Remembering fallen characters of your game is important to making your characters feel part of a wider and ongoing world. Doing a little research into your own characters' religion and feelings can mean the difference between a solemn marble slab and a small roadside shrine.
Have a think about what deity your character serves, and how they'd like to be remembered. Naeris the Elven warrior, a devotee of Rania the Worldwalker, would feel more at peace knowing he was buried under an Oak sapling beside the watchtower near the road, rather than in the castle's courtyard, with a fancy brass plaque. How you can use Memorials in your game: - Writing the plaque to remember your fallen character recalling their greatest deeds or final act, or having a sculpture to memorialize them in some heroic pose, might be appreciated by characters who are knightly or noble in demeanor. - Leaving behind some kind of artistic representation- a carved wooden log, or a particular craft item that they were working on, or is made to remember them, might be appropriate for barbarians, ranged, or druids, or even bards. - For players who are artistically inclined, writing a song to recall their character's deeds (or those of another player's character) could be fun. - Having a tomb as in in-game location, whether to visit or even just pass by on the way into town, means a way of remembering the characters you had earlier in the campaign. - Describing your burial ceremony and what takes place at it, whether that involves sailing them on a raft over the edge of the world disc and setting fire to them as they drop into eternity, or digging a forgotten grave at the side of the battlefield. Also posted on Game Masters Stash on 31 May 2019. For more open-world games, allowing some illusion of choice is wise. You can present a few ideas and see which ones your characters are interested in, which may let you plan your approach a little. Without further ado, here are ten quests you could offer your characters in a settled area.
- Penalties for breaking contracts will be enforced! Those leaving the city without discharging all of their debts and contracts will be severely punished. Reward offered for information leading to any individuals enticing good folk away from their homes and crafts. See the Town Council of Riverbridge. - Rare bottle of Sparrow Hill wine, TY 3015 only, sought, UNOPENED. 250 gold pieces offered if provenance can be demonstrated. Speak to Master Gwaenry at the vineyard. - Fields have been dug up by some kind of large creature! It has left holes twice the size of a large house! A witness has seen a grey-skinned beast with hide like a rock burrowing into the ground. It seems to be getting closer to town, and something will have to be done! Please slay this beast- an heirloom magical helmet has been offered by Minsus the Carpenter. - Have you seen Caden the Archaeologist? Last seen in Applegrove about three weeks ago, missing under violent circumstances. He owes money to me! Speak to Rosalinie Throne - drinks offered for useful information. - MARAUDERS seen on the East road, threatening and slaying travelers! Will someone please do something about these horrible folk? No reward, but they have taken loot from six wagons and traders so far. - Volunteers sought to give life energy for fueling the Soul Engine. Generous tax breaks offered for those who give service to the Council. Apply at the Council Hall of Riverbridge. - Mercenaries sought for territorial dispute. Reliable wages for likely two-season campaign. Speak to The Wolf, and bring your own weapons and discipline. - A boar of prodigious size has been seen in the Northwoods. Reports say it has spearheads and arrows sticking out from its hide, and scars covering its skin. It's killed three dogs in the last month, and threatened several hunters. Bringing it home as your prey will prove you to be a mighty hunter. - No traders or news have been heard from the nearby town of Brentsfield, and when I approached, there was no smoke from the chimneys, so I fled, like a coward. Please, see what you can find out and let me know how my sister Danna fares. (no name left) - A caravan of spices has gone missing on the Southern road. A reward of 2,000 gold coins is offered for its return, as well as award of the contract for the useless guards which had been guarding it. Speak to the Merchants' Council of Applegrove for more details. Also posted on Game Masters Stash on 30 May 2019. Yuan-Ti Cardinals are a rare type of Anathema, having a vast Cobra-like 'hood' and an enlarged skull case rather than multiple heads. They have enormous psionic talent and powerful charm abilities.
Cardinals are the highest form of Yuan-Ti society, believed to be the most holy shape of their deity Merrshaulk. All other Yuan-Ti bow in obeisance to their sacred form, and understand that Cardinals have insight into the world and forward planning which they cannot imagine. Statistics: Yuan-Ti Cardinals are 24-HD Aberrations, with the psionic ability of a 21st-level Sorcerer. They possess Intelligence, Wisdom, and Charisma scores in the high 20s. They may Charm Monster at will against any target within 30 feet that can see them. Cardinals often possess appropriate magic items for their Hit Dice, and are not afraid of using them if their life is threatened. How you can use Yuan-Ti Cardinals in your game: - Legend tells of a monstrous snake deity that ruled the world before humans came along, with a hood like a cobra and the ability to rule any man's mind. It was only through the assistance of the nascent Elven folk that the serpents were overthrown and the scaled folk fled to beneath the surface of the world. - Yuan-Ti have been gathering in the southern jungles in previously unknown numbers, and the lords there are afraid of what they are trying to accomplish. They have sent for aid from experienced adventurers, and there is some rumour that they are gathering to meld enough of their abominations together to create another Cardinal. - Far from the southern jungles, a Yuan-Ti Cardinal has emerged in the deserts. They gather their forces and sweep forwards with a variety of dazzling tactical maneuvers, unexpected by contemporary military. They combine psionic and physical might, and must be stopped before they can create more of their kind. Your PCs will have to seek out the Ophidian Oracle to discover how to defeat such a creature. Also posted on Game Masters Stash on 29 May 2019. The Pillars of Dawn are a pair of cathedrals built on the eastern mountains, looking out over the valley of the old Free City. Somehow they have been spared from the destruction of war for the last few centuries, and they still stand bright and glorious. They are the first thing touched by dawn's light, and play an important spiritual role in the lives of the people living in Heliopolis, the City of Light.
The Pillars of Dawn have now been repurposed for use by the church of Padraig, the Lord of Light, and feature enormous stained-glass windows which illuminate the entire city when the sun shines through them. They bring joy and faith to the hearts of those who witness it, granting them a Guidance effect which may be used before sunset of the same day. This leads those living in the area to be somewhat hesitant and prayerful before considering particular acts. How you can use the Pillars of Dawn in your game: - The twin cathedrals bring joy to the hearts of all folk living in the City of Light. If the stained glass is damaged or broken, they will feel a loss of faith and heart. Adventurers might be tasked with escorting replacement parts, but those who serve the forces of darkness have sent more agents to sabotage their mission. - After the repair of the stained glass, those who would see the Pillars of Dawn torn down become more desperate. They hatch a plan to dig tunnels beneath the cathedrals and set explosives to bring the spires down in flames. - A nobleman and his new wife have been kidnapped, and it has been discovered that their abductors have taken one of them to each of the Pillars, to avoid being caught. The report is that both will be slain within an hour. Your party will have to split their forces to reach both targets in time, battling their way through organized criminals who work together. The nobles' gratitude will be worth a substantial favour, if both of them are rescued. Failure will blacken your player characters' names forever. Also posted on Game Masters Stash on 28 May 2019. Rimzepen is a mouse, and a Paladin. He wages a tiny war against demons, monsters, and other creatures which threaten the home in which he lives.
He wasn't always a paladin- in fact he was merely a plain mouse until the house came under attack by a horde of minor devils. Although the humans who lived there battled most of them, one imp tore its way into the the underfloor. The mice fled, except for Rimzepen who froze in fear and then let out a squeak of defiance. The Lord of Light felt this little act of bravery, and looked down from the High Heavens into the house, burning away each of the devils. There, he spied a single mouse standing against a monster from the Hells, with nothing but its teeth. He reached down and shrouded the mouse in armour to befit his station, and a weapon to bite through the hides of Hell, and an inner light and drive to match. The imp, terrified, leapt forwards and was impaled upon Rimzepen's tiny halberd. The mouse came to terms with his intelligence and ability over the next few years, and has been the guardian of the home since then. He serves bravely and boldly, and has been called upon by the Lord of Light several times since then to accomplish tasks which others could never even attempt. Statistics: Although he is a 3rd-level Paladin, Rimzepen is still a mouse. He's like an inch tall and has tiny adorable armour and weapons, but a Strength score of about 2. How you can use Rimzepen in your game: - Rimzepen is a brave defender of his home, and adventurers sneaking into a house might run across a mouse that bars their way. So long as they do not seem evil, he might allow their entrance. - Player Characters might be directed for assistance to seek out the divine champion within a home, unaware that their target is not a humanoid. Having a mouse paladin join the party to assist them might be helpful, if a little strange. He's very curious about human traditions, and will have lots of questions to ask. Also posted on Game Masters Stash on 27 May 2019. When a soul can no longer cling to the mortal realm, and nothing supernatural anchors it, it is compelled to wander to the Halls of the Dead. On its journey, it must cross the desert of souls, which mirrors all its acts during life and strips away all illusion and longing. Crossing the desert can take days or weeks, and sometimes even longer. Finally, all souls reach the Final Gate, a soaring construction thousands of feet tall, opening to the edifice within which the dead make their way.
There the dead queue to meet Nïa the Eternal Administrator, goddess of all the dead. She and her servants judge them can send them to their correct rest, and quiet those who are distressed at their new state. If others wish to restore them to the mortal realm, her bureaucrats guide them to the right location to rejoin those who would summon them. Everything functions in a calm, busy hush, and the Halls are efficient and functional. Nïa's Halls contain libraries and mauseoleums for those who wish for knowledge or simply for rest, but those who declare faith for a deity are sent to that deity's domain, whether for good or ill. The Halls are in a constant state of slightly embarassed repair, under siege from Kerastes, who preys upon the spirits of the dead and devours them for all eternity. The servants of Nïa battle off the depredations of the Worm and his servants, blocking off corridors and wings of the Halls as needed while quiet phalanxes of construct warriors do battle with the invaders. How you can use the Halls of the Dead in your game: - Someone who returns from the dead swiftly is likely not to have crossed the desert yet, and will return with only hazy memories of self-contemplation. Those who have passed through the Final Gate will have lost some of their self-delusion and even memory of their previous life. More powerful resurrection rituals bring their targets back to the mortal realm without even recall of the Halls of the Dead. - Adventurers who need to seek out a particular soul might take planar travel to the Halls of the Dead. Trespassing into the Halls will require bravery and stealth, for evading its implacable construct-guardians is no easy task. The pillage wrought by Kerastes' servants might threaten such a soul, endangering the adventurers' target, and battling off such an invasion will be critical to their mission. Nïa herself might even be amused by such daring, if ever so briefly. Also posted on Game Masters Stash on 26 May 2019. These horrible creations were built to suppress populations and terrify the survivors. Wrought of iron and dark magic, they roam the land and abduct its people, imprisoning them until they die of starvation and exposure, and then reanimating them as zombies.
Statistics: Terror constructs are 24-HD Gargantuan contructs, and are immune to most magic, like a true golem. They capture any Medium or Large-size people they can grapple, and imprison them within their body, where they become held. They can hold up to 100 inhabitants in filthy and painful conditions. The constructs ignore 10 damage from anything but magical holy weapons, and each of its 'inhabitants' take 1 damage each time the construct is damaged. When an inhabitant reaches 0 hit points, they are reanimated as a Zombie (no saving throw). If the construct is destroyed, all of its inhabitants are released instantly, including any zombies (Most will contains at least 3d6 Medium humanoid zombies, if you don't want to keep track). The constructs take a -20 penalty on Moving Silently, as the anguished cries of those inside, and the tortured squealing of iron, make it all but impossible to move quietly at all. How you can use Terror Constructs in your game: - A trio of these constructs once brought an entire city to its knees, and their unmaking was one of the terms of surrender. No-one has seen them since, but they may have been only sealed away. The people of the land tell tales of horrifying cries coming from inside a mountain, which may be a clue. - A warlord has discovered a map allegedly leading to the location of one of these devices. One of the warlord's own men is so incensed that he seeks out his employer's enemies to give them what information he has- even he has limits, and he knows people in the region where it will be unleashed. - The necromancer who first built these constructs has finally been captured, and brought to justice. In public court, he offers the secrets of their making to any who would free him. Your Player Characters may end up part of the elite squad who need to protect him until his trial, fighting off other necromancers, assassins, and even bands of marauders who would win the secrets. Also posted on Game Masters Stash on 25 May 2019. Anelio is a faithful captain of the King's Men, one of the elite warriors who risk life and limb to keep him uninvolved in intrigue and danger.
Beginning as a farm boy, Anelio came to the big city with his father, who was unjustly slain by an evil noble. Due to a few too many duels and far too many drinks, Anelio swore a pact with a mysterious entity from the Shadowfell, and became a Hexblade, blending magical arts and swordplay alike in his quest to protect his monarch. He was soon accepted as a King's Man, and has been commissioned as an officer in the King's service. Anelio is a good-humoured warrior who always looks out for the underdog. He welcomes the chance to work with aspiring heroes, and would make an ideal mentor for anyone wanting to learn the arts of becoming a King's Man. Statistics: Anelio is a Chaotic Good 7th-level Hexblade. How you can use Anelio in your game: - Anelio is a character who can make a good mentor who is not too powerful to accompany lower-level heroes. He'll welcome and sponsor new candidates, and often take them out to carouse and get into mischief, to see how they handle themselves. - Anelio's patron might come calling, begging his indulgence or for him to betray his duty. While Anelio might not be able to intervene, he's wily enough to give others orders to get things done (or order them not to intervene, knowing that they'll do so anyway). - As candidates of the King's Men, Player Characters may be called upon to take up dangerous tasks. They will find Anelio a fair and equitable captain, one willing to bestow gifts and rewards on those who perform well. Anyone wanting to follow his service or his career as a Hexblade would do well to listen to him. Also posted on Game Masters Stash on 24 May 2019. Tekhenu are one of the legacies of the Ethergaunt invasion of the last century. Now often overgrown, the tekhenu are receptacles of stored power, often in distant areas or wastelands.
Tekhenu can be tapped or destroyed to the stored power, allowing spellcasters to use abilities far beyond their own normal threshhold. A variety of different tekhenu exist, granting different abilities. Being enormously valuable, they are often hoarded by the powerful as weapons, tools, and resources. They are often about twenty feet high, and weigh tens of thousands of pounds. Statistics: Standard Tekhenu allow any spellcaster touching them to empower any spell they cast, increasing all variable, numeric effects of an empowered spell to double. An empowered spell deals double as much damage as normal, cures double the number of hit points, affects double the number of targets, and so on. The saving throw DC of an empowered spell is +4 higher than normal. In addition, some tekhenu increase the range of any empowered spells to 10x the normal range, while others increase the area to triple the radius or amount of area affected, or adding the spell's damage again in bonus necrotic damage. How you can use Tekhenu in your game: - As abandoned relics of an old war, tekhenu are highly rized, and several wars have been fought over their possession. Although they can be moved, news of their location spreads quickly, and nations will kill to add one to their arsenal. - Player Characters might be sent on an urgent mission to take possession of a tekhenu while reinforcements (and engineers) arrive to transport it home. They are authorized to use its power to fight off a force from another nation who wish to take it for them, but letting go at the end might be the hard part. - Tekhenu which have been relocated often form the centre of a sacred space, a wizard's sanctum, or a king's throne room. They form the heart of sites of power, and are used by the powerful to stay that way. But a small alliance of rebels plans to destroy this power base, stopping them from being used any more. Such an act causes incredible releases of destructive energy, but can change a super-powered spellcaster into "just" a regular spellcaster again, allowing them to be vanquished without such destructive spellcasting. These rebels call themselves "Breakers", and they're recruiting... Also posted on Game Masters Stash on 23 May 2019. The Raven's Keep is an impressive edifice in the mountains, a stark black tower of obsidian, seemingly raise in a single piece. No-one is even local to this area, but even the rangers who come through the region periodically don't recall how long the tower has been there.
Those who approach can spy the hundreds of ravens who seem to roost upon the upper region of the towers. They caw ominously by the dozen if anyone approaches, and even stir to swooping en masse if they are threatened. There do not appear to be any doors at ground level, and flying or climbing the glassy-smooth surface of the keep seems to be the only way to access the roofs. On entry, the keep is a vast and changing labyrinth, with levels that slope unexpectedly and circle back upon themselves. It is the home of a mysterious Shadow Mage who wishes not to be disturbed, and may be surprised by visitors. She employs dangerous and forbidden magics to protect her demesne, and does not take kindly to strangers invading her private sanctum. How you can use the Raven's Keep in your game: - The Shadow Mage might have knowledge that your Player Characters need, about some kind of extraplanar foe or location, or about some kind of magical device. - Those who have heard of the Raven's Keep tell that it has rooms of fabulous treasure, and that it has magical circles made of diamonds set into the floor to contain daemons and even stranger monsters from outside reality. PCs with an interest in making a fortune might seek out the Keep to try to make some of this fabled (and possibly false) treasure their own. - If one of your PCs wants to learn Shadow Magic, then seeking out the Raven's Keep to find a mentor makes an excellent quest. Also posted on Game Masters Stash on 22 May 2019. Queen Ilivriia, First of Her Line, Herald of War, Coronal Mistress of the Elflands, Exalted of Solitude, is a powerful and dangerous ruler. She is the anti-human ruler of the Elven nation, and has instituted many policies which harm the humans and half-breeds living in her nation.
Ilivriia took power from the hands of the previous Coronal, who was aging and had no heirs. She has ruled fifty years now, and the once-expansive and progressive elven nation has turned inwards, focused on its own security and purity. Queen Ilivriia's policies protect her nation from outside invaders, but often at the cost of shorter-lived inhabitants, and anyone who does not share Elven blood. Even half-Elves are not spared her cruelty, being treated as second-grade citizens and accorded only some protections. The capital city, Sianluna, has been developed with investment into Elven magics, and stands tall, its spires glowing with powerful enchantments. Any with Elven blood can activate lights, open doors, conjure magical bridges between the spires, heal their wounds, and even call up forest minor spirits at the wave of a hand, while at the feet of those spires dwell the nonhumans who cannot even enter the doors. These "non-blooded" are often employed in dangerous construction efforts, often for many years at a time, and are promised that they can earn citizenship. In truth, the highest reward they are offered is the potential to be Polymorphed into a half-Elf, which at least gains them some benefits of the tasks they have accomplished, but few ever earn even this status. Statistics: Queen Ilivriia is a Lawful Evil 12th-level Wizard, and keeps constant companionship of two Lionesses (advanced to 8HD each through druidic magic). She is fiercely protective of her own people, and is willing to ignore others' suffering to aid them, even to the point of what seems cruel to others. She is very intelligent and charismatic, and surrounds herself with those willing to follow her orders. Her reasoning and skills of persuasion usually convince even those who are morally opposed to Ilivriia's personal morals to go along with her orders. How you can use Queen Ilivriia in your game: - Your Player Characters might be citizens of Ilivriia's nation, which would start the game in a very different place to a standard medieval fantasy setting. Those who aren't pure-blooded Elves cannot access most rights, and even a half-Elf trying to smuggle others in, will face challenges. - If your PCs are from a neighbouring nation (currently) at peace with the Elven nation, Queen Ilivriia makes a dangerous and effective opponent with which to engage in an intrigue-based campaign. While she is morally evil, she's hardly mustache-twirling Eeeevil, and certainly doesn't want to see an end to the world, just a change to it. - Revolutionaries who try to upset the balance of power in the Elven Nation will quickly make an enemy of Queen Ilivriia, and perhaps earn the attention of her magically-enhanced Secret Police, the Nefa Aethel. Also posted on Game Masters Stash on 21 May 2019. The Laughing Shadow, hero-champion of all thieves, was once a mortal Halfling who stole divinity from the Gods themselves. He wrapped himself in shadow and erased himself from sight and memory to protect those he loved. Now only those who he chooses can even perceive his existence, and most other faiths deny that there even is a God of Shadows.
The Laughing Shadow's ethos prescribes theft from those with too much dignity and not enough compassion, vengeance against those who harm the weak, and secrecy to protect yourself and others. Some take this to logical extremes, and believe in theft of everything, from everyone, but the Laughing Shadow rolls his eyes at this. He much prefers to expose those who are hypocrites or preach values they do not espouse. Those who serve the Laughing Shadow are somehow protected from other deities' vengeance, and usually undergo some training in other churches before making an escape to serve their own. Statistics: The Laughing Shadow is a Chaotic Good major deity, with the Chaos, Thieving, and Trickery domains. His favoured weapon is a shortbow forged of rainbow light, stolen from the sky and known for its unerring accuracy. It delivers shafts of light at breathtaking speed, and when he wants to be known for his deeds, arrows of pure gold, often with a message tied to them. The Laughing Shadow offers sanctuary to thieves and ne'er-do-wells of all creeds, so long as they hold by his demands. When the Laughing Shadow appears, if at all, he emerges fully-formed from any shadow or darkness in the vicinity, usually behind whoever has called him. His diminutive stature belies blinding speed and swordplay, as well as incredibly imaginative escapes. How you can use the Laughing Shadow in your game: - The Laughing Shadow makes a perfect patron for Player Character rogues, and might encourage them out of murderhobo antics into anti-authoritarian socially-responsible acts. - The Laughing Shadow might call upon PCs to carry out an act for him, whether exposing a tyrant or freeing a prisoner. If all goes well, they'll be lauded in song and owed many drinks. If they fail, they may earn enemies in power. - A strong-willed Cleric of a Lawful faith has taken exception to even the rumour of such a deity, and has taken it upon himself to craft a trap- a room filled with constant light, from which the Laughing Shadow cannot escape. Those who serve him will notice the weakening of his powers, and might be able to call for aid. Happy birthday to my little brother, and his old character Nibbler Hubshank, who we played to nearly 30th level back in Advanced Dungeons & Dragons, way back in the day! Also posted on Game Masters Stash on 20 May 2019. This ritual spell is used to bless members of a deity's congregation who are tasked with a long-term mission, such as a crusade. It empowers them with some of the deity's potency, and links the targets in their quest.
Deity's Grace Enchantment Level: Cleric 7, Paladin 4 Components: V, S, M, DF Casting time: 24 hours Range: Touch Target: One living creature touched per 3 levels Duration: One year and a day; see text Saving Throw: Will negates Spell Resistance: Yes During a long ritual of fasting, prayer, and anointment with sacred unguents, the targets are blessed with supernatural potency, and draw the eye of the deity who blesses them. You bless the targets of the spell, granting them each several benefits. Targets gain a +2 morale bonus to Armour Class, attack and damage rolls, skill checks, and all saving throws for the duration of the spell. In addition, targets are instantly aware of any change in status of other targets of the spell (alive, on 1/2 or fewer of their maximum hit points, dying, or dead). As a standard action, a target may concentrate to know the general direction to any other target of the spell. Once during the duration of the spell, a target may gain a +20 divine bonus on a single d20 roll of their choice. If a target begins dying (but is not dead immediately), they may call upon the deity to aid them as a free action. The target immediately benefits from a Righteous Might spell and is restored to full hit points for the next 10 rounds, and then immediately and permanently dies. If a target chooses to activate this effect, all other targets are immediately aware. Material component: A Potion of Heroism. How you can use Deity's Grace in your game: - Player Characters who are part of a crusade might witness such a ritual at its outset, empowering the generals and mightiest knights to vanquish their enemies. The bonuses are useful, but the additional benefits (like knowing what condition the other targets are in, and how to find them) can be incredibly useful in dangerous terrain. - Heroic PCs might be sent on a long-term crusade by their church, and could be blessed with such a spell in desperate situations. - This spell is not specific to any particular deity. Generals of a crusade against the PCs' homeland might also benefit from this spell, which could empower them to be very dangerous foes. Also posted on Game Masters Stash on 19 May 2019. D&D is mostly a game about killing exotic monsters and taking their stuff. But occasionally, you run into a situation where that isn't the goal, or you've got a player who's not into that. So how do you deal with it?
A lot of this can come down to separation of in-character knowledge from "us-as-player" knowledge. We as players might objectively think that burying people with gold coins and jewelry is pretty much a waste, but a character who grows up in that culture is much more likely to be respectable of that, and have taboos against stealing from the dead (even if they're just plain dead, no chance of becoming a Wight and coming after you). They're going to remember the offering they left to their grandfather, the sword buried with their mother, and the flowers they put on their brother's grave as an infant. A player who's making in-character choices is likely to be much less likely to take that treasure, whethere it's incidental set-dressing or the loot you've set up for the end of the dungeon. In terms of how you can deal with this, there are a few options. You might have all the treasure in a dungeon be cursed so it turns to dust when it leaves, but if that's something that actually happens in your world, it makes the adventuring profession a pretty terrible career choice. You might have some Clerical option like a spell or even using Turn Undead to "settle" the deceased person, allowing you to take their stuff, but it still feels a little artificial. One option would be to allow a ritual to speak to the dead, and give you a chance to persuade them out of their stuff, or bargain for different things. As with life in general, consent is key- if your dead king knows that his legacy is forgotten, he might prefer someone to take up his gear and get out there remembering him, instead of having it just locked up with him. One of the other options is to put it behind a "paywall"- have a tomb complex with lots of treasure scattered around, with the knowledge that any dead who have their stuff disturbed will come fight you for it. This way there's a risk-reward system which means prospective thieves (of all classes) have to carefuly consider their choices, or they'll end up with a literal army of dead guys coming to get back their stolen stuff, the same way they would in life. If you're only after the boss room lot, having to ignore all that glittery jewelry along the way could be a definite challenge. Traps can fall into this category, with the old problem of "exactly who has kept that spring oiled, and the traps in good condition, for the last hundreds of years?". There are some definite things to think about when you're considering raiding tombs as a career choice, and ways that you as a GM can assist that along. Also posted on Game Masters Stash on 18 May 2019. One of the most iconic images of 2015's Mad Max: Fury Road was the image of a colossal storm closing in, and the tiny cars below speeding towards it, desperately trying to get ahead of one another. This kind of storm can be used for setting a scene, increasing tension, and containing an area.
A furious storm outside can act as an intensifier, keeping everyone in a complex (building, dungeon, spaceship, etc.) inside and bottling them up. If you have a murderer or a mystery, this can be a great way to focus on the plot of the time. If your players have special gear or protection, making the storm magical (or the sci-fi equivalent, whether that's cold, nanites, radiation, or whatever), it might let them travel briefly between buildings, but shouldn't let them get away without some stronger form of protection. You might even have competing people or factions trying to get to some kind of protected transport. Storms might also force competing groups to have to work together to survive. An old 3.0 D&D adventure had a similar focus, with players and a group of Bugbears force to work together to survive in a hostile environment. Building some kind of cultural tradition into your world around this, especially in areas prone to storms, like desert tribes or scavengers. Also posted on Game Masters Stash on 17 May 2019. One-shot adventures, pre-written scenarios, and pieced-together campaigns are great- that's how we all got started. But sometimes you're really jonesing for something epic- for your Song of Ice and Fire, your Marvel Cinematic Universe, your Lord of the Rings, your Nescafe Blend 43 ads.
This is what long-form storytelling is all about, a story over multiple campaigns, where effects flow on and plot hooks might not land for a very long time. With this process, you have a few things to worry about- your immediate game, your long-term game, and the far-off game, which all affect each other. If your players spare the Red Skull now, you've got the option of keeping him somewhere in a back pocket for later. If your plucky child wonder has to depend on the scarred mercenary with a heart of coal, that guy might be important for something in a while. It also requires a lot of keeping track of things- a pack of 3"x5" index cards can come in really handy, or a big binder of ideas to keep track of. Or a handy blog to steal ideas fom (hint, hint!). But it can be really rewarding to come back ten years and six campaigns down the track, and bring together all the elements you've been curating over time, to bring everything to the denouement- the bit where everything gets explained, where all the bits are woven together and suddenly your players' jaws drop and their eyes widen and they yell "It was HIM all along?". The above picture sparked my thoughts instantly due to the title- "Jeanne d'arc, first horseman of the apocalypse". Having one or more Horsemen of the Apocalypse as the end bad guys of a campaign works nicely, and your players will understand what they're in for when they hear about a second one. They'll feel the momentum moving slowly towards an Apocalypse, and feel almost a relief when things finally come to a head. You can also throw some curveballs at them, if a long-trusted figure betrays them, or the shadowy villain behind it all changes up the order on them. Also posted on Game Masters Stash on 16 May 2019. Legacy is an ancient construct, built by Druids centuries ago to defend them. Over time, Legacy has developed their own morals and ethical code, and, its original creators long dead, has taken to walking the earth doing acts of Good.
Legacy dates to some centuries ago, when a circle of Druids were endangered by invaders. They crafted Legacy over time, built as a battle-construct, and empowered them with a true soul, rather than merely an elemental spirit. Legacy functioned as required, and the invaders were defeated. The circle of Druids lasted another fifty years before falling to infighting and elitism, with Legacy serving as their loyal guardian. Another decade of mutely standing guard over their empty grove, day in and day out, led to deep philosophical musing. Finally, Legacy decided that merely doing what had been right in following others' orders was no longer enough, and started walking. Legacy performed small acts of kindness, such as sheltering a bird from rain, preserving travelers being held up on the road, and encouraging thought in others. Several hundred years of itinerant wandering without basic needs like food or sleep have led Legacy to many thoughts on the nature of Goodness and Evil. Legacy decided that although great acts of Evil could be carried out or stopped, there was no point in merely being vigilant for ill deeds. Legacy decided that proactive kindness was the best philosophy. Legacy now travels the world just trying to be an example of how others should act- treating each other and animals with respect and whatever approximates love in their culture. Legacy is a quiet, deeply spiritual construct which tries to encourage others at all times. Statistics: Legacy is a 6th-level Warforged Paladin. Although Legacy is an experienced warrior, their experience of dealing with people for more than a few weeks at a time is stilted and a litlte awkward. How you can use Legacy in your game: - If your Player Characters are struggling with an encounter, having a Warforged Paladin pop up out of nowhere to assist them, and make sure that they're stabilized before leaving, might be helpful. - Legacy has been sitting at a roadside for a year, watching and assisting travelers in their journey, and making friends with the local animals. However, bandits are now taking advantage of the Warforged Paladin's kindness to rob travelers who have passed the area. Perhaps your PCs overhear something, and can come to Legacy's aid? - If Legacy has been badly damaged by an attacker, its body will deactivate. In such an instance, a clever animal might be able to come to the nearest town and try to lead someone (like a Ranger or Druid) back to bring help. Also posted on Game Masters Stash on 15 May 2019. Casuari are the noble Steedbirds of the Eastern Badlands. They are tough and independent birds, able to survive in the harsh environment, and most can bear the weight of a humanoid on their backs, given adequate saddles.
Casuari come in many different breeds and sizes and colours, and many dedicated breeders are given to cross-breeding them to create crossovers. They are ridden as steeds, used as farm animals, and employed to pull carriages, in all the ways that a horse would be. Statistics: Just use a Horse's stats, from a Pony all the way up to a Heavy Warhorse. For Horses that have an ability to attack, keep their bite attacks, and swap hoof attacks for claws. Otherwise they're pretty good as-is. How you can use Casuari in your game: - If you want to go crazy-Final-Fantasy all the way, you could work out a complex system of breeding different colours for different benefits, like "+2 Strength" or "+10ft. movement speed", but your players will probably work that all out for you. Just nod and agree. - Casuari make for fun steeds which can make a campaign seem a little different from a standard medieval fantasy. - Perhaps only the barbarian tribes of the Eastern Badlands use Casuari, allowing them better mobility and dangerous steeds in the dangerous lands in which they live. These make Casuari an exotic and fierce creature. Also posted on Game Masters Stash on 14 May 2019. This human-size wooden statue depicts one of the Devil Princes, Mephistopheles himself. He is depicted in his most charming aspect, a grin upon his goatee'd face, and one hand tucked behind his back politely. Those who gaze upon the statue cannot help but be captivated and beguiled by it, but they cannot know of its dark secret.
Each of these statues is made from the entrapped spirit of a servant of Good, imprisoned forever in stone and forced to witness Mephistopheles' servants worshipping at its feet, and the effect it has on those who see it. Their torture can be glimpsed only if the statue is seen in a mirror, which reveals the original subject's face and features. Statistics: Intelligent creatures which see the statue must make a Will save (DC 15) or become Fascinated by the statue for as long as they are undisturbed. Those who view the statue for more than 1 hour must make a further Will save (DC 15) or become Charmed by Mephistopheles himself, and are likely to receive a personal instruction. Worshippers of Mephistopheles gain a +1 profane bonus to the saving throw DC of any spells they cast within 30 feet of the statue. Despite their enchantment, the statues are not hardened, and can usually be destroyed by toppling them. This ends the enchantment instantly. How you can use a Mephistophelean Effigy in your game: - A cult worshipping Mephistopheles which is crafting such a statue might have kidnapped a master Stonemason. This might tip off your Player Characters, letting them follow a trail of clues to the arrogant cultists. - More experienced PCs who have made an enemy of Mephistopheles' Cult might even be targets for abduction and entrapment themselves, or perhaps a valued mentor or friend. If they arrive on time, they might be able to rescue the target, otherwise they'll find only an activated statue, and an empowered cult. - PCs who finally (and likely accidentally) discover the truth behind these statues might regret their shattering of previous ones they've encountered. Retrieving the souls from Mephistopheles requires a trip to the Hells themselves. Also posted on Game Masters Stash on 13 May 2019. Mama Mardock is the bucolic forest spirit of the deep woods. Her cloak is living turf, her lashed-on horns of gnarled deadwood, and her skin as green and dappled as leaves under sunlight. She makes her way through the woods, bringing peace and comfort to all creatures. Where she goes, a slight breeze stirs the leaves, fruits bloom, and a smell of warm sunlight can be smelled. Her voice sounds familiar and comforting to all who hear it.
Mama Mardock is welcoming and nurturing to all, except those exhibiting cruelty or hatred. She has no quarrel with those who kill for food, or even fell a tree for firewood, but she hates wastefulness or when people take more than they need. Those who are respectful and gentle to animals and plants of her forest earn themselves a kind visit. She treats all as her children, straightening lapels, smudging dirt from cheeks, healing wounds, and passing out sweet Goodberries. Few have ever seen her wrathful, but in such a case, she exhibits terrifying power over the weather, the forest, and the animals nearby. Statistics: Mama Mardock is an ancient spirit many thousands of years old, who has ventured out of her forest only a handful of times. If statistics are needed, treat her as a Neutral Good Green Hag, with the spellcasting powers of an 8th-level Druid. How you can use Mama Mardock in your game: - Mama Mardock might bypass an adventurers’ camp to check on those who inhabit it, during a deep winter. If they’re cold, she might lug a large piece of hollow deadfall with her bare hands to them, and spark a flame to get them started. - If your Player Characters are passing through her woods, they might catch notice of a band of tree-felling Orcs. Without them even noticing her approach, Mama Mardock makes her way out of a nearby tree and conscripts their assistance in vanquishing the Orcs, or at least chasing them away. - Accomplished PCs might receive a message from Mama Mardock, borne on the wings of an animal messenger, if her woods are threatened by a foe that even she cannot defeat. If they are able to help her, she might lead them to an old barrow in the depths of the forest, where laid an ancient King. Surely he doesn’t need all those glitteries any more, my lovelies? Originally posted on Game Masters Stash on 12 May 2019. |
AuthorI'm Luke. He/him pronouns. Archives
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