Sunday, February 26, 2012

Live Blogging.


the kids rolling up new characters after a tpk.

Saturday, February 18, 2012

How much campaign do you need?

You see it all over the place: coming up with a campaign is a lot of work, some would-be DMs toil for considerable lenghts of time and never reach a point they are really happy with. How much campaign development do we really need? I pondered this yesterday and took up a simple experiment: fit as much campaign as I could on two regular sheets of paper.

I dived in with drawing a campaign map in a small gridded off section of the 1st page. With a simple random system (1d6 for row and 1d10 for column) I placed the terrain (forest, open, mountains and sea), 2 towns, 4 castles and 6 dungeons on the map.

I named both towns (Nutham and Brewster), the castles (Grimsword, Ravenmeet, Shrike and Evermont) and gave the dungeons fitting names to establish theri nature (Forgotten Elfhall, Orc Pits of Doom, Shadow Crypt, Mount Death, Lost Shrine of Dwar and Halls of the Last King. These names all went down on the first sheet where I decided to list an encounter for each grid location on the map (towns, dungeons and castle are the encounters for their location). All of the remaining spots on the map got an appopriate encounter based on terrain and neighboring locations. The encounters ranged from such things as 30 Bandits, MU-levle 8 with 20 hobgoblins, 2 storm giants and 1 great elk (each encounter described as briefly as outlines above).

Following populating the map I detailed the two towns listing Entry Tolls, a random encounter table for each town, a couple inns for each town (name, lodging costs, meal cost and chance of getting robbed ) along with a price list for unique goods or those that strayed in price from the default price list. Smokeweed and pipes are in Nutham, Cheap booze in Brewster.

Next came the castle descriptions each got their lord, a couple retainers, troop roster and overall value of trappings and treasury along with a simple sketched map of each place. Grimsword is ruled by a 10th level Lord, with a pair of mid level knights and men at arms. Ravenmeet is ruled by an elven lord with a band of elf knights and a compnay of elf archers. Castle Shrike is ruled by Lady shrike a cruel 12th lelv MU with hill giants, ghouls and orcs in her garrison. Evermont is ruled by Duke Evermont a 9th level lord with a number of retainers and knights and a couple comanies of soldiers.

The dungeons came next, each getting a map of varying styles. The dungeons all got a slightly different layouts some depending far more on random encounters to flesh out the action. A couple have repeated generic chambers, two were drawn in profile.

Scattered about were the house rules on movement and wilderness exploration. It's a small map so travel isn't all that quick or certain; how many move points it costs to travel forests and mountains is random. I decided to use shields will be broken. Exp are calcualted at 100 exp per HD/level or just 50exp for wimpy encounters and 1 exp per GP.

There are at least a half million exp available to PCs in the campaign, that's enough for a small, aggresive and lucky party to reach respectable levels. At seven encounters a session there's at least enough action for about 20 sessions if the players and DM don't milk things for more innvolved play. So 4 pages (2 sheets) of campaign that could last long enough for some players to build their own strongholds. How much campaign do you need?

Wednesday, February 15, 2012

Inhuman Treasures II

Three inhuman treasures sure to produce horror in some circles.

Living Brain: a brain suspended in a unique mixture of fluid held sealed in a crystal vessel that can only be opened (without breaking the vessel) by one with telekinetic powers. These brains are a delicacy among a variety of intelligent psionic predators. (Approximate Value: 1,000 g.p.)

Gilded Pate: an entire head held in a gilded cage. The head is animated by a special form of necromancy which keeps the head from rotting. Speak with dead spells will function as normal if cast on a gilded pate otherwise there are no special powers inherent in this baleful arrangement but some do believe the spirit of the beheaded remains trapped. (Value depending on original identity and or beauty of head: 500-2,000 g.p.)

Tattooed Hound: Another necromantic horror. A tattooed hound is a canine shaved of all it's fur and elaborately tattooed prior to being slain and re-animated. They make ideal pets to some as they need no feeding and produce no waste. A pair of such tattooed hounds led on silver chains was once considered the height of style among necromancers and their ilk. Tattooed Hounds may growl but lack the ability to bite or bark as their mouths are sewn shut prior to death. (Value Dependign on breed of dog and tattooing: 1,000-4,000 g.p.)

Tuesday, February 14, 2012

Inhuman Treasures I

The hands of men and dwarves are not the only ones that fashion treasures that may be found by dungeon delvers, many inhuman hands labor to create treasures worthy of those with inhuman desires.

Here for your treasure heaps are three such inhuman treasures:

Pickled Dark-Elf Placenta: among the dark elves and some others the pickled placenta of a dark elf is considered to be both a fertility aid and an aphrodisiac. Given how seldom a dark elf produces offspring in her life they are very rare and prized among dark and decadent folk. The placenta is usually sliced thin and typically kept pickled in a fine crystal vessel that is a treasure in it's own right. (Value of full vessel: 300 g.p.)

Dragonmarrow Wine: wine with the dissolved marrow drawn from a dragons forelimb femur. The wine is reported to be fortified by the marrow and to enhance magics related to the dragon type the marrow is drawn from. Only the marrow from and adult or older dragon is to be used but that doesn't keep folks from manufacturing this expensive rarity using marrow from other bones. The color of dragon will typically be recoded on the vessel containing the wine as only the most experienced connoisseurs could possibly tell the vintages apart. (Value per quart: 75 g.p.)

Mourn Whistle: a small flute manufactured from the bones of a victim tortured to death over thirteen moons by goblins. Goblins of all sorts claim to be able to detect authentic instruments from forgeries as there is a certain tone of agony missing in the fakes.
(Value at goblin market: 5 g.p.)

Dwarven Effigies

All the treasures of the deep dark depths are not fully functional or crafted to be of direct utility to adventurers or others at all. Among the dwarves and the hoards of those that rob them one will find the occasional effigy. A dwarven effigy will be a miniature, half-sized, three-quarter sized or even full sized representation of a object of dwarven desire.

A dwarven effigy is usually constructed by an individual dwarf to hold in place of some object they desire and seek to have later in life. Sometimes these effigies will be passed on to others as a promise of later works. It's not unusual to find an effigy of a battle-axe, helmet, crown or even a throne carved from stone, wood or even fashioned in metal. Some effigies can be quite valuable and may indeed be valuable enough to purchase the analog of the effigy itself.

The value an effigy itself isn't in the materials and workmanship of the effigy to the dwarf in possession of it, the value to a dwarf is found in the value of the item it represents as it is a goal of personal achievement that can be held in secret until the true object is achieved or displayed in pride when the true object is put to use or safely stored away.

In some dwarf-holds these effigies will be buried with the dead and the true items passed on to new owners. It is customary among some dwarves to construct an effigy of any valuable gift received and return that effigy to the gift-giver or their family within a dozen or so years time of the giving of the original gift.

Random Determination of Effigies:
1 per 20 dwarves would be appropriate.
1d10 in a notable dwarven grave.
2d12 among a hoard looted from a dwarven vault.

Dwarven Effigy Table (1d1000)
1-50......Wooden Battle-Axe
51-75.....Stone Throwing-Axe
76-150...Ivory War Axe
151-250...Miniature wooden hammer
251-300...Miniature Ivory Anvil
301-350...Clay Bridal Effigy
351-380...Wooden Bridal Effigy
381-400...Stone Bridal Effigy
401-415...Ivory Bridal Effigy
416-425... Bronze Bridal Effigy
426-430...Silver Bridal Effigy
431-435... Gold Bridal Effigy
436-450... Clay Infant Effigy
451-460...Wooden Infant Effigy
461-462... Well Painted Wooden Infant Effigy
463-465... Stone Infant Effigy
466-470... Gold Infant Effigy
471-480...Miniature Wooden Crown
481...... Wooden Crown
482-483... Miniature Stone Crown
484-485... Miniature Silver Crown
486-500... Miniature Gold Crown
501-550... Miniature Clay Goat
551-580... Miniature Wooden Goat
581-600... Half-sized Wooden Goat
601-620... Miniature Stone Goat
621........... Life-sized Stone Ram
622-640...Miniature Wooden Cart
641-680... Miniature Wooden Helmet
681-690... Miniature Silver Helmet
691-697... Basket of Wooden Apples
698-700... Basket of Miniature Silver Walnuts
701-730... Miniature Clay Beer Stein
731-740... Miniature Wooden Beer Stein
741-770... Miniature Stone Beer Stein
771-775... Miniature Crystal Beer Stein
776-790... Miniature Silver Beer Stein
791-799... Miniature Gold Beer Stein
800..... Miniature Wooden Ship
801-880... 1/2 Sized Stone War-Pony
881-890... Life-sized Wooden War-Pony
891-896.... A Dozen Miniature clay dwarf shield bearers
897.....1/2 sized Wooden dwarf shield bearer
898-900... A Dozen Miniature stone dwarf shield-bearers
901-950... 1/2 sized Wooden crossbow
951-970... Miniature Stone Chariot
971-990... 1/2 sized Wooden Chariot
991... Miniature Wooden Throne
992-995... Miniature Stone Throne
996-997... Miniature Ivory Throne
998-999... Miniature Silver Throne
1000........ Miniature Gold Throne

Some items are symbolic and not meant to be taken as literal desire but the exact meaning of that symbolic meaning can vary wildly across dwarven domains.

Monday, February 13, 2012

The Forester Has Gone Missing

The following table is to be used when players are master of an estate or small domain or find themselves in the service to a master in charge of such a place and it is discovered the forester has gone missing.

The table uses a D10,000 roll. Specific rolls may indicate possibility of back tracking along rolls or lead to further developments that may be extrapolated from the chart or of course developed by the DM. Fidn an uninteresting dead end, roll for further developments or wing-it. This table is meant to stimulate not simulate.

example roll: 5336 would yield an immediate result of : "the forester is inside and very drunk"
back tracking would build a fuller result of
"The forester's tracks lead far off the beaten path. The tracks can be followed to a secret hovel where it's found the the forester's horse is tied up outside and the forester is inside and very drunk"
How that result is revealed to the player(s) is up to the DM and governed by their actions.
Don't forget to check for normal wandering encounters while searching for a lost forester.

Missing Forester Table
1-50The Forester's tracks may be followed along a commonly used trail.
51-100 … tracks end mysteriously with no further sign.
101-150 …… a wider search reveals a small party on foot hid near the foresters path
151-175 ……. a wider search reveals a small party followed the forester
176-200 …… a wider search reveals a beast/monster was following the forester
201-250 …… a wider search will stumble upon a vagabond camp
251-275 …… a wider search will stumble upon a small party
276-400 …… a wider search will stumble upon the forester's horse
401-450 …… a wider search will stumble upon the forester
451-475 ……… who is impaled on the bottom of a pitfall
476-500 ……… who is trapped at the bottom of a pitfall
501-700 ……… who has been torn apart by a beast/monster
701-725 ……… who is laying on the ground wounded
726-1,000 ………. who is encamped and drunk
1,001-1,025 ……… who is encamped and badly wounded by a monster
1,026-1,200 ……… who is encamped with a limb broke after his horse bolted-off
1,201-1,300 … tracks show the forester entered a stream but there is no sign of exit.
1,301-1,325 … tracks show the forester increased his pace and the tracks disappear in thicket.
1,326-1,350 … tracks show the forester was met by individuals on foot
1,351-1,400 …… the forester left with them
1,401-1,500 ……… the forester and companions were attacked by another party
1,501-1,600 ……… the forester and companions were attacked by a beast/monster
1,601-1,700 ……… the forester and companions traveled to a poachers camp
1,701-1,800 ……… the forester and companions traveled to vagabond camp
1,801-1,825 ……… the forester and companions traveled into a nearby cave
1,826-2,100 …… there are signs of a fight but the forester's fate is unknown
2,101-2,125 ……… a search reveals tracks leading to and from a vagabond camp
2,126-2,200 ……… a search reveals tracks leading to and from a nearby cave
2,201-2,300 ……… a search reveals a dead local peasant nearby
2,301-2,400 ……… a search reveals a dead man-at-arms nearby
2,401-2,500 …… there are signs of a fight and it can be seen the forester sped away at some point
2,501-2,525 ……… tracks lead deeper into the wilds
2,526-2,550 ……… tracks lead into a quagmire
2,551-2,575 ……… tracks lead beyond the estate border
2,576-3,000 ……… tracks lead to water and disappear
3,001-3,300 the forester's horse returns to it's stable without the forester.
3,301-3,400 … there is no sign of wrong doing.
3,401-3,425… the saddle is bloodied.
3,426-3,500 … the saddle and all gear are missing from horse.
3,501-3,600 … the horse has a arrow wound.

3,601-3,650 the forester's horse was sighted wandering at the edge of the estate.
3,651-3,700 … the horse can be easily found
3,701-3,750 … the horse can be easily found and is in a distressed state
3,751-3,760 …… there is no sign of wrong doing.
3,761-3,800 …… the saddle is bloodied.
3,801-4,000 …… the saddle and all gear are missing from horse.
4,001-4,050 …… the horse has a arrow wound.
4,051-4,100 …… the horse bears wounds from monster/predator attack
4,101-5,000 The foresters tracks lead far off the beaten path
5,001-5,025 … the tracks can be followed to a secret hovel
5,026-5,050 …… the hovel is home to poachers
5,051-5,075 …… he hovel is home to a crone/hag
5,076-5,100 …… the hovel is abandoned with no sign it was used recently
5,101-5,200 ….. the foresters horse is tied up outside a hovel
5,201-5,300 ……… the forester is inside wounded
5,301-5,400 ……… the forester is inside and very drunk
5,401-5,450 ……… the forester is inside engaged in "relations" with an occupant
5,451-5,500 ……… the forester is being held captive by the occupant(s)
5,501-6,000 … the forester's remains are found with all gear missing
6,001-6,500 … the foresters remains are found with most gear present
6,501-7,000 … the forester is found wandering about worse for the wear
7,001-7,100 …… the forester ran afoul of a small party
7,101-7,500 …… the forester ran afoul of a beast/monster
7,601-8,000 …… the forester's horse bolted off leaving the forester afoot far afield
8,001-8,100 …… the forester's horse was injured in a poacher's trap
8,101-8,200 …… the forester was lost
8,201-8,300 …… the forester is drunk
8,301-8,400 …… the forester is found stumbling about on the edge of death
8,401-8,450 ……… badly wounded by an ambush
8,451-8,500 ……… badly wounded by a beast/monster
8,501-8,525 ……… showing clear signs of plague
8,526-8,575 … the forester is found impaled in a pit
8,576-8,600 … the forester is found trapped in a pit
8,601-8,610 … the forester's track lead into a cave
8,611-9,000 … the forester's tracks can be followed to his last camp
9,001-9,500 …… there are signs he was visited by a small party in the night
9,501-9,600……… and left in pursuit
9,601-9,650 ……… and was carried off
9,651-9,700 …… there are signs he was visited by a beast/monster in the night
9,701-9,750 ……… and left in pursuit
9,751-9,850 ……… and fled
9,851-9,950 … if followed the foresters tracks can be found to be crossed by a beast/monster
9,951-9,975 … if followed the foresters tracks can be found to be crossed by a small party
9,976-10,000 … the tracks are blocked by a dangerous NPC

The composition of small parties, encounters with beast/monsters and dangerous NPCs should follow normal conditions for a campaign. Vagabond camps can be found here http://aeonsnaugauries.blogspot.com/2011/03/vagbond-camps.html

Saturday, February 11, 2012

Reality Check- Heating your Hovel

This past Thursday morning I was awoken by the wife who said there was an outlet fire in my two year old sons room, there was no actual fire but there was an electric burning smell and bubbling of the paint next to the outlet where his nightlight projector toy is plugged in. There was no immediate heat so I sped downstairs to turn off the circuit and i heard a strange high pitch whining noise coming from the heating systems return vent, the blower at my home gave up the ghost and decided it would blow no more, leaving us with no heat. We had electricians and heating techs come over to confirm no electric fire and dead blower. The blower is currently being re-built hopefully they'll get it back here as soon as possible,

Luckily we have a woodstove. Unluckily I had connected it yet. After a bit of frustration and a few minor cuts the woodstove was ready for the local fire chief (who lives three doors down) to drop by and inspect: It wasn't great but we are allowed to burn to keep the place from freezing as long as we get the upgrades in as soon as possible. The wife is having the devil of a time finding a spark-mat or hearth-mat to catch sparks in front of the stove just in case one shoots free while loading. (anyone know a place that has such a thing in stock in southern /nh?)

The reality check I've made is that for each hour of woodcutting with crappy tools and fallen wood it's possible to get eight hours of heat in my fair sized home with a good woodstove . This isn't early 21st century luxury heat but still a comfortable enough range 0f 50-63 depending on a host of variables and locations in the house. Of course tis was with outside being 40-21 and a colder day or two is coming.

So in closing: 1 hours work for 8 hours of heat and 50-63 is so much warmer than freezing.