Proximity, whim, and the frozen margarita I had with brunch led me to Target, where I purchased the latest - and currently exclusive to Target until October - Dungeons and Dragons Starter Set. It was concealed behind a wall of Essential Kits, making it a bit like buried treasure, so my apologies to whomever had hidden it away - I scored your Starter Set!
Saturday, August 27, 2022
D&D Starter Set
Saturday, August 13, 2022
Writing a Rumor Table
I am an advocate of Rumor Tables in the various DnD-related FB groups I am a member of, often linking back to this post I wrote last year. While I think it does a good job of explaining Rumor Tables and how to make them work, it doesn't really explain how to generate the rumors on them.
Hence this post.
First I start with lists. A list of individuals locals would know about, a list of locations locals would know about, a list of monsters in the area that locals would know about, and a list (or pile, if printed) of published adventures I think would be fun for my players.
Second, I keep the area map (starting town, hex, hexes, whatever) available to help with placement, mostly for those published adventures.
Before I put pen to paper, I recall this definition on the purpose of rumors from the blog Alone in the Labyrinth (emphasis mine):
In an OSR/OS-adjacent sandbox rumours provide PCs with leads or hooks which are then investigated at their discretion. The purpose of this is two-fold:
To drive investigation and/or exploration of the sandbox
To present a simulacrum of a living world
(Note that this is distinct from the purpose of rumours in a "trad" campaign, where rumours are used to steer the party onto the railway tracks set down by the module or the GM's story "arc")
That in mind, I turn the map and lists into 20 or 30 actionable rumors. If I get stumped before reaching 20, I just write out whatever crosses my mind, knowing I can use it as a false rumor or let it inspire me if the players pursue it. That is key - accepting that the players won't go after every rumor, or perhaps any of them.
Tools in hand, I write up my rumors. Then I go back through and change bits of some (or all) of them to make them false or partially false. Just like real world rumors - there is often a grain of truth behind them.
Once I have my 20 or 30 rumors, all I need is players and the game is on. I strongly recommend that at the end of each session, the DM survey the players to determine their plans for the next session. Don't be afraid to remind them of (some of) the rumors they have heard if the players don't know what to do.
Good rumor tables are dynamic so need regular updating. To do so, I remove things the PCs have investigated and add new bits using the same methods I started with, but adding two lists: PC activities and NPC activities.
EDIT: a solid source of rumors comes from Courtney Campbell's book Bestial Ecosystems Created by Monster Inhabitation. While the chapter headings are familiar (basilisk, djinn, ixitxachitl, and many others - 49 total if my math is correct), each entry provides a few known facts about the critter in question, followed by rumors about them. Sometimes pages of rumors.
Now that I own it, I can start making use of what's within for my rumor tables. Give it a look.
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That's my method of writing up rumors.
Or so I've heard. ;)
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EDIT 10/17/22: here are a few other methods to keep the rumor-mongers busy in your gameworlds:
Friday, August 12, 2022
A Sword Called Clarity
Clarity is a human-forged longsword, but close examination reveals it uses elven techniques to entwine two blades into one.
This well-made long sword has the words FIAT LUX along one side of the entwined blade and the word VERITAS on the other. These are the command words for two related, yet distinct powers.
By uttering FIAT LUX, the sword becomes the center of a double-strength Daylight spell, extending out 120' in each direction, and moving with the swordbearer.
Speaking the word VERITAS causes the wielder's eyes to glow a solid blue. These glowing eyes function as Truesight, True Seeing, Arcane Sight, detect alignments by the auras of varying colors around each being, and can see into the Ethereal and Astral planes; basically, the wielder gets Wizard Vision.
Depending on what they see, however, can drive the viewer temporarily mad, stunning them into inaction as they see everything as it truly is. Mechanically, this is a Wisdom save at DC 15 (or higher depending on what the DM knows is actually there). Failure to save means the viewer is stunned for a round. This save is made each round until it is made, then the glow in the eyes fades away, returning the eyes to normal, but the PC changed.
While stunned, the PC just stands there, defenseless. Successful strikes against the stunned viewer allow an additional saving throw.
This experience leaves the viewer far more knowledgeable, but with a level of exhaustion. At the DM's discretion, there may be a small chance for a permanent increase (or loss) of Wisdom for the PC.
A Sword Called Spellbreaker
Spellbreaker is an ancient bronze short sword, forged for use by Magekillers during the Mage Wars. Its crafters did their job too well, however, as once attuned to Spellbreaker, its wielder is immune to ALL spells that target them - for good or ill. Attuning requires a permanent loss of 1 point of Charisma and lasts until someone else attunes to the blade.
Potions still work, but spells cast from beings, scrolls, wands, and some spell traps do not. Area effect spells fail if wielder is the targeted point, but splash damage from such spells works normally, requiring saves as per the spell. For example, a Fireball thrown at Spellbreaker's wielder fails to go off, but a Fireball targeting the ground next to the wielder goes off as normal.
Spellbreaker is a +2 short sword that can Dispel Magic on the target on a successful strike (useful for piercing magical defenses). 1/day (or 1/long rest), the wielder can create an Anti-Magic Field, centered on themself. If the wielder holds their action, they can attempt to use Spell Cleaving - effectively cutting a spell off in midair; spells have an effective AC of 10+their level. On a critical hit, the Spell Cleaving instead sends the spell back at its caster.
Tuesday, August 9, 2022
A Trio of Wizards
Magic the Gathering really is a fine game. Even if you don't play it, most folks can appreciate and be inspired by the artwork on many cards (that said, some cards are awful). Today I am creating some of Skara Brae's wizards.
I am using artwork first (thanks, Scryfall!), and building from there, using AD&D because that is the simplest for me - no additional math from ASI or feats or subclasses. Just 4d6 drop the lowest and, because it is new to me, I'll be using the Axian Library (NNNN) tables to determine the adventuring history of each wizard. Once each wizard's brief history is written up, you'll find things like (19a) or (19b) next to certain events, indicating which number from which table I used. That said, it seems that the first table is missing 19 altogether.
And then, of course, base magic items from Appendix C in the DMG... or maybe Appendix P, if that provides more interesting results. There might even be a few custom items when I am done, depending on art and where the NNNN backgrounds take me.
Whether or not those custom items are 100% usable in your game or merely provide the germ of an idea is entirely uncertain.
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Thank you, Guiseppe for writing them!
Friday, August 5, 2022
Another Kickstarter Delivered: Axian Library
Another of my February Kickstarters has been delivered: Axian Library from Guiseppe Rotondo of Axian Spice, a fine collection of random tables organized by what aspects of DnD they cover.
Axian Library is a collection of five zines: Wondrous Weavings Warped and Weird, Mysteriously Missing and Merrily Met, Notable Novices and Notorious Newcomers, Pious Prayers and Powerful Prodigies, and Deadly Dragons Dire and Daunting.
That list captures the essence of the table collections, and they are fun.
I am particularly fond of the pair of 'What's Your Story?' Tables in the MMMM book - intended for when PCs with a past join the party, it provides a ready background. The instructions being:
Roll 1d20 once for each character level and add the level. Example: for a 6th level character, roll six times: 1d20, +1, 1d20+2, 1d20+3, 1d20+4, 1d20+5, and 1d20+6.
From those tables a ready adventuring history springs, complete with a variety of rewards (and occasional curses), to include magical items. To be honest, I intend to use this for the various NPCs that may be encountered, if only for variety's sake.
A few entries do seem cut-n-pasted from one table to another, either directly or with a slight change. Not that it matters, because they are fun to read and promise to be useful in prep and play.
Axian Library is available at DrivethruRPG and worth the $9.99 asking price.
Sunday, July 31, 2022
Letters of Introduction
Before modern communications and speed of travel, letters of introduction (or recommendation) were a key piece of allowing utter strangers to meet and work together.
Basically, a go-between writes a letter affirming that the bearer of said letter is worthwhile and of the proper social standing to meet the recipient of the letter. To a degree, such things go on today, although typically turned into PDFs and emailed to recipients.
Statistically, they sometimes even work (I guess it depends on just who is writing the letter).
In the realm of DnD, a letter of introduction is a fine means for a newly-minted Wizard sort to find potential masters, especially if the game relies on PCs being properly trained to level up, not just earn enough xp and a nap. Presumably, said Wizard's teacher sends the neophyte off with a letter tucked into the starter spellbook, perhaps with a specific recipient in mind, perhaps not. Then off they go.
Given DnD and the apprentice-master relationship of wizards, such letters are excellent recipients of Secret Page (Illusionary Script if playing 5e) spells, allowing master wizards to pass on useful information without being obvious about it.
In addition to magic, more traditional ciphers and codes can be used on the letter. If the letter writer and recipient regularly correspond, there might even be nonchalant phrases that have other meanings, much like thieves cant, but for wizards.
Best of all is that such letters of introduction make excellent props for in-person games. Sealing wax and seals can be purchased (or done at home with a candle and something to press into the molten wax), and letters written on unlined paper, making for a tactile bit of gaming. So when the junior wizard shows up and approaches the PC wizard and hands her the letter, you can pass the letter to the player and see what happens.
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Of course, in a society where such letters of introduction are common among the nobility and the magic-users, there are bound to be folks wanting to take advantage of this. Such letters allow rogueish sorts to practice subterfuge, forgery, and the like, presuming they can lay hands on authentic signets.
Perhaps the best example of rewriting such a letter can be found in Shakespeare's Hamlet, when loyal-but-not-bright minions Rosencrantz and Guildenstern carry a letter that Hamlet rewrites to his advantage. Hamlet escapes and R and G are executed by the letter's recipient - literacy and forgery FTW!
Such letters and signets can also lead to false orders, bills of sale, and blackmail for the workaday rogue, and if magic is involved, utter mayhem for the letter reader (perhaps this is what curse scrolls really are). With the various word-based spelltraps available, it makes things quite... froggy.
Designated readers, perhaps.
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Letters of Introduction make for interesting and different treasures, maybe not so much discovered as awarded. A letter that gains its bearer an audience with the King's Court Wizard or even the King's Major Domo can be quite useful, especially for those of a political bent. For a society built around such methods, rubbing shoulders with movers and shakers is important, and letters allow just that option
All that said, with commonplace letters of introduction comes a presumed level of literacy that doesn't jive with history, nor frankly, my homebrew game world. Wizards and most Clerics are certainly literate and begin the game that way. Other PC classes might be, depending on social class, so probably nobles, but not all of them. Everyone can learn to read (Intelligence score depending, of course), but terribly few start out with it.
Except elves. Elves can do everything, because they are immortal.
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Some related magic items:
Sealing Wax of Imperviousness - letters sealed with this wax are impervious to weather, fire, water, bugs, and time - the sheet(s) of the letter and the ink upon and within the letter remains clear and legible until the seal is broken, and then it reverts to normal ink on vellum or papyrus or parchment.
Ink of Compulsion - letters written in this ink read like other letters, with the exception that the reader believes whatever is written in the ink, no matter how unlikely it is. It requires substantial proof (or a dispel magic or curse) to make the reader believe otherwise.
Forger's Signet - This signet has a blank face, but when pressed against a complete seal, it shifts and adapts to match the signet; after one use (or an hour's time), the face goes blank again and the Signet needs to rest for a full day. These masterwork pieces of the forger's craft tend to get owners killed in painful and permanent fashion.
Animated Signet - the name is misleading, as the signet itself isn't animate, only the image pressed into the wax. As might be imagined, forging these signets is damn near impossible without powerful magic, the use of which gives itself away.
Parchment of Masking - this parchment is specially treated to allow for a secret message to be hidden, as per the secret page (or illusory script) spell.
Ribbon of Concealment - a letter wrapped in this ribbon, and then sealed with wax, cannot be seen or found except by the sealer, the designated courier, and the designated recipient. As might be imagined, this is incredibly useful for delivering secret messages between rulers or lovers. Or both.
Speaking of wax and ribbon...











