Monday, 31 October 2011

Wednesday, 26 October 2011

You know you're a gaming family when...

The teacher asks your son "What happened after Theseus killed the Minotaur?" and your son replies "He levelled up!"


"Ooh, XP!"

Tuesday, 25 October 2011

An Adventure for Every Monster - Camel, Wild

Firstly, an apology for not having kept this series as frequent as I would have liked. I sometimes succumb to the temptation to develop an idea and this dramatically increases the amount of work I need to complete a post. Today's post is just such an example; as I developed it, the focus shifted away from the camels (although they are still there). I'll try to keep my grandiose ambitions in check in weeks to come.

By the way, if anybody wants to add to the table of "Things found in the desert" and turn it into a d30 table, please feel free to make suggestions in the comments section.


Camel, Wild

Frequency Common
No. appearing 1-12
Armour class 7
Move 21”
Hit Dice 3
Percentage in lair Nil
Treasure type Nil
No. of attacks 1
Damage per attack 1-4
Special attack - Spitting
Special defences Nil
Magic Resistance Standard
Intelligence Animal to Semi-
Alignment Neutral
Size Large
THAC0 16
XP value 35 + 3/hp

Okay, so it’s not much to do with camels; they do appear but they’re not the stars.

Fane of the Jackal

The Fane is a temple complex in the desert that had long been deserted since the downfall of its cult. Now the cult has returned, attacking and killing the watchers in rooms 1-4 (who were a virtually forgotten outpost given the task of keeping an eye on the Fane). The cultists joyfully entered the temple but found that the Fane had been desecrated and parts of the statue are missing. They are now trying to find them and reunite them, at which point, the statue will animate and grant them arcane and evil powers (results at DM’s discretion).

They ride out on their camel mounts each day to see if they can find more fragments of it – as of now, they only have two fragments of the arm and three of the head to find.

Things found in the desert (roll 1d6,1d12 once per day if thought frequent enough)

1. Head fragment 1
2. Fragment of ruined building with some hieroglyphs that make it clear the fragment is upside down
3. Bones, animal
4. Buried nest of roc eggs – the mother may be back soon
5. Dried up river bed, seasonally flooded. An old boat is half buried in the cracked mud
6. Bones, human
7. Chunk of coloured glass, worn smooth by the wind and sand. There is a chance that it is enchanted glass from the long-lost Foundry of Eyes and if looked through, invisible creatures may be viewed clearly (other spirits and entities can also be seen, which may have detrimental effects on the user’s sanity)
8. Rusty weapons (see result 18)
9. A mysterious oasis where the water’s edge is littered with empty clothes.
10. Petrified tree – appears to be vaguely human in form. It is extremely hard wood and if used as a club will do +2 damage.
11. Head fragment 2
12. Lapis lazuli bottle, worth perhaps 25gp. Inside might be (1d6)
a) dried yarrow stalks, worth a great deal to seers and fortune tellers as they will give a very accurate reading due to their purity
b) cinnamon sticks
c) a handful of glass beads. See how they sparkle in the sunlight. Don’t look too closely because you will have to save vs. INT or end up in a trance for 1d6 hours
d) a tiny model ship, of a type not seen on the oceans of the world for centuries. If you listen closely, you can hear sea shanties coming from inside the bottle
e) a puff of dusty powder erupts into the face of the holder, turning their face a random colour for 1d12 days.
f) nothing appears to be in the bottle but unbeknown to the holder, an invisible out-of-phase entity has emerged and attached itself to the nearest head. Its presence will cause eerie nightmares of deserted cities, cyclopean tombs and sinister gods for 1d4 days until it is sated and slips into another universe.

13. Odd-looking stone that is slightly shiny and glows at twilight in a hue that causes temporary insanity if looked at for too long.
14. Head fragment 3
15. Ambush predator, sand snake – injects venom which causes all the water in the victim’s body to turn to a powdery residue which the snake craves (this is also the ingredient of a powerful narcotic used by the desert tribes)
16. Semi-buried effigy, nothing to do with the Fane. There is a chance that it is not human – possibly a lamia or sphinx and may serve as some sort of psychic conduit to the creature that it represents.
17. Arm fragment 1
18. Rusty armour; only parts are sticking out above the sand. Excavation may lead to the site of a ferocious battle that occurred many centuries ago, with the possibility of magic items.
19. Huge skeleton of a whale. 1 in 8 chance that there is the bleached wreck of a small fishing boat somewhere inside the rib cage.
20. Arm fragment 2
21. Ambush predator, sand scorpion.
22. Tumbleweed – one in 20 of these is in fact possessed by a minor vampiric entity which attacks by use of its numerous tendrils.
23. Dust devil – again, one in 12 of these is actually a minor devil who will blind its victims with sand before manifesting and attacking.
24. Cactus containing watery sap – this liquid can be used to heal 1d8 of hp per dose.


The Dungeon


The map is from the great Dyson Logos' blog and can be found here.

Rooms 1-4 are in a rocky outcrop across the sand from the main dungeon entrance. Access is gained through a doorway; the heavy door that stood there now lies in fragments on the sand, battered and scorched.

1 Three skeletal figures lie on the floor here. All are wearing robes and have been hacked about and abused before their deaths.

2 There are several stone jugs in here. Only three are still sealed and they contain a rich red wine which is perfectly drinkable.

3 The shrines – at each end of this passage is a small effigy, one in ivory, the other in jet. Just inside the door are several brass incense holders and some small sticks and blocks of incense. If they are taken and lit, the effigies can be approached in safety – although breathing in the incense may well give visions of past, present or future – it is up to the DM if he chooses to allow the inhaler to see some aspect of the main dungeon. If the effigies are approached without lighting the incense, then their effect is limited to turning the skin of anybody who touches them either chalk white or jet black, depending on which is touched.

4 The terrace. Several withered skeletons lie here, some in robes, some in the garb of cultists.

5 Stabling point for the camels. Depending on whether the cultists are out searching for pieces of their statue, there will be either the full complement of camels or a handful of young or lame specimens.

6 Stable master. He has furnished the room with skulls that the cultists have found in the desert and brought back for him as they know he likes to collect them. They have been set on shelves with a flickering tallow candle in each one.

7 Wide area of sand and rocks that is partially sheltered from the desert winds by a crumbling stone wall, about four feet high. The small squares represent pressure pads that trigger the crossbows in room 10 to fire, once loaded.

8 Room with a few bloodstains on the floor; empty apart from a skeleton at the entrance to the passage.

9 The first chamber. A wall of force extends across the corridor just before the first set of steps. Access to the lever for disabling it is to be found in this room.

10 Old guard chamber. Three crossbows are set up here but they have been fired long since and now stand idle. There are several boxes of bolts stacked up against one wall. If the party enter through room 8, the stone golem will move to room 10 and load the crossbows, then stand ready to reload again and again until there are no more bolts.

11 Room of the Golem. A stone golem stands here, over a metal grille in the floor. If he moves off it, a thick cloud of stinking black smoke issues forth, filling the whole room. It will dissipate in 1d12 minutes. If the golem returns to the grille, the gas will start to build up again. The golem will move to room 10 if the party enter the complex through room 8 but if they try to descend the steps into room 11 first, the golem will defend the entrance, using the advantage of the smoke. He has no functioning eyes so will not be blinded. The party, on the other hand…

12 The second chamber. If a character passes this room, the flight of stairs will move to present a smooth gradient, down which the character will tumble unless they make a save vs. DEX. If they arrive at the foot of the stairs in an undignified heap, the cultists in Room 13 will burst out and beat them with clubs in an attempt to subdue them prior to binding them for sacrifice.

13 The third chamber.

14 Guard room. Guards who hear anybody moving down the passage from room 11 will use the spy holes on the over-passage to observe the progress of intruders and the trapdoor to fire on them or bomb them with burning oil.

15 The chamber of the priest. Here the head of the cult is living. Just outside the door is a carved image of the jackal god which will bellow “Kneel before your Master!”
This phrase is a reference to a pressure pad which will cause a poison dart to fire into the back of whoever stands on it, unless they are kneeling, in which case it will pass harmlessly over their head.

16 Hidden chamber in which hides a cult member with a magic dagger. His job is to wait until somebody has approached the secret door and peers through the eye holes before striking from behind, provided that they have not triggered the trap.

17 The statue itself – the head and one arm are missing. At the right hand side of the room is a raised balcony area. The secret door is located in a carved section of wall that, from the Fane side of the wall, resembles a jackal-headed servitor of the god itself. To operate the door from the passage side, the person must stand inside the hollow statue, put their face to the eye holes and move both arms simultaneously. Moving one arm will trigger a dozen poison needles the length of the body. Moving neither arm will cause hallucinations to be seen through the eye holes that require a save vs. Magic or the person will succumb to shrieking fear for 1d12 rounds.
If the cultists have managed to capture a victim, they will take them to this room and swiftly prepare for a sacrifice as they believe that this will motivate their god to send them visions of the location of the missing pieces. This may or may not be true.

18 Weapons store. In here are stored extra arrows, spears, swords that require sharpening, several clubs which are merely lengths of wood with nails hammered through and a selection of curved throwing daggers. There are also a great number of oil flasks.

I’ve deliberately left the stats of the cultists unlisted, to enable DMs to pick up and run with the dungeon that little bit easier. Likewise, there is no treasure listed, but please feel free to put in whatever you feel is appropriate.

Monday, 24 October 2011

Saturday, 22 October 2011

Let the corpses do the talking

Just recently, whilst running Team Adventure through a couple of wilderness hex crawls, I’ve rolled up two encounters where I’ve used dead monsters rather than live ones. To be honest, I thought at the time of the first encounter (a mountain lion) that it would be a short-lived combat if it even came to that; a good set of rolls on the archery would either finish it off or drive it off. Worth bothering with? Nah.

Yet the dice decreed that a mountain lion was encountered by the party. Well, didn’t have to be a live one, did it? As the party were on the trail of a mysterious lumbering shape in the mist (in reality a lone hill giant) I suddenly thought that the best way to give them a hint about what they were facing would be to present them with one of its victims.

Flash forward a couple of sessions and the party were heading north again, en route to a different dungeon. The encounter roll called for ogres – but the previous week, I had run a big fight with ogres that nearly led to a TPK and I felt that to do another one so quickly would be samey and uninspired. So, once again, I converted a live encounter to a dead one. Two dead ogres, riddled with arrows and hacked about. Who could have brought down two ogres without any sign of taking casualties themselves? If the party had wanted to investigate, I would have allowed them to do a CSI although kids don’t often have the patience to conduct such an investigation with sufficient thoroughness that they pick up the clues that they’ll need to survive.

Now I’m running a wilderness into which the party are the first to venture for quite some considerable time; it stands to reason that they are not going to come across many fresh dead adventurers. They may well find monster bodies that have been killed by other monsters; examination of the claw or tooth marks (or the fact that the bodies have been scorched or drained or frozen, or whatever) can yield information that will stand them in good stead if they encounter the killer a few miles further on. They may feel that something that could take out a pack of ogres (or giants or trolls…) is not worth investigating just yet. And if they do press on regardless, then on their own heads be it.

In a campaign where the party is entering an area, either of wilderness or dungeon, that has previously been traversed by others (although not necessarily cleared) then it’s almost a racing certainty that there will be bodies. Depending on the nature of their death, their remains will give the party more than just a few gold pieces or a new sword or two. The use of gelatinous cubes to clear up the dungeon corridors is just a cop-out, in my view. A well-travelled dungeon or wilderness will be scattered with sad remains – even a few fragments will be enough in some cases to warn of both the presence of danger and its nature, be that monsters or traps. It doesn’t have to be as unsubtle as littering a room with statues to warn of a medusa, basilisk or cockatrice. A brace of corpses with their skulls cracked open and emptied is a good sign that our tentacled friends the mind flayers are out and about. Learning about the effects of various venoms and toxins can point to imminent danger as well. And what about humanoid tribes that deface their enemies in particular ways? Not just lopping their heads off and sticking them on spikes; maybe they remove the eyes and replace them with coloured stones, or prize the heart of a fallen warrior as a delicacy or totem of power. If the latter is the case and a body is found with the heart intact, what does it say about the way that person was killed?

An example – a body is found in a room that appears fairly innocuous. In its hand is a crumpled piece of parchment that appears to show part of the dungeon that the party have just explored. But the ink on the parchment is smeared and blurred as if it has been soaked. The room is in fact a water trap; the body is that of an adventurer who triggered the trap and drowned as a result. The water receded and the map dried out but still shows the signs of its immersion. A party who finds this might wonder about the map and draw its conclusions in time to prevent them suffering the same fate.

Speak with Dead


Of course it might be thought that all this CSI Greyhawk could be avoided with the use of that oh-so-handy Speak with Dead spell. However, the spell has sufficient circumscriptions in the DMG and PHB that its efficacy as a one-shot cure-all is satisfactorily reduced. Consider the following:

When the spell is cast, to whom is the cleric actually speaking? Are they conversing with the departed soul? In which case, where is that soul now? Enjoying the benefits of celestial reward or having its ass fried off by a guy with horns? If the first is the case, then the soul will be particularly testy at having its bliss interrupted (and if the body is in an area where clerics pass by regularly, this might not be the first time the soul has been disturbed) and if the second is the case, all the cleric might get is some demented shrieking as the soul may very well be insane after its time in hell.

And it should also be considered that if the dead person was particularly good (or particularly evil) in their mortal state, they may well have been rewarded by access to the big cheeses of their current spiritual abode. That soul might not be just a disembodied voice speaking from the darkness; it might now be BFF with a powerful demigod or demon prince, who may not take kindly to their friend being disturbed by pesky mortals…

Of course, it might not be the soul to which the spell grants access. It all depends on whether you have an afterlife in your campaign; it may be that what the spell does is to give a glimpse, almost a snapshot of the echoes made by the death in question. The cleric could see visions of the events leading up to and following the death, leaving him to draw his own conclusions. (this point could well be expanded upon to form another post specifically on the subject of Speak with Dead – I’ll give it some thought). The DM can relay to the cleric what they see – it may be from the deceased’s point of view, the killer’s or a hypothetical observer. Information will be limited and not necessarily reliable.

Zombie clue machine


The bodies don’t necessarily have to lie there looking gruesome. It’s sometimes more fun if they’re up and walking. A lot of the time, encounters with the undead run along rather predictable lines

DM “Out of the darkness come several shambling figures, reeking of corruption, the stink of the grave fresh upon them…”
Cleric “Ah, zombies – or possibly ghouls. No problem – I’ll step forward and raise my holy symbol, then try to turn them”
Fighter “And I’ll get my bow ready to shoot down any that don’t get turned”
2nd Fighter “And I’ll ready an oil bomb to take care of the survivors”

Much dice rolling, arrows, oil; result – charred undead, more XP, party moves on. But what about if those undead weren’t just faceless mooks? Most undead of the corporeal variety still have bodies on which can be hung pieces of armour, shields with emblems, weapons with particular hilts, pieces of distinctive jewellery. If the DM wants to drop hints as to forthcoming plot hooks, legends, lost expeditions, forgotten cultures, what better way to do it than to have those hints wandering round the dungeon, mumbling “Brains! Brains!”. If the party lacks the perspicacity to spot these hints, then more fools they.


%ge in lair


Some of you may be reading this, especially my comments about having dungeons and wildernesses littered with body parts and say to yourselves “Aha, but you’ve forgotten that most monsters tend to be either predators or scavengers and therefore would probably drag fallen corpses off to their lairs to be digested at their leisure.”
I would add “Yes, dear reader, you are quite right. Of course, why not have both?”
So bits and pieces of corpses may well be found scattered along 10’ wide passages and at the same time, other pieces of the same corpses (probably larger and more fleshy bits) may end up in the lairs of the monsters who killed them. Between the two may well be found a sticky trail of blood, further indication that something ghastly is doing the rounds of Level Four…
This of course makes the search of the monster’s lair after its inevitable demise all the more gruesome, since any remains there will have either been chewed up and tossed aside or possibly end up in the stinking pile of dung at the back of the cave. All the more fun for the party as they realise that they may have to ferret through a steaming mass of poo to get at what they were looking for.

Famous Last Words


Not a few adventurers, when confronted with a TPK in which they are the starring members, somehow find the time to scribble down a quick valedictory message which never takes the form of “Tell Mum and Dad I’m really sorry about stealing the horse before I left home…”; no, it usually serves the function of the DM letting the players know some vital clue about what awaits them. Contrived though this is, it does offer yet more possibilities for making NPCs work on after death. If they foolishly forgot to pack parchment and quill, they often considerately fall dead whilst pointing obviously towards some secret door or hidden compartment. Nice of them, eh?
Of course, after some months in the dungeon or wilderness, there’ll be little left of them save bones, and this is where the mischief makers come in. There are plenty of little critters whose sole function in dungeons, or so it appears, is to mess with the players’ heads. Jermlaine, Xvarts, Snyads, Mephits and so on. What self-respecting dungeon prankster could resist the temptation to draw up fake scrolls and messages and leave them in the bony claws of long-dead adventurers, leading those who read them not to gold and glory but into something nasty and almost certainly deadly?

And of course there is one final advantage to having corpses do the talking – the DM doesn’t have to do the voices!

Friday, 21 October 2011

Sorry, did I miss something (30 years ago)?

Just a quick question on the tail of all those posts on other blogs this week concerning the compatibility of Christianity and D&D.

I've noticed that more or less every one refers to the Satanic Panic of the 1980s and the impact that this had on gamers. However, when I think back to my teenage years, I can't recall a single instance of this in my gaming life.

I know it's almost certainly that I'm a UK gamer rather than a US gamer, so the question for today is aimed at fellow Brits and is this:

Was there a Satanic Panic in the UK and I just missed it (being a sheltered little grognard in those days) or did we Brits manage to escape the lunacy?

Thursday, 20 October 2011

The New Death and others - review

James Hutchings at Teleleli recently asked me to take a look at his new e-book, The New Death and others. I’m sorry it’s taken a while to get my thoughts together on it but it is 94 pages long and to skim-read it would be to do it a great injustice because it’s a very good read.

The work is a collection (44 stories and 19 poems) of very short, short and longer pieces with a weird slant, very well-written and with a vein of knowing humour that had me laughing out loud on several occasions. Older readers may well recall The Argosy, a UK magazine that ran between 1926 and 1974 (and boasted such contributors as Ray Bradbury and Lord Dunsany) – it had stories, serials and page-fillers and James’ book reminded of this and others of similar format, such as Amazing Stories and Analog. All that’s missing from The New Death are black and white illustrations amidst the pieces; there is a cover illustration, a delightful woodcut skeleton couple.

As I’ve mentioned, the slant of the content is towards the humorous, with several instances where the punchline creeps up on the reader and takes them by surprise; a turn that makes the humour all the more effective. Whilst the tone is welcome and makes for an enjoyable read, I’d like to see James tackle some longer and darker pieces too – maybe the next release could tilt towards the eldritch and the grim.

The subject matter of the pieces varies as well; we have stories that remind me of the HPL mythological tales (oddly enough, I’d never really liked them when Lovecraft did them but James manages to pull off these pieces with aplomb), neat little quarter page paragraphs that slip down effortlessly and then repeat on the mind for hours afterwards. There is also poetry that works particularly well; some of the longer pieces are in a poetic style. There are also hints of Borges that creep in; the sources are eclectic and the collection is all the richer for that.

Overall, it’s a book that can be dipped into, rather than devoured in one sitting (although you can do that if you want to). James is clearly a writer to watch, which I will do with anticipation of his next effort. His blog is pretty cool too!

The New Death and others is on Smashwords at $0.99. That’s ridiculously low, so you have practically nothing to lose and a very good read to gain.