Throw a lot of hooks out there. Whichever ones get sniffed by the PCs, throw a few more hooks out related to those ones. Write 'em down. Rinse and repeat.
The key is to really make sure it is a LOT of hooks that you throw out initially, and then like a hydra you throw out five new ones whenever one old one is chased down. The rest is all details. When the PCs decide to attack something related to one of the hooks, then combat happens. When the PCs decide to investigate a hook, you get to improvise some more hooks based on that one. Write them down. Don't worry about trying to make them awesome, or trying to make them make sense. The PCs will figure out inter-connections that you could never have dreamed of. And you know what? The improvised hooks you throw out there all come from your imagination... they have a shared heritage... chances are they are inter-connected in ways that you are not fully aware of consciously. They are informed by your own unique DMing lifeblood and should be trusted.
Outside of sessions, D&D is a fun strategic wargame of the mind as you spin out possible scenarios for what is happening outside of the PC's control in the world. You should have a lot of hooks dangling out there, and many of them will be swinging out of sight and mind of the party. But as long you let the PCs keep chasing after hooks of their own volition, you have to respect where that chase may take them, and trust in your ability to improvise some fun details.
My 4e game started in a new-world setting, with the Forgotten Realms being the colonizing power to the west. The east shore of the new world was a narrow rainless desert overshadowed by an impenetrably steep and high mountain range that ran north-south down the entire continent and had thwarted all past attempts at crossing. A fertile river valley had recently been discovered on the desert coast and the first expeditions found gold in the streams in great quantities. The PCs arrived on a ship mostly full of slaves destined for the mines and found a port settlement decimated with a plague the settlers called the "white death". I threw out a bunch of hooks and the PCs have been merrily wreaking havoc ever since.
Rinse and Repeat for three years, and the party has spent as much time in alternate dimensions, on alien planets, creating alternate timelines, and utilizing altered states of awareness as they have spent in the jungle, and they have loved every minute of it. I have had my work cut out for me keeping up with the directions they chase my leads off in, and I continually surprise myself with how well it all works out and connects with itself when I look back at the whole that has been constructed between the players and myself during this game.
Thursday, December 6, 2012
Tuesday, November 27, 2012
Pterosaurs
I have always been fascinated by pterosaurs. I loved all manner of dino-critters when I was a wee lad, memorizing the names of several bookfulls before I was in kindergarten. It's probably no surprise that I like to stick dinosaurs into the RPGs that I preside over even if genre and convention would dictate otherwise. As soon as the PCs in my 4e game crossed the great mountain range and descended into the seemingly endless jungle beyond, they ran into a group of allosaurus. When they first encountered the volcanic island at the confluence of the of the major tributary rivers of the Zamonas, they saw winged dinosaurs soaring on the thermals overhead (yes, I know that pterosaurs are not actually dinosaurs, but come on).
I get to geek out on dinosaurs this week in my prep work for my 4e game, because the players time jumped into the past at the end of last session. As far as I am concerned, if your PCs time travel into the past, there better be some dinosaurs on the other side. Conveniently I just bought myself a cool book on dinosaurs which I am going to spend the evening looking through, but first I did some internet searches on pterosaurs.
Often Google image searches of real life monsters like pterosaurs or deep sea critters yield some incredible results. Feast your eyes on this awesomeness (image lifted from this website about pterosaur flight). It is a dimorphodon.
I get to geek out on dinosaurs this week in my prep work for my 4e game, because the players time jumped into the past at the end of last session. As far as I am concerned, if your PCs time travel into the past, there better be some dinosaurs on the other side. Conveniently I just bought myself a cool book on dinosaurs which I am going to spend the evening looking through, but first I did some internet searches on pterosaurs.
Often Google image searches of real life monsters like pterosaurs or deep sea critters yield some incredible results. Feast your eyes on this awesomeness (image lifted from this website about pterosaur flight). It is a dimorphodon.
I ended up sketching the dimorphodon picture in my game notes, along with a Quetzalcoatlus (the largest pterosaur ever discovered, with a wingspan that may have stretched greater than 30'). Then my wife got home from work and colored my pen and ink sketches, so I figured I should upload the end result.
Quetzalcoatlus
Fire Breathing Pterosaur
I added a bit of a Pelican like pouch to the beak, because this is the ancestor of the dragons of my world. A colony of chemosynthetic, heat-resistant bacteria live in and coat the inside of the beak, digesting minerals that the Quetzalcoatlus scoops into the beak-pouch and emitting a flammable gas as a by-product which is stored in special sacks along the neck. The heat-resistant bacteria also coat the gizzard, and the fire-breathing pterosaur swallows live embers and keeps them in the gizzard until blowing them out mixed with the gas to form a fiery blast.
Dimorphodon
Killer Toothed Pterosaur
My wife thinks her version is colored "much more realistically" than the original artist's. She does have a lot of experience handling raptors so maybe I will believe her.
Monday, November 19, 2012
The Library of the Bati-Bati Temple
The players in my 4e game recently looted a temple's library. Most of the literature was inscribed on clay tablets and stacked on massive stone shelves, with a few smaller wood shelves of papyrus and vellum scrolls in bone tubes. The party webbed all the contents of the shelves securely and then put shelves and all in pocket dimensions that they created for that purpose. Showing uncommon foresight, they recorded the relative positioning of the shelves before they stowed them in hyperspace. They literally looted the library, which made my mental jaw drop and led to some very fun DM's prepwork as I told them I would have to get back to them on the exact contents of the library.
Before the party jumped into the future to fight a vampire, they left an NPC (Wa' Halia, an escaped slave from the Temple of the Bull in Siss-Anor who had been trained as a scribe and librarian for the temple library, picked up by the party a few sessions earlier) with the task of cataloging the contents of the library. Luckily, Wa' Halia was a ritual caster who actually had both the ability to read the various languages of the collection and experience as a librarian, so she is going to have a detailed report for the party... which I told the players I would just post on my blog for them between sessions.
This is the third library I have tossed hints of to the party, but the first that they had physically encountered (let alone looted). They had previously heard about the sunken temple city of Adamaskas with its great library maintained by monks preserving the early records of the seven city states and the library of the Temple of the Bull in Siss-Anor (the temple they heard about a long time ago but it was not until a few sessions ago when I introduced Wa'Halia that they learned about the library at the temple, the second largest library of the coastal city-states).
Not entirely what I would expect from a library from the late temple era (12,000-10,000 YA), the bulk of the collection is written in an ancestral form of the modern tongue and inscribed in clay in the temple style of the old river god civilizations. One peculiarity of the temple collection is that nearly all the tablets are circular. Some of the subject matter is unusual in general but perfectly in keeping with the dedication of the temple to the Bati-Bati and the worship of the dark gods of death and transformation. The collections of astronomy might even exceed those held in Adamaskas, long believed by most knowledgeable sages to be the greatest collection of celestial knowledge ever assembled. Very unusual for a late temple era library are what appear to be archaeological collections of the earliest languages preserved in clay in the region (~40,000-35,000 YA), even including tablets dedicated to gods ideologically opposed to the death and transformation gods. One set of tablets appear to be alien in origin, the composition of the materials is unknown to me and the engravings change as the tablets are rearranged.
Works Concerning the Gods of Death and Transformation: Huana-Hatle, god of were animals and death; Supay, ruler of the underworld and horned demons; and Ilamatecuhtli, aged goddess of earth, death and the galaxy whose roar signaled war. Each god is represented in the collection by several different epic histories, some of which appear to have been collected from earlier inhabitants of the region judging by language differences and inscribing style; prayers and hymns; and detailed instructions concerning every aspect of all associated ceremonies and sacrifices.
History of the Bati-Bati: Known incursions of the Bati-Bati into this reality; a record of every lunar eclipse related to Bati-Bati activity; descriptions of the mind-warping abilities of the Bati-Bati; various legends linking the Bati-Bati to the gods of death and transformation; symbology of the Bati-Bati; descriptions of several journeys into Bati-Bati reality by the priesthood over the years; detailed anatomical notes of the physiology of the Bati-Bati.
Histories of the Priesthood and Temple: (1/4 of the collection by volume) Dates of birth and death of the priests; calendar roll of all ceremonies and sacrifices, major and minor, through the years; individual biography tablets detailing major life events of important priests, updated throughout their lifetime; ranks of the undead priests (dating the beginning of the undead priesthood tradition at this temple to 11,130 YA); and genealogies of the troll breeding programs (which interestingly begin in the earliest days of the temple and continued uninterrupted until the collapse of the island civilization). Notable individual biography tablets include: Epunamun, great statesman and warrior who entered the church after a career in the army commanded by the kings of the island; Anhanga, who came to fame as a necromancer and instituted the tradition of the head priest joining his predecessors upon death in an undead council that shared power with the living head priest; Maricanchi, who rose from obscurity with a series of prophetic dream revelations and ended up being sponsored first by Epunamun and later by Anhanga while creating the star chamber, dream tablet and the dimension shifting properties of the temple from instructions he received while dreaming; Trumak the Keeper of the Chamber, an outsider to the temple who succeeded Maricanchi as master of the star chamber and dream tablet and created the ritual separation of all star chamber operations from the temple proper; and Mamagal, an otherwise seemingly minor figure from the early priesthood whose prophesies were uncommonly accurate, who I had previously identified as being the same author as Maricanchi because of a very unusual and characteristic way of inscribing date characters that marked the prophesies of both men (this stood out enough to me while I was looking through the collection of prophesies that I am now puzzled to note that Mamagal and Maricanchi apparently lived nearly 800 years apart but wrote in an identical style).
Astrological and Astronomical Collections: (1/2 of the collection by volume) Celestial observations and predictions of the early priesthood from 12,000-11,130 YA, reflecting a two dimensional understanding of constellations as seen from a surface perspective but a very accurate understanding of the motions of the planets, eclipses, comets and meteor showers; and the staggering output of the newly founded college of astronomy after the introduction of the shadow table and the star chamber paved the way for a three dimensional understanding of every star's relative position to each other and the world (11,130 YA - 10,000 YA).
Epunamun's Edicts: A series of broad sweeping reforms authored by Epunamun, these edicts centralized power within the church into the hands of a head priest, set limits on the powers of the council of elders, specified allowable uses of tithe received by the temple and mandated certain portions be set aside for a variety of purposes; mandated early childhood education within the priesthood, established several colleges, raised an army, established protocols for training officers, and authorized the church to aggressively convert neighboring tribes into tribute paying worshipers of the temple.
Anhanga's Necromantic and Animating Collections: Copies pressed from originals in the Adamaskas collection, easily identifiable by the characteristic angular Adamaskan characters, reproducing the necromantic and animating knowledge of the early (25,000 - 20,000 YA) and middle temple period (20,000 - 12,000 YA, prior to the last meander of the Zamonas river); papyrus copies of several notable dissertations submitted by sorcerers to the council of the lich kings including Manu Jablitu's famous treatise arguing that certain metals found on alien planets in alternate realities could enable animation of far larger structures with far less expenditure of power than held possible by the lich kings (these dissertations and many others are often referenced in texts held at the Temple of the Bull but all known copies outside of Adamaskas were destroyed 10,000 YA after the collapse of the old temple system); three studies commissioned by Anhanga on the monumental architecture of the middle temple period, focusing on the temple complex surrounding Kariki-Kalos and two other temple complexes built around imprisoned godbeasts in the jungle; and a collection of advanced necromantic rites authored by Anhanga himself.
Prophesies: A collection of predictions and dates, on subjects ranging from rainfall and propitious times to conceive a child to the ultimate collapse of the universe. The priests did not foresee the calamitous downfall of the island civilization. Early prophesies are inscribed on two sides of a tablet, with two possible date readings. Prophesies made with the aid of the star chamber (11,130 YA - 10,000 YA) have only one possible date reading.
Nightmares: A collection of recurring nightmares endured by leading undead priests.
Alchemical Collection: Recipes for potions and poisons; instructions for the transmutation of metals and the creation of alloys, reflecting what appears to be a more advanced understanding of metallurgy than presently found in the empire. This collection is etched on gold plated copper tablets.
Anatomical and Herbal Notes and Drawings: A rather extensive illustrated herbal of jungle plants and anatomical drawings of humans and animals. The organs and vital points are given names that clearly place the origin of these works with the Gadoro Temple. These are the only vellum scrolls in the collection and great care was taken in their creation. Epunamun's seal was unbroken on the ivory tubes.
Archaeological Collections: A collection of what appear to be artifacts from the ancestral populations of the jungle lowlands, including: Clay tablets; ceramic pottery; wood, stone and bone tools and weapons; beads of many materials; masks; feathered headresses; feathered capes; and penis gourds.
The Library of the Bati-Bati Temple
Wa'Halia's report:
Not entirely what I would expect from a library from the late temple era (12,000-10,000 YA), the bulk of the collection is written in an ancestral form of the modern tongue and inscribed in clay in the temple style of the old river god civilizations. One peculiarity of the temple collection is that nearly all the tablets are circular. Some of the subject matter is unusual in general but perfectly in keeping with the dedication of the temple to the Bati-Bati and the worship of the dark gods of death and transformation. The collections of astronomy might even exceed those held in Adamaskas, long believed by most knowledgeable sages to be the greatest collection of celestial knowledge ever assembled. Very unusual for a late temple era library are what appear to be archaeological collections of the earliest languages preserved in clay in the region (~40,000-35,000 YA), even including tablets dedicated to gods ideologically opposed to the death and transformation gods. One set of tablets appear to be alien in origin, the composition of the materials is unknown to me and the engravings change as the tablets are rearranged.
Works Concerning the Gods of Death and Transformation: Huana-Hatle, god of were animals and death; Supay, ruler of the underworld and horned demons; and Ilamatecuhtli, aged goddess of earth, death and the galaxy whose roar signaled war. Each god is represented in the collection by several different epic histories, some of which appear to have been collected from earlier inhabitants of the region judging by language differences and inscribing style; prayers and hymns; and detailed instructions concerning every aspect of all associated ceremonies and sacrifices.
History of the Bati-Bati: Known incursions of the Bati-Bati into this reality; a record of every lunar eclipse related to Bati-Bati activity; descriptions of the mind-warping abilities of the Bati-Bati; various legends linking the Bati-Bati to the gods of death and transformation; symbology of the Bati-Bati; descriptions of several journeys into Bati-Bati reality by the priesthood over the years; detailed anatomical notes of the physiology of the Bati-Bati.
Histories of the Priesthood and Temple: (1/4 of the collection by volume) Dates of birth and death of the priests; calendar roll of all ceremonies and sacrifices, major and minor, through the years; individual biography tablets detailing major life events of important priests, updated throughout their lifetime; ranks of the undead priests (dating the beginning of the undead priesthood tradition at this temple to 11,130 YA); and genealogies of the troll breeding programs (which interestingly begin in the earliest days of the temple and continued uninterrupted until the collapse of the island civilization). Notable individual biography tablets include: Epunamun, great statesman and warrior who entered the church after a career in the army commanded by the kings of the island; Anhanga, who came to fame as a necromancer and instituted the tradition of the head priest joining his predecessors upon death in an undead council that shared power with the living head priest; Maricanchi, who rose from obscurity with a series of prophetic dream revelations and ended up being sponsored first by Epunamun and later by Anhanga while creating the star chamber, dream tablet and the dimension shifting properties of the temple from instructions he received while dreaming; Trumak the Keeper of the Chamber, an outsider to the temple who succeeded Maricanchi as master of the star chamber and dream tablet and created the ritual separation of all star chamber operations from the temple proper; and Mamagal, an otherwise seemingly minor figure from the early priesthood whose prophesies were uncommonly accurate, who I had previously identified as being the same author as Maricanchi because of a very unusual and characteristic way of inscribing date characters that marked the prophesies of both men (this stood out enough to me while I was looking through the collection of prophesies that I am now puzzled to note that Mamagal and Maricanchi apparently lived nearly 800 years apart but wrote in an identical style).
Astrological and Astronomical Collections: (1/2 of the collection by volume) Celestial observations and predictions of the early priesthood from 12,000-11,130 YA, reflecting a two dimensional understanding of constellations as seen from a surface perspective but a very accurate understanding of the motions of the planets, eclipses, comets and meteor showers; and the staggering output of the newly founded college of astronomy after the introduction of the shadow table and the star chamber paved the way for a three dimensional understanding of every star's relative position to each other and the world (11,130 YA - 10,000 YA).
Epunamun's Edicts: A series of broad sweeping reforms authored by Epunamun, these edicts centralized power within the church into the hands of a head priest, set limits on the powers of the council of elders, specified allowable uses of tithe received by the temple and mandated certain portions be set aside for a variety of purposes; mandated early childhood education within the priesthood, established several colleges, raised an army, established protocols for training officers, and authorized the church to aggressively convert neighboring tribes into tribute paying worshipers of the temple.
Anhanga's Necromantic and Animating Collections: Copies pressed from originals in the Adamaskas collection, easily identifiable by the characteristic angular Adamaskan characters, reproducing the necromantic and animating knowledge of the early (25,000 - 20,000 YA) and middle temple period (20,000 - 12,000 YA, prior to the last meander of the Zamonas river); papyrus copies of several notable dissertations submitted by sorcerers to the council of the lich kings including Manu Jablitu's famous treatise arguing that certain metals found on alien planets in alternate realities could enable animation of far larger structures with far less expenditure of power than held possible by the lich kings (these dissertations and many others are often referenced in texts held at the Temple of the Bull but all known copies outside of Adamaskas were destroyed 10,000 YA after the collapse of the old temple system); three studies commissioned by Anhanga on the monumental architecture of the middle temple period, focusing on the temple complex surrounding Kariki-Kalos and two other temple complexes built around imprisoned godbeasts in the jungle; and a collection of advanced necromantic rites authored by Anhanga himself.
Prophesies: A collection of predictions and dates, on subjects ranging from rainfall and propitious times to conceive a child to the ultimate collapse of the universe. The priests did not foresee the calamitous downfall of the island civilization. Early prophesies are inscribed on two sides of a tablet, with two possible date readings. Prophesies made with the aid of the star chamber (11,130 YA - 10,000 YA) have only one possible date reading.
Nightmares: A collection of recurring nightmares endured by leading undead priests.
Alchemical Collection: Recipes for potions and poisons; instructions for the transmutation of metals and the creation of alloys, reflecting what appears to be a more advanced understanding of metallurgy than presently found in the empire. This collection is etched on gold plated copper tablets.
Anatomical and Herbal Notes and Drawings: A rather extensive illustrated herbal of jungle plants and anatomical drawings of humans and animals. The organs and vital points are given names that clearly place the origin of these works with the Gadoro Temple. These are the only vellum scrolls in the collection and great care was taken in their creation. Epunamun's seal was unbroken on the ivory tubes.
Archaeological Collections: A collection of what appear to be artifacts from the ancestral populations of the jungle lowlands, including: Clay tablets; ceramic pottery; wood, stone and bone tools and weapons; beads of many materials; masks; feathered headresses; feathered capes; and penis gourds.
Gaming Artifact for submission to the D&D Library of the Future:
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| My original page of notes about this library (this page also contains some gameplay notes in the right margin from the session the players looted the library) |
Tuesday, October 16, 2012
Guachimines "Guacamole" Left Hand of the Keeper and the Jump to the Future
The players in my 4e game surprised me last session by deciding to track a fleeing vampire into the jungle rather than deal with any number of what I had figured would be seen as more pressing matters. They had ended the previous session at one of those crossroads moments when they had just wrapped up one little mission and had a wide open decision about what to do next. I try not to over prepare as a DM in these situations because you never know what the party is going to do, but I figured they were most likely to either cash in on the offer to be introduced to Ruskus and his band of River Dragons that was made by the defeated slaver a few sessions ago (and learn more about another aspect of the fractured river deity), visit their connections in the city of Siss-Anor (to learn more about the activities of the snake men) or investigate the ruined dungeons left behind when Manu Jibleetu blasted off into space in his twisted tower.
So of course they decide to chase after a vampire that they didn't even know about until two sessions ago and who has really never done anything to the party, or even done anything to make himself a logical target. He just existed, and he was a vampire, and he ran away, and apparently that was enough to make the party chase him. His name is Guachimines and his title is Left Hand of the Keeper, but the party has been calling him "Guacamole" and I even found myself calling him Guacamole a few times last session when I wasn't being careful. Guachimines was created by Trumak, the Keeper of the Chamber, who was defeated by the party two sessions ago and his consciousness trapped in a blood gem.
The party knew Guachimines was originally from the head-hunting tribes that lived in the foothills of one of the Zamonas' major tributary rivers, and figured he might be heading back to his old homeland. At first they were just going to fly the hovercraft over to the hills and find his home village and poke around there before he showed up, but eventually they figured out that they could track him directly through his connection to his master Trumak, even though Trumak was mostly destroyed and what remained was bound inside the gem.
The party eventually caught up to Guachimines and his group (Guachimines had several vampire thralls and 18 abducted river worshipers with him that he had transformed into a flock of bats and flown off with) about 50 miles from the confluence and discovered that they had arrived about a half hour too late to keep Guachimines from jumping into the future. An uneasy standoff with the vampire thralls ended surprisingly with a decision to parlay with Ibi Shadowhands, the leader of the thralls. Most of the vampire thralls had one arm that ended in a large metal flamethrower, but both of Ibi's arms ended in shadow appendages intended to make him a more formidable ritual caster. When Guachimines jumped into the future the vampire thralls suddenly found themselves free willed and masterless for the first time. Ibi turned out to be a somewhat sympathetic character and the party, after much debating, decided to spare the lives of the thralls and task them with rebuilding the Badi-Badi temple that the party had just destroyed, minus the complex shadow circuitry. This pleased the thralls, who had been members of the temple in life and then had spent thousands of years of undeath assisting in the rites of the chamber. I think this also helped appease Tilia a little bit about the decision to spare their lives, because Tilia had been upset that the rest of the party destroyed the temple while she was lucid dreaming on the shadow table trying to figure out more about the temple's past and purposes.
After investigating the bloody ritual sacrifice of the 18 worshipers and the intricate pattern of entrails left behind by the time jumping vampire, Beautiful Bob called on the restless spirits of the recently slaughtered to help the party follow the vampire into the future. He succeeded wildly and the session ended a little early with me saying that I wanted to make sure I was fully prepared for the awesome encounter that was sure to follow.
You see, even though the party was almost an hour behind Guachimines when they too jumped into the future, they are going to arrive at the exact same instant of time as Guachimines does... and he will have no idea they are coming. Guachimines will have the advantage of terrain, having jumped into his secret future lair, but the party will have the element of surprise.
This is going to be fun.
There was some amusing back and forth before the jump as the party instructed Curious George (their sentient magical hovercraft) to "meet them in the future" but not tell them about anything their past selves said after they came back from the future. That way, they told me, Curious George wouldn't influence the events in the future present and they could come back to the proper past.
Ah, I love time travel.
So of course they decide to chase after a vampire that they didn't even know about until two sessions ago and who has really never done anything to the party, or even done anything to make himself a logical target. He just existed, and he was a vampire, and he ran away, and apparently that was enough to make the party chase him. His name is Guachimines and his title is Left Hand of the Keeper, but the party has been calling him "Guacamole" and I even found myself calling him Guacamole a few times last session when I wasn't being careful. Guachimines was created by Trumak, the Keeper of the Chamber, who was defeated by the party two sessions ago and his consciousness trapped in a blood gem.
The party knew Guachimines was originally from the head-hunting tribes that lived in the foothills of one of the Zamonas' major tributary rivers, and figured he might be heading back to his old homeland. At first they were just going to fly the hovercraft over to the hills and find his home village and poke around there before he showed up, but eventually they figured out that they could track him directly through his connection to his master Trumak, even though Trumak was mostly destroyed and what remained was bound inside the gem.
The party eventually caught up to Guachimines and his group (Guachimines had several vampire thralls and 18 abducted river worshipers with him that he had transformed into a flock of bats and flown off with) about 50 miles from the confluence and discovered that they had arrived about a half hour too late to keep Guachimines from jumping into the future. An uneasy standoff with the vampire thralls ended surprisingly with a decision to parlay with Ibi Shadowhands, the leader of the thralls. Most of the vampire thralls had one arm that ended in a large metal flamethrower, but both of Ibi's arms ended in shadow appendages intended to make him a more formidable ritual caster. When Guachimines jumped into the future the vampire thralls suddenly found themselves free willed and masterless for the first time. Ibi turned out to be a somewhat sympathetic character and the party, after much debating, decided to spare the lives of the thralls and task them with rebuilding the Badi-Badi temple that the party had just destroyed, minus the complex shadow circuitry. This pleased the thralls, who had been members of the temple in life and then had spent thousands of years of undeath assisting in the rites of the chamber. I think this also helped appease Tilia a little bit about the decision to spare their lives, because Tilia had been upset that the rest of the party destroyed the temple while she was lucid dreaming on the shadow table trying to figure out more about the temple's past and purposes.
After investigating the bloody ritual sacrifice of the 18 worshipers and the intricate pattern of entrails left behind by the time jumping vampire, Beautiful Bob called on the restless spirits of the recently slaughtered to help the party follow the vampire into the future. He succeeded wildly and the session ended a little early with me saying that I wanted to make sure I was fully prepared for the awesome encounter that was sure to follow.
You see, even though the party was almost an hour behind Guachimines when they too jumped into the future, they are going to arrive at the exact same instant of time as Guachimines does... and he will have no idea they are coming. Guachimines will have the advantage of terrain, having jumped into his secret future lair, but the party will have the element of surprise.
This is going to be fun.
There was some amusing back and forth before the jump as the party instructed Curious George (their sentient magical hovercraft) to "meet them in the future" but not tell them about anything their past selves said after they came back from the future. That way, they told me, Curious George wouldn't influence the events in the future present and they could come back to the proper past.
Ah, I love time travel.
Friday, October 12, 2012
Five Minute Friday Map
This is my first Five Minute Friday Map, inspired by this meme on Google+.
It is a cross section of a spherical mini-dungeon. The PCs start in the center, teleporting or gating or dimensional shifting or somesuch to arrive there in the first place. There is a large window that looks out over a gap to a much larger window opening into a lush garden chamber lit from above. The light that comes out the window of the garden room is the only illumination inside the structure, providing indirect lighting all around the central opening. The only door out of the start room opens onto a log bridge over a gap. A demon beast of some variety is lurking below out of sight. Roll 1d6 1: Giant Demon Porcupine 2: Two Headed Demon Wolf with Human Hands 3: Demon Bear 4: Giant Demon Spider 5: Giant Demon Toad with Toothed Tongue 6: Demon Minotaur with Battle Axe from Hell
The light source is a miniature sun that hangs in the air in the middle of the room above the Garden Room. It does not produce heat but inflicts 2d6 damage per round to anything inserted into it, melting metal in 2d6 rounds.
All of the plants, bushes and trees in the Garden are contained in large ceramic pots glazed with magical symbols. They are a rare mixture of medicinal and poisonous herbs, trees bearing magical fruit and bushes with shadow berries useful for summoning dark creatures. Both the pots and the plants radiate magic.
Defeating the Demon Beast causes a portal to open up in the Start chamber that leads back to wherever the PCs came from. This portal will remain open for 2d20+4 rounds. It will begin flickering with blue light when 5 rounds remain.
The chambers directly above the start chamber are a wizard's comfortably furnished living room appointed with indestructible lounge couches and low tables (lower chamber with two doors and a ladder to a trapdoor above)
and a wizard's mostly looted and totally ransacked laboratory/library with a secret door to the wizard's back door, a teleportation chamber.
The secret chamber below the demon beast contains the magical machinery that generates the light source, controls the humidity of the garden chamber and links with the magical pots to keep the plants in perfect health, and summons a new beast automatically 1d4 days after the death of the last
It is a cross section of a spherical mini-dungeon. The PCs start in the center, teleporting or gating or dimensional shifting or somesuch to arrive there in the first place. There is a large window that looks out over a gap to a much larger window opening into a lush garden chamber lit from above. The light that comes out the window of the garden room is the only illumination inside the structure, providing indirect lighting all around the central opening. The only door out of the start room opens onto a log bridge over a gap. A demon beast of some variety is lurking below out of sight. Roll 1d6 1: Giant Demon Porcupine 2: Two Headed Demon Wolf with Human Hands 3: Demon Bear 4: Giant Demon Spider 5: Giant Demon Toad with Toothed Tongue 6: Demon Minotaur with Battle Axe from Hell
The light source is a miniature sun that hangs in the air in the middle of the room above the Garden Room. It does not produce heat but inflicts 2d6 damage per round to anything inserted into it, melting metal in 2d6 rounds.
All of the plants, bushes and trees in the Garden are contained in large ceramic pots glazed with magical symbols. They are a rare mixture of medicinal and poisonous herbs, trees bearing magical fruit and bushes with shadow berries useful for summoning dark creatures. Both the pots and the plants radiate magic.
Defeating the Demon Beast causes a portal to open up in the Start chamber that leads back to wherever the PCs came from. This portal will remain open for 2d20+4 rounds. It will begin flickering with blue light when 5 rounds remain.
The chambers directly above the start chamber are a wizard's comfortably furnished living room appointed with indestructible lounge couches and low tables (lower chamber with two doors and a ladder to a trapdoor above)
and a wizard's mostly looted and totally ransacked laboratory/library with a secret door to the wizard's back door, a teleportation chamber.
The secret chamber below the demon beast contains the magical machinery that generates the light source, controls the humidity of the garden chamber and links with the magical pots to keep the plants in perfect health, and summons a new beast automatically 1d4 days after the death of the last
Labels:
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minidungeon,
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Wednesday, October 10, 2012
Dwimmermount Doesn't Suck
Dwimmermount doesn't suck from my perspective as a player. I played in a play by post Dwimmermount game run by James M. a while back at http://odd74.proboards.com. I responded to an open invite James made on his blog. This was before Google+ existed in all its free multi-person video chat glory.
I played Kersa Duer, female goblin thief and shit stirrer (we were Group 2 if you actually check out the posts on the odd74.proboards). I had a lot of fun and I think the group as a whole was having fun before James completely dissapeared without even a goodbye post. Just like Joe the Lawyer et al we were exploring the 1st level of Dwimmermount coming in the main entrance. We found a secret door and an alchemist's workship and before that we tangled with metal infused skeletons that were guarding a door, and we found a metal disk that was a key in the secret room, and it fit in the door...
I played Kersa Duer, female goblin thief and shit stirrer (we were Group 2 if you actually check out the posts on the odd74.proboards). I had a lot of fun and I think the group as a whole was having fun before James completely dissapeared without even a goodbye post. Just like Joe the Lawyer et al we were exploring the 1st level of Dwimmermount coming in the main entrance. We found a secret door and an alchemist's workship and before that we tangled with metal infused skeletons that were guarding a door, and we found a metal disk that was a key in the secret room, and it fit in the door...
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The Purpose of D&D
I really enjoy reading the Tao of D&D blog. I fully recognize that Alexis comes across as an asshole and may in fact be exactly that, although I would certainly not presume to judge a man's character by the content he posts on a blog. I enjoy the blog because it makes me think; I enjoy thinking. The vast majority of the posts on D&D blogs that I read do not make me think. It is an almost vanishingly small minority of Alexis' posts that do not make me think. I could care less if the man is an asshole - mine is a utilitarian liking, a purely selfish acknowledgement of the pleasure it gives me to read someone's point of view which is simultaneously utterly alien to me, very intelligent, and quite thought provoking.
Today Alexis tossed out a line while responding to a comment on his blog that I think is worthy of taking out of context and presenting here on my blog for my own readers, many of whom might not have the required temperament to navigate the treacherous shoals of Alexis' blog. Alexis succinctly states the Purpose of D&D, and I think he nailed it:
"My perception of the purpose of D&D is that is should be so interesting you perceive it as one of the three fundamental activities of your life. "
How frickin' awesome is that? Say what you will about the man, that is a powerful summation of what keeps people addicted to this hobby. It made me think, as usual, and while eating and fucking would definitely top D&D for me, right after those two D&D joins making music as one of the most fundamental activities of my life. I am constantly whistling or singing, melodies erupting unprompted from unknown quarters, and likewise I am constantly viewing the world with the eyes of a DM, appropriating cool bits of real life, imagining cool bits of unreal life, rehashing the events of the last game, imagining the actions of all the NPC players in the game, frantically scribbling down the places and people and events that burst forth unbeckoned from the burbling morass of my subconscious brain. Despite working full time and having a wife who demands and deserves attention and time and an under-the-table second job, I consistently make time in my life for D&D. I make a lot of time for it. It is clearly one of the fundamental activities of my life. And I think that is awesome, and I thank Alexis for making me realize it more clearly.
Thanks Alexis!
DM's Trick: Name Lists
Name Lists
Name lists always turn out to be one of the most useful things I can do for a campaign in play. For every language group in my campaign world I have a list of names, at least a full page in 12 point font, of male and female names. I use common names in different real word languages; I prefer lists that have a quick description of name meaning when I compile these "DM's Cheat Sheats". A little bit of time spent Googling and Copy Pasting into notepad and printing out a few pages of names for all the language groups in the campaign is incredibly useful at the table.
No matter what the situation, when your players run into an NPC, you can pull a name out that not only is consistent with the background of the NPC but also suggests a personality trait. I just circle the name on the sheet and draw a line to the margins and note what the encounter is. Once a campaign has been going for a while, just referring to the sheets for each different language group is a succinct reminder of every randomly encountered NPC in play.
This trick is one of those DM's sleight-of-hands that makes it seem like you are never unprepared. Of course you had some planned out material if you could rattle off the names of the seven sleeping liches and what their demi-Godhood was focused on...
Labels:
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RPG
Friday, October 5, 2012
Tour of the Universe - Pan-Galactic Luxury Liner "Starfriend"
I really like this cutaway view of the pan-galactic gargleblaster, er, the pan-galactic "Starfriend" luxury liner. Like many of the awesome illustrations in "Tour of the Universe", it is a two-page spread which sucks for scanning but it does make for an impressive experience leafing through the book (which is printed on a ridiculously heavy stock of paper). The tickets and clearances needed to board the starliner are also presented, wonderfully anachronistic forms that appear to be filled out in the future by hand or typewriter. If you were running any kind of game set in the future, there would be a lot of very useful handouts in this book.
Most of the keyed locations on the map are self-explanatory, but I am very curious about the "witchhold" located to the aft below the main thrusters. I have not read the book word for word despite looking at every page for a while, so I could have missed something about the witchhold.
Our couple of inter-galactic tourists visit Orionis Delta III, or Behemoth's World, home to the universe's largest life forms. Dig the scale on this pic - that is a spacecraft of some sort cruising by in the foreground, dwarfed by the behemoth it is flying past. The behemoths strain "flying plankton" out of the atmosphere with their massive heads, which float along with the help of a series of helium sacks in the head and neck. Another great picture shows the tour ship flying out the mouth of a behemoth skull and kneck preserved in upright position for tourism (steel trusses just barely visible in the skeletal remnants - I should probably scan that picture in too if I get a chance).
Most of the keyed locations on the map are self-explanatory, but I am very curious about the "witchhold" located to the aft below the main thrusters. I have not read the book word for word despite looking at every page for a while, so I could have missed something about the witchhold.
Our couple of inter-galactic tourists visit Orionis Delta III, or Behemoth's World, home to the universe's largest life forms. Dig the scale on this pic - that is a spacecraft of some sort cruising by in the foreground, dwarfed by the behemoth it is flying past. The behemoths strain "flying plankton" out of the atmosphere with their massive heads, which float along with the help of a series of helium sacks in the head and neck. Another great picture shows the tour ship flying out the mouth of a behemoth skull and kneck preserved in upright position for tourism (steel trusses just barely visible in the skeletal remnants - I should probably scan that picture in too if I get a chance).
Thursday, October 4, 2012
Tour of the Universe - Tombworld
A friend of mine just lent me a book called "Tour of the Universe" by Robert Holdstock and Malcolm Edwards. It is presented as the scrapbook of a lucky human couple in the future who win a lottery and receive tickets to a tour of the universe. The book is lavishly illustrated and includes ticket stubs, hotel brochures, starliner publications and all the ephemera collected on your average tour of the universe.
I intend to scan in several of the illustrations, but let me start off with a cross-sectional map of one small part of Tombworld, a tourist destination planet that was used for millions of years in the past by spacefaring species from many different planets to inter the remains of powerful individuals. The surface of the planet is hidden beneath kilometers of ruins, but recent award winning work by a corporation holding tourism rights showed that sunshafts designed to bring sunlight down onto the masks of the sleeping kings from the earliest levels were incorporated into the designs of later tomb builders and provide uninterrupted vertical access; hundreds of sunshafts have been identified granting access to all layers of the mausoleums.
I am totally stealing this map:
I intend to scan in several of the illustrations, but let me start off with a cross-sectional map of one small part of Tombworld, a tourist destination planet that was used for millions of years in the past by spacefaring species from many different planets to inter the remains of powerful individuals. The surface of the planet is hidden beneath kilometers of ruins, but recent award winning work by a corporation holding tourism rights showed that sunshafts designed to bring sunlight down onto the masks of the sleeping kings from the earliest levels were incorporated into the designs of later tomb builders and provide uninterrupted vertical access; hundreds of sunshafts have been identified granting access to all layers of the mausoleums.
I am totally stealing this map:
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