Sunday, September 17, 2023

DnDnDiversity

I may have ADHD.  I'm not officially diagnosed - yet - but several people I work with are and as my behaviors are their behaviors, we all agree that we know the answer to the inevitable testing I'll undergo.  

With that in mind, I have been watching videos to see how ADHD and RPGs overlaps, both for selfish reasons and to be able to tell others that may ask - and on FB, someone is often asking.

So here is a short collection of videos on how to run a game either for players with disabilities or as a Game Master with a disability.  










As an added bonus, several of these videos are from channels that are full of useful information, so everyone wins!



Monday, September 4, 2023

A Collection of Magic Rings

I was going through some of my gaming stuff and found a sheet of paper listing several magic rings which had been recovered from a hoard of crawling claws.  The notes indicate which of the PCs ended up with which rings, but I don't recall seeing any of them used.  Perhaps they will find a home in your game.

Source is not me.


I do not know if I came up with these myself or if they are from some other blog.  If the latter, I would guess d4 Caltrops.  A quick browsing suggests otherwise.  Maybe I tapped into the greater cleverness that directs magic item creation for these games we play.
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A silver band with large pearl that kinda looks like an eye.  Eyeball gem can detach, as a rolling Wizard's Eye.  Radiates Divination magic.

A ring of polished silver that glints in bright light.  Wearer's appearance is altered favorably in twilight.  Radiates Illusion magic.

Made of intertwined gold and silver bands, with a scowling face on it.  Causes the wearer to sneeze in the presence of true dragons.  Radiates Divination and Transmutation magic.

A warm gold band, both in color and temperature.  Magical flame heals wearer instead of harms; magical flame cast by wearer ALSO heals.  Radiates Transmutation magic.

A simple wooden ring, made of polished oak.  Wearer can converse with Plant-based monsters (slips into trance, uses weird telepathy, turns all hair a vibrant green that sprouts small white flowers in the spring).  Radiates Divination magic.

This ring is a hard, lightweight material (plastic).  Children are unable to tell falsehoods to the wearer.  Radiates Enchantment magic.

Verdigrised copper band, that feels cool and damp.  Wearer is kept dry even in the fiercest rainstorm.  Radiates Abjuration magic.

This tarnished silver ring is greasy to the touch.  Its wearer is invisible to Shadow.  Radiates Illusion magic.

This ring in made of polished bone and loudly goes 'snicker-snack' when giants are near.  Radiates Divination magic.

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That's it.  If any of these came from your blog, please let me know so I can properly credit you.


Saturday, August 26, 2023

Copying Books In-Game

A Facebook discussion inspired this post.  As such, it is not play-tested, but looks to be entertaining.

Sometimes, a PC wants to make a copy of a discovered or purchased book, and instead of hiring an expert, they want to copy the book themselves.  Which is fine, albeit not what I consider adventurous.  

Those of us that have copied lots of pages by hand can tell you, it is a tedious task, at best - the anathema of adventure, really.  DnDish styled games set in a pseudo-Medieval European setting would only have a more difficult time, as this article about Medieval Manuscripts (complete with a video) shows.  Go watch that video!

Still, while copying a text could be folded under Downtime Activities, abstractly trading gold and time for a perfect copy, it may be more fun and gamelike to create a table to determine just how accurate the new copy is. I say may, but truly believe it is.


Note that according to Wikipedia (I know...)

Scribes were only able to work in daylight, due to the expense of candles and rather poor lighting they provided, monastic scribes were still able to produce three to four pages of work per day.  The average scribe could copy two books per year. They were expected to make at least one mistake per page.

Emphasis is mine.  Mistakes are expected and the whole process is slow in the best of conditions.  

(Story time - in the Army, I was on operations staff, and several of us were in tasked to make multiple copies - by hand - of map overlays.  Due to the amount needed, bad handwriting and tools, and time crunch, no two overlays were exactly the same and the latter ones included names not in the actual orders, as hurried T's became C's and worse.  Anecdotal, but it happens.)

Involving magic sounds like a plan, but my casual search reveals that the only spells involving copying are for copying spells into spellbooks, not pages of mundane information.  Interesting.  

Time for an enterprising wizard to develop a spell (leading to magic items) that can scribe quickly and efficiently.  Because burning a wish seems a bit ... much.  

That said, such items can probably be found in a GURPS or Ars Magica supplement.  Or perhaps in an indie game - GLOG, maybe.  Any readers wanna point me in the right direction?

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Anyhow, roll percentile dice and apply bonuses and maluses based on the below chart.  The final number is how accurate the new copy is.  If you have chart additions, let me know in the comments.


Mistakes can range from terrible grammar and vocabulary all the way to entirely different outcomes, depending on how bad the mistakes are.  Copying a book of True Names and getting some wrong will get someone killed, or worse.

So have fun with the results of the bad copy.

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In the name of research, I looked at how Ars Magica and Call of Cthulhu handles copying books.  I chose these games, because books are part of gameplay in both systems.

Ars Magica - For those familiar with its rules, AM has some in-depth rules on writing books.  In addition, its Covenants book provides even more rules for book-crafting, as well as implied magical items, called resonances, for use when scribing books: inkwells, quills, inks, and such.  These resonances might count as masterwork items in the above table, or as pertinent magic items - its a player-GM discussion.

As found on page 87 of Covenants

As an aside, if you're planning to run a game based around a mages' guild or college or the like, pick up a copy of Covenants, even if you have no intention of using Ars Magica as your ruleset.  It is that inspirational; the base Ars Magica 5e - and lots of the sourcebooks, regardless of edition - are as well.

Call of Cthulhu doesn't seem to have any hard and fast rules about writing books.  Reading them, yes - based on languages known and loss of sanity.  Nothing about writing or copying them, though.




Sunday, August 20, 2023

Spending Gold the Fun Way

Most DnDish games end the same: PCs have more money than they know what to do with.  

Even in games that don't use 1gp = 1xp, the PCs don't know what to spend things on, and DMs don't know what to offer up as options.  

Yes, in some campaigns, magic items can be purchased, but not all DMs provide that option.  

I know this because I spend too much time on Facebook, and this 'what to buy' issue pops up every week or two, so now I will have a solid answer that only requires a link, instead of lots of typing.

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I don't much consider which rulesets these various posts are aimed at, because it all works out the same - fun ways for players to make their PCs go broke. Note that some of these demand DMs that are willing to let PC actions affect the gameworld that the DM has constructed. 

Medieval Melodies addresses The Gold Problem in 5e. Flute's Loot goes in-depth, citing rules in published 5e books (mostly PHB and DMG) to support his recommendations.

World Builders Blog provides lists of items with prices attached.

Everyone's favorite cartographer has a list on his blog of items that have been purchased in his games.

RPG Stack Exchange has a great discussion on options for your gold.

The granddaddy of all carousing tables at Jeff's Gameblog converts gp into xp, and sometimes trouble.

Goblin Punch provides Bardic Services, which include letting the players design the next dungeon they explore.

Coins and Scrolls talks about Building Castles through stripping cleared dungeons of dressed stone - both of which are expensive enterprises.

Papers and Pencils goes in depth on Investments, Citadels, and Domains, all of which provide more interesting options than just buying another +1 sword.

The Things We Do for XP has a four-part series of posts addressing spending: Existing Options, Positions in Society, Places to Live, and Places to Increase Spellcasting.  The beauty of these posts are that they include links to related topics on others' blogs, providing a DM with more ideas.

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This is a sampling of what is out there, and I haven't even dipped into the growing resources on YouTube.

If after all this, there is still too much gold in your games, I don't know what to tell you, besides Good Luck!

Thursday, August 17, 2023

Green Dawn Mall

On a whim and solid sales pitch, I bought Green Dawn Mall from Indie Press Revolution.

 


Reading through the thin tome (88 pages of text and some interior character sheets), I am fascinated by how it captures all the strangeness of S.L. Grey's The Mall, the Backrooms, and SCP-3008 and jams it together in a playable format.

I'm even more excited that I may actually get to play Green Dawn Mall, as I have a teen at home with a gaming persuasion, and several friends of the same persuasion.

This isn't a play-test review, as that will hopefully come later, but a quick overview of what promises to be a fun series of one-shot games.

PCs are modern-day teens trapped in an everlasting '80s shopping mall, the titular Green Dawn Mall.  The various stores play into this, going so far as to state that The Magic Eye Store (pg 47) is the only place that 'PCs can hope to get a signal on their cell phones.  They cannot call out, but who knows 'what temporal anomalies can happen there...'

These PCs are there to find a lost Friend, who disappeared looking for something 'special.'

From there, random tables are used to determine stores, oddities of them, and then - perhaps - escape.

It gives off Gardens of Ynn and Stygian Library vibes, with the way they randomly determine what area is encountered next.  A depth-crawl, I think its called.

All-in-all, the potential for fun is a hoot. 

It ain't all that much, so if you've the funds, give it a buy.





Sunday, August 13, 2023

Balefire, Sentient Sword

I have many, far too many, unfinished posts.  Here is one of them - if it ends up in your game, let me know!

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Most DnDish campaigns make use of magical items, so here is one you're welcome to use in your campaign.

Balefire is a ancient blade that has appeared time and again throughout history, always in the hands of a tyrannical warlord leading an army of the damned.  Eventually, champions arise who put the tyrant down and the threat is gone until the next would-be emperor arises.

This is because the spirit bound to Balefire is an ancient lich-king who failed in making the sword its phylactery, instead making it his eternal prison.  When not in active use, it waits patiently for the next fool to take hold of it, and then Balefire's reign of terror begins anew.

Balefire is sentient bastard sword that does not normally speak aloud - it is perfectly capable of speech, but prefers to use telepathy with its wielder and appear in dreams in whatever form the lich inside thinks will work best to persuade the wielder to continue the cyclical rampage that the sword causes.

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sword by GrimAngel on DeviantArt


Mechanically, Balefire is a flaming bastard sword, whose flames burn an ugly green and purple.  In addition to fire damage on the initial strike, the flames continue to burn the target, dealing a bit of fire damage, but more importantly, the fire burns the essence of the target, dealing temporary Constitution and Charisma damage.  Balefire is very much Lawful Evil, to the point where nonaligned - especially Chaotic Good - sorts experience these flames just by drawing the sword from its scabbard.

Sentient beings slain by Balefire rise under the sword's - NOT the wielder's - control.  Often, blade and wielder goals align, so it amounts to the same thing, especially if the wielder is chasing dreams of empire.  

Dreams implanted and reinforced by the spirit within Balefire, itself.

On occasion, the spirit within enjoys the irony of being trapped in a bastard sword.

The lich inhabiting Balefire has a full complement of spells - the wielder cannot cast these spells, but can bargain for help.  At times, Balefire casts spells of its own accord, for its own inscrutable reasons.

In addition to its offensive capabilities, Balefire heals after a fashion - with every sentient being slain with Balefire, the wielder gains half its hit points back or has a disease or condition cured.  This healing has the side effect of granting virtual immortality to its wielder.  As such, the best way to kill the wielder involves disarming the wielder and keeping the blade out of anyone else's hands - a challenge when undead under the sword's command are actively trying to rearm the wielder. 

Still, heroes arise and the sword disappears from history for a century or two.  

True heroes would destroy the blade, but to date, no one has learned how.

Perhaps your PCs will be the ones to do so.



Tuesday, July 11, 2023

Survivors of the Deeps

As posited in my initial post about my #Dungeon23, the main (known) entrance to Askorun opens but once every 50 years, remains open for a year and a day, then close for 50 years.

Anyone trapped inside is out of luck, and over the centuries, no mortal magic or stratagem has kept the doors open longer, nor managed to force them open.   Wizards have been able to Dimension Door and Teleport out, but if anyone has done so to enter the dungeon, they didn't survive to brag of it.

This post is about these survivors.

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Most survivors are individuals or pairs, although a dwindling company of Dwarves have established a defensible position on the third level, sending out sorties to gather ever more loot.  The problem that these survivors face is that many of them no longer want to return to the surface.

Initially, they did, but with every sleep, the Dungeon whispers to them, entices them, changes them.  While they still recall the surface, many now prefer the Dungeon.  

Frankly, they're all a bit mad, now.   Mad and pale white from lack of sunlight.

Not Derro level mad - at least not yet - but approaching it.  

Especially that human that just can't die.  That poor, poor bastard.  

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Above I mentioned a human that cannot die.  

Augur il-Vec by Daren Bader

Once he was a cleric.  A cleric with a name.  None of this he remembers, although he sometimes cries when he looks at the holy tattoos on his arms.  

He came below with a group of stalwart companions and was quite literally cursed to be the last of them.  In a sack he carries the skulls of his former comrades, and in more lucid moments, pulls them out and talks to them.  

Mostly though, he wanders and as needed he talks and fights, and when at death's door, he fades away, returning later.  He never hungers or tires, though, because of the Ring of Sustenance and Regeneration (and immunity to permanent death) he wears on his right hand. 

50+ years of sleep deprivation have taken their toll.  Yet if calmly approached and spoken to, he may provide some useful information before starting to rave and wandering off or attacking the PCs as he hallucinates.

To end the curse, he and his fellows (their skulls, at least) must be buried in hallowed ground - and the Ring must be buried there, too.  At that point, his spirit appears and thanks whomever buried him. 

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Next is the Dwarven enclave.  Staying below was always the goal of this company.  Initially, the Company of the Axe was a full 27 strong - 20 Dwarves and 7 Gnomes, plus a train of packmules.  In the last 50 years, their size has been reduced to 12 Dwarves and 3 Gnomes, but these 15 still pursue the goal of accumulating the vast wealth of Askorun, but now they plan to keep it here.

Balthor the Stout by Ron Spears

They are led by the Dwarf Oskar Gem-eyes, a noble and a capable warrior with eyes that glitter like the sapphires they are (these sapphire eyes allow Detect Magic, See Invisible, and True Seeing - all of this has a negative effect on his mind).  The Company of the Axe has an arrangement with clanmates that will meet them when the doors to Askorun once again open.  Those on the surface may be shocked at the change in their dungeon-dwelling clanmates - but being Dwarves, they won't show or discuss it publicly.

The key to these survivors' success was preparation.  While the natural food and drink they brought with them (and the mules that carried it all) has long ago been consumed, they have several magical items that they guard with their lives. 

Horn of Plenty - this large wicker cornucopia provides enough fruit and vegetables to feed twenty every morning.

Mug of Many Meads - a large mug that holds a liter of liquid and can fill itself with the best mead one will ever taste 5 times per day.  A full mug is used as a reward to those members of the company that have done something of merit - otherwise it is divided up among smaller cups.

Long Pig - recovered from the hoard of the venerable Behir Azzuzir (from the Night Below box set), this item looks like a 4-inch long ceramic pig.  

Once every five days, on command, it creates a roasted pig (reasonably small, but agreeably filled with chestnut stuffing!) to appear nearby, providing enough food for up to 20 people.

Decanter of Endless Water - as per the DMG; when not filling the pool the Company has constructed, it is used as a defensive weapon, knocking attackers back and prone.

Cauldron of Iron Stomachs - this large black cast iron cauldron is etched with a variety of arcane runes.  It heats and cools upon command - no fire needed.  It stands nearly 4 feet tall and is a good 4 feet across (the mule that carried it in was the first stew cooked in it).  

The survivors have been surviving on perpetual stew - they won't eat their fallen comrades, but anything living they kill ends up in the Cauldron - meat makes the vegetables taste better. 

Being Dwarves, there are multiple stone, spear, and crossbow-based traps and defensive positions near all the entrances to their redoubt - a redoubt clearly marked with Dwarven runes and the skulls of pigs and mules (and other things they've killed).   They have established a neutral meeting place where other dungeon denizens can trade gold and information for food.  

This neutral place is where the PCs are most likely to encounter them in a safe fashion.  Once these survivors encounter surface-worlders, they trade information for surface foodstuffs (especially bread, beer, beef, salt, and spices - although the Gnomes wouldn't mind some tea) and tobacco.  They will pay for it, but would prefer to pay with information rather than their precious gold.

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One individual survivor is an Elf wizard who calls herself Newra the Learner.  Those that learn her True Name can compel her to divulge all sorts of information.

Belbe, Corrupted Observer by Igor Kieryluk

Newra has been in the depths for two cycles now, puzzling over how to get past the permanent Prismatic Sphere that is keeping something well secured.  Through the translucent glittering lights of the sphere, she can make out a table or workbench with smaller items upon it, and a pair of large chests flanking it.  On a few occasions, she has seen a figure moving about inside the sphere, but how it comes and goes she has no clue.

What she does know is that this Prismatic Sphere is a nasty variant of the traditional spell, as the normal counters to the layers fail to work.  She has worked out how to get past the first two layers through trial and error, but is seeking more spells (and guinea pigs) to test her theories with.  

Newra craves more spells most of all - perhaps a spell the PCs know can break past the third layer.  If she cannot trade for them, she will take them by force.  

Her collection of undead servitors (many of which are spell-stitched former adventurers) keep lesser threats at bay, and her collection of spellbooks (taken from uncooperative wizards) rivals that of established archmages on the surface.

Newra is willing to trade information (and maybe spells) for wine and spices and fresh food.  Her sole source of sustenance is a Spoon of Murlynd, which works, but the blandness of the food it creates is much of the reason she is angry all the time.

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Another pair of Elves lurk near the main entrance.  Brioc carries Cynhafel on her back, because Cynhafel lost both legs two decades ago.  

This has had the side effect of them being difficult to surprise and impossible to flank.  This means that the Meazels have yet to destroy them - they still harry the poor Elves, though.

Their proximity to the surface has made them less mad than most, with Brioc being the most sane of all the survivors.  Which is good for Cynhafel, because he has entirely become a creature of the dungeon.

They have been living on water from the entrance pool and have become adept at trapping vermin.

Honestly, Brioc will be content to die under sunlight, preferably after returning Cynhafel to their home far from Askorun.  

Cynhafel wields a pair of Katars that glow in the darkness, while Brioc wields a short spear.

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A lone Gnome named Kharagosa has found a hiding place on the fourth level.

Deep Gnome Terramancer by David Sladek

This Gnome mageling gets by on honey and beer from his Alchemy Jug, supplemented by whatever he can catch with his Sleep spell, which is mostly rats and other vermin.  

It's a miserable life, but at least he's alive.  

He will gladly give up the Alchemy Jug as a reward to those that escort him to the surface.  

Of course, the escorts may find that Kharagosa heads right back in.

Kharagosa knows that Askorun is a sentient, malevolent being because one item that Kharagosa does not willingly part with is an Amulet of Stonespeak.  

The Amulet of Stonespeak allows its attuned wearer to communicate with the very stones.  The only stones Kharagosa has had access to are those of Askorun, whose thoughts have twisted Kharagosa's view on many things, but does allow Kharagosa to function as an oracle of sorts, because Askorun has had centuries of things to talk about and no one but Kharagosa to tell.  

Kharagosa's only saving grace is that the Amulet doesn't function 24/7, but needs to recharge regularly by being placed in a pot or bucket of earth (although burying it underground works).  Ideally, the pot or bucket is warded to prevent a gate to the plane of Elemental Earth from opening - there are no such wards if the Amulet is buried in the ground.  Submerging the Amulet in water renders it dormant.

Naturally, Kharagosa owns such a warded container of earth - it being how he discovered the Amulet decades ago.  

Incidentally, the Amulet of Stonespeak also allows its wearer to communicate and command Earth Elementals, but Askorun has successfully kept Kharagosa from learning this aspect of the Amulet.

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Often survivors become undead - surviving after a fashion, but not really.  Mostly, they become ghouls after being forced to cannibalism in the dark, but other types of undead are certainly possible.  

Balthor the Defiled by Carl Critchlow

As such, these individual undead can be found anywhere.  If incorporeal, their remains are no doubt nearby, forever waiting to be properly buried. 

But the corporeal undead just skulk and stumble about, waiting to bring the hated living to ruin.

Frankly, it's a miracle that Askorun isn't crawling with undead.  Perhaps with time, it will.

Until then, wise adventuring companies have clerics among them.

And wise DMs have a random encounter table featuring an Undead subtable.

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There may be some foolhardy sorts that intend to stick around in the depths.  The smart ones outfit themselves with magic items that are variations on the Create Food and Water spell.  Items such as these are worth their weight in platinum to these mortals.  

As the survivors demonstrate, this doesn't help that much, but it's a start.