L'Palais du Nuages, the fabled Palace of the Clouds, is something of a legend among treasure-hunters. It was built by the Elven Queen a millenium ago, took to the skies with her entire court and several thousand citizens, laden with the wealth of an entire dynasty, and then... was never seen again.
Stories tell of treasure hunters who just barely spotted it through the clouds one day. Some swear they saw it tethered to a distant mountain, others over trackless seas, none can say where exactly, or find it again. They say it is crewed by a court of ghosts, by wrathful spirits, by immortal elves, or even by other creatures who have commandeered the Palace. They all say it overflows with gold, jewels, and dripping finery. How you can use L'Palais du Nuages in your game: - Glimpsing the mighty Palais through the clouds overhead might be a an early foreshadowing you can use easily. It is flying hundreds of feet overhead, and cannot be reached easily, even with magic. It vanishes behind clouds quickly, and leaves people with a sense of wonder. - The Palais is seen overhead of a major kingdom, and a wave of small specks jettisons from it, an army of stone Gargoyles hurtling forth to pillage below. The attack can be staved off, but the flying fortress is gone before pursuit can be mounted. - Locating the Palais is quite a quest, and fighting through its magical defenders a complicated venture. No living inhabitants can be found, but at its centre is its Queen, entombed in a crystal casket and surrounded by the looted wealth of ages. Also posted on Game Masters Stash on 28 March 2020. The stories of the kingdom of Phezalan tell of its grand court, a soaked garden containing its only throne, on which an ancient and giant tree grows. The tell that King Zalan loved his people so well that he traded his life for the wisdom of the sylvans, and became one of them. This is why the kingdom has had thirty-eight regents, and only one king.
Those who would seek the wisdom of the Grandfather Sylvan can make a journey on a small gondola into the lovely court, and ask him three questions. He can be stirred from his rest less and less often over the years, however, and there are some who whisper that they have glimpse a blight within the depths of his roots, and that his days may be numbered. The Grandfather's court is guarded by six Sylvan Knights, his bravest and boldest who followed him in the Sylvan change. They have become warrior-Dryads, but have rarely been needed, and mostly slumber as white birch trees. King Zalan himself is a mighty Treant, and his kingdom prospers and is at peace with the land. How you can use the Grandfather Sylvan in your game: - A native of Phezlan might think it strange that kingdoms do not change their names along with their Kings and Queens- after all, Phezalan is named after its one and only king, who reigns still. Their people are at home with Fey spirits, and the bargain they have is honoured by other Fey elsewhere. Usually. - Travellers to Phezalan might be brought to the Grandfather Sylvan if they need specific advice, or if they have committed a deed which requires royal judgement. The Grandfather Sylvan might even be able to give them answers to questions which regular sages cannot. - The rumours of blight spreading might be true. Perhaps Blights themselves have begun to burrow from beneath the roots of the kingdom, and adventurers will be needed to find a new seed, one who can take up King Zalan's legacy and keep the peace with the Feyfolk. Also posted on Game Masters Stash on 28 March 2020. As part of their training, Templars ingest large quantities of Lyrium, a special material present in both the material world and the Fade simultaneously, used in crafting magical items and in spellcasting. Those who have consumed too much find that the material literally suffuses their bones, preventing their spirit from moving on and preserving them as grim undead, hungry for the spark of life and magic that can bring them a moment of peace.
Lyrium Wight Medium undead, neutral evil Armour Class: 18 (plate) Hit Points: 90 (12d8 + 36) Speed: 30 ft. Str 16 (+3); Dex 14 (+2); Con 16 (+3); Int 10 (+0); Wis 13 (+1); Cha 15 (+2) Skills: Perception +6, Religion +3 Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhausted, poisoned Senses darkvision 60ft., passive Perception 16 Languages the languages it knew in life Challenge 5 (1,800 xp) Dual Nature. A Lyrium Wight's weapon attacks are magical. Incorporeal creatures cannot travel through a Lyrium Wight. Actions Multiattack. The Lyrium wight makes two longsword attacks. It can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8+3) necrotic damage and 8 (1d8+3) spell points, if the target possesses any. The target must succeed on a DC 13 Constitution saving throw or its hit point and spell point maximums are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a Lyrium Wight drain spell points, these are added to its current and maximum hit points. A humanoid slain by this attack rises 24 hours later as a Wight under the Lyrium Wight's control, unless the humanoid is restored ot life or its body is destroyed. The Lyrium Wight can have no more than 6 Wights under its control at one time. If the humanoid is a spellcaster, they become a Specter, and are not under the Lyrium Wight's control, although they will still order them around. (If you are not using the Spell Point optional rule from the DMG, then 1d3 levels of spell slots per hit) Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (1d8+3) slashing damage. Dispel Magic. Recharge 5-6. A Lyrium Wight can cast dispel magic as a 3rd-level spell slot. How you can use Lyrium Wights in your game: - If you want them to fit a standard D&D game, these might be Paladins or some other kind of anti-mage specialists who have become corrupted into undeath. - An ancient fortress, once held by proud and valiant warriors, fell to treachery many centuries ago. Now its halls are walked by their undead remnants, hungry for vengeance and desperate to feel alive again. - Your Player Characters are sent to find a mage who has gone missing. Little do they know that she has fallen victim to a Lyrium Wight and has now risen as a Specter. Also posted on Game Masters Stash on 27 March 2020. Interesting world design is more than just making a map and throwing some Orcs on it. You need to start from the ground up. Or sometimes, even deeper than that!
While sticking with some variation of our world's physics is useful and makes storytelling easier, you can add in some magic and really make your world unique! The above picture is from Jake Parker's Skyheart series, a comic series set in a world with strata layers (like an Ogre... or an onion)., which is fantastically evocative, and really inspires some fun design. The series has magic, winged people, flying whales, and airships, and on seeing this picture, I was immediately struck by the idea and wanted to explore it- the different layers, the different flying continents, and the different peoples that inhabit it. If you can find an idea that makes your players sit up and cock their heads at it when they see it, trying to figure it out and find out what's inside, you're doing great. So test it out with a friend- show them your idea and see what they think. If you can sell one person on the idea, you've got a start! And if they've got some feedback, take it onboard. You've got a bunch of time right now, what are you waiting for? Also posted on Game Masters Stash on 26 March 2020. Today's #WestMarchesWednesday post is about that most popular of all monsters ever- DRAGONS!
So, I may be in the minority here, but I feel like D&D has traditionally done dragons really poorly. Making dragons chromatic or metallic (with colour-coded alignments, no less) and also size-coded and also very fighty but also very magic-y but also very treasure-y has made them kinda of overhyped and complex to run. What I'd like to see them do, for my West Marches game, is be like raid bosses- huge and terrifying optional battles that mean you really have to gear up, and have the right combination of people to beat, otherwise you'll have your butts handed to you. But if you do manage to beat it, there's treasure aplenty, and always, always, choice loot. So you want lots of warning and opportunities to turn back- flaming wagons, gigantic clawed footprints in the mud, incinerated bands of soldiers, devastated townships, whatever it takes to make it suuuuper clear to players that "here be dragons" and they had really better have their act together or they're going to die. For a West Marches game, a big dragon's hoard and challenge might even get a few groups working together for shares, until someone calls "Leeeeeeeroy Jenkins!" and makes a tactically unwise move. The dragons of Thedas aren't always traditional D&D dragons- many would be classed as drakes (four legs no wings) or wyverns (two legs, two wings), although the High Dragons are usually four limbs plus two wings. They don't tend to have spellcasting powers either, making them more of a physical threat, with special attacks and lair actions which can affect large numbers of targets. You'll also want to stock their lair appropriately with treasure, not just piles of coinage (but definitely massive piles of coinage, in some cases, literally too much to carry), but also unique magic items. Dragon lairs are the graveyards of heroes, so they should have some legendary gear, things that have stories behind them, and have been lost for centuries. That might just be a plain +2 longsword, but people will generally have a better connection and a reason to hang the weapon up on a wall rather than just liquidate it for coin if they know this is "Champion of the Fallen, the blade of the Elvhen hero who freed hundreds of his fellow slaves from the Tevinters in the Exalted Age", rather than just the mechanical effects. Some staples of D&D, like harvesting dragon scales to make armour from, and the reputational benefits of being known as a dragonslayer, should definitely be indulged too. Also posted on Game Masters Stash on 25 March 2020. This spell allows a Sorcerer to tap into their own internal anger and blast it forth into an opponent, often melting them from the inside.
Ragefire 4th-level Conjuration (Sorcerer/Warlock spell) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Blazing heat surges into an opponent you can touch, melting through armour and flesh alike. The target must make a Constitution saving throw. The target takes 8d8 fire damage on a failed save, or half as much on a successful one. If the target is wearing metal armour, it makes the saving throw with disadvantage. If you are actually angry with or hate the target personally, it takes an additional 2d8 necrotic damage on a failed save, or no additional damage on a successful save. If you target a nonmagical object that isn't a creature, it doesn't make a saving throw, it simply melts or scorches and approximately 5 cubic feet are destroyed. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Also posted on Game Masters Stash on 21 March 2020. Magister Acardolo is a ruthless and cunning villain, one who properly deserves the title. His schemes have brought trouble to the entire West Marches region, and his might is nothing short of astounding. He has fought for every ounce of power he possesses, and is not willing to fail now, making him very dangerous.
As a foe, Magister Acardolo is cautious and cruel, and will usually have prepared situations for any foe who he is likely to encounter. If he knows his challengers have a lot of magic at their disposal, he will surround himself with his household slaves. If they are likely to bring charges before him and have him arrested, he will let them, and simply have his servants ransom him by bribing individual guards to create weaknesses. He is also not above have his private school of mages assault a foe en masse, hurling a dozen fireballs at a time at a fortress or summoning demons to overwhelm defences. His fingers can be found in many pies, some merely causing trouble to overwhelm his opponents' ability to copy, some actually delving into his aims. In person, Magister Acardolo dresses in the customary spiky robes of his nation and rank, with a mesg mask covering his face. He is proud of his rank, and rises easily to being baited, but wil not endanger himself without having aid nearby. He prefers to flee combat if threatened, and might even Teleport away if he has to, abandoning whatever he has left in any given location. Statistics: Use the Archmage statistics from the Monster Manual for Magister Acardolo, with the following additions: Lawful Evil, Deception +9, and instead of attacking with a dagger, Acardolo uses his unique +2 spellblade Forsaker, which counts as an arcane focus for his spellcasting. Forsaker. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d8+2) slashing damage + 7 (2d6) necrotic damage. How you can use Archmage Acardolo in your game: - Acardolo is a Magister of a powerful magocracy, with quite a lot of political clout as well as personal power. He possesses over a hundred personal slaves, as well as scores of mages loyal to him. He makes an ideal "big bad guy" of a campaign leading up to mid- levels. - Don't be afraid to have Magister Acardolo just Time Stop, deliver a monologue, and Teleport away. He is meant to be a frustrating opponent, and anyone trying to bring him down will have to catch him truly by surprise, or while his attention is consumed with something else. - A Player Character's background might be tied to Magister Acardolo, giving them a personal reason to hate him. This might help to draw them into the campaign, and going on subplot adventures with that PC might help bring the PCs together... in hatred of this NPC. Also posted on Game Masters Stash on 20 March 2020. These terrifying leonine constructs operate as trackers and assassins for powerful mages. They are built to be about equal eye level for a human, making them close to twelve feet long and nearly two thousand pounds of oil-blackened steel, glowing from within. They operate in total silence, although the clinking of their bodies, as well as the susurrus of their tails dragging on the floor, can be a giveaway of their presence. Their heads are mounted with a comb-like sheet of reinforced metal, acting as a ram and cutting-blade.
Predator Golem Large construct, unaligned Armour Class 19 (natural armour) Hit Points 143 (15d10+60) Speed 50ft. Str 20 (+5); Dex 14 (+2); Con 18 (+4); Int 5 (-3); Wis 13 (+1); Cha 1 (-5) Skills Perception +6, Stealth +7 Damage Immunities fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned Senses darkvision 120ft., passive Perception 16 Languages understands the languages of its creator but cannot speak Challenge 11 (7,200 xp) Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead it regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Silent Movement. The predator golem has advantage on stealth checks against any foe who cannot see it. Actions Multiattack. The predator golem makes two claw attacks and one ram attack. Pounce. The predator golem jumps up to 20ft. and makes two claw attacks. Claw. Melee weapon Attack: +10 to hit, reach 5ft., one target. Hit: 14 (2d8+5) slashing damage. Ram. Melee weapon Attack: +10 to hit, reach 5ft., one target. Hit: 28 (3d8+5) slashing damage. How you can use a Predator Golem in your game: - A particularly powerful mage might use a predator golem obtrusively as one of their defenders, deterring attackers who might make an attempt on their life. - A predator golem might also be a guardian stationed within a tomb or other ancient complex. Being stalked by a ton of animate steel that toys with you is a terrifying experience, that many would not care to repeat. Also posted on Game Masters Stash on 19 March 2020. Today's edition of #WestMarchesWednesday is about the social rivalry that exists in a setting. This can help separate your game from being "just another generic fantasy game" (although they're still fun!). Social expectations and consequences can make friendships and rivalries between your player characters, and between the PCs and NPCs, all the more memorable, whether that's because they're insufferable jerks to someone, or because they're unexpectedly tolerant or kind.
In the Dragon Age universe, the default state of the world is that Mages who use arcane magic have the potential to be uncontrollably dangerous, accidentally summoning demons and worse. The Chantry, which is the semi-monolithic human state religion, has Templars, who regulate mages and stop them getting out of hand. This being the Dragon Age universe, that's usually oppressive and cruel domination, tending to corruption. The Mages, however, chafe at being near-slaves and consequently often turn to blood magic to make their escape. Playing into, and playing up, these connections and relationships really helps to 'cement' that your PCs are playing in this world, not just copying some design elements. For using these NPCs in your games, it can be handy to have pre-built versions, for random encounters or everyday interaction use. The Monster Manual already has some NPCs you can use (in Appendix B), but here are some additional ones which can be useful for my game, and which you can use as NPCs for your game with not too much change required. Apostate Medium humanoid (any race) any alignment Armour Class 11 (14 with mage armour) Hit Points 28 (5d8 + 5) Speed 30ft. Str 9 (-1); Dex 12 (+1); Con 13 (+1); Int 12 (+1); Wis 12 (+1); Cha 15 (+2) Saving Throws Con +4, Cha +5 Skills Arcana +4, Deception +5, Intimidation +5 Senses passive Perception 11 Languages any two languages Challenge 3 (700 xp) Spellcasting: The Apostate is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +5 to hit with spell attacks). The apostate has the following sorcerer spells: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): burning hands, disguise self, mage armour, thunderwave 2nd level (3 slots): misty step, scorching ray 3rd level (2 slots): inflict wounds, fear Actions Dagger. Melee or Ranged weapon Attack: +4 to hit, reach 5ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage. Sorcery (recharges after a short or long rest). An Apostate can empower one of their spells, re-rolling up to two of the damage dice, but must take the new rolls. Apostates spend their lives on the run from the Chantry and its Templars. They are crafty, wily, and often resentful of the lifestyle forced upon them for something they cannot change. Good-aligned apostates often offer assistance quietly, posing as mundane healers, while evil apostates often turn to blood magic or other forbidden lore, or offer service as mercenaries. Templar Medium humanoid (any race), any alignment Armour Class 20 (plate and shield) Hit Points 65 (10d8 + 20) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 14 (+2); Int 11 (+0); Wis 11 (+0); Cha 15 (+2) Saving Throws Con +6, Wis +4 Senses passive Perception 10 Languages any one language (usually Common) Challenge 5 (1, 800 xp) Brave. The Templar has advantage on saving throws against being frightened. Lyrium-laced. The Templar has advantage on saving throws against spells and other magical effects. Righteous Strikes. The Templar inflicts +7 (1d8+2) radiant damage on any melee attacks against creatures which can cast spells and other magical effects. Cleanse Aura (recharges after a short or long rest). As an action, the Templar can cleanse magical energy from an area within a 10ft. radius of them. The Templar makes an Intelligence saving throw against a DC of 10 + the spell's level, and ends the spell if successful. Action Surge (recharges after a short or long rest). The Templar can take an additional action in addition to its normal actions. Actions Multiattack. The Templar makes two melee attacks. Longsword or Mace. Melee weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8+3) slashing damage. Heavy Crossbow. Ranged weapon Attack: +4 to hit, range 100/400ft., one target. Hit: 5 (1d10) piercing damage. Reactions Parry. The Templar adds 2 to its AC against one melee attack that would hit it. To do so, the templar must see the attacker and be wielding a melee weapon. Templars are elite warriors in service to the Chantry, and dosed with Lyrium to make them resistant to magic, and indeed hostile to its very presence. They are heavily-armoured and skilled soldiers, making them ideal protectors for and from magic-users. Good-aligned Templars tend to be guardians of their wards, shielding them against harm from outside or inside, while evil-hearted Templars tend to abuse and cruelty to the mages they guard. How you can use Rivalry in your games: - Fantasy racism can be a little more fun than real-world racism. Perhaps like in Warhammer Fantasy's Old World, it's your Dwarves and Elves that despise on another. An adventuring party containing both races will likely have fractious in-fighting, competition for kills, and reluctant shared tolerance for the younger races. This might even extend to rivalry between different nations rather than races- Cormyrians and Sembians have never been fond of one another, and Rashemi and Thayvians can barely stand the sight of one another. - Pre-building NPC stat blocks takes some time up front, but makes building flavourful encounters much easier. Running into "two Templars and three Knights" on the road is a simple encounter to put together if you've already got all the statistics you need. Also posted on Game Masters Stash on 18 March 2020. The Broodmothers of Gundaar Thaig are not the greatest threat within. A fell intelligence has welded the bickering Darkspawn together into a powerful force, and holds them with a will of iron, almost comparable to an Archdemon. This intelligence is the Hurlock Paragon, an ancient and mighty-hewed example of its race, with eldritch powers and a strength that all other Darkspawn feel and recognize.
The Paragon is an asymmetrical hulk, but possesses the capacity for intelligence, planning, and (most shocking of all) human speech. Its skin is matted with scar tissue, and almost the hardness of iron. It has no compunctions about enforcing its will with sheer violence, however, and delights in the suffering of "soft surfacers". In battle, it moves with an uncommon speed, and startling brutality. Hurlock Paragon Medium humanoid (Darkspawn), Neutral Evil Armour Class 20 (natural armour) Hit Points 170 (20d8+80) Speed 30ft. Str 20 (+5); Dex 15 (+2); Con 20 (+4); Int 14 (+2); Wis 14 (+2); Cha 17 (+3) Saving Throws Int +11, Wis +8, Cha +9 Senses darkvision 60ft., passive Perception 12 Languages Deepspawn, Common Challenge 10 (5,900 xp) Startling brutality. Once per turn, the Hurlock Paragon can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is not within 5 feet of one its allies. Actions Multiattack. The Hurlock Paragon makes four melee attacks. Alternatively, it can make two arcane bolt ranged attacks. Greatsword. Melee weapon Attack: +11 to hit, reach 5ft., one target. Hit: 12 (2d6+7) slashing damage. Arcane Bolt. Ranged spell Attack: +8 to hit, range 60ft., one target. Hit: 16 (4d6 +2) necrotic damage, and the target gains vulnerability to necrotic damage until the start of the Hurlock Paragon's next turn. Inspire Depravity (Recharge 6). All Darkspawn within 30 feet gain advantage on attack rolls against targets with less than one-half their maximum hit points. If an opponent is dropped to 0 hit points, the Hurlock Paragon regains 15 hit points. Reactions Master of the Horde. If an attack reduces the Hurlock Paragon to one-half or less of its maximum hit points, it summons 6 Hurlocks at least 30 feet away, disengages by 10 feet, and regains 15 hit points. How you can use the Hurlock Paragon in your game: - If you substitute Orc or Hobgoblin for Hurlock, this makes for an ideal great warlord to muster a horde to invade your civilized region. It poses a powerful physical threat as well as some 'boss' actions, making it ideal as a high-level challenge. - While the Hurlock Paragon is intended to be a 'boss-level' threat inside Gundaar Thaig, if all of its Broodmothers are slain, it is not hesitant to mount an assault on surface cities, wreaking its vengeance for their deaths. (See The Thirteenth Warrior for a kinda-human example) Something which can be an interesting option is exploring alternate realities- avenues your characters could have pursued if they had made different choices, if their characters in the last game had failed, if thigns were different.
Whether you choose to use an actual different dimension like Star Trek's Mirror Universe, or have the alternates summoned through some magical means, you can introduce completely different (or very similar) versions, much like a TV series using alternate-dimension clones/twins/siblings. How you can use Alternate Characters in your game: - If a player feels they've made substandard choices and want to build a new character, allowing them to exchange places with an alternate from a different reality might be a way to avoid having to introduce someone new, with new appearance and backstory. - If a player character that's vital to your story has died due to a random encounter or poor choice, having one of their alternates appear from another reality to replace them, hearing that they were needed. In fact, if a player needs to depart your campaign, having them called away to do the same in a different reality can explain their absence for a time. - An alternate-reality twin (or many of them!) can also make for a very challenging opponent, knowing facts about a character that no-one else could possibly know, like where their family lives, the secret they hid during their childhood, or be able to impersonate them almost flawlessly. Also posted on Game Masters Stash on 14 March 2020. Power Runes are incredibly rare objects of arcane power, said to be fallen from the stars themselves. They appear as rough rocks, but contain tremendous reserves of glowing energy. Those using Detect Magic in their vicinity are nearly blinded by the power.
Statistics: When held, Power Runes act as a +3 arcane focus, adding to spell saving throw DC, as well as attack rolls made using spells while the Power Rune is held. Using a Power Rune requires attunement, and counts as two attuned items. How you can use a Power Rune in your game: - A blazing light is seen falling fom the sky, landing with a tremendous explosion that can be seen for dozens of miles. At the heart of the crater lies a pulsing Power Rune, able to be claimed by whoever can reach it- and avoid the alien beasts from the stars which now guard it. - An archmage has a hankering for one of these Power Runes to mount in the new staff which she is forging. She hires the PCs to attend an auction where one is for sale, and to bring it back for her use. However, not all of the bidders will be playing by the rules, and there may be some sore losers. - An enemy mage using a Power Rune will be extremely strong, and defeating them may relay on playing "keep-away" after disarming them of their stone. This can make a combat an interesting challenge rather than just a mathematical exercise. Also posted on Game Masters Stash on 13 March 2020. "There are things you can't fight - acts of God. You see a hurricane coming, you get out of the way. But when you're in a Jaeger, suddenly you can finally fight the hurricane. You can win." -Pacific Rim
Faced with dragons, demons, and the legendary Tarrasque itself, no mortal champion could battle them all. Thus, several archmages gathered and pooled their resources, building tremendous creations that could allow a pilot an exponential enhancement to their abilities. These constructs are over two hundred feet tall, resembling giantic armoured statues, but they are capable of startling violence and colossal might. Some are piloted by just one pilot, while others have several in strategic locations. Some are even built for specific purposes, carrying seige equipment or even entire barracks within their bodies. No-one knows the secret of their creation, and their number is extremely limited. They are known as Hoplomaximus (giant soldiers), and a single one can turn the tide of a war. A number united or in conflict can change the face of the planet. Statistics: It may be simplest to run the Hoplomaximus with a separate character sheet, like a spaceship or animal companion. One should be almost on par with something like the Tarrasque - possessing colossal power and ability, but with its own varied weaknesses and strengths. Some are highly mobile, while others are slow brawlers. How you can use Hoplomaximus in your game: - Control of a single Hoplomaxim is a resource which will be fought over by cities and nations at almost any cost. Possession of one is worth an Emperor's ransom. If you want to have your PCs gain control of one, finding one damaged or with slain pilots within, could give them an opportunity. You'll also need an appropriate threat approaching, perhaps a creature already woundd but one that still poses a threat. - Controlling a squad of lesser or even full-sized Hoplomaximus could be a fun palate-cleanser for your player characters as a one-shot or short (or long!) campaign. Monsters worth fighting will be needed to be appropriate foes, but such machines cannot go everywhere- having the pilots have to do some things on their own, perhaps evading the attacks of some colossal beast while trying to reach their Hoplomaxim, or being attacked by lesser creatures. Also posted on Game Masters Stash on 12 March 2020. Today's edition of #WestMarchesWednesday deals with that most dreaded of locations and situations- a Water Level!
The Reliquary of Saint Ushada, known as the Temple of Sacred Waters, is a location visited by many pilgrims each year, and guarded by members of the Chantry and a garrison of Templars. It is located in the side of a cliff facing a lagoon, with a bridge at water level which becomes submerged when the tide rises. Framing the entrance are several waterfalls, pouring down the sandstone cliffside. It is decorated with lush green growth, and a large field of water lilies, the sacred flower of Saint Ushada. Within the Temple is a Chantry which sells little bronze or gold-plated replicas of the Saint's dagger Sunblaze, some even life-size. Certain services can be purchased here, and some rich pilgrims have even visited for their health, as the fresh sea air is said to help people to recover fom maladies. The Chantry does not allow accommodation for free, however. Those templars garrisoned here have a prestigious position, and they are often arrogant and dismissive of other warriors or even Templars who visit, seeing themselves as an elite unit. Journeying through the Temple to reach the Reliquary chamber involves walking through several pools of sanctified water, and reaching the inner sanctum requires a journey through a submerged passage. Ordinarily, its inhabitant is sated with an offering by the Chantry priests, but if things are more difficult, then things could be much more complicated. How you can use the Temple of Sacred Waters in your game: - At early stages of the game, stopping off at the Temple can be a source of respite in the wilderness, a place to gain missions and healing if needed. For PCs who are linked to the Chantry, this can offer them a place of comfort and to gain contacts and assistance. - The Reliquary contains copies of the volumes of the Chant of Saint Ushada, which points the way to the tombs of her followers after her death at Hastline Summit. It is a tenet of the priesthood here that when all of Saint Ushada's panoply be brought back together, she will return to battle the Darkspawn once again. - Although the temple is well-defended against mundane attack, it has no particular defences against attacks from beneath the earth. An attack by Darkspawn from the Deep Roads below might penetrate its walls, leading to an unholy slaughter and a horrible surprise for any PCs returning with relics. Also posted on Game Masters Stash on 11 March 2020. It's not very common for children to go adventuring in the way you'd expect of adults, but anyone who has been a child generally remembers going on adventures with their friends- exploring the old forest behind the park, walking along beside the train lines, or going all the way to the corner shop together. So what about children inside the game setting?
Obviously, children can't face the same challenges which adult adventurers would, but they might slip by foes unnoticed where adults would face a challenge. Telling the story appropriately here will be an important factor, as having children brutally murder an Orc together probably isn't the story you want to be telling- like the Hobbits play-fighting with Boromir in the Lord of the Rings, tripping him and scarpering is probably much more important to them than crushing his skull with a big rock. Gauging your players' interest in this will be an important step. How you can use Junior Adventurers in your game: - You can use this as a narrative framing device, playing through as local children to sneak into the overgrown ruins and past the Dark Growly room and under the table where the Ogre chops his food, which will let you foreshadow threats to your players while threatening (but generally not using) a real sense of danger for unarmoured and defenceless children. This can make their later attack on the dungeon all the more enjoyable, as the Dark Growly is revealed to be an aggressive Dire Wolf, and the Ogre is armed with an ogre-sized set of kitchen tools, which can make for some enjoyment. - You could also use this as a serious challenge where local children need to rescue their adult adventurer friends or parents, who have been captured or incapacitated somehow. Taking your players' agency by having their characters already defeated by something can be really un-fun, especially if they're resistant or immune to something, but can make for a memorable adventure if they're into it. - Alternately, this could be a flashback (or dream sequence, or something inflicted by a mind-affecting enemy), revealing how some of the characters knew each other. For longer-lived races like Dwarves or Elves, they might already be adults, and could participate in a very different way to human-type children, but getting to play your gruff, tough noble fighter as a snot-nosed brat with a wooden sword, or your bookish mage as an excitable nerdish child could be enjoyable as an almost-one shot game. Learning how your fighter broke their nose, or gained that scar, could really be fun. Also posted on Game Masters Stash on 7 March 2020. No-one is entirely sure who is responsible for creating these creatures, or exactly what to do with them. In form, they resemble the body shape of a hunting spider, but with the bodily features and behaviour of a dog. They hunt small vermin like mice (or sometimes slightly larger creatures, depending on what is available), and are affectionate, if somewhat horrifying, pets. They make soft whimper noises, but rarely bark.
Those who can override their usual arachnoid startle-reflex and tolerate such a creature often gain a faithful and loyal friend. However, they elicit an almost supernatural fear and revulsion from most humanoids, so they are usually kept indoors and away from unfamiliar eyes. Statistics: Spiderpuppies have the same statistics as a dog, with slightly increased (+10ft.) land speed and an additional +1d4 poison damage from their venomous bite. Humanoids usually react unfavourably to them, despite their four dark, glistening puppy-dog eyes. How you can use Spiderpuppies in your game: - A human noble who has traveled far away might have acquired such a creature as a pet, and keep it within a fenced yard in their house. After a storm damages the fence and their exotic pet escapes, they quickly hire adventurers to locate and return little Ralphie to them before the villagers hunt it down with torches and pitchforks. - A colony of Spiderpuppies have taken up residence in the hills near a town. Only a few hunters have glimpsed them, and run in terror at their appearance. They have hired adventurers to "clear out the caves of some vicious giant spiders". However, the cruel game hunters who are interested in their pelts will be dangerous if opposed. - A Player Character might want to keep such a beast, but will face challenges in keeping one. They may have to live far from town and keep it away from prying eyes. - Oddly, Drow find these creatures to be horrifying abominations, and cannot bear their presence even long enough to slay one. Also posted on Game Masters Stash on 6 March 2020. Mummification is an ancient, and some would say barbarous, ritual that creates guardians out of the dead. Not all mummies are made form humans, however.
In ancient times (as appropriate for your world), certain animals had ritual and religious symbolism, and served as faithful guardians of the home and hearth, warding off pests and unwelcome visitors. It is not uncommon for art to depict people alongside their faithful companion animals, even when entombed. Some took this a step further, though. Some animals were mummified as part of their owner's entombment, either as shared punishment for a horrific crime, or as part of assumed guardianship of a tomb complex. These creatures lack the brute strength of true mummies, but have powers to ward off and be aware of intruders. These mummified animals become undead, and gain the ability to use Alarm and Silent Image at will, confusing and luring intruders into traps and other areas. In combat, they are surprisingly hardy, with 4 Hit Dice and resistance to nonmagical weapons. Also posted on Game Masters Stash on 5 March 2020. Today's edition of #WestMarchesWednesday is about Global Effects! For a large, multi-player and multi-party game, a big way to feel part of a larger world is to use global effects- things that affect everyone when they happen, and can prompt conversation between people or groups.
These might be linked to phases of the moon, seasons, or wide-scale enchantments, or similar effects. You can use these as rewards, as a way of driving interest in and research towards particular quests, or curses for failing at particular missions. For example, tying this into the rest of my West Marches posts:
You can add in benefits and problems like this without too much difficulty, and as long as you can keep track of what's in effect across all parties concerned, and players have an idea what's effects are in place (even if they don't know the reason for the effects), it gives them incentive to deal with things. I hope this gives you some inspiration! Also posted on Game Masters Stash on 4 March 2020. |
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