Tuesday, December 21, 2010

Ethnographies! A DM's best friend

I admit it.  I have totally lost focus.  I had a specific purpose in mind when I started this blog.

I wanted a blog that I could freely publish on without having to censor myself.  I wanted a place where I could reveal the unfinished side of the DM's screen, the teetering construction of notes, drawings and inspiration that existed  in the moments before game night.

I wanted to talk about the thought processes that led to the fun times.  I am a good DM.  I say that without false modesty, and with a confidence that can only be won with the experience of pulling off the successful juggling act literally hundreds of times.

My other blog had become a place that only reflected the amazing polished creation, the session, the actual living drama, the flesh of the god of RPG's.  The ongoing story, narrated by players and DM alike.

No, I wanted a blog that I could publish the unfinished bits and pieces to, without fear that a player might stumble across the blog and learn the secret before I figured out where exactly to insert it into the ongoing campaign.

As it has happened, this blog has kind of become my default 4e blog, because I was just beginning to dabble in playing and DMing D&D 4e when I first started writing this blog.  This has meant that I have, indeed, been censoring this blog so as not to blow some major secrets of the campaign.  It has also resulted in some session recaps, which are (of course) exactly the finished process kind of stuff that I was trying to avoid with this blog.

I want to get back to the unfinished and process-oriented goals of this blog.  This will probably mean less material directly focused on the unfolding events of my 4e game, and more posts on my observations as a DM and wanna-be game auteur.  Or maybe it will mean that I quit giving a shit if any of my 4e players see this and post anyway!  Maybe a simple warning at the beginning of a post.


But enough about that.  Today I want to talk about ethnographies.  An ethnography is a written description of a human culture distilled from the research of an anthropologist.  You can find ethnographies at any used book store in a college town.  They almost invariably look like the one below, varying only in the subject matter and the color of the cover.



I collect ethnographies, and I think any DMs reading this out there in blogland would be wise to do so as well.

You see, the thing is, people are crazy.  You may think you have a wild imagination.  Your late night inspiration, your fantasy creation, pulled from literary inspirations, movies, from past campaigns... sorry to tell you, it doesn't hold a candle to the real thing.

With that in mind:  Ethnographies are the DM's best friend!


They will typically be about 100 pages in a format very similar to the LBBs.  They will contain a distillation of a human culture which can easily be grafted onto any race in your campaign world.  They contain a cosmology, not just gods and spirits, but a description of how the divine is viewed, and interacted with, and impacts day to day life.  They will tell you about a human adaptation to an environment, culturally and technologically, that enables the culture to derive sustenance from the land.  They will contain descriptions of ceremonies and feasts.  They may contain titillating details of secret societies, fraternal organizations, magic spells and witcrcraft.  But most importantly, they will teach you that EVERYTHING that we take for granted as "normal" would most likely be completely different in a monstrous or alien culture.  What does brother or sister mean?  I assume that you and I share a similar definition for that term.  What does marriage mean?  Are humans immortal (can they die from natural causes)?  If it surprises you that the answers to all of these questions vary dramatically across human cultures, than I suspect the fantasy cultures and monsters in your RPG life are probably far too vanilla.

I use my ethnographic collection much more often than I use my vast RPG library, and I have never paid more than $10 for a single one (and most were far cheaper, if you don't mind a dinged up cover or high-lighter covered text).  As an example, the players in my 4e campaign have been getting to know the Yanomamo indians of Brazil and Venezuala as they are presented in Napolean Chagnon's famous ethnography, Yanomamo: the Fierce People (at the time of my typing, this link leads to an amazon.com page for the exact same edition I own, pictured above, used, 11 copies, starting at $1.90!).  

The party has been staying in a Yanomamo village for several weeks of game time, and one party member has even completed the ritual fasting and drug taking requirements to become a shabori (sort of like a shaman, basically someone who has invited a spirit or hekura to live inside him [this is a male tradition] which can then be exhorted to cause harm to enemies or protect allies).  I have implemented the Yanomamo cosmology with the 4e mechanical engine quite easily and effectively.  Hekura cost the permanent loss of a healing surge when they call your chest their home.  They grant an encounter power that can be used as a minor action, and in my game, that encounter power is related to the particular manifestation of energy that the hekura represents.  I tend to use real world sources as inspiration, not doctrine, so I riffed on the idea of hekura a little bit.  In my 4e world, hekura are tiny spirits that each represent one particular form that energy can take - so there are lightning hekura, curative hekura, disease hekura, fire hekura, dance hekura, song hekura, etc.

This post has almost made me want to do a series of posts drawing from my collection of ethnographies. A distillation of the ethnography into the bits that are most interesting for game play.   I would probably start with the Igbo of Southeast Nigeria.  Or possibly the Mardudjara aborigines of Australia.

Tuesday, December 14, 2010

Why you roll the dice.

My 4e game has become such a whirling engine of death, destruction and cultural exploration that any kind of meaningful session recaps are next to impossible.  There is simply too much going on.

Loyal blog leaders may remember that early on in my adventures as a 4e DM my players found four shrunken heads in a clay basket.  When the party removed the shrunken heads from the basket (which turned out to be an anti-magic basket [if there is one thing I actually hate about 4e it is the treatment of magical items, so I make up my own and have also used a ton of magical plants] that temporarily nullified any magical effect of level 20 or lower within the area enclosed by the sides of the basket), the heads and the party formed an uneasy relationship that has maintained, more or less, to this day.

The exception would be that one of the skulls, Xbalanque, the self proclaimed Keeper of Secrets, disappeared of his own volition a while back.  In exchange for Xbalanque raising a deceased party member, the group agreed to carry a skull-corder enchanted by Xbalanque into a temple they were exploring so Xbalanque could see the carved glyphs that covered the walls (an intense field of magical energy that permeated the temple prevented the shrunken heads from animating within it).  Xbalanque made a point of teaching the party the glyphs that signified the beginning of a long date in the Chitlan calendar, and instructed the party to make sure they recorded everything in a room that contained dates.

The party later learned that an ancient form of celestial magic native to the region is tied to particular dates when cosmic alignments happen.  Vast structures, so large that their shape could only be identified from high in the air, were designed by long dead hands to harness celestial energy and activate when the stars came together in just the right order.  And they had handed the keys to this system to Xbalanque.

Luckily for the party, events in my Mutant Future campaign recently have resulted in the stars "going out" in my 4e campaign, as the 4e campaign world is currently being removed from space and time.  As the stars disappear, the celestial power that makes the monumental magic constructions work has also failed.  A magically engineered insect army that had arisen from the ground under the command of Xbalanque now rampaged out of control on the other side of the mountains from the party, and a lone squad of the insects (I have code named them "Brood X" until the party learns more about their origins) was sent out by Xbalanque, controlled with a magical jade mask mounted on the head of one larger member of the soldier caste.  The party intercepted this group of giant insects as it headed straight for Gadoro island at the confluence of the two rivers that drain the highland areas of the rainforest that the party has called home for the last fortnight.

The party has been getting more and more self-righteously angry at Xbalanque for several sessions now, as he has been totally incommunicado since his disappearance.  You see, as much of a prick as Xbalanque was, and as much of a shrewd bargainer he was when it came to prying out some bit of information from him, the party had grown used to having the long dead sorcerer's shrunken brain to pick.  The party had bent over backwards to accommodate him, had given him everything he had ever asked for, and they have never quite forgiven him for just ditching the party.  Worse, the other shrunken heads had shaken the party with tales of Xbalanque's megalomaniacal tendencies.

Their worst suspicious were confirmed when they discovered that the giant four legged metallic insects that had been carving a path of destruction through the jungle were controlled by their old friend.  Xbalanque did not stop his insects as he barked through the jade mask that he had no time to stand and parlay.  He had to get through the hole in the roots of the universe and undo what had been done.  The stars must shine again.  I am losing control... losing power... I don't have much time

And then Xbalanque ceased communications through the jade mask and the party suddenly found themselves confronted with a bunch of out of control killing machines.  If a soldier lands all four legs strikes in a round and rolls decent damage, it can drop some of the party members in one round.  The smaller bombardier caste were annoying with their chemical heat aura, their stinking gas clouds and their energy laser slices, but in the end their damage output paled next to the whirling blades of destruction that were the soldier caste Brood X.

The last two sessions have been bug hunts.  The title of the blog post comes into play due to a peculiarity of the soldier caste of Brood X - any soldier can spontaneously become a new brood mother, gaining the allegiance of all Brood X members closer to it than the old brood mother, and gaining the capability to broadcast a new brood of tiny larvae across the landscape in a great explosion.  The party did not know about this capability.  The exact mechanic is tied to a recharge 6 power I gave the soldiers called "X Blast".  A close burst 5 targeting all enemies in the burst with a single roll for 5d6 damage and curing all allies in the burst of the same amount - but if a natural 20 is rolled on the attack, all soldier Brood X allies recharge their X Blast and use it as an immediate reaction.  If any of those soldiers also roll a natural 20, it spontaneously becomes a brood mother, exploding in a magical blast that first destroys all Brood X insects within 500' and then sucks all that energy back into the new hive mother, who swells, shedding her legs, sticking her head into the ground and raising a steadily growing giant sack of squirming life into the air.

So while the party was dicking around out in the jungle, licking their wounds after their first bug combat, I was rolling to see how often the power recharged as the remaining soldiers rampaged through the landscape, then rolling X Blast attack rolls and looking for natural twenties.

It only took 13 total rounds of player actions (including a five round short rest) before I got the double 20 combination on a recharge 6 power and a tremendous explosion occurred to the south.  A new brood mother had formed, and the pair of soldiers the party had been hunting suddenly reversed course and headed back toward the explosion. The party hightailed it there themselves and beat the incoming soldiers, gaining several rounds to attack the hideous pulsating blob they found in the middle of a totally leveled blast clearing.

And that is why I am glad I actually rolled the dice to see when the new hive mother occurred instead of just going with the statistical average time.  You never know what will happen when you roll the dice.  And often, what happens is sheer dramatic genius.  If I had gone with the average time, it would have been hours until the new brood mother formed, and by that time the party would probably have hunted down quite a bit more of them in the mean time, reducing the probabilities even further.

As it was, we had a great session that ended with the last two Brood X insects psychically dominated by Beautiful Bob and serving the party as mounts as they returned to the native village they have been calling home.  And for once, the party saved the area they were adventuring in instead of scarring it forever!

Wednesday, November 17, 2010

Random d20 Chart of Magical Plants for 4e

Here is a d20 chart of magical or otherwise useful plants for 4e.  This is lifted directly from a spreadsheet a player in my campaign compiles and updates between sessions.  All abbreviations and effects are as notated by him based on what I said at the table; as my notes are scattered and disorganized, his spreadsheet has more or less become a better resource than my original notes!  For simplicities sake I have left out the unique effects created by combining different plants.



 d20 Roll -  Type     -      Effects                          -                      Side Effects
  1. Cidna Berries - Restores 1 Healing Surge - None
  2. Vine Milk Ingest - +2 init, +2 AC, +2 to Hit for 2d6 rounds. - Nausea for 1 round. -2 Hit and -1 dmg.
  3. Leaf - Cure any ongoing poison damage and if taken after poisoned, neutralize previous poison damage. - None
  4. Vile Smelling Fungal Growth Ingest - +10 to any ritual check with Arcana for 1 hour.   -4 Will Defense for duration.
  5. Odiferous Sap - Use as incense - Close Burst 1: +2 Hit and Damage for encounter. -   None
  6. Leaf (Evergreen) Grants Sv. To end Domination with a +4 bonus.-  None
  7. Seeds (Licorice) +5 Streetwise and Diplomacy for 1 hour. Hangover for 1 hour aftereffect: -1 to all rolls. -  none
  8. Sap Coat Gear - +2 AC/Fort for encounter. -2 Reflex for duration.
  9. Brush with Spongy Core Spongy Material - Minor Action - Clamp spongy material over a wound to stop poison. Consume - Susceptible to coercion: -5 Will Defense.
  10. Oily Solution When heated the oil turns anything it is coating invisible. +10 stealth, lasts 1 encounter. - None
  11. Sap (Evergreen) Incense - +5 Insight and Knowledge checks. Blissful Aftereffect: -8 to Initiative(stoned)
  12. Ebene Tree - Cambium Layer of Bark Powdered and Dried - Snuff - Enter spirit world for 2d4 hours. Can't return to physical world in that time. - None
  13. Hisioma Seed Ground Seed - Snuff - Returns spirit body to self. - None
  14. Ryath Root Healing - Spend a healing surge, but gain 2d4hp. - None
  15. Fungus - Grew out of network of mycelium. Super fast growing. Edible. Only needs water and innate magic to grow. High protien. 1 inch cube fills a mason jar with just a few drops of water. More magic and water equals a MUCH faster growth. - None
  16. Sweet Red Berries Minor Action - Grant a 2nd Second Wind once per encounter. - None
  17. Leaves and Root (Wolfsbane) Infusion - Contact Poison. +10 poison damage on contact and ongoing 5 damage (Save Ends). One application lasts one encounter. - None
  18. Flowers (Wolfsbane) Used to create a wash - Potency degrades quickly in light - Coat item and it becomes a +1 magic item for one encounter. Requires total immersion. 1 flower create 1 gallon of wash. Twice the uses if you can keep it unexposed. Newt people coat their ritual knives in the wash. - None
  19. Seeds (Wolfsbane) Used by Newt female casters to invoke their patron witch spirit. - None Known
  20. Fruit (Cucumber Like) Slices placed over eyes - Invoke spirit projection. You control spirit, fly 60 miles per house, lasts 2d6x10 minutes. Have to get back to body before duration runs out or your soul may be lost. DM rolls time and gives a 20 minute warning. Cucumber lasts d6+1 days after being cut open. - None

    Tuesday, November 9, 2010

    GAAH I HATE BEING BROKE

    So, masochist that I am, I stopped in at my favorite comic shop/gaming store today even though I had no loot to spend.  WHY!!! WHY!!!

    Why do I do this to myself?

    Why did somebody bring in a bunch of old Victoria Games James Bond 007 modules in boxes with cool maps and player handouts and stuff?  There was Gold Finger, and a couple of other ones, and they looked really cool, and they had all the handouts and tokens and everything in the box and I REALLY REALLY WANT IT MOM CAN I HAVE IT!!!  Its only $10, and I know I already have the 007 game, but the bundle comes with the game AND the modules and they are SOOO COOL!!!


    I want it so bad!

    I am going back tomorrow credit card in hand, bastards.

    Friday, November 5, 2010

    Gaming Ritual: Weekly Group Email

    I took over the DM reigns of my 4e group on only a couple of days notice a while back.  I grabbed an old campaign world that I had made in high school off the shelf, jotted down some ideas and hit the ground running.  One thing about this campaign that I have really enjoyed are the weekly emails that a player in the group sends out, briefly hitting some of the highlights of last session and setting the date for next week.  I am going to share these emails in a couple of posts, on the off chance they are amusing to someone else besides me.  This first batch gets us from the beginning of the campaign to partway through "The Hidden Shrine of Tamoachan", a 2e adventure that I ran backwards from end to beginning as an old fashioned, trap-filled dungeon crawl.


    On Thu, Feb 11, 2010 at 8:58 PM, Carl Nash wrote:

    "Ok, I am definitely going to DM tomorrow and I have a plan

    The players will start the session by getting off the boat in the "new world", a newly discovered land mass across the ocean from the established D&D default setting.

    A small town (New Hope) carved out of the jungle on the shores of a large bay and a mining operation on a mountain up the river are the only specks of civilization.

    Expect the unexpected.  Lost Valleys with all kinds of messed up stuff that Time Forgot.  Dinosaurs.  Witch Doctors and Jungle Creepy Crawlies.  You know, your garden variety Trip to the Amazon on Acid...

    This could be a one shot or an ongoing thing that we can come back to whenever Shashi can't run the existing campaign.

    See you tomorrow night!

    DM Carl"


    The following are the weekly emails that one of the players in the campaign (who also has been good enough to post on this blog from the perspective of his character in the campaign, a female albino minotaur) sends out.


    Monday, February 15


    "Heya hey!

    Well it's that time again...I'm sending out the weekly e-mail to see how this weekend is for everyone and what day is best for roleplay this week, if any. I feel we can't deprive our "workers" of our presence for too long, lest they revolt. Besides, our bugbear cleric may get antsy and I'm not going anywhere near that. Anyways, what day is good for everyone? I'm up for even doing Sundays if people decide that those are better days. So far I have better luck with this character, I only almost lost my face, but I still have both legs! (so far). Let's see what Hammer can drudge up off the bottom of random river water, other than giant crocodiles. I could really go for some peanut butter to compliment that honey.

    Get back to me when you can, I generally try and have a set day by Thur at the latest, preferably Wed.

    -Mike P. "

    Monday, February 22, 2010

    "Heya,

    The title explains it all. Just sending out the feelers to see who is up for making it to roleplay this weekend. Let me know what days you are all available so we can get a solid day set in stone. I am really enjoying the debate over the native religions and different groups/forces at war. Let's hope next time we don't wind up fighting an "acidic tar" four-armed hillbilly. Congratulations to those who reached level two! (Now you can protect the rest of us from the alligators). Let's all follow in those foot steps and see what the path reveals.

    Kickin' ass, by getting my ass kicked,
    -Mike P."





    Monday, March 1, 2010


    "Heya all!

    And so our adventure continues, blazing a trail through the vast amazon, spelunking dark caverns full of altars to dark gods, and voodoo heads that turned Vomar (aka Jamey) into their bitch! All in all an exciting session and I'm much enthused to jump into the mine looking for four-armed white apes! The last one wasn't enough to dash my spirits (although it did a good job of dashing our intestines across the landscape) lol. So I say, stock up on lanterns, hard hats, and mutton. It's time to go exploring! Last one to the mine cart is a rotten egg! Besides, how bad can a hideous, giant, salivating, black as the abyss, human-handed, and spiny spider be?

    Famous last words by:
    Mike P.

    P.S Which days are good for all of you?"





    Monday, March 15, 2010 


    "Heya,
     
    Well it's about that time again to check and see what all our demon slaying, town saving peeps are up to. What day is good (if any) for all of you this week? Let's see if we can't get some shrunken head lovin' to get rid of this STD. I knew we shouldn't have tag-teamed that mummy Vomar! At least it's down and out (for now) and all we have to worry about is what lies ahead and the giant human-handed spider behind! So let's all meet up and roll our save vs death check!
     
    -Mike P.
     
    P.S - Shashi might be once again joining us. I hear tales of a bullywug(sp) assassin, at least. "







    Tuesday, March 23, 2010


    "Heya all!

    Well I think Friday was set out as the best time for people to show up to this next D&D session, but I wanted to get this e-mail out there in case anyone had any objections to that day. Please let me know if you do! Also, I hope you are recieving this Carl as I updated your e-mail on the list...I guess you really can't tell me if you aren't. At any rate, last week was awesome! We spent so much time trying to figure out that crazy room of elements, only to stumble into ANOTHER crazy room with gelatinous cube mirrors. Also, our clerics seem to be the most daring and "courageous" (see also: Foolhardy) people in the party. One of them dives down to take on a spider with baby heads and razor sharp arms...the other runs off down a secret passage and gets engulfed by a gelatinous cube! Sheesh, I think our barbarian was hardly able to keep up! As for everything else though, I guess it pays off to be a master of interpretive dance and huge diplomacy! I'd like to welcome our newest pet to the party: Giblets the Gibbering Mouther. Thanks to our half-elf cleric who apparently has a lot of experience fitting in and rolled an amazing 30 on his d30 roll. Apparently he does have everything under control when he says so and walks into a room of death. Hope to see you all this weekend!
    -Mike P."

    Tuesday, November 2, 2010

    Magic Mushrooms

    Two random charts: One for the primary effect and one for the side effect of a magic mushroom.  I will spare you guys the addiction and overdose charts for now.  This is pasted from a spreadsheet, so the formatting is a little funky:  Duration of the effect follows the short description.  Sub charts follow the primary charts.  I grant non-commercial rights to use these charts in private games.  I retain all other rights.



    Roll on both charts.

    Primary Effect Chart (d30):

    1. Cures 3d6 HP worth of damage. instantaneous
    2. Grants one extra attack per round. 2d6 rounds
    3. The mushroom secretes a contact poison which does 50 damage (Save vs. Poison for 1/2 damage) instantaneous
    4. The ingester grows to 10 x her original size.  HP and Strength double, Dexterity is halved and AC receives a -4 penalty. 1d4 hours
    5. The ingester shrinks to 1/10 her original size.  HP and Strength are halved, Dexterity is doubled and AC receives a +4 bonus. 1d4 hours
    6. The ingester receives +8 to one randomly determined attribute and -4 to another.   2d10 rounds
    7. The ingester receives 15 temporary HP which disappear in 1 hour if not used. 1 hour or less
    8. Sticky sweat: +2 bonus to AC and the ability to stick to and climb on vertical surfaces and ceilings. 4d6 rounds
    9. Spore breath: The ingester takes 2d6 damage and can spray a 15' cone of spores that do 10d6 damage (Save vs. Poison for 1/2 damage) to all in their path.
    10. The ability to see in darkness as if it were daylight 2d6 hours
    11. Irresistible aroma: +2 to Charisma and most members of the opposite sex are strongly attracted. 1d4 days
    12. Magic Resistance: A percentage chance that any magical attack or effect will completely fail to work against the character.  Roll 1d10 on the Magic Resistance sub-chart. 1d10 rounds
    13. Grants the ability to see invisible and shadow creatures, and to discern the true nature of illusions. 2d12 rounds
    14. Doubles movement rate. 1d4 hours
    15. Breathing is unnecessary.   1d4 hours
    16. Cures all diseases. instantaneous
    17. Cures blindness. instantaneous
    18. Cures deafness. instantaneous
    19. Cures muteness. instantaneous
    20. Ingested poison: roll 1d10 on the poison types chart in Mutant Future, a kick-ass post-apocolyptic RPG freely available in text format from Goblinoid Games.
    21. Turn into a shadow (cannot be targeted by physical attacks, can slip through even the tiniest cracks, all equipment is transformed but no other physical objects can be picked up, carried or manipulated while in shadow form) 1d12 rounds
    22. Time slows: +2 to AC, +2 to hit, +2 to Dexterity, 1 extra attack per round. 1d4 rounds 
    23. Dried mushroom functions as a grenade: roll 1d10 on the Mushroom Grenade sub-chart. special
    24. If cultivated on a body within 1d4 hours of its death, this mushroom will re-animate the body as a free willed zombie with all of its former memories minus the last 4d6 days.  The mushroom-zombie sustains itself by consuming magical radiation, and can only "live" for 1d4 days without it.   special
    25. Body becomes slightly lighter than air.  Without at least 10 pounds of ballast, the ingester will slowly float away at the rate of 20' per round. 1d4 hours
    26. Immune to fire and heat damage. 2d6 rounds
    27. Immune to cold damage. 2d6 rounds
    28. Ingester must tell the truth. 1d4 hours
    29. Roll on the Side Effect Chart instead.
    30. Roll twice on this chart, ignoring any result of 29.  This result may be rolled more than once.
    Side Effect Chart (d20):
    1. Sleep (15 minute onset time). 1d4 hours
    2. Sharp Headache: 1d6 damage and -1 to all attacks. 1 hour
    3. Blind in daylight, sensitive to low light 1d4 days duration
    4. Nausea and intense vomiting.  No other actions possible. 3d6 rounds
    5. Double vision results in a -2 penalty to hit. 4d6 rounds
    6. Persistent diarrhea.  Effects adjudicated by the GM. 3d4 days
    7. Skin turns a random color (roll 1d10 on the Skin Color sub-chart) 3d12 days
    8. Deafness (roll 1d6 on the Deafness Duration sub-chart) special
    9. Strong odor is emitted (roll 1d6 on the Strong Odor sub-chart) 1d6 hours
    10. Clumsy: -4 to Dexterity 1d4 hours
    11. Strong intoxicant: -5 to Intelligence and Wisdom 1d4 hours
    12. Weakened:  -4 to Strength 1d4 hours
    13. Save vs. Poison or the ingester must attack the nearest living creature (must save again each round). 2d4 rounds
    14. Blindness (roll 1d6 on the Blindness Duration sub-chart) special
    15. Muteness (roll 1d6 on the Muteness Duration sub-chart) special
    16. All of the ingester's hair falls out over the course of the next day until the ingester is completely hairless. Hair begins to regrow in 1d4 weeks
    17. Intense visual hallucinations: -4 to hit.   3d6 hours
    18. Terrible nightmares: No benefits can be gained from resting, and the ingester takes 3d6 damage each time she begins to dream after falling asleep. 1d4 days
    19. Roll on the Primary Effect Chart instead.
    20. Roll twice on this chart, ignoring any roll of 19.  This result may be rolled more than once.

    Magic Resistance Sub-Chart (d10):
    1. 15%
    2. 20%
    3. 25%
    4. 30%
    5. 40%
    6. 50%
    7. 60%
    8. 70%
    9. 80%
    10. 90%
    Mushroom Grenade sub-chart (1d10):

    Duration Note: Clouds left by a grenade dissipate naturally, lingering longer in still, contained areas than outside.
    1. 15' radius cloud of smoke
    2. 10' radius spore cloud; Save vs. Poison or sleep for 2d6 rounds
    3. 10' radius blast for 4d6 damage
    4. 10' radius spore cloud; Save vs. Poison or hallucinate for 1d4 hours
    5. 10' radius blast for 6d6 damage
    6. 500' radius flash of light (Save vs. Energy Attacks to avoid 3d6 rounds of blindness if looking at the light)
    7. 10' radius blast for 8d6 damage
    8. 25' radius magical darkness (permanent)
    9. 10' radius blast for 10d6 damage
    10. 10' radius spore cloud (Save vs. Magic to avoid petrification)

    Skin Color sub-chart (d10):
    1. Red
    2. Orange
    3. Yellow
    4. green
    5. Blue
    6. Indigo
    7. Violet
    8. Black
    9. White
    10. Tie-died swirl of every color.

    Blindness/Deafness/Muteness Duration sub-chart (d6):

    1. 1 hour
    2. 1d4 hours
    3. 2d6 hours
    4. 1 day
    5. 1d10 days
    6. permanent
    Strong Odor sub-chart (d6):

    1. Skunk: -10 to Charisma 
    2. Rotting Meat: -5 to Charisma, carnivorous and scavenging predators attracted.
    3. Syrupy sweet: swarms of insects are attracted.
    4. Shadowy Aroma: The shadow world draws closer.
    5. Aggressive pheromone:  The ingestor must make a successful Charisma attack to avoid being attacked by any creature that comes within 15' of her.
    6. Fear pheromone:  Any creature coming within 15' of the ingestor must make a Save vs. Poison or flee for 1d4 rounds

    Friday, October 15, 2010

    Demon Resource

    So I was making a really kewl boss creature for my 4e game (a shadow demon that has been slowly coming through into this world by taking over the body of Hammer, a warforged barbarian in my game, who brought this on himself by knowingly drinking what I had described as the "amniotic fluid of an elder frog god" just to see what would happen...) because the party has finally crossed the mountains and located a shabori (shaman) who can help them expel the demon from Hammer.

    The party has been told that enough of the demonic entity has already crossed over into this world that it will be a horrific struggle when it emerges from the body of their friend.  I gave this baddie some amazing mind-bending and terrifying powers, and after the party faces it tomorrow I will post a little write up of the demon because I think it is an excellent example of how to make a 4e creature that is terrifying and fun to fight without it being a slog-fest of slowly chipping away hundreds of HP.

    I decided I wanted a good "authentic" demon name, a name that the shabori could let slip in the village and all the natives would freak out and chase the party away and make them perform the exorcism out in the middle of the jungle.  I googled "indian names for demons" and found a resource that I am going to come back to over and over again, a Demon Dictionary.  Check it out!  Demontastic.  I came up with "Tchort", a Russian name for Satan, which apparently translates as "Black God".

    Tuesday, September 28, 2010

    Blind Dwarf Attack!

    I love my character in the Labyrinth Lord game I am playing with my friend Carter of Carter's Cartopia as DM.  I am a dwarf, Hakken Aksa-Dak, and I was blinded three sessions ago whilst exploring Stonehell Dungeon.  I was twisting a serpent statue which (of course, in retrospect) shot poison gas out at me.  Everyone else made their saves, but poor Dak has not seen the light of torch since.

    Always one to turn life's lemons into healing potions, I got the rest of the party to clear out of the room while I went about trying to remove what I presumed and hoped was a container of poison gas concealed in the middle of the statue.  Carter rolled with what I was trying to do and eventually let me get out the gas container and stopper it with a rag while we carved a cork for it.  

    Ever since, I have been the maniacal and probably more than slightly crazed (and of course, always drunk) first line of assault.  Did I mention that I have had 2 HP for the last three sessions as well?  We use the "Shields Will Splinter" houserule, so I can survive at least one hit, but really I expected to die many times as I charged, blind, screaming and holding a container of poisonous gas, straight into the middle of a band of lizardmen or hobgoblins.  This tactic has worked with varying success, but so far I have not died and I have been able to contribute something meaningful to combat.

    I have also been tickled pink by all this.  Even though we just found a major pile of loot and high-tailed it out of the dungeon to re-supply and get my blindness removed, I almost don't want to give up the ride just yet.  Playing a blind, suicidal dwarf has been a lot of fun!

    Saturday, September 25, 2010

    Snuff Demons, Hekura, and little magic monkeys that grant you immortality if you eat their crushed bones

    Yup, its been a while since I posted about my 4e campaign.  That does not mean shit has not been happening!  The party has finally made it across the imposing 30,000' tall mountain range to the verdant jungle beyond that slopes far away until it finally meets another ocean.  Along the way, exploring a forgotten temple they found 20 miles under the mountain along the tunnel they were following, they accidentally released a great elder being.

    I will have to do a separate post about this incident, or perhaps ask Mike (the player of Tilia the albino minotaur in the campaign) to write another guest blog post detailing his decision to drop a magical fungus (that he knew fed off of magical radiation and water and could grow with breathtaking rapidity in the right conditions) into a closed series of flooded tubing leading down to a contained elder entity that was doing very little else but radiate intense magical energy which was being trapped and siphoned by the magical wards and systems in place around it.  This thing was called Kariki Kalos by those who built the temple and here is what it looks like (the jellyfish like cap is 3000' feet across, the main body from tentacle tip to the top of the cap is 3500', and the long stinging (radiant and lightning damage) tendrils stretch out up to 15,000' behind).  A "light organ" inside the cap emits a burning beam of light and from each lidless eye (18 in all, in a circle around the gaping mouth) a ray of darkness is cast.




    But that is not what I want to write about.  On the other side of the mountain now, the party has taken up with one among many independent, but loosely organized (by kinship, trading and raiding ties), bands of an indigenous human population that call themselves "the fierce people".  After an initial tense and frequently hostile confrontation with an overwhelming force of fierce warriors brandishing bows and blowguns, many with glowing red or black eyes and red or black slime oozing out of their noses, the party finally fell in with an older shabori (shaman) who had foreseen their arrival and was eager to question them.

    The shabori, Titsi-Waa, somehow managed to intimidate the waitari (chieftain, literally "the fiercest") that was confronting the party.  The shabori puffed himself up as much as his lame leg would allow, and then something strange happened.  His chest began to expand and swell, as if something was inside it.  Then his eyes flashed and the waitari big man backed down, called to his men, and ran off up the mountain pursuing the original mission of glorious death while fighting an awakened god.

    While this was happening, Tilia pulled down the Goggles of Arcana that she had made last session (from small black crystal disks she discovered behind each of the 18 eyes surrounding the central mouth of the larval form of Kariki-Kalos - the party was beset upon by many of the 30' larval monstrosities, which emitted beams of darkness from their eyes and a blast of burning light from their horned tail).  These give her a bonus to Arcana checks performed while attempting to diving the nature of a magical occurrence.  Looking with "magic vision", she saw four tiny humanoid creatures (hekura) living inside the old shabori's chest.  One of these was performing a magical incantation, growing and swelling and changing in form as it did so.  Tilia was able to divine something of the rough nature of each hekura; one was a protective charm spirit, one (the active one) was a malicious curse spirit, one caused sickness and disease, and one cured such ailments.

    Later the party learned that the hekura are a race of spirit beings that live in the spirit world.  Places in the real world marked by large isolated boulders, or rocky mountain sides, are frequented by hekura in the spirit world.  You cannot persuade hekura to live inside you by going to them in the physical world.  You must visit them in the spirit world and sing to them and dance until they voluntarily enter your body, draining a small part of your physical essence but greatly enriching your ability to interact with the spirit world.

    The fierce people visit the spirit world primarily through the use of a snuff made from the bark of the ebene tree ground and mixed with saliva and ash.  This mixture is then dried and pounded to form a snuff that is shot through a tube into the nose of the recipient.  There is no attack roll required to hit the recipient if the snuff is taken in this manner.  Part of the inhaler's soul (the noreshi) leaves the body and, attached by an umbilical energy chord invisible to the inhaler and unbreakable to all others, must reside in the spirit world for 2d4 hours.  If the noreshi wanders too far from the body and is lost, or cannot return in time, the noreshi can be come separated from the body and a serious and invariably fatal illness will set in unless the lost noreshi can be found and recaptured.








    [mechanics sidebar:  the cosmologies of my campaigns rarely resemble any printed "official" version too closely.  In this case, you could think of the "spirit world" of the campaign as the shadowfell and feywild of 4e rolled into one, with a good dose of what the astral sea is supposed to accomplish in 4e as well.]






    The party also eventually learned that the red and black eyes and snot of the warriors they encountered in the jungle (already ferocious looking with faces painted black and large plugs of tobacco in their lips) were caused by beings known as "snuff demons".  Summoned by snuffs artfully composed of ground seeds and powders, the snuff demon marked by red eyes and mucous is known as an aihal and the one marked by sunken black eyes and dark mucous is known as aihan.

    Snuff Demon Aihal

    After being summoned inside the nasal passages, an aihal snuff demon grants the inhaler the ability to see in the dark as if it were daylight, +2 to hit and damage with basic ranged attacks and the ability to make an extra basic ranged attack once per round as a free action.  Until the aihal is expelled in a dark red mass of goo, the inhaler take a -5 penalty to Will defense.


    Snuff Demon Aihan

    After appearing in the nasal cavities, aihan radiates a fear aura 2 in which all enemies take a -2 penalty to hit.  The inhaler also receives +2 to hit and damage with basic melee attacks and the ability to make an extra basic melee attack once per round as a free action.  Until the aihan is expelled in a black mass of goo, the inhaler take a -5 penalty to Will defense.

    Little Magic Monkeys that grant you immortality if you eat their crushed bones:


    Let me say here that my players have a nasty habit of rolling critical successes at all the critical times.  Nat 20's, and even natural 30's on the once a session roll of the d30 that every player gets (check out my sidebar to the upper left, Order of the d30, if you don't know what I am talking about), abound in my game.  Dunno how or why, this has just been one of the luckiest groups I have ever seen.  So the group had just managed to somehow avoid a sure confrontation with an angry allosaurus that had ambushed them when they found themselves in the midst of a wildlife stampede.  The fierce people had united when the side of the mountain blew off, and thousands of warriors beat drums and spears against trees as they marched to the mountain to do battle with the great god that was supposed to rise up during the end of the world.  They drove the animals and dinosaurs of the jungle ahead of them.

    Tilia, ever interested in collecting, examining and cataloguing the flora and fauna of the new world, took this opportunity to collect some animal species.

    So Tilia rolls a nature check (I usually use checks like this as a rough barometer to see how well a player succeeds, rather than a simple yes/no, succeed/fail target number skill check) and gets a natural 20.  I decide on the spot to introduce an interesting creature to the scene that I hadn't figured the players would run into for quite a while.  Nearly impossible to catch, blindingly quick and possessing the ability to run on air as if it were solid ground, the tiny tsoru-tsoru (fast fast) monkey is as intelligent as a human but has a nearly immortal lifespan.  Cooking a tsoru-tsoru in a stew, boiling it down until there is nothing left but bones, and then grinding those bones and eating the resulting paste grants near immortality and great resistance to physical and mental damage.  The party learned this when the host village that they were staying at began loudly demanding that Tilia cook the tsoru-tsoru and share its bones.

    A nature-lover through and through, and already aware of the creature's intelligence, Tilia was loathe to acquiesce to her hosts' demands but also wanted to avoid upsetting them.  Tilia began questioning the monkey (with the aid of the comprehend languages ritual that has come in handy so many times for Beautiful Bob the face man of the group) and soon found out that the tsoru-tsoru (like all young adults of its species) had to remain in the jungle until it had caught enough "lightning bugs" to "last it a lifetime in the cloud city" where the tsoru-tsoru had "sorcerers more powerful than you can imagine".  Some back and forth questioning with the village elders revealed that the lightning bugs spoken of by the monkey and a very valuable spirit creature called a spirit beetle by the elders were the same thing.  Tilia arranged a deal where she would let the monkey go if he would promise to deliver a weeks catch of lightning bugs, which could apparently be used as one-use magical batteries, to add potency to a magical attack or effect or to create and power a one use magical device.  This was made much more poignant by the presence of the pregnant mate of the capture monkey, who had followed the party through the jungle and was hiding out at the smoke hole rim of the thatched roof which enclosed the circular village.  Reunited at last, the couple dissapeared into the jungle and the party turned their attention to more pressing matters...

    Much more to come.  Trying to even MENTION all the plot threads that are out there, just tempting the players with all their juicy glory, would take quite a while, let alone fully describing them.
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