing' in your pocket, or knowing a friend in the right place, or completely derailing the plot by dumping all your points at once. Using 'points' to allow characters to make something up and have that actually be true in-game, lets people buy in and commit to why their character has an old buddy who's a minotaur, or why there's actually a battleship in orbit not disclosing whose side it's on, and let players pull amazing con-artist style tricks ("Oh no, I swapped that with the fake safe while we were driving through the tunnel"). Apocalypse World has a system I really enjoy, where you choose how you fail or succeed- generally, succeeding at something lets you choose some consequences that don't happen, like the following choice: Major success (choose three), Success (choose two), Fail (choose one) - It doesn't make a big mess - It doesn't cost you a lot, in gear or cash - It doesn't take ages to do - It doesn't hurt anyone Using a system like this, players are aware of the potential consequences to start with, and know how much is riding on the roll. They also get to customize what they succeed at, even if it goes wrong- they'll still get a "bad" outcome, but they can potentially minimize the harm to your wallet, your friends, your spare time, or your surroundings, but not all of them. Shadowrun 2nd edition had a system where you prioritized your options when making a character, so an elf was "more powerful" than a Human, and a Troll was more powerful than an Elf, which reduced how many points you had to spend on your ability scores, your skills, and your overall wealth. This could be translated to a D&D type game whereby an "exotic" race like a Tiefling might be rarer than a Human, in the same way that a Paladin might be rarer than a Fighter. Having some kind of balance might help your players feel more comfortable in playing "sensibly balanced" characters, rather than one where Dragonborn, Aasimar, Genasi, Half-Orcs, and Humans are all equally choosable with Warlocks, Paladins, Fighters, and Wizards. So go through your library and have a look at all those books you've never played. See what catches your fancy and what makes you think "ooh, that's fun, how can I use that?" Also posted on Game Masters Stash on 29 March 2019. Rosepark is a thriving and well-off community that has risen from the residue of the old Kingdom of Toranath. In the hundred years since the Kingdom's fall, the Archdukes of Rosepark have protected and shepherded the people of the East Marches, leading to its current economic and cultural boom.
Rosepark was originally a large fortified manor named Greycrag Keep which took in refugees, and its progressive Duke quickly expanded the boundaries of his personal territory by putting the refugees to work, farming in his gardens and establishing resources they could all share. They bolstered defences and protected their boundaries against roving bandits and renegade former knights, which won much favour with the peasantry of the region. As the town grew, more buildings were necessary, and a bustling city has sprung up over the last century. Now ruled by the grand-daughter of the original Archduke, a woman by the name of Felicia alDayne, the new city of Rosepark and its supporting towns are prosperous and well-off. The city possesses a cathedral honouring the god deities, a small university, several merchant guilds, and trade routes with other cities, well-guarded by a standing guard with trained reserves. It has diplomatic relations with several of its neighbouring nations, and has survived wars with a couple of others, although its rapid expansion slowed to a near cease in the past ten years. How you can use Rosepark in your game: - As a well-off, almost industrial city, Rosepark can be the central area of a campaign, or just a stop-off on the journey. It can be threatened by invasion, espionage, or otherworldy threats, and even its guard cannot stop every threat. - Rosepark is also a centre of learning, which means it is a likely destination if adventurers need to seek information or assistance, whether arcane or clerical. - Parts of the city were built on the old Rose Abbey, an ancient trial of knighthood for warriors of the Old Kingdom. Those who value the old code of chivalry might seek out the old Abbey, if any part of it remains. Also posted on Game Masters Stash on 28 March 2019. Moore's Network is a hacktivist collective/cult that aims to unify all of humanity into a glorious networked group mind. Worryingly, they seem to be succeeding beyond any expectations.
This began as a group of MIT graduates building a specialized network for speedrunning Simsense games, and quickly developed as they realized the inherent power in their groupmind. It requires expensive components, some looted from military or high-end Corporate sources, and a great deal of designer cyberware, but once eight trained people use this technology at the same time, they become effectively a very powerful AI, able to process information as quickly as a full server bank. This allows them to brute-force their way past many threats when hacking or processing programs, in addition to some minor telekinesis, through unexplained methods of psychic potential. However, the local power drain is immense, and can be tracked if an agency is aware what to look for. When 8 cells are active at once with one another (64 operators, or an Octocell), this doubles the capacity of the network, and increases the power of the telekinesis to the ability where it can lift cars, tear apart buildings, and so on. 8 Octocells, known as a Chessboard (512 networked operators), creates one of the most powerful computing networks on the face of the planet, and grants telekinetic ability strong enough to influence major weather events like tornadoes, and devastate a small town almost without the ability to stop it. 8 Chessboards (4,096 networked operators) is a theoretical construct known only as a Superperfect, and its true power is unknown. It would likely require the GDP of several small nations to craft, with the power requirements of an entire large one. How you can use a Moore's Network in your game: - A small local collective might be able to assist when more computing power is called for, for a particularly difficult job. They are creepy and super-wierd, but definitely effective. They'll likely need on-site anti-intrusion bodyguards, as they're completely vulnerable while networked. - When local people are getting recruited more and more often by a weird technology cult, this group may offer an alternative- or might be the power behind the throne, secretly testing recruits for aptitude and suitability. - Cells like this can be defeated locally, but might activate larger groups of allies in other locations. An Octocell or Chessboard could be a campaign-ending threat if roused to anger against their members. Also posted on Game Masters Stash on 27 March 2019. Tinâthlíen, known as the Darklight Dragon, and also as the Thunder's Shadow, is a mighty and monstrous dragon, sired of a forbidden bloodline and the source of many ancient evils. He makes his lair in a pit hundreds of feet beneath the earth, where his servants guard him and bring him tribute at the heart of their monstrous city.
Tinâthlíen is a truly ancient Dragon, with the blood of both Shadow and Blue dragons in his veins. He seems physically almost insubstantial, and is often lit from within by sharp purple glows, making him difficult to spot. When he hunts, he stalks his prey for some time before descending upon them to wreak absolute destruction upon whatever he chooses. His claws are like scythes of adamantium, and his teeth are like a forest of blades. Even without his immense strength, his attacks seem to shear through almost any material, and his breath weapon alternately obliterates its target into ash, or makes it fade away into the Shadow plane. Foes who truly earn his ire take both effects simultaneously. Physically, he measures over 200 feet long from nose to tail tip, and his wings span half that distance again. Statistics: Tinâthlíen is a Great Wyrm Shadow Dragon, advanced to 50 Hit Dice. He can freely choose to deal either 10 negative levels, or 24 d8 electricity damage, or half of each, with his breath weapon. He has the spellcasting capacity of a 21st-level Epic spellcaster, and knows many unique dragon-specific or metabreath spells, including some which can animate his breath weapon to grant him aid against foes, or teleport through shadows. He has even mastered several Epic spells, which makes him incredibly dangerous even to Archmages or equivalent heroes. His cunning and ferociousness must not be underestimated, and he has been the bane of hundreds of heroes over his two thousand years of life. His Challenge Rating is approximately 29. Treasure Hoard: Finding the treasure hoard of the Darklight Dragon is quite a feat, and should be everything that any adventurer's tiny little shrivelled heart has ever dreamed- wagons overflowing with coinage and jewelry, magic items galore, and more. The brief summary of his easily-discovered hoard is as follows: - 310,000 gold pieces in cash coinage - 49,000 gold pieces' worth of assorted gems and jewellery - 47,500 gold pieces' worth of various art objects - a Cloak of Charisma +4 - a +1 Glamered Spell Resistance set of Shadow studded leather armour - a +1 Breastplate - a +2 Spell Storing adamntium dagger - 3 potions of Cure Light Wounds - 3 potions of Enlarge Person - a potion of Remove Fear - a potion of Darkvision - a potion of Delay Poison - a potion of Protection From Arrows DR 10/magic - a potion of Magic Fang +1 - a potion of Shield of Faith +2 - a scroll of Mass Cure Light Wounds - a scroll of Cone of Cold - a scroll of Restoration - a scroll of Overland Flight - a wand of Shocking Grasp (1st level, 48 charges) - a wand of Web (44 charges) - a wand of Eagle's Splendor (6 charges) - a Clear Spindle Ioun Stone - a pair of Gloves of Arow Snaring - a minor Circlet of Blasting - Ring of Force Shield Also posted on Game Masters Stash on 26 March 2019. Aaus (pronounced "owwww-s") is a simple smith, labouring away in his grandfather's forge in a small town. He feels like his work is pretty good, but he's really not sure why nobles and knights and two kings (so far) keep coming to make commissions from him.
The secret is Aaus' smithy, inherited through his father, grandfather, and great-grandfather, and originally enchanted by a wizard's apprentice who couldn't pay for the repairs he desperately needed. Aaus' great-grandfather kindly offered the work for fee, if the young aprentice could just show him "a touch of magic". Each year since then, the apprentice, now a powerful master mage, has returned to secretly re-enchant the smithy and continue the ensorcelment that he feels most strongly connects him with the common people. The steel worked in Aaus' smithy comes out lighter, harder, and much more durable than ordinary steel (roughly equivalent to Titanium in modern society) although it lacks the mirror-shine usually preferred. The farms in his neighbourhood are well-equipped with fine ploughs and equipment that has rarely needed sharpening or repair since Aaus' great-grandfather's day. The smithy also allows him to work for longer and harder without exhaustion, an enchantment which many Dwarven master-smiths would kill for. Although Aaus' work is good, it is not master-crafted, just very durable. The orders he has had people make often include Aaus doing the basic work and then being taken to another smith for adornments and decoration. Polishing it is possible, but conceals that it is "greysteel" work, which some people prefer. Statistics: The steel worked at Aaus' forge comes out at half the regular weight, -1 to the armour check penalty (if any), and +5 to the item's Hardness. He charges only Players' Handbook prices for his work, but is often given a bonus for the quality he produces. If buying this "greysteel" from anyone else, increase the price by a minimum of 20%, but more likely up to 100%. How you can use Aaus the Greysmith in your game: - Watching a cavalcade of armoured knights and wagons streaming into a town as Aaus opens his commissions for the year would be quite a sight to see for anyone who doesn't know what is going on. - Receiving a small gift, like a single weapon or tool, made by Aaus as a reward for some task assisting his village might draw attention, as well as being extremely useful to thieves or adventurers (lightweight, not-shiny, very tough material? Yes please!). - Having someone like a master Dwarven smith try to buy or otherwise monopolize Aaus' work might lead to the wizard ceasing their enchantment of the smithy. At that point, the smithy won't accomplish anything other than well-worked steel. At that point, Aaus would be desperate to discover what he's doing wrong, and how to fix it. - Your adventurers might be stopped upon the road by a mysterious wizard, asking them to assist him as he tries to reach the forge. He explains that he is dying, and needs to bolster the enchantment before it fails forever. Also posted on Game Masters Stash on 25 March 2019. A true wonder of spellcrafting, this wandering city is the home of the archmage Anshuk, and a sight to behold for any mortal.
Towering above the jungle ravines, this tremendous construct is mobile and constantly walks on its many limbs, resting only to take on supplies. Waterfalls stream from off its back, greenery and vines twine down its limbs,and the bustle of humanity peacefully make their livings on buildings established there. Only the archmage can control its movements, and it is rumoured that it can be roused in defence of those who live there, although this has not been tested. Floating above its head are a pair of obsidian monoliths. When Anshuk wishes to control the city, she strides to the very edge of the fountains and channels her power through the monoliths. Statistics: Shammisi is barely a city, with only a few thousand inhabitants. They are, however, very well off, and even the poor have their own homes, and do not struggle for food or water on any given day. Many of the inhabitants practise some small magic, and it makes their day-to-day living much easier. Overall, the city's governing principles have a Neutral Good alignment, and there are only a handful of dedicated guards. The city moves at the rate of about fifty miles per day at full speed, although if it is crossing particularly difficult terrain or taking its time, sometimes as slowly as ten miles per day. How you can use the Walking City in your game: - Travelling to the Walking City to seek aid from Anshuk is something of a quest in itself, as no-one is ever really sure where it will be at any given time. All that can be done is to travel to the region it inhabits, a few million square miles (about equivalent to the Amazon Rainforest), and send a signal fire to attempt to attract its attention. - As the archmage Anshuk is now reaching her third century, the citizens of Shammisi are beginning to wonder who will take up her mantle, and protect them at the end of her life. Anshuk is busy with her experiments, but may be interested in interviewing potential apprentices. - Adventurers who see word of some threat that might potentially endanger Shammisi and its inhabitants, like dragons or perhaps an appropriately sizeable army of Orcs, would be welcomed within Shammisi, and might have to assist with defending the city from these attackers. Also posted on Game Masters Stash on 24 March 2019. This curious magical artefact is slightly smaller than fist-sized, and glows slightly with an inner light. It is a rough caltrop-cube shape, and a deep blue colour, with tiny glowing occlusions within, which glimmer and move over time. Those who touch it are instantly grasped by a sense of aloneness in the vast universe, often leaving them with a permanent depressive disorder even if they let it go.
This odd crystal came from the stars, and has passed through many hands since falling to the earth. Its true origin is unknown, though powerful scrying spells detect traces of some kind of malevolent primal entity at its heart. When properly identified, this item grants powers from the stars, allowing the user to access the following spell-like abilities:
How you can use the Azure Star in your game:
Since time immemorial, since people had sticks and mud probably, we have designed stuff. And a big part of that is thinking about where we want to spend our time, and how to lay that out better, or more efficiently, or with a bigger gaming room.
Today's post is about player strongholds. If it hasn't already been obvious, I'm a big believer in player agency and player investment (or buy-in, if you prefer that term)- letting players tell you, the Game Master, what is it they want to do, how they want to do it, and then you 'refereeing' the results. You might throw them a few curveballs, but letting them have agency in what their characters do in the made-up little world you're designing means they care about the world you're designing together, and about their characters' positions within that world. Whether they want to draw up a map of their party's favourite bar, and mark out which booth they always have booked, or their shared spaceship, or have a map of the town they live in so that they know where they can go to defend it when Orcs attack, or if they go to the trouble of sketching out a full-blown castle or bunker with defenses, they're doing stuff that means they're interested in what you're doing together. So encourage them! When they design a stronghold, threaten it! Let the defences they design get used, let the enemies they trusted betray them, let the secret chambers be useful when they're attacked. Enemies that just sweep past everything they're doing takes them out of the game, and tells them that it's not worth being invested, because you can just ignore the rules. How you can use player strongholds in your game: - When the players meet in their bar, ask them where it is. Ask them what it's like and what's on the menu, and what kind of terrible minstrel is playing in the corner. Get them to invest early in the game world, and make sure to keep it up! If you can, get someone to sketch a quick map (maybe while you look up stats for whatever they're about to get in a fist-fight with). - Encourage them to nest! When they want to renovate that old wizard's tower ruin, cool! You've got a base that stuff can happen to, instead of keeping them roaming across the countryside like cursed wanderers from Kung Fu. It'll mean a lot more when Old Mayor Perkins asks them to help with the Manticore in the mountains because it's been carrying off Farmer Joe's sheep, if they know Farmer Joe owes them some cash and he won't be able to deliver, or someone is chatting up his son. When Bugbears start raiding your town, that's a lot different to just "some random town 1d6+2 days away". - You're training your players to design maps and stock them with traps and guards. When you need a holiday from GMing, they're already halfway there! Also posted on Game Masters Stash on 22 March 2019. Skotan is a proud and vicious warrior, a perfect foil for knightly or noble PCs.
Skotan is most commonly clad head-to-foot in gleaming oil-blackened plate with gold trim, with large and ornate ornamentations, or fine nobles' clothing. He bears a large, awful-looking Aurthotic scar around his right eye, and shaves his head to show it off. He is excessively proud of his appearance, and can be provoked into a fight by scratching, marking, or even sometimes just criticizing his gear. He is, unfortunately, fast and skilled with a blade, and he is backed up by the law, as first son of the noble Elombarg family. While he is nasty and will lord it over your PCs any time he's able to, he's not a campaign villain- he's a rival who will make things difficult, complicate situations, compromise secrets, and generally be as frustrating as possible without making your players kill him. His title, 'The Unheralded', refers to his habit of going without announcing his noble rank. It is seen as an arrogant and despicable practice, not allowing others to know who to avoid offending. Statistics: Skotan is a Lawful Evil 7th-level Fighter, wearing masterwork-quality (and potentially magical) full plate armour. He wields an equally fanciful bastard sword, and is extremely focused in its use. How you can use Skotan the Unheralded in your game: - Skotan is an excellent choice as a foil for low-level PCs, as his AC, hit points, and weapon skill will be nigh-unbeatable. If by chance they do manage to threaten or defeat him, that will only enrage him all the more, and make him find inventive ways to hurt those who humiliated him (buying, and burning down, their favourite inn, for example). He has enough wealth to be petty and horrid, without even drawing his weapon. - At higher levels, Skotan's skill and social positioning will make him threatening, even if he is less physically capable than some of the PCs. He is meticulous in his pettiness, and in going only far enough to embarass his opponents, making them the villains if they draw weapons on him. Having him turn up as someone's surprise brother-in-law or business partner will be enough to make your player's' skin crawl every time they see him. Also posted on Game Masters Stash on 21 March 2019. Everyone knows the stories about the Pale Spirit who haunts Adralesa Manor. She walks the halls, it's said, waiting until her true love returns from a journey he'll never complete. She shakes the doors, and the candles walk with her to keep her from being alone in the dark.
Those who live within Adralesa Manor would tell you different. This vengeful spirit stalks the halls, pursuing those who have wronged her in some way. Her retribution for whatever wrongs she sees are horrid and painful. She controls the surroundings of the Manor, showing absolute mastery over its structure. Door refuse to open, windows harden, furniture flings itself across the room. She prefers to terrify her victims before they die, and often hunts them slowly to build tension and fear before manifesting fully to confront them. Statistics: Lady Adralesa is a Neutral Evil 8th-level Sorcerer Ghost. Her powers have changed over time, and all are curses or control spells. How you can use Lady Adralesa in your game: - The last descendants of this once-noble family beg adventurers for aid, promising the fabled sword of their family as a reward,which is now locked in the Manor's vault. They need the spirit gone permanently. - Lady Adralesa has been enslaved by a powerful Necromancer, and although her rage is terrible, she cannot break the domination he has upon her. She can manifest in teh dreams of those nearby, however, and might try to elicit sympathy from a noble Knight or similar character, promising (falsely) her own retribution as reward. - The PCs are caught in terrible weather, and are forced to seek shelter while they have a wounded party member or animal. They are then subjected to the haunts of this terrible spirit. Also posted on Game Masters Stash on 20 March 2019. Sometimes, where you end up isn't what matters to your character. It's what happens along the way that makes the journey worthwhile!
Sometimes, indulging the storyline that your player wants is even better than a more-magic sword. Talking to your player and finding out what kind of character they want to play, and the story they want to tell, really pays dividends in terms of player enjoyment. If your player is telling you that they want to play a secret vigilante, or a freedom fighter, or a squire masquerading as their master to save a dead man's honour, you've already got a storyline to tell, and you can have elements that happen affecting what happens in the 'main' game. Similarly, accomplishing goals that your player wants to go through can be a really great on-screen reward. A faux knight generally wants you to tell the story of them being knighted, a freedom-fighter wants you to tell the story of them going back to free their enslaved parents, a player who tells you about their character's father who was slain by a six-fingered man really wants the chance to avenge their father. Building to that, and making that a side quest in your game, can make for a great, rewarding, amazing conclusion. So find some epic background music and queue up some kind of cool encounter along the road to your campaign conclusion. It doesn't have to be a lot... but think how much a pat on the head from his dad would have meant to Boromir, how much reforging the shards of Narsil into the new blade Anduril meant to Aragorn, or being acknowledged as a knight by Edward, the Black Prince, meant to William Thatcher in A Knight's Tale. How you can use accolades and subplots in your game:
Also posted on Game Masters Stash on 20 March 2019. These towering necromantic constructs are made by Elven necromancers using secretive rituals. The exact process for crafting them is taxing and mysterious, but the results are clearly effective, and they make deadly warriors to defend their people.
Known as Wraith Warriors to most other races, or Fe'assari (Spirit dwelling within bone) to elven folk, these undead are grown painstakingly from the subject's own bone, and inhabited by their own spirit, willingly. It is a vital component of this school of Elven necromancy that the spirit is willing and involved in the process, which avoids the use of negative energy in its application. It is said that this magic originated with the Sea Elves during their war with the Krakens, many thousands of years ago. The giant bone constructs are generally ten to twelve feet tall, though even more monstrously-sized versions are known to exist. They often wield gigantic magical axes or swords, with a defensive shield built into their left arm. They are smooth and porous to the touch, and slightly warm, like humanoid bone which has been polished and left in the sun. Occasionally, they have a faint scent about them, as if of deep woods or salt air. Their 'head' is a curious-shaped elongated dome with no features. Sections of their body are decorated with large gems which sparkle slightly from within. Fe'assari have no way to verbally communicate. Telepathy reveals them to have a strong emotional bond to the skills they knew in life, although their core personality seems hollow and far-away. They do, however, recall fine skills in battle and often some craft or performance skill which they once knew. Statistics: Large Undead (Deathless) Hit Dice: 12d12 (average 78 hit points) Initiative: +6 Speed: 30ft. Armour Class: 23 (-1 size, +2 Dex, +8 natural, +4 deflection) Base Attack/Grapple: +6/+22 Attack: Ghost axe +14/+9 melee (2d8+10 magic slashing, x3 critical) or 2 slams +12 melee (1d8+6 magic bludgeoning) Space/Reach: 10ft./10ft. Special Attacks: None Special Qualities: Deathless qualities, Damage Reduction 10/magic and bludgeoning, darkvision 60ft. Saves: Fort +4, Reflex +6, Will +8 Abilities: Str 18, Dex 15, Con -, Int 13, Wis 11, Cha 3 Skills: Concentration +11, Knowledge (any two) +16, Listen +15, Perform (any one) +11 Feats: Greater Weapon Focus (ghost axe), Improved Initiative, Weapon Focus (ghost axe), Weapon Specialization (ghost axe) Environment: any land or aquatic Organization: Solitary, or Ward (2-5) Challenge Rating: 6 Treasure: 1 personal trinket (Their ghost axe loses its +2 enchantment if they are destroyed, and becomes a masterwork Large battleaxe) Alignment: Any non-evil Advancement: 13-20 HD (Large); 21-25 HD (Huge) Level Adjustment: - Crafting such a body takes a process of 6-12 months and an expenditure of 3,000 gold pieces' worth of components. The creator must know the spell animate willing dead. The target of this spell must be willing, and know that through becoming one of these deathless constructs, they will never reach the Halls of the dead, for if they are destroyed, their soul fades into nothingness forever. Those who are dying or mortally wounded will often choose such a path to guard their loved ones into eternity. How you can use Fe'assari in your game:
(Concept stolen from the Warhammer 40,000 universe's Eldar Wraithblades) Also posted on Game Masters Stash on 19 March 2019. These dangerous constructs can be made by wizards with plentiful libraries, or occasionally self-animate if too many spell scrolls are left together for too long.
Their structure is formed of hundreds of spell scrolls, held together by their own magical force. They can summon up bolts of raw evocation energy to hurl at those who threaten them, and are guarded by shimmering fields of abjuration. Statistics: Large Construct (Arcane) Hit Dice: 18d10 + 30 (average 129 hit points) Initiative: -1 Speed: 20ft. Armour Class: 18 (-1 size, -1 Dex, +10 deflection), touch 18, flat-footed 18 Base Attack/Grapple: +13/+23 Attack: 2 slams +14 melee (1d4+2 and +2d6 force) or +11 ranged touch (3d8 Force) Space/Reach: 10ft./10ft. Special Attacks: Elemental bolt Special Qualities: Construct traits, Damage Reduction 10/magic and slashing, Spell Resistance 25, vulnerability to fire Saves: Fort +6, Ref +5, Will +6 Abilities: Str 15, Dex 9, Con -, Int -, Wis 11, Cha 1 Skills: N/A Feats: None Environment: Any Organization: Solitary or Archive (2-4) Challenge Rating: 10 Treasure: 3d6 scrolls at (1d4) spell level Alignment: always Neutral Advancement: 19-25 HD (Large); 26-36 HD (Huge) Level adjustment: - Not a true golem, and certainly not an Elemental, this creature is known colloquially as a “Scrollemental” by inventive young apprentices who think themselves clever. It is remarkably resilient, but vulnerable to mundane flames, although the risk of destroying the knowledge that makes up such a creature, as well as the collateral damage to its surrounds, often preclude this as an option. Elemental Bolt (Su): as a Standard Action, a Scrollemental may fire a bolt of surging evocation energy. This bolt requires a ranged touch attack to hit, and inflicts Force damage. Also posted on Game Masters Stash on 19 March 2019. This Orc woman is a battlefield scavenger, usually accompanied by her two children, Fruulo and Hopraak.
As part of the animistic beliefs of her tribe, the dead cannot rest while their remains have not been collected. It is her role to scrounge battlefields, and lay the dead to rest by collecting their skulls and gathering them into a cairn back in her village. That her village is on the outskirts of an ancient miles-wide battle site only means she has lots of work to do. Frîgdash’s talents as a Necromancer are only slight, but sanctioned by the goddess Nîa, who gathers the dead and administers to their souls. She usually goes armed and armoured, as she has had trouble with mercenaries and other looters before, as well as unquiet spirits. Frîgdash’s two husbands, Gulo and Vugak, are a hunter and a singer respectively by profession, and have great respect for her skill. They all live together in a raised lodge on the outskirts of town. Statistics: Frîgdash is a Neutral-aligned Orc shaman (Cleric, for most systems). She serves her people as a shaman and religious guide, using her necromancy skills in ways most people find uncomfortable but acceptable. How you can use Frîgdash in your game: • While venturing through Orc lands, a relic must be recovered from a fallen King. The trouble is, no-one knows where in the enormous battlefield the King perished, and locals only point to Frîgdash for assistance. She’s the one who knows the field best. • Integration with human society has been challenging for the Orcs. With their favored method of problem solving being violence, things have been fraught. And when a crusading priest discovers a cave lined with polished skulls behind Frîgdash’s house, he is all too ready to burn her at the stake. Can your PCs settle the matter, and bring calm to the village? • Frîgdash is the descendant of a long line of necromancers, who have much oral wisdom about the nature of undead. If an especially powerful undead creature has risen, or has even returned from the Realm of the Dead, Frîgdash will be very interested in making sure that it returns. She might aid or even train your PCs in the arts of Necromancy. Also posted on Game Masters Stash on 17 March 2019. Hi, folks!
Today's post is something new- live! That's right, outside of a couple of friends who've checked how the structure works, this is the first time I've linked people to this blog, and I'm hoping it all goes well. I've collated all the posts I've been writing for Game Masters Stash, a Facebook RPG content page which I've been writing mostly-daily posts for since early February 2018. I've finally been able to port them all over, slooooooooooowly, because Facebook's approach to archiving posts is generally "LOL nope". I genuinely hope that people find this content useful, and can talk to me about why they think it isn't, if they disagree. So, welcome to Building Paper Mountains. Have a look at the Downloads page, which has some 3.5 edition D&D classes I've written, have a look through the post categories that interest you (I'm not sure why "Post-Apocalypse" is there twice, but I can't seem to get rid of the duplicate), and if you've got ideas, suggest them to me. Welcome! -Luke This vast mountain range pierces the clouds and is said to pierce the sky itself. It is also somewhat difficult to locate, on account of its migratory nature.
The mountain range relocates every few generations, and occasionally flips an ear in warm weather. When it walks, it reshapes maps- diverting rivers, shattering other mountain ranges to scratch against, and trampling any city caught in its path. The Karkadann is truly a force of nature, truly unstoppable and insensible to pleas. Although early colonists in the area attempted to worship the Karkadann as a deity, it showed no interest or recognition, and the cults mostly faded into obscurity. Although attempts have been made to weaponize the mountain range by building fortresses on or into the mountain, these have all failed when the mountain migrated, falling off thousands of feet to the ground, as slabs of stone and screaming soldiers. Tales tell that the peaks of the Karkadann Range reach so high, they breach into the Elemental Plane of Air, and shower down diamonds. These are mostly caught in the valleys and gorges atop the Range’s back, and can be found by adventurous souls who have a head for heights. These valleys are also guarded by territorial wind spirits, who have a fondness for carrying and hurling their prey from the side of the Range. Statistics: No. Nothing you do can possibly threaten this creature. Its size and mass defy description, you’re talking about attacking a freakin’ mountain range! How you can use the Karkadann Range in your game: • A noble or merchant might finance an expedition to reach the diamond-strewn valleys of the Range, regardless of the lives it will likely cost. Adventurers can hire on at several points- but do the other members of the expedition have some sinister motive? • A city along a river hears that the Karkadann Range is migrating in their direction, and beg adventurers for help in delaying or rerouting the Range while they evacuate. • A mighty sorcerer intends to harness and control the Karkadann Range, threatening all settlements within hundreds of miles. Any adventurers able to stop them would be appreciated, and paid well. Originally posted on Game Masters Stash on 15 March 2019. Captain Oscaigne (pronounced “oss-kine”) rose from a position as a commissioned soldier in the King’s army to his respected position, trusted with many of the secrets of the realm.
He brooks no guff from upstart adventurers, having seen them come and go in his nine years as Captain of the Royal Guard. Now in his late forties, he is past his fighting prime, but his skills are still sharp enough to demolish most challengers before they understand what they are in for. Captain Oscaigne is an outstanding swordsman, and still bears the faded blue-and-gold champion’s torse granted to him by the Queen before he attained his position, reminding all who see him that he was once peerless as a warrior. Although his face bears scars, and his manner is intimidating, he earned every bit of his rank and reputation in battle. Statistics: Captain Oscaigne is a 15th-level Fighter, with physical abilities appropriate for his age and level. He wears polished full plate while on duty, with a deep blue cloak to mark his rank and station , and the Captain’s sword at his waist. He is morally inflexible, and chooses not to engage in further morality (Lawful Neutral), as it is “not his calling”. His exceptionally well-trained Royal Guards are each minimum 6th level, mostly Fighters. How you can use Captain Oscaigne in your game: • Adventurers who get a little above their station may need a reminder why they shouldn’t threaten royalty, and Captain Oscaigne is just the man to do so. • For adventurers who wish to ‘retire’ for a while and take up a legitimate position, Captain Oscaigne makes an excellent mentor or employer. He may also make for a good pre-adventuring parent figure or mentor, someone to return to and show off someone’s skills or prove their worth. • If the Kingdom is threatened, Captain Oscaigne’s role is to stay and defend it. He may deputize some nearby adventurers if someone needs an escort to reach a safe place, however. Originally posted on Game Masters Stash on 13 March 2019. This grim and menacing undead horror was once a paragon of moral virtue, and is now known as an oathbreaker and vile traitor.
Formerly one of King Toran’s knights in the glory days of the Kingdom, he broke his loyalty and swore repugnant paths to dark forces when his claim to captaincy over the other knights was refused. He roamed the lands as a blackguard for many years until he was finally brought to ground and slain by a group of loyal warriors, and Artharak’s former friends. However, this was not his end. His body was tossed in a fire and burned for many days. Even the most ardent of his bygone friends stayed for a day as the flames blazed brightly without cease. After a dozen days had passed, Artharak awoke, his flesh seared from him with hellish fire, and a terrible hatred burning in what was left of his heart. Since then, his wrath has only grown, and his power has increased tenfold. He murdered his erstwhile friends over the next years, and is an almost-unstoppable force of evil within the world. His wickedness knows nearly no bounds, and the only thing that can halt his rampage is the sight of children. Remembering his own children, slain in their beds centuries ago by his enemies, can give him pause. If encountered outside of combat, the ghastly Death Knight is a morose and malicious conversationalist, though he is not easily provoked to violence. He wears the tatters of his old armour, and still wields his fabled broadsword, a blade named Sorrow. How you can use Sir Artharak in your game: • Sir Artharak may have been cajoled or forced to serve your game’s Big Bad, giving him a role as a Darth Vader-style unstoppable villain. • Sir Artharak might know something about a relic of Old Toranath which needs to be located. Finding his lair will be a quest or two in itself, let alone confronting the blackguard and withstanding his powers. • As one of the founding knights of Old Toranath, Sir Artharak’s blade, Sorrow, might still unlock some of the old armouries of the Kingdom. In times of great emergency, the King might send out adventurers to attempt seizing Artharak’s sword, with or without slaying him first. (Originally posted on Game Masters Stash on 12 March 2019) |
AuthorI'm Luke. He/him pronouns. Archives
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