The Wolf is a semi-legendary mercenary, who clawed his way from obscurity to greatness. Renowned not only as a vicious warrior but a canny and crafty opponent, he has amassed a sizable number of loyal folk who follow him, and sell their swords. He is smart, charming, and utterly dangerous. The PCs are likely to meet him in conflict with his mercenaries, but if he has enough casualties, he’ll call his people off, void the contract, and tell his employer where to go- in hearing of the PCs. He’ll wish them well, and promise no retaliation for their victory. With a wink, he’ll say “Fair’s fair in battle... next time I won’t fight fair.” The Wolf may be an ally or antagonist for your players, but will not throw himself into danger without great reward, and is smart enough to want to leave when the going gets tough. It would take a great deal of money, or a very serious threat, to raise the stakes for him. Statistics: Neutral 8th-level Fighter, with mercenary Fighters of 1st-4th level, depending on how much his customers are paying. (Originally posted on Game Masters Stash on 31 July 2018) Categories All This rare magical helmet seems like an attractive, if odd, helmet, its face perfectly matching that of the corpse wearing it. When worn by a living person, it functions normally (granting no additional armour over wearing a regular helmet). Its magical qualities are only revealed when placed on a dead body, or if the wearer dies while wearing it. Then, its face shifts to match theirs, and remains this way until the next time it is activated in this way. If a wearer confronts someone directly responsible for the death of the original wearer and whispers the name of the deceased, they receive the benefit of a Spirit Guardians spell (5th level caster), the spirits appearing as ghostly images of the original wearer. No Concentration is necessary for this spell-like ability- the helmet maintains concentration for them. (Originally posted on Game Masters Stash on 30 July 2018) Categories All We’ve discussed this one before, but I read an article recently (https://www.gamasutra.com/blogs/DamonReece/20171010/307273/OpenWorld_RPGs_and_the_Hinterlands_Problem.php) which talked about this issue, so I think it’s definitely worth revisiting. Open World Gaming can be really fun- it front-loads the work onto the GM (which means you can work on it while you’re playing a different game), but after that, it’s all just keeping track of what’s happening, without having to drive the plot so much. However, it can cause an issue when there’s no direction, and your players aren’t taking interest in the side-quests or exploration you’ve got set out for them. If every session is your PCs causing trouble in town by pranking the guard captain, instead of exploring the fabulous demon-ravaged jungles of M’Quor, how do you resolve that? One option is just to reframe your game. Your PCs want to be playing Hogan’s Heroes, not Game of Thrones? Go with it. As GM, you’re a player too, and your fun is important. Struggling against the other players, likely your friends, can be really un-fun. Alternately, remind them that you’re a player too, and you’d like to be having fun. Wrap up the guard captain storyline, and motivate them to get out of town and explore your jungles! Make it meaningful to their *characters* to find out what’s going on. You can also throw some railroads in, if they’re waiting for a prompt. This is often an issue for players who haven’t had free-form or open-world games before, and are used to Adventure Paths which hold their hands and walk them to the cutscenes. Giving a little more guidance here can make your job a lot easier. Most importantly, call back to your Session Zero- establish that everyone understands the “mission statement” for this campaign, and what it’ll involve. If it’s likely to involve lots of outdoors exploration, make sure that they build characters which will fit, so that they’re not feeling useless with a social Rogue or a diplomacy Bard. But also, try to give those characters a chance to shine- have some social encounters on the road, whether with Orc tribes or a group of explorers, where diplomacy can be useful. Don’t be afraid to adapt your plan- you already adapted it from “nothing” to “where it is now”. If you don’t budge any further, it’s likely no-one will end up having fun. (Originally posted on Game Masters Stash on 29 July 2018) Categories All High in a mountain valley, there is a lake, frozen over for most of the year. It is surrounded by steep slopes, and seems like an ideal place to rest during a mountain trek.
When someone approaches the lake, however, they can make out the skeletons at the bottom of the lake- hundreds of them. Their bones are picked clean, with some shreds of clothing, and lightly disturbed, but clearly human. If they search hard enough, there are also several small campsites with skeletons lying nearby, some newer in fashion than the ones in the lake. The skeletons belong to a prince and his nobles and retainers, as he foolishly trekked through the mountains hundreds of years ago, and was caught in poor weather. Every member of the party perished, and the noble’s quest was never fulfilled. In the night, the spirits rise up as Vanished (see yesterday’s post), bitter at their untimely death and hungering for the warmth of the living. They will besiege the campsite, and hundreds of them will attack the PCs, held back only by light and heat. Only by reaching the Prince’s body, and recovering the small brass music-box he clutches, can they free his spirit. He appears as a Ghost, clearly more in control than the Vanished that make up the attacking throng, and can command them to stay their attack. He begs humbly for the PCs to take his gift to the princess to whom he was to be engaged, unaware of her comfortable death centuries ago. If the PCs agree, the vanished slink away, and will not return unless the PCs are unfaithful to this oath. The Prince will appear occasionally, following the PCs in the night, until the music-box can be laid at the Princess’ tomb. If this is done, the valley grows quiet, and there are no more deaths. If the PCs refuse, the Prince grows angry, and attacks with the full might of his Vanished army. It is unlikely the PCs will live through the night. (Originally posted on Game Masters Stash on 28 July 2018) Vanished are the half-real remnants of the fallen, spirits who return to finish their final battle. Although they are not true shades, they are nonetheless dangerous in quantity.
They do not understand or believe they are truly slain, and carry on trying to accomplish their task. Affected creatures become Undead. Their maximum Hit Points are halved. They take a -4 penalty to Armour Class and Attack rolls. However, they cause only half damage from their normal damage on any attack or effect. Vanished have vulnerability to Force effects. Challenge Rating: -2 (minimum 1). (Originally posted on Game Masters Stash on 27 July 2018) For a change, run a game where your players are the monsters. There are several one-shot adventures already written like this: Paizo’s Goblin Adventures, as well as the Reverse Dungeon from 2nd edition AD&D. This lets your players try out something new and fun, and play with some hilariously unbalanced and not-at-all fair creatures. Play as a party of barbarian Bugbears terrorizing a human farming village, or Drow rogues plotting intrigues on another Noble House, or a band of Giants hunting down the human who stole their magic beans and enchanted goose. Play as a Mind Flayer and their enslaved servants plotting the takeover of a surface city. It can make for a refreshing palette-cleanser between long-running campaigns, and give someone else a chance to GM, without putting stress on to have a deep plot going on. And you can then build on the events by including them in the next campaign, and your new characters will have to deal with the fallout of their villainous actions. (Originally posted on Game Masters Stash on 26 July 2018) Archives January 2019 Slimey is an unfortunate ex-adventurer, who was Polymorphed by a trap into a small (about 5ft.) Gelatinous Cube. Slimey can speak, with great effort, but it sounds like someone talking through a bowl of custard, and is often a little terrifying if someone isn’t expecting it. Slimey can also form crude replicas of features to make faces. Slimey is desperate for human(oid) attention- they’ve been locked up in the dungeon all alone, with no way of escaping, and no one will will talk to them. Slimey doesn’t remember anything specific of their past life, but does recall being human, or something, and really wants to have company again. Slimey will happily follow people, dissolve garbage, get rid of evidence, whatever. Slimey just wants someone to talk to! (Originally posted on Game Masters Stash on 25 July 2018) Categories All “Remember that time from a couple of campaigns ago, when Eric chopped the wings off a dragon and rode it down into a forest like a surfboard?” “Remember when Amanda cast Reverse Gravity on the evil Kong’s whole court, and they all got smashed into the roof and then the floor, and we just walked through to fight him?” How does your world remember past campaigns and stories, whether successful or not? Today’s post is about keeping in-game stories, similar to the in-game books found in the Elder Scrolls universe. Try to write a short (3-4 paragraphs) summary of the old times, remembering key points. If it’s long enough, consider breaking it into chapters which may even neatly match up to the scripted adventures! Having these tales scattered around your setting can be a powerful thing for repeat players, helping them recall and commemorate their past wins and losses, and important characters. Keeping a first edition copy of their old character’s memoirs (maybe even a spell book with some of their old cantrips) would be a fun character detail, and helps players invest in the world they’re taking part in building (and destroying). (Originally posted on Game Masters Stash on 24 July 2018) Categories All Suggested level: 5th-6th.
The PCs enter a small Principality- one ruled by a powerful family. Although the land is mostly peaceful, the Principality is rocked by a series of brutal murders- planned, methodical, and horrific. Prince Killian, newly ascended to the throne after his parents were killed, hires the PCs to investigate the murders, no matter how far they go. He seems earnest, if a little uncomfortable, and slightly shady if someone's Sense Motive scores are high enough. He grants them a month to investigate, and then invites them to the castle for a private audience, to uncover their evidence and accuse the murderer. During the course of this month, they will have the chance to travel the Principality, and their food and rooms will be paid for by the Crown. The people are kind and pleasant, but shaken to their cores by the brutal murders, which also claimed the lives of the Prince’s parents. The murders stopped a month after he ascended the throne, but for two very recent ones which occur while the PCs are investigating. The murderer is fast, skilled, and able to escape quickly, leaving them baffled and frustrated. Over time, evidence will accumulate, and the PCs will have no choice but to attend a private audience with Prince Killian himself, and accuse him of the very crimes he has hired them to investigate! Then, a twist! The Prince is a doppelgänger, a con-man hired three Kingdoms away and Polymorphed into the Prince’s form. He’s desperate for aid, and knows that the true Prince Killian will come for him shortly. He cares for the people of Serril Vale, and is willing to endanger himself to expose the true killer. The real Killian indeed strikes that evening, hoping to silence all of the PCs and terrify his puppet into silence forever, allowing him the freedom to continue his spree to honour the God of Murder. Statistics: ‘Prince Killian’ is a 5th-level Neutral Good Bard. Killian is a 10th-level Chaotic Evil Rogue (Assassin). (Originally posted on 23 July 2018) Suggested level: middle-high (10th-13th) This matched pair of blades are exquisitely made, their handles wrapped in soft red manticore leather, with paired scabbards. Their silvered hilts and pommels are polished to a mirror shine, and the blades are keen and perfectly-balanced. They were made for Silgawyn the Duelist, one of the finest Elven Bladesingers who has ever lived. With these weapons in her hands, she was unstoppable- until a wizard seized her will and had her cut her own throat. Now, the grief felt by her spirit lingers in the blades. Statistics: +3 Keen Rapier, and +3 Keen dagger. When used as a pair, a wielder with Two-Weapon Fighting takes no penalty on attack rolls for fighting with them, and gains a +2 shield bonus to AC. However, if the blades are within range of a Bard using Inspire Courage, the wielder becomes Slowed (Will DC 17 to overpower the spirit within and continue as normal). (Originally posted on Game Masters Stash on 22 July 2018) Categories All This Gnome can often be encountered on the road, scurrying here and there. The amiable little fellow is warm and chatty, but a little secretive. All he’ll tell the PCs is that he’s on a vital mission, and needs to venture a long way, but he wishes them luck in their ventures and trundles off again. Curiously, the PCs will run into him again, and again, with chances to save him from certain death, and with him able to free them from a trap they have fallen into. Each time, the odds of running into him are even rarer- they’ve ventured across a desert for weeks, and run into him in the one oasis within a hundred miles, or they’re deep in the territory of the enemy, and find him scurrying through the brush. What they will eventually realize is that little Dombar, kind-hearted, loving, and loyal Dombar, truly is on a vital mission- he’s essentially a PC from another campaign. His own campaign, much like The Lord of the Rings. In his story, he’s vital to stopping some awfulness happening, and although his path may cross that of the PCs, it is his quest to finish- they’re merely special guest stars in his ongoing story. They will see his growth from an inexperienced Gnomish pumpkin farmer to a brave and strong-hearted survivor, and have the chance to influence and guide him on his path to true heroism. They’re not meant to complete his quest, but he certainly needs a hand getting there. (Originally posted on Game Masters Stash on 21 July 2018) Categories All Inspired by the ancient traditional adventure of the same name, this campaign idea puts all of the Player Characters working for the same empire, Lord, or cause, and deployed to a fortress on the frontier of the Empire, far from support.
Although they have a few hundred troops, as well as sturdy fortifications and discipline, they cannot win against the countless tens of thousands of folk who don’t particularly want to be ruled by the Empire, and are likely to get a little stabby when threatened. Combine this with old Druidic religion, tribal warlords uniting the clans to fight off the Imperial invaders, and a healthy dose of D&D fantasy monsters, and you’ve got yourself a very interesting campaign. Your PCs may be nobles or officers of the Empire, with orders to pacify the region, or even just keep the border stable. They can deal with a variety of issues, from marauding monsters, to encroaching barbarians, to corrupt Governors. This allows them the ability to function as elite Special Forces-style warriors, diplomats, war-leaders, and even defect to join the barbarians, if they wish. Roman-Empire movies have been a staple since cinema was invented, and recent examples include The Lost Legion, The Eagle, King Arthur (the Clive Owen/Kiera Knightley one), Gladiator, and legions more. There’s plenty of source material available, and it’s a genre many people will find easy to associate with, and ‘get into’. (Originally posted on Game Masters Stash on 20 July 2018) Founded thirteen years ago by semi-retiring adventurers who wanted some easier work, the Adventurers’ Insurance Guild looks after its members, and their families. Members pay 5 gold pieces in dues each month, and additional fees based on any specific tokens or items they’d like recovered and brought back to their designated dependents, as well as nominated risk fees depending on how far they’ll be from their closest Guild Hall. Should news of their demise be brought to the Guild, junior adventurers (or more senior members, for risky territory) will be dispatched for the sole purpose of recovering the Guild Member’s body and belongings, as much as possible. Guild Fees, due at the end of each month (check all that apply): 5gp: Guild membership 1cp per item: religious symbols, collectibles, something up to the size of a wallet or purse 1cp per pound: a suit of armour or clothing 1gp per item: a weapon of any size, a spellbook, any magical item 2gp per item: a horse, animal, or other steed When Guild fees are paid, an itemized receipt is made out and Arcane Marked by a certified Guild notary. The insurance is only valid while the member’s dues are paid up, although members have been known to “pass the hat around” before the official report of another member’s death reached the Guild Hall. Although the fees are expensive, a lot of members say that they’re worth it to know friends have their back. This makes work for lower-ranking adventurers in a region (recovering lost gear from deceased members, and returning them to families), or even more skilled ones (seeking gear lost in dangerous locations). (Originally posted on Game Masters Stash on 19 July 2018) Categories All This small belt fits around a stocking or boot to hold it up. It is painstakingly embroidered, with Acanthus leaves and a small phrase reminding the wearer to be honorable. They are known to be made for members of a knightly order, to protect their virtue in trying times. Statistics: +4 to save vs. Enchantment effects, or any persuasion effect which causes a Will save. (Originally posted on Game Masters Stash on 18 July 2018) Categories All This 3rd-level defensive spell triggers on a mere reaction. A sorcerer or wizard can activate this spell, originally learned from a traveling charlatan. When cast, this spell counters a targeted spell of up to 4th level, turning it into a shower of copper coins, equal to [the countered spell’s level, squared] x 100. However, the effort of channeling so much rapid Transmutation and Abjuration combined harms the caster by 1d6 damage, +1 per level of the countered spell. The change is permanent, curiously, and the copper coins do not radiate any magic thereafter. Notably to most arcane scholars, this spell seems to break the accepted laws of magical transmutation- normally, magic transmutation like this isn’t possible. (Originally posted on Game Masters Stash on 17 July 2018) Categories All This magic item is prized by Wizards’ Guilds everywhere, although the secrets of their construction seem to have been lost. When the base is placed upon a scroll, it moves, scribing a copy of whatever script it is ‘reading’ over the course of ten minutes per page (or equivalent area). It copies every stroke of writing or illumination exactly, making it a forger’s dream. However, it is also capable of copying spell books in a fraction of the time, and entirely without error. An archmage is known to have sold his staff to own one, giving an idea of value. (Originally posted on Game Masters Stash on 16 July 2018) Categories All This fabled, eyeless monster of the dark forests is a tireless hunter. Once someone has made themselves its prey, it knows no rest and follows any track.
The Pursuant guards the sacred groves of the forests, and instantly knows when someone has stepped into one, no matter how many miles away it is. It will drop almost anything it is doing, and race headlong through the trees towards them, its powerful muscles carrying it in great bounds. The creature is actually blind, and detects creatures by scent and hearing. This means that canny woodsmen can evade it, for a time, by staying still and silent. Statistics: this muscled beast has no less than 8 Hit Dice, although tougher ones are known. They mercilessly pulverize a target with their enormous fists, striking with great strength, and fists the size of greatclubs. It listens expertly, although it can be fooled by distractions. A beast such as this has an Intelligence score equivalent to a young child, although it is far more lethal. Hooks: * A small child was found in the woods, having gotten lost and stepped into the sacred grove. Although it has been recovered, the parents know that the Pursuant is following it, and are desperate for aid. * A plague is striking the town, and the fungus needed to craft the cure grows only in the sacred groves. Someone must brave the ire of the Pursuant, and seek the necessary ingredients. (Originally posted on Game Masters Stash on 15 July 2018) Faith, as she is known more colloquially, is one of the highest servants of the Gods. A Solar, she is exalted and honored by all the gods, regardless of their alignment. Her task is to ensure faith from the mortal races, and her role is to safeguard all mortals from those forces that would cheat them of their just reward or punishment. She is forced to intervene only rarely in mortal affairs, but generally only when people are threatened by those who deny the power of the Gods, like Ur-Priests, Githyanki, or Ethergaunts. Unless major incursions are threatened, she rarely appears personally, generally working through mortal folks who she hires. Despite the alignment of those she serves, she is kind, caring, and empathetic. She cares not what the faith is, no matter how distasteful she finds it, only that mortals have faith. Hooks: * Soulless bodies have begun walking the streets. A hooded woman beckons to adventurers from a dusky corner, and offers a pouch, and a quest- to find those responsible, and stop them. * The plague of soulless walkers has reached plague intensity, and temples are going silent as their priests are murdered. Faithful servants of diverse churches are called together for a meeting with a mysterious woman who appears to have no face under her hood. (Originally posted on Game Masters Stash on 14 July 2018) Categories All These curious constructs are built as mobile guardians and protectors of a specific object- a sword meant for a true King, the phylactery of a Lich, or relics of a church. They are often left inside an armoury or reliquary, and are ferocious in their defense of their tasked object. These constructs are a lesser form of golem- much more advanced than a mere animated suit of armour, they have the cunning and physical prowess of a skilled warrior. Statistics: Curators have 12 Hit Dice, and are extremely proficient with the weapons they are equipped with. If they are disarmed, or their tasked object is somehow stolen, they enter a rage state, gaining a +4 competence bonus on attack and damage rolls. They constantly regenerate 5 hit points per round (from any source), until their tasked object has been removed from their remains and reaches a location at least 50 feet from them. At this point, they usually disanimate permanently, although stories persist of enraged empty suits of armour rampaging through the wilderness, forever seeking some lost object. (Originally posted on Game Masters Stash on 13 July 2018) Categories All Look around any society, and what they celebrate or commemorate. Chances are, you’ll find some sort of statues or monuments. So think about what kind of statues your societies in a fantasy world have. How well-maintained are their monuments? Are they relatively recent, or fallen, crumbling ruins, from an ancient empire? Monuments also serve as valuable landmarks. “That crooked tree” could be almost any tree, but “a mile upriver of the Argonath statues, on the West bank” is highly specific. If you want to have your players feel at home in your world, let them locate themselves. Mention the landmarks they pass, and map around these. (Originally posted on Game Masters Stash on 12 July 2018) Categories All |
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