Accretian was once a vast earth elemental, raised up from a mountain and infused with evil. It knew no limits to its power, and vanquished many foes. However, it was then called up to squash the demigoddess Nîa. With an epic spell incantation, she hurled Accretian away into space, where crushing lack of pressure and cold usually destroyed her targets utterly. Accretian was unaffected by these factors, and was trapped in a stable orbit, unable to move itself back down, and desperately missing the comfortable embrace of the earth. Over the course of the next century, Accretian was able to snatch up rocks as meteors, and press them to itself, swelling in size. This did not go unnoticed by the inhabitants of the world, who realized that their new moon was powerful, utterly angry, and capable of hurling small rocks down to the surface. Cults sprung up, venerating the Bad Moon and offering sacrifices to send its anger elsewhere. Some of these have even developed spell casting in Accretian’s name, making them quite dangerous to the followers of Nîa, Accretian’s sworn foe. (Originally posted on Game Masters Stash on 31 August 2018) Categories All Suggested level: high (12th+) Made by an ancient court mage for her King, this scrying-bowl is artful in appearance and function. Displaying it shows power and wealth in equal parts. This luxurious construction features a glass stand enclosing a magically hardened glass bowl filled with mercury. It weighs upwards of 1,000lb., meaning it is difficult to transport. However, it is commonly thought of as one of the finest scrying devices in all the lands, and it is said that divination using this bowl are so artful they cannot even be noticed. A caster using Divination spells with this item as a focus treats their caster level as being 2 higher for the purposes of spell effects and duration. In addition, targets take a -2 penalty on checks or saving throws to notice scrying effects originating from this object. (Originally posted on Game Masters Stash on 30 August 2018) Categories All Level: Paladin 2 Duration: 1 hour Range: Personal Drawing on the virtue of Duke Václav The Good, the caster imbues their footsteps with the paladin’s own divine protection. Although it was first used against cruel frost, it has also seen use against traps and other environment effects. Anyone following their exact footprints (if a subject makes only a move action during their turn, this does not require a check) gains a divine bonus equal to the paladin’s Charisma modifier (minimum bonus +1) on all saving throws against any weather effects, and is protected with an Endure Elements effect for the same duration. Although the spell has no maximum number of targets, only those who step in the caster’s footprints up to an hour after making them gain the benefit. (Originally posted on Game Masters Stash on 29 August 2018) Categories All Established by the Elven Druid Anïthien, this garden guards an Oracle who, it is said, can answer any question. The gardens are grown and maintained magically, and it is said that any who reach the centre of the labyrinth can meet the Oracle, who will answer one question truthfully. Just reaching the gardens is quite a trek, and at their gates, questors will meet a speaking brown bear, who guards them and explains the rules. He is not above offering advice in exchange for honey or sweet foods, but will generally not fight those who arrive, unless they offer harm to the gardens. He explains Anïthien’s rules, which are as follows: • Harm not the garden, nor those who live within it. • Stay to the path. • Journeying to the centre is an experience. Experience it. • This is as much a journey of the spirit as it is the body. • To find the answer within the labyrinth, you must answer questions within yourself. • Those who enter as a group earn one answer for the group, not each. The bear then points in the direction of the entrance and wishes people well. There are seats and a safe place to camp for those who do not wish to venture into the labyrinth. (Although skilled trackers and spellcasters using Find The Path can circumvent the challenge of his labyrinth, Anïthien does not mind. He merely rearranges it after they’re gone.) The walls are around fifteen feet high, and almost block out light and sounds from outside. There is a hushed, claustrophobic feeling, although the avenues are around ten feet wide most of the time. Emphasize to anyone traversing the labyrinth how isolated they feel. Progressing through the labyrinth is a skill test, using Survival (DC 15), and requires a total of 14+1d6 successes. Someone trying to “only take the left turns” essentially Takes 20, and they reach the centre in 14+1d6 hours (it’s a BIG labyrinth). However, if they return, Anïthien changes the layout during the exploration, and they will have to try to navigate on their own. I Each failed check adds one hour of time, although curiously, a successful check only seems to take one minute. Failing five times in a row will lead someone back out the entrance, and they have failed to find the labyrinth’s centre. The bear advises them that they can try again the next day. At each fifth check, a grove can be found, often with a fountain or statuary. These are targeted to anyone entering the labyrinth, and will challenge their understanding of moral events from their past and their culture. For example: a fountain depicting two women back-to back, both defending their respective children. One is a human mother being attacked by orcish warriors, and the other is an orc mother being attacked by armoured humans (and one of these might be modeled on a PC or their culture). Both feature equal desperation, and the statue is labeled “Heroism is the same in any language, discuss.” Another grove has a fountain and plain stone seats, with the instruction to “Rest a while”. The fountain is bubbling and warm, and there is a stone pair of discarded shoes beside it. While resting, a large panther emerges from the bush. It seems unhappy to have company, and will snarl, but does not actually initiate violence. If harmed, it flees, and a terrible thunderstorm will arrive overhead very shortly, prompting evacuation from the labyrinth. Should someone who has harmed the panther complete the labyrinth, Anïthien explains that they broke the rules, and they have forfeited their answer. Another is a clear, bright grove with a ground cover of fallen twigs. However, those who walk it will have to be careful, as there are (normal-sized) caterpillars on the twigs, and stepping on them will harm them. No check is necessary, only a little thought for smaller beings, and taking a little more time. The final grove before reaching the Oracle contains only a warped mirror. In it, those who approach can see illusions of themselves as they could, or perhaps should, have been. Those who have suffered trauma might see themselves happy and unharmed. Those with evil in their hearts might glimpse themselves as noble-minded and pure. Those who value their own nobility and purity might glimpse themselves as downtrodden and villainous. There is no challenge here, the mirror only presents the idea for consideration. Anïthien, the Oracle, dwells at the centre in a large grove. A curtained alcove contains his bed of grass, and another his pantry of dried and preserved fruits and vegetables. He welcomes those who have come to him, and asks about their journey, before they pose their question. If they have struggled with any moral questions, Anïthien is most interested to hear it, and, regardless of the outcome, is proud of people who have questioned their own morals. When the questors are ready, he says that he will ask them one question first, which they must answer before he will answer theirs. Anïthien is a pot-stirrer who will have been using divination spells on the party from the moment they entered the labyrinth, and observing their actions with an incredible level of insight. He asks a question designed to prompt thought, or change. Something like “how do you ethically justify your church’s murder of infidels when your own writings speak out against it?” (For a righteous character), or “does all that gold fill the hole in your soul left by your mother having not loved you?” (for a greedy one), “what will you do when you have exterminated all of them?” (For a vengeance-based character) and so on. The question may be shocking, but he does not demand any action, just an honest answer with thought. Those who act upon these questions thoughtfully, and return to speak to Anïthien regarding their changes, gain an increase of +1 to their Wisdom score permanently (this part is not advertised, but a consequence of their self-improvement). Once it has been answered, he allows the questor to ask their own question, and will attempt to answer it with all his knowledge and magical resources (as an 18th-level Druid, these are considerable). He will then show people the exit, which appears to be a straight route leading back to the entrance, one that uses a route they never took, and which inexplicably is visible from the gate. He tells them to think carefully before their next visit, and bids them farewell. This interlude is best used to refocus a game when a bad guy has gotten away, or when something lost needs to be found. Think of it as a side episode, letting the characters examine things within themselves while finding an answer to get the plot back on track. (Originally posted on Game Masters Stash on 28 August 2018) Categories All Anïthien is an ancient Elven Druid who has retired from his position as one of the Archdruids. He cares little for the guidance of the world, seeing even invasion by hostile forces, wildfire, and cataclysms as short-term events. Aged nearly 2,000 himself, he tends to think in terms of geological ages- whatever dramas civilization comes up with are short-lived and only temporary. Therefore, he has retired to the deep forests, where he has built a labyrinth designed to improve people. His philosophy is that people who challenge their own beliefs and improve themselves will result in a better world overall, less likely to extremism. Powerful people across the world, and even from other planes, have been known to seek him out for measured and considered advice on pertinent questions which challenge them. Statistics: True Neutral 18th-level Elf Druid. Wisdom score over 30. (Originally posted on Game Masters Stash on 27 August 2018) Categories All These oddly-constructed gates lead to the Feywild, and are odd enough to pass for some kind of extremely rare natural phenomena. Some are small enough that a Halfling would struggle through, while others are as big as a field. They are generally unguarded, and local people often sneak to them at full moons and other auspicious times, hoping to meet a Fey creature and beg a boon from them. However, not all Fey are good, and few are kind. People sometimes meet huntsmen of the Fey Courts, or other darker creatures. Some relish human blood and terror, and are much better avoided than sought out. When the gates open, they can be accessed in both directions, and unwary mortals often slip into the Feywild through these gates, never to be heard from again. (Originally posted on Game Masters Stash on 25 August 2018) Categories All Among villainous archetypes, this one most often makes the cosmos itself quake. Physically potent, inexorable in action, The Would-Be God is a force truly to be reckoned with. The Would-Be God seeks some kind of ultimate power, whether the MacGuffins that control the universe, or the power to be a full Deity. They move with absolute resolution- no personal cost (to them, or of others) can slow them, and no argument can sway their course. Although the Would-Be God is not always evil, the methods they choose to use (or the fallout they choose to ignore) certainly are. Thus, they must be stopped, no matter the cost. Example: Mannimarco, the King of Worms, is the first Lich of the Elder Scrolls universe, and its most accomplished Necromancer. He is of royal blood, and was a brilliant student, shining in all his studies but excelling in the forbidden practice of Necromancy. He clashed with his friends and was cast out of the Psijic Order, and was forced to flee in disgrace. His closest friend raised an army of thousands of battlemages to stop him, and all perished. However, he has raised countless cults worshipping him over the past thousand of years. He is truly ancient, and has been confronted time and time again by those who would stop him. His intelligence is staggering, and no matter the outcome, he has anticipated and planned for it in some way, preparing cloned bodies, teleport contingency spells, and bolt hole hideaways across several continents. He will not rest until all the world falls under his heel and acknowledges his power and right to rule. (Originally posted on Game Masters Stash on 23 August 2018) Categories All Level: Arcane 1 Casting action: Reaction Range: 5ft. Duration: instantaneous Saving throw: Fortitude* (see description) Spell Resistance: yes This spell was developed by a cunning Apprentice to deal with bullies. The spell is cast as a reaction when an opponent closes to melee range. The attacker takes 1d6 force damage (no save), and must make a Fortitude save or be pushed 10 feet directly away from the caster, taking up to an additional 1d6 damage if they strike a wall or other solid object. The spell only functions once, and when it has been triggered, the duration ends immediately. Spell material: a small spring, and two twigs (Originally posted on Game Masters Stash on 23 August 2018) Categories All In this installment of our ongoing series, we’re examining ideas for villains you can write into your campaign. The Overlord is a villain who believes firmly that the world is a mess, and they just need to rule it. Their aims may even be altruistic, though their methods must be somehow questionable to make them your villain. An Overlord is likely lawful, highly organized, and willing to work co-operatively and manipulate others, as needed. They’re highly driven, personally skilled, and have an iron will pushing them to complete their task. An Overlord will send minions (like Card-Carrying Villains, perhaps? See yesterday’s post!) to deal with interference before intervening themselves, which lets you build threat appropriately from low level upwards. Example: Kuvira, a Metalbender, was a Captain of the Guard and witnessed her Queen’s assassination. Seeing the anarchy spreading through the kingdom, and having risen from abandonment herself, she decided to take action. She overthrew the King in a coup, and began an Empire under her rule. She was willing to sacrifice anything, even her own fiancée, to bring stability to the region. (Originally posted on Game Masters Stash on 22 August 2018) Categories All Suggested level: low (2nd-5th) This worn and weathered leather pack seems to have been through a lot. Small patches and fixes cover it, little burn marks and stains pock its surface, and it seems to be of quite poor quality. Created by the Wanderer Goddess Rania, however, nothing could be further from the truth. The pack is almost impenetrable to harm, and keeps items inside it very well-protected. The pack’s storage capacity is about double that of a regular backpack due to multiple expanding chambers, extra straps and loops. This is not a magical quality. Any item stored within the pack, and the pack itself (but not the wearer) gain a +3 resistance bonus on any saving throws against being damaged, and take no damage at all is a saving throw is successful. In addition, any attempts to steal from the pack take a -10 profane penalty, as the thief finds themselves made clumsy and obvious in any attempt. (Originally posted on Game Masters Stash on 21 August 2018) Categories All In this fourth part of an ongoing series, we’re discussing archetypes for bad guys you can put into your campaign. The Card-Carrying Evil Organization is a little different, in that it’s not just one Villain, but absolutely legions of them. They have ranks, they have uniforms, they have an endless budget for new henchpersons, and they want to win! An evil organization can be quite fun to write into a fantasy milieu- just use standard corporate tactics, and it pretty much writes itself. They might employ clerics to provide health care for their henchpersons (which will come out of their wages, of course!), and might do completely villainous, but absolutely legal stuff like buying a PC’s parents’ farm, and then evicting them to distract your PCs. An evil organization can be quite fun- your PCs can wreck everything and rack up a huge body count, without this even going higher than a district manager. But when you get the attention of the organization, then you’re in trouble! They’ll have connections, people in high places and lots of people in low places, and an enormous amount of resources to throw at just getting rid of whoever is in their way. If the PCs start causing trouble, they could hire bounty hunters- or just rack up taxes, and promise that whoever brings them in gets a free castle! Example: The ancient organization founded by three senior partners, Wolfram & Hart, now functions as an interdimensional law firm, solving problems for their diverse and villainous clientele. They operate with dashing legality, and astounding depravity, whichever is required, and have a reputation for subtle and confidential operations. They’ll find any loophole, or bribe their way into creating one. Their offices can be found in most major cities, and they advertise in the best magazines. Their senior partners are breathtakingly powerful, enough to attract the custom of demons and powerbrokers alike. (Originally posted on Game Masters Stash on 20 August 2018) Categories All In part three of our ongoing series, we’re discussing bad guys you can write into your campaign. The Rival isn’t always evil- sometimes they’re just a jerk. The Rival starts off alongside your PCs, sometimes even as part of the same team. But more success or more popularity, or some other secret on the side of one group or the other sours the relationship, and things cannot stand. The Rival is a powerful trope, and one that can be used again and again in the campaign because they usually don’t want your PCs dead, and there’s less reason for your PCs to kill them off- they used to be friends, and the stakes aren’t high enough. It means they can keep coming back, and if your PCs look like failing, they might even swoop in to help- or need saving themselves. This brings another aspect of moral challenge to the group- to rescue a rival and lose progress, time, and resources, or to leave them? The Rival has a lot in common with the Fallen Hero trope, except that they don’t even have to be Evil. Sometimes, they just want the same thing, and your PCs are in the way. Example: Baron Mordo was the favored pupil of The Ancient One, and had learned at their feet for many years. When Stephen Strange arrived, though, all of that changed- secrets about The Ancient One leaked, and although Mordo and Strange fought together to avenge their shared mentor, they could not see eye-to-eye any more, and became bitter rivals. Willing to enact black magic rituals which Doctor Strange wouldn’t permit, Baron Mordo becomes a life-long threat to Doctor Strange, clashing with him many times. However, there are also times he has been forced by fate or circumstance to work alongside his one-time companion. (Originally posted on Game Masters Stash on 19 August 2018) Categories All In this second installment of an ongoing series, we’re discussing bad guys you can write your campaign around. An Evil Mentor is someone the PCs have been working for, and guided by, this whole time. It works well for most RPG campaigns because it brings personal stakes to your end-boss, and can weave in threads of multiple missions which have already been completed. Whether an archmage who’s been possessed by a demon, a starship captain who’s been replaced by his mirror-universe counterpart, or a CEO secretly directing missions to build her stock price, the evil mentor is a familiar trope. One of the downfalls of an evil mentor is that it’s so widely used that it’s quite predictable, and so you may want to throw in some twists (there actually were evil people plotting to kill them, they have tainted themselves with wild magic *so that* Detect Evil spells wont work on them, and so on). This trope is most effective when it means something to your players- they’ve tested this relationship and they rely on the NPC, and so a betrayal like this really shocks them. Example: Mayor Richard Wilkins III has always been driven to accomplish his goal, but shucks, it’s not an easy job some days. You know what might help, just running the place... get the police on board, hush up the problems, and keep all the evil critters in check. Heck, he even pays off the Vampires to keep quiet some days. It certainly makes it easier to accomplish his own goals, and when that includes living for a hundred years, faking your death twice, and then taking power while pretending to be your own descendant, then that’s just well and dandy. His goals include better parking for the soccer moms, some urban re-zoning, some funding for the library, casual Fridays... oh, and ascending to become a true Daemon once his century-long ritual has been completed. If those pesky kids will just take the hint and stay out of the way... (Originally posted on Game Masters Stash on 18 August 2018) Categories All In part one of an ongoing series, I wanted to discuss some ideas around bad guys- people you can write your campaign around. The Fallen Hero is a dark mirror of what the PCs can be- one who was, or could have been a hero, someone who started off perhaps treading the very same steps they do. For whatever reason- feeling let down, betrayed, or injured, or others’ failure to aid them when they needed it, the Fallen Hero has turned from the path of heroism and become a villain. This means you can do all sorts of fun things- have them be a previous apprentice to the PCs’ own mentor, or even someone they willingly assist and follow into battle. The Fallen Hero may gain some powers or abilities from their betrayal, like an Oathbreaker Paladin, or may just be skilled and powerful in their own right. The trick here is not just to “throw them away”, but to make the story truly tragic. Give them a chance at being saved, or at saving themselves. If your PCs can bring them back from the brink, they may (re)gain a powerful ally, or have a resource they can consult (in appropriate restraints, and with the potential for breaking out some day?). If they can’t, then the world is poorer for their loss, and you’ve helped tell a story. Example: Tai Lung is a mighty and cunning warrior, trained from an early age to be the most skilled monk in his monastery. However, when he came to adulthood, his Master sided with another, Master Oogway, who said he was not worthy of the position of Dragon Warrior. Furious, he devastated his monastery, shattered his former master in battle, and attempted to seize the position himself, stopped only at the last moment by Master Oogway. He has been imprisoned for the past twenty years, held in a remote prison guarded by a thousand warriors in an inescapable restraint. Then he escapes, and wants his former Masters to know he is coming. (Spoilers for Kung Fu Panda, obviously) How close is this to the story of Anakin Skywalker, though? The trope works because the Fallen Hero is one that strikes a sympathetic chord with many heroes, and poses a moral and martial challenge. (Originally posted on Game Masters Stash on 17 August 2018) Categories All Where you set an encounter can really make a difference. Sure, it can just be another blank white unremarkable corridor, but when you need to pull out the stops and make an firefight or laser sword battle worth remembering, here are some ideas: • Inside an alien wildlife park, with loose exhibits running past (maybe threatening people) • Inside a clifftop science facility with quarantine rooms • In the landing bay of a massive cruiser, open to vacuum • Inside a failing ship in decaying orbit around a dying sun • Within a city-sized open-cut mine, with skyscraper-sized cutting and digging machines • Atop a towering structure above a glittering city • Inside an underwater facility with flooded sections • Hide-and-seek through the accessways and hatches of an enormous factory ship • Inside a futuristic weapons manufacturing plant, with lots of explosive parts scattered around • In a howling blizzard, on a planet deep in a nuclear winter • In the middle of an active warzone, trying to avoid attention from both sides • On high mountain plateaus with primitive rope bridges connecting them • In a cloud-mining facility, held up by tremendous gravity fields • A lush tourist resort on a ‘paradise planet’ • In a neon-lit futuristic city, swept by driving acid rain • A facility built atop the caldera of an active volcano • In an active manufacturing facility, with whirring machinery all around • On construction scaffolding around a partially-built stratoscaper • Under immense gravity, on the outside of a moving warship • In a colossal server-farm, with tight fields of view and fragile electronics all around • Inside a “professionally neutral” bank vault I originally wrote this list for a 4e-based Mass Effect game, but it can work as easily for Star Wars, Star Trek, Starfinder, Traveller, whatever you’d like, really (Originally posted on Game Masters Stash on 16 August 2018) Categories All These truly alien, inscrutable beings are rarely noticed, but nearly always present somewhere! Witnessers are mysterious watchers who have traveled from the Far Realm to witness odd events, such as The Moment When The Horse’s Shoe Falls Off, or When Arnolf Slips On The Ice, or When King Regdar Passed The Cup To The Squire On His Left. The meaning and purpose of witnessing these specific events is so far unknown, but they seem to be always present at just the right time to see the odd events. Very learned sages query whether they cause the events, or only witness them, and whether they are leading to some dark purpose. Physically, they appear as tall, gaunt humanoids in form-concealing robes, with masks and odd headwear. Their fingers are long, with four knuckle joints per hand (compared to a human’s three). Statistics: These beings interact only very rarely, preferring to avoid combat altogether. They are permanently protected by a very powerful (DC 25) Sanctuary field, causing people not to notice them at all, and direct attention to slide right off them, even in the midst of combat. If pressed and revealed, though, they are physically weak (3HD Outsiders), although they have an astounding range of reality-warping effects at their disposal (Limited Wish, at-will). (Originally posted on Game Masters Stash on 15 August 2018) Categories All Suggested level: low-mid (3rd-6th) This bell rings in the presence of disease, warning the wielder of danger. A slight greenish mist emanates from the bell as it rings. When held and within 30 feet of a source of disease, it rings. Depending on the danger of the disease (based on the save DC), it rings more loudly. Note: While these are often used by priests to warn of disease in a patient, or check to see if a water source of infected, a beplagued zombie or other undead creature carrying one of these bells in an area with low visibility could make for a truly harrowing encounter. (Originally posted on Game Masters Stash on 14 August 2018) Categories All Suggested level: medium (6th-8th) This utility item was made by a local Druid who misunderstood the requested purpose. It functions as a +1 light mace, and can extinguish any fires it touches, as a Quench spell. The local noble who requested it was expecting a rod to find additional sources of water, so he angrily turned it down and requested a refund. The Druid then sold it on the open market, finding others who definitely wanted that purpose. (Originally posted on Game Masters Stash on 12 August 2018) Categories All In medieval history, traveling on pilgrimage was an important thing to do- it meant that you experienced other cultures, and were meant to reflect on the importance of where you were going, and what it meant to walk in the footsteps of those who had gone before you, whether Saints or religious figures. There would also be opportunity for others to meet you along the way, and they would often have an agenda of their own. 1d10 encounter table for pilgrimage locations: 1: Family bringing a sick child/ parent/ grandparent for blessing and curing. Might be desperate for aid, or just money. 2: Noble traveling with an entourage, making the pilgrimage for appearance’s sake. Or are they? 3: Scam artist pretending to be a cleric, promising blessings and spiritual aid in return for coin. 4: Actual cleric promising blessings and spiritual aid in return for coin. 5: Souvenir peddler, selling small models, scrolls with art, postcards, and “I ❤ Waterdeep” padded armour. 6: Local guide who knows all the scams, will escort people to the good spots and past all the tricksters, in exchange for coin. 7: Local gang member posing as a guide, will take coin and then lead you into trouble. 8: Preacher trying to convince others of their failed morality. 9: Preacher trying to tell people there’s something wrong with the site. Might be a cranky local about zoning laws, might have legitimate concerns about demons in the foundations. 10: Relic merchant, selling fingernail shavings of Saints, or links of the chain used to imprison Huloro, or bandages once worn by the Blessed Sufferer. (Originally posted on Game Masters Stash on 10 August 2018) Categories All Hustle, a BBC tv show, succeeded and potentially tied in with the US tv show Leverage, is about con artists. Although there is some action (more so in Leverage), it’s about charm, intelligence, and the art of the con. It’s slick, sexy, and fun... and can unsurprisingly make for a great game or campaign. After all, not everyone want to be crazy and head into abandoned tombs full of undead and golems, or deal with murderous warlords with their weapons. But when everyone's playing a non-combat character, how do you make that fun? Well, it means opponents who resort to combat at truly dangerous, rather than run-of-the-mill. You want to make the danger in being discovered as a liar, or losing ground on your deal, not just hit points. You also need players to “buy into” the world, and giving them limited narrative of “stuff they prepared earlier” can be a lot of enjoyment for everybody, as long as you’re all on the same page. Letting people pull off the robbery of the century from a brutal warlord coming into the city to make an arms deal might be even more fun than just killing them and taking their treasure! You want to involve intrigue, various layers of scheming villains, and double-crosses. For a brilliant example, Scott Lynch’s Gentlemen Bastard sequence is well worth a read! (Originally posted on Game Masters Stash on 9 August 2018) Categories All |
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