A Book of Ends, A Book at the End, and A Book That Never Ends…

You can find the ever-growing list of “Better Than Nothing” items  over on the right. Read ’em, like ’em, share ’em, and comment.

Viscount Ecchi’s Register

“Ain’t you gonna shiv ‘im, Bearl?” the brick-jawed brigand asked, mouth agape and still half drunk from this morning’s little bit of robbery.

“Yea, Bearl. Jus’ stick it in ‘im–go on. Or, fucks, I’ll do it mine own self, if yer want”, more suggestions from the gallery of idiots Bearl Webb had managed to gather in his five years of clean highway banditry.

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Adventures in the World Tree…

THIS IS PART OF A COLLECTION OF IDEAS FOR BUILDING OUT A LESS-THAN-COMMON ADVENTURE WHERE YOU CAN PUT YOUR OWN DUNGEON OR NPCS–THINGS THAT TEST THE PLAYERS AND PC’S ABILITY TO THINK DIFFERENTLY. THESE WILL BE REVISED IN FUTURE POSTS WITH INCREASINGLY DETAILED MECHANICS AND SHAPED FOR MORE SPECIFIC PLAY.  TAKE WHAT YOU LIKE, LET ME KNOW HOW IT WENT.

Reasons Why This Could Show Up

Sometimes, the dungeon crawl experience is not particularly fresh or refreshing. How often can you “go into the crypt” or “go into the hideout” or “go into the temple” or “go into the castle”. I like classic dungeon crawls, but I think they’re even better when they’re not the only kind of things your party is doing.

I decided to make a vertical dungeon. Not a tower. A dungeon that goes up. Remember that movie “Cube”? How physically demanding it was for the “party” to move through an omni-directional environment that’s also dangerous? Climbing. Jumping. Falling. Very tense.

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Finger of Death, Winning the Argument, and Multiple Personalities…

You can find the ever-growing list of “Better Than Nothing” items  over on the right. Read ’em, like ’em, share ’em, and comment.

Finger of the Mad God

“You can’t possibly win this, Gallie. Don’t make me do it!”, Broadways brought one great lobstered gauntlet around and the Rogue could feel one of her teeth go loose as he shouted at her.

Clinging to him closely, she spat blood across his bare jaw, “It’s too late, Brodie. I’m sorry, but it’s too damn late”. Her voice was pained, her face a grimace of bruises and regret.

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Adventures from the Icy Laugh of the Arch-Fey…

THIS IS PART OF A COLLECTION OF IDEAS FOR BUILDING OUT A LESS-THAN-COMMON ADVENTURE WHERE YOU CAN PUT YOUR OWN DUNGEON OR NPCS–THINGS THAT TEST THE PLAYERS AND PC’S ABILITY TO THINK DIFFERENTLY. THESE WILL BE REVISED IN FUTURE POSTS WITH INCREASINGLY DETAILED MECHANICS AND SHAPED FOR MORE SPECIFIC PLAY.  TAKE WHAT YOU LIKE, LET ME KNOW HOW IT WENT.

What’s required?

This works best when there’s a game with a lot of already established story. I’d run it at 10th level or later. Where lots of NPC’s and PC’s and places and history are understood and taken for granted. Really, this is what you do to an established game, where “established” means “everyone is immersed and natural all the time”.

People need backgrounds and a whole litany of “stuff” to draw from that’s hard-coded into the game. The place they were born, their family, their friends, their life in adventure, the NPC’s they love and hate, their Patrons and Gods and successes and failures and monsters and battles and places, oh my.

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Everyone and No One, Cyttorak, and A Coward’s Way Out…

You can find the ever-growing list of “Better Than Nothing” items  over on the right. Read ’em, like ’em, share ’em, and comment.

The Patchwork Cloak

Varain told the shopkeeper he was from Pekal, about what life had been like in the village by the Stone Hill as a child with the wars raging on and on and on farther South. He talked about an old swayback horse he missed–his father’s–and shared a joke about the unreliability of Doderan cast-offs.

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Adventures in the Bog of Horrors…

This is part of a collection of ideas for building out a less-than-common adventure where you can put your own dungeon or NPCs–things that test the players and PC’s ability to think differently. These will be revised in future posts with increasingly detailed mechanics and shaped for more specific play.  Take what you like, let me know how it went.

Preface as to WHY

I think it’s perfectly legit (and a bit evil, yes) to identify areas in the rules that players just aren’t keeping in mind when they adventure. Distances… conditions (many of them)… reaches… natural hazards… etc. Its easy to focus on “to hit” and “to damage” and “range” and “armor class” and even spell effects.

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Humility for the Bold, Thieves Tricks, and Taking Tavern Brawler…

You can find the ever-growing list of “Better Than Nothing” items  over on the right. Read ’em, like ’em, share ’em, and comment.

Penitent’s Chains

The clink. The rattle. The sounds of shame and loss. Arin shuffled along behind the group, his chains making their subtle and audible reminder that he was lost and still searching for his own “found-ness”.

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