Most nations have their own legends regarding the guardians that will protect them. In some cases, these are fey creatures or ancestor spirits which look after families individually. In some cases, their legendary heroes will return from death to safeguard their legacy. And in some cases, a nation chooses to forge its own legacy, and to create their own defender. This is such a case. A Guardian Paragon takes several lifetimes, and millions of hours of labor, to build, and enormous amounts of ritual magic, lasting weeks. The result rarely disappoints in battle. Functioning as both a morale booster and a might physical guardian, this construct is a literal mountain, carved into shape and imbued with the righteous might of a nation. Awakening one from its slumber is no easy task (an epic tale worth playing through), and its wrath is terrible to behold, scattering armies in its inexorable wake. A battle involving only one of these creatures literally reshapes the landscape forever. A battle involving several (especially against one another) is no less than apocalyptic. However, the construct has no mercy or care for those beneath its feet, and is as likely to trample allied troops as foes. It moves reluctantly, and sinks into quiescence only when those controlling it have ceased giving commands. An opponent witnessing a Guardian Paragon must make a Will save (DC 20) or become terrified, casting down their weapons and fleeing as long as they can see the creature (the horizon is usually about 3 miles away, for reference, and these can often be seen up to 10 miles away). Allies in sight range of their own nation’s Guardian Paragon gain a +5 morale bonus to all Will saves as they feel their hearts stirred to action. These creatures are so vast and powerful that they defy description in mere Hit Dice. They cannot be damaged physically by any creatures short of Colossal size, excepting powerful magic weapons, and resist most magics due to their sheer size. The only hope against them is to reach their hollow skull and defeat the mages holding tenuous control of the construct. (Originally posted on Game Masters Stash on 11 July 2018) Categories All This bronze weapon has a curious blade- a pair of spiraling snake-tails, with a glowing purple core. It hums softly, and the snake heads writhe slowly when the blade is blooded. Statistics: +1 dagger, and when the user slays a living creature with this weapon, they regain an expended spell slot depending on the number of Hit Dice the target has, as below: 0-2 HD: 0-level 2-4 HD: 1st-level 5-6 HD: 2nd-level 7-8 HD: 3rd level 9-10 HD: 4th-level 11+ HD: 5th-level (Originally posted on Game Masters Stash on 10 July 2018) Categories All Just chopping something up until it runs out of hit points has its merits, but just occasionally, you want something to be so terrible that it can only be actually vanquished in particular ways. The rules already have this built in for some particular enemies, but they tend to be well-known- find the phylactery of the Lich, burn a bunch of Wishes for the Tarrasque, and so on. But you may want to add these to less-legendary, but still important, creatures. Some ideas are below, to add to different creatures and make them worthy of a whole story- perhaps they are cursed, perhaps blessed, perhaps something new altogether. 1. The creature must be slain with a silver blade, and buried in consecrated ground, or it will return more damaged, and more vengeful. 2. You must find out, and then call the creature’s true name, or else it reforms on the next moonless night. 3. The creature must be slain in honorable single combat- only then will it know peace, and pass on to the realms of the dead. 4. The creature must be lured from its lair, which is surrounded by magical wards. These wards make its wounds regenerate, and only by getting it out of their influence can it be destroyed. 5. The creature can only be slain by an immortal creature- an Angel, Devil, or Demon of sufficient power. Otherwise, its death will completely snuff out all life in a mile’s range. 6. The creature must be slain with a knife made of obsidian, under a blood moon. If the sacrifice is not carried out, the unquiet spirits will rise, and hunger for the flesh of the living. (Originally posted on Game Masters Stash on 9 July 2018) Categories All Cities are much like icebergs, in that running into one will destroy a sailing ship. Also in that much of it is below the surface, more so for older locations. In some (real-world historic) instances, ten or more layers of successive buildings have been uncovered, revealing thousands of years of inhabitation, by different people and civilizations. It’s not just sewers that go below the ground, but also mining tunnels, streets which have been built over, burial mounds, and even more. If a catastrophe such as a fire, flood, or landslide has occurred, later inhabitants may not have been able to excavate the area, and turning that building covered in dirt into a hill with a building on it just seems like common sense, really. This means that you can “go deep” into the history of your city- what’s been there beforehand? Do roads still follow the ancient patterns that were built before (as with many cities in post-Roman Britain)? What used to be a river, a bay, or even a hill? And what’s digging up from below to meet the deep roots of your city, ready to unleash havoc on the unsuspecting townsfolk? (Originally posted on Game Masters Stash on 8 July 2018) Categories All [Notice, this is a discussion for our fantasy worlds, and is useful as a representative tool only. It’s not designed to be perfectly representative, and we don’t want to get bogged down in discussion of in-real-life politics, if we can avoid it.] Assigning law-chaos/good-evil alignments to people is hard enough (and generates a lot of disagreement), but assigning a similar alignmental system to governments or organizations is difficult, because policy is usually less personally-driven, and more driven by social change. Governments and policies can be influenced by religions or powerful people, but are generally slower to change, and given to oddly antiquated throwbacks to older traditions or laws. This is a suggestion to be able to assess a diverse and cosmopolitan group more easily. This isn’t meant to be a hard-and-fast system- there will obviously be corrupt members of an authoritative group, given to graft, and kind organizations within a dispassionate society- it just gives a guideline of how the society functions. * Authoritative groups tend towards rules- they are commanding and trust in the role of laws to do their job. Societies like this tend to want to follow rules, and when a problem arises, they change the law legally. They want to tend to do things “the right way”. Authoritative groups tend towards tighter rank structures, and are likely to have more ranks in any tiers of society, whether military, public servant, or ruler. They will generally have specific and accepted ways of dealing with conflict between people, and between people of different ranks. Societies that have been in place for a long time are often authoritative (like Dwarves). * Permissive groups tend to thinking that people will do best when left alone- they trust that people will do the right thing, without having to make laws controlling them. They are often “allowed, but not obligatory”, meaning you *can*, but don’t *have to*. They favour more open communication between all, regardless of rank, and favour individuals being chosen by others as representatives, rather than inherited or long-standing roles. They tend to approach conflict based on the situation, and are more free-minded. Societies that are nomadic, or have less outside dangers, tend towards permissive alignments (like Elves). * Caring groups tend towards looking after those who cannot care for themselves- whether indigents, the aged, or the young. Their policies will tend to be thoughtful of those without power. Their society will usually be structured around some sort of obligation arrangement, where an individual or group looks after and gains support from a larger, less powerful group. This may involve claiming tax or tithes from them, but is also more likely to be gentler about the collection of those things. Groups with strong cultural ties to each others’ families and friends will tend to be caring (like Halflings). * Dispassionate groups tend towards believing that “the rules are the rules”, and that those who make the rules tend to be the smartest or most powerful, therefore they’re in the position that they *should* make the rules. If others are disadvantaged by those rules, it gives them an opportunity to ‘step up’ and try harder, and this effort, if successful, makes them worthy of power. Their laws will tend not to be influenced by emotion, and believe that they are more rational, impartial, and logical. Groups under outside threat or military control will tend towards dispassionate government (like Gnomes). As can be seen, these map slightly towards the traditional law-chaos/good-evil alignments, but less so- it’s hard for any established society to actually be Chaotic Evil, but being permissive and dispassionate seems altogether possible. As I mentioned, this is just a representative tool, and not all groups or societies will fit it perfectly. It might just give you an easier way to think about, and consider your groups. (Originally posted on Game Masters Stash on 7 July 2018) Categories All Today’s post, inspired by my partner visiting Stonehenge, is about Druidic Circles. These are sacred sites, and outsiders rarely live after seeing them. They are built on ley lines, which channel powerful earth magic, and can be used to enact rituals of Druidic tradition. Generally, the entire site will be shrouded in magic which obscures the area, causing anyone who comes nearby to be lost in the woods (Will DC 15 to stay on track). The monolith stones themselves can be called upon in direst need, animating as Earth Elementals to protect the Druids who work magic within. So, how can you use them in your game? Your PCs may be called upon to defend a circle of Druids trying to lower floodwaters, or calm a raging bushfire. In any of these instances, there may be attackers or wild beasts driven to attack them, in their fear. However, darker Druids may have to be stopped from enacting some dreadful ritual to cleanse the site of a city, removing the people who live there. In this case, just getting to the circle may be difficult enough, as every single animal or insect on the way will try to stop anyone interfering. Then, at the peak of the ritual, a terrible storm is called, raining lightning bolts indiscriminately on the area to destroy attackers, along with the awakened Elemental defenders. “People worry about confronting a mage in his tower, or a priest in her temple. Everyone forgets that the world is my sacred space...” -attributed to the Druid Malyon Greyclaw, who flooded an entire valley with three towns in it, to stop excessive logging. (Originally posted on Game Masters Stash on 7 July 2018) Categories All Some players prefer characters with a little class and breeding. When that suits your campaign, great, it’ll give you opportunity for some interesting moral concepts, and a lot of role playing hooks. So, what’s different about being a noble? A lot of players will try to tell you they should just get free stuff- more starting money, better gear, a place they can stay, some servants, supportive family, and all that. And the answer is simple- sure, they can have all that stuff. The trick is to make their characters PAY for it. They’re going to have obligations- “sorry, son, you can’t go off adventuring, it’s the entertaining season, and just what would the Marmadukes say if you weren’t there? It’s unconscionable!” - but in addition to the social obligations, they’ll have duties they owe the family. People they need to protect (even if they don’t want to- families often have mutual-protection alliances), or servants (“No-one is allowed to beat my servants for misbehaving! How dare they touch you!”) and serfs (“an attack on my farms is an attack on my people. If my people are attacked, they can’t pay their taxes, which means no income for me!”). Then you have fallout from intra-family drama (depending on how soap-opera-ish you want to make your game). A second daughter isn’t too important to go adventuring, until the oldest daughter is killed. Suddenly, she has responsibilities, not just to avenge her sister, but to carry on protecting the family and advancing their interests. A long-lost bastard turns up who wants to inherit? Sounds like an opportunity! And then even well-meaning, big-G Good people occasionally make mistakes. Uncovering proof that the slavers have been using your family’s shipping caravans to smuggle slaves through the border, because your dear tender-hearted mother was told they were fleeing unjust persecution from an evil slaving conglomerate? Priceless! All of this requires a little more book-keeping from you, dear GM’s Stash readers, but it can really pay off, and can lead to a D&D game which features neither Dragons nor Dungeons, but which feels a lot closer to a Game of Thrones-style story and is more about caring about the world you’re curating. And it can really pay off! (Originally posted on Game Masters Stash on 6 July 2018) Categories All This game idea puts a player in charge of two separate, but linked, entities. They have a person character, and a linked <<thing>>, whether that’s a giant robot, a pet, a soulbound dragon, a favourite dueling pocket monster, or something else entirely. This one is a bit of a tricky idea, trying to incorporate a lot of stuff from various sources, including Pokémon, Voltron, Transformers, and a lot of other inspirations, and it’s one for which I’m wondering if D&D (-type systems) can handle well (it already doesn’t particularly handle animal companions/familiars/starships/etc. terribly well). Each player has their own Linked Companion, and has to maintain (and even learn to build) fellowship with their characters. The Linked Companion is pretty/ridiculously powerful compared to the Person character, but isn’t capable of doing finer stuff (operating machines, getting inside of the enemy’s base, making Diplomacy checks, and so on), so parts of the campaign which would be simple for one character are difficult/impossible for the other. As the player builds fellowship in the link between their Person and Companion, they’ll be able to do greater stuff together, but each will have their own goals (based on their personalities). Accomplishing individual goals is how you ‘level up’ your different characters, but you’ll have to balance how you accomplish that, because acting against each others’ goals is how you lose Fellowship. The Linked Companions have their own powers (similar to a D&D class) based on their own personality, so whether you tailor your characters’ personalities to be similar, or build synergy with different personalities, is up to how you want to play the game. I’ve GM’d a couple of games like this before, once using Transforming Robots, and another with Dragon-riders. There were a lot of challenges in making appropriately challenging encounters- a party of dragon-riders can lay waste to an army of Ogres with few missile weapons, but find it harder to enter the Ancient Temple and evade the traps to find the treasure. It also means you can threaten with ‘counterpart’ Companions- either evil Giant Transforming Robots, or other dragons, or whatever. But both campaigns were a lot of fun, and a real break from ‘standard’ D&D. If you’ve done anything similar, feel free to brag. If this has inspired you, let us know. If you’ve got ideas how this could work better, I’m all ears! (Originally posted on Game Masters Stash on 5 July 2018) Categories All Fix is a traveling merchant, who journeys the wastes with his trusty mechanical steed. He is a mysterious fellow who always has interesting and unique artifacts to sell, and who will never tell the secrets of where he found them. His steed, “Beady” is a four-legged robot capable of carrying enormous loads, and Fix riding on top of them. If encountered in the wilds, Fix will be more than happy to offer some food or water to travelers in exchange for protection. If he’s pursuing something really interesting, he may even want someone to come with him. (Originally posted on Game Masters Stash on 4 July 2018) Categories All Sir Herlamonde is a relic, a throwback to earlier and simpler times. As a young man, eager to prove himself, he swore before the altar of Justice itself that he would complete his mission, or die trying. He now wanders the earth, bound tragically to this quest- one he can never complete, and thus, he can never return home. He is a born Knight, heir to a fallen house which languished and mouldered in his absence. He is driven by supernatural intensity, never to know rest or succor, until he has completed his quest, or is killed in its performance. As a Lawful man, he is resigned to his own doom, unable to break the moral stricture which would free him. In armour, he is doughty, a powerhouse atop his steed. His mantle is tattered, occasionally mended by kind souls he has aided, but clearly aged and worn. Even his armour has cracks and dents which have been only lightly mended. He fights boldly, often charging into greater numbers like a rank amateur. Out of armour, he is clearly weary- he has been on this quest since more than thirty years ago, and has never slept in the same location since taking it up. His long mustaches and hair are in need of trimming and grooming, but he has only rarely been comfortable to stop long enough. He is now aged in his early sixties, and his health is starting to fail, although his skills are excellent. He has missed or doesn’t understand many ‘new’ aspects of the world, and although he is caring about people, misses cues and doesn’t ‘get it’ about newfangled things like Sorcerers or Warlocks, or young warriors becoming Paladins straight out of the temple, or Bards not knowing Druidic speech or thieving skills. (Play him like a 1st edition character who has aged through several subsequent editions, without truly understanding any of the changes to the world) Statistics: Lawful Neutral 14th-level Fighter). Hooks: * Sir Herlamonde drifts through a campaign setting, and might happen upon a town in crisis or heroes in need of aid, but will be gone the first morning he can leave, driven on by his unquenchable desire to complete his quest. * His original quest was to rescue a priestess named Aleena from the clutches of an evil wizard named Bargle. Tragically, he stopped to rest on his journey, and Aleena was slain when she, and some others, made an escape attempt. At this stage, Aleena has been dead for nearly thirty years, so resurrecting her is all but impossible, and her spirit is at rest. However, if the PCs can locate the evil wizard Bargle, Sir Herlamonde would eagerly chase him down to avenge her. (Originally posted on Game Masters Stash on 3 July 2018) Categories All This 2nd-level arcane spell originated with witches, and has gradually spread to more common use. It allows the caster to displace a spell of up to 3rd level to another target within Medium range of the original caster. The original spell must target the caster (and potentially other targets, but not “all targets in the area” or similar). The caster of this spell may choose the target, and the new target is treated as if they were the original target for all purposes. The material component of this spell is a small straw doll, tied with twine. This cunning protection is often used after taunting another spellcaster, and can even retarget a spell to the original caster, which can be very surprising. If the spell allows, the original caster may be able to dismiss the spell before it hits them, but not all spells are dismissible. Legends persist of higher-level versions of this, but Witches usually keep these spells closer to their cauldrons, instead of teaching every hedge wizard who asks. (Originally posted on Game Masters Stash on 2 July 2018) Categories All Seryn is an aged woman, accomplished and beautiful at the age of 58. PCs are likely to meet her at her inn, the Sorcerer’s Return. It is a bustling inn and bar, in an affordable (for adventurers) part of town. Although it is well-kept and busy, it still attracts just the kind of element most PCs will flock to- slightly criminal, a little shady, but well-lit enough to avoid most trouble. It boasts magical Dancing Lights on the walls, private booths/rooms, special rates for party banquets, and, most importantly, Happy Hour! Seryn can be seen watching from the balcony most of the time the place is open, smiling in a motherly fashion and humming along with the music. She makes her way about the floor, remembering patrons’ names and professions, welcoming their return and celebrating their victories. She’ll ruffle hair, recall birthdays, and generally make her inn a favourite for all of its patrons. However, when she taps her cane on the floor, all of the staff immediately come to attention and look her way. Seryn is a redoubtable woman, in full control of her staff and faculties. A demonstration of her disarming and pinning a barbarian, using only her walking-cane, is usually enough to settle her patrons. But then, when threatened, she uses her words, verbally excoriating and eviscerating her opponent. She dresses them down like the fiercest drillmaster combined with your favourite grandmother, and is a force to make Paladins tremble. None who have witnessed one of these epic dressings-down repeat the behavior which warranted it (hurting one of her employees certainly qualifies). She wears a jeweled bauble about her neck on a chain, and often plays with it idly. Those who get to know her well over a glass of fine wine one evening may even convince her to speak about it, and she tells the story of her love, the wizard Taldor, who showed it to her in the event that he ever was to die. With a tear in her eye, she’ll recount the story of the day, fifteen years gone, that his party returned with his lifeless body, drained by some undead creature. She took the gem from his body and has worn it ever since. A keen-eyed observer will notice that the gem inside the golden framework is incredibly valuable- a diamond worth at least 10,000 gold pieces. Those who are even more keen-eyed (with a Detect Magic spell) will notice that the gem radiates necromantic magic, and has been storing poor Taldor’s soul these long twenty years. Seryn is blissfully unaware of this, and PCs might choose to aid her... or steal the gem. Statistics: Neutral Good Level 9 Bard (retired). (Originally posted on Game Masters Stash on 1 July 2018) Categories All |
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|