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Showing posts with label d4. Show all posts
Showing posts with label d4. Show all posts

Thursday, October 1, 2015

Low-Level Loot: Part Deux

Months ago, back in May, I posted a set of one-line rewards called Low-Level Loot. The idea of these rewards was to provide GMs with some interesting, non-mundane treasure to hand out to players. After all, mundane treasure is, well, mundane, and standard magical items are astoundingly expensive.

Of course, the d20 system has a (mostly) careful balance of expected gold rewards, magic item costs, and magic item power. So, by handing out nonmundane rewards, you are messing with that balance. But I find—especially at low levels—balance can be easily shifted, even in the middle of a session, to make up for PCs having an unexpected advantage.

The other way to avoid that unbalancing aspect is to take existing mundane rewards and reskin them into something fantastical. I've talked about this before, and I still think it is a great way to give your PCs cool stuff without getting into many issues with balance.

So, here are a handful of interesting treasures for low-level d20 characters, a mix of modified and reskinned items.

Low-Level Loot

1. Healer's Rod: A slim birch rod, approximately 2 ft. long, with a glass orb at one end that is attached to the rod by copper wire. The wielder gains a +2 bonus to Heal checks. The wielder can also expend a charge to attempt a heal check as a full-round action, if she meets or exceeds DC 15, the target is healed 1d4 hp. The rod only has 10 charges, and when it is out it no longer provides the +2 Heal bonus.
2. Wardstone: A heavy glass orb with traces of silver within. While holding the Wardstone in one hand, the wielder gains a +1 shield bonus to AC, but also suffers a -1 penalty to Balance, Climb, Hide, Jump, Move Silently, and Tumble due to its weight and uncanny ability to glow or hum at just the wrong time.
3. Glove of Force: A white leather glove that magically changes to fit the hand of any Small, Medium, or Large humanoid creature. While wearing the glove, the wearer can make unarmed attacks up to 15 ft. away (this provokes an attack of opportunity). The wearer can also attempt to trip or disarm targets up to 15. ft away; the wearer gains a +2 bonus to attack rolls to disarm a target. If the wearer fails at a trip or disarm attempt, she can allow the glove to fall at her feet to avoid being tripped or disarmed by the opponent.
4. Circlet of Assault: A brass and leather headband inscribed with old runes and set with a single, off-center pearl. The wearer of the circlet can use a standard action to send a bolt of blunt energy at a single target up to 50 ft. away. To do so, she must place a finger on the pearl in the circlet and concentrate. The wearer makes an attack roll, and if the attack hits, deals 1d4 bludgeoning damage.

Monday, July 20, 2015

Dogs

Dogs: one of the most devoted companions of mankind for around the last 30 millennia. I have two dogs. There's a fairly decent chance that you have a dog. And it's almost a guarantee that one of your close friends or family members owns a dog. So, why don't we see more of humanity's best friend in our RPGs?

My best guess is that people don't like to see violence against cats, dogs, horses, and other common, domesticated animals. This extends to books, movies, video games, and (I would bet) tabletop games, too. And because violence is the central focus of many RPGs, real-life animals are less likely to be involved so that we don't have to deal with violence against them. It's much easier to fight hell hounds and night mares than Great Danes or Clydesdales.

But say that you want to include dogs (or other animals) more frequently in your game. After all, lots of people own dogs in the modern world and throughout history. If dogs exist in your setting, why shouldn't they be as common? To that end, here are some ideas for introducing dogs in your campaign.

Dog Names

If you've got dogs, you've gotta have names, right? And if you don't want to use Fido, Rover, Rex, or Spot, here's a quick table of ideas.

  1. Runda
  2. Argos
  3. Valla
  4. Zunn
  5. Stoic
  6. Laika
  7. Hruntling
  8. Brutus
  9. Chevron
  10. Stella

Dog Duties

So, now your PC or NPC has a dog. What exactly does that dog do?

  1. Supports someone with a disability
  2. Keeps watch
  3. Herds other animals
  4. Hunts game
  5. Tracks humanoid prey
  6. Performs
  7. Fights
  8. Delivers aid and/or messages

Dogs in Combat

This is less of a random rolling table and more of a list of ideas and suggestions. But you could just roll and go with whatever comes up, if time is pressing.

  1. Fight (solo): The dog has its own combat statistics and is controlled by the player or the GM. It can be the target of enemy attacks and spells.
  2. Fight (coop): The dog attacks alongside its owner, granting a bonus. It cannot be targeted by enemy attacks or spells.
  3. Hide: The dog knows to find safe shelter during combat, placing it safely out of the reach of enemy attacks and spells. It returns to its master after combat.
  4. Handwave: During combat, everyone pretends that the dog does not exist. It does not attack and cannot be the subject of attacks or spells, even ones with an area of effect.

Tuesday, June 30, 2015

Monstrous Encounter: Bugbear

Most humanoid monsters have some level of intelligence and civilization, even if it is crude compared to humans or elves. Goblins and kobolds, orcs and lizardfolk, even the minotaurs and trolls have language and tribes. Bugbears are the exception to that rule.

For today's post, I'm going to talk a bit about a spin on the bugbear. In Dungeons & Dragons 3.5, they don't have much to distinguish them from any other humanoid monster. So, I thought it would be worthwhile to explore them and put out some useful content.

Bugbears

Bugbears are generally larger than humans, though not by much. They stand between 6 and 7 feet tall, and their hairy figures are often stooped over lower than that. Skin tones, fur color, and eye color varies wildly from one bugbear to the next. They lair individually, except during a 6-month mating period every few years. They will fight to the death to defend even a single bugbear cub. They prefer dry, dark areas, and often collect more food than they will eat. Bugbears are incredibly dangerous. They are strong and fast, with large teeth and long talons.

Physical description

1. A humanoid figure, about 6 feet tall but noticeably hunched over, staggers into the light. It is covered in dark red hair, thick and coarse, and its sunken eyes are pale yellow. Its movements are quicker than you'd expect for something of its size.
2. The creature looks up, the white fur around its mouth matted and stained with blood. Its eyes are completely black, and its yellow claws are stained with the life of the unlucky creature its hunches over.
3. The goblins scatter, opening a steel cage door as they do. A roar echoes from within, and a human-sized creature bounds out. Its fur is dark blue and its eyes are silvery-white, but not with blindness. It snarls and pounds its chest with clawed hands, preparing to charge.
4. But the last soldier is not an orc at all. It is humanoid figure, but stands almost 7 feet tall and is covered in patched brown fur. The orcs have strapped studded armor around it, and grafted iron blades onto its arms, making the beast even deadlier.

Lair

1. Just beyond the line of shrubs is a small garden area. An enclosed gazebo sits in the middle, well shaded from light and protected from rain. Lying in the gazebo is a yellow-furred bugbear sleeping atop a pile of fern branches.
2. The house has been abandoned for months, according to the villagers, but there are clear sounds of snuffling and movement from within. A peek through one of the shuttered windows reveals a black bugbear pawing at a cellar door, until it turns to the window.
3. The tunnels suddenly widen into a cavern, and light is coming from somewhere ahead. The floor in this area is sandy and littered with bones. Silhouetted in the exit against the midmorning light is a bugbear.
4. The trail leads directly to the campsite, as expected, but apparently the small, shady clearing has been claimed since last autumn. The fire pit has been dug out and a small clutch of colorful, mewling bugbear cubs wriggles in the dirt. A couple of large, angry, green-haired bugbear parents move to stand in front of the cubs and let out a pair of bone-rattling roars.

Hook

1. Bugbears have dragged off an entire herd of sheep over the last few days.
2. A bugbear has taken up residence in the prince's secret summer home.
3. A furrier is willing to pay handsomely for the pelt of a golden bugbear.
4. A bugbear cub wanders into the middle of a small village.
5. The local hedgewizard accidentally transfigures himself into a bugbear.
6. The King's Guard train against captive bugbears, but now several of the creatures have escaped into the city.
7. The Woodcarver's Guild will pay a bounty for each confirmed bugbear kill in the local woods.
8. A tribe of wild halfling warriors have tamed a family of bugbears and ride on their shoulders into battle.

Monday, June 29, 2015

Location: The Old Keep

A few miles outside of town is the old keep. You know the one. It was made by an ancient kingdom long ago and has been abandoned for many years. Legends about the keep, its content, and its inhabitants abound. Only one thing is certain: adventure awaits anyone bold enough to explore it.

The Old Keep

The keep is made of stone and fairly small. It doesn't have a wall surrounding it, but its few towers or small buildings are connected to each other, leaving a small open-air courtyard inside. The keep is in disrepair, perhaps covered in vines or moss, but it is (mostly) intact.

Inhabitants
1. A band of orc bandits being manipulated by an imp
2. A poltergeist who is bound to the building until its ancient murder is solved
3. A few grumpy ogres or trolls who occasionally come out to hunt
4. A small tribe of fox-people who have turned the keep into a small trading village

Treasure
1. An ancient sword bound with the magic of the stars
2. A few dusty tomes that tell of ancient prophecies and rituals
3. A hoard of coins and jewels hidden in a secret cellar
4. A cursed shield that leads its bearer into danger

History
1. The keep was built by dwarves who filled it with cunning traps and secret chambers.
2. Elves once lived in the keep, so their magic still lingers in the stones.
3. A young noble disappeared into the keep many years ago, never to be seen again.
4. A recent storm struck the keep, causing a wall to partially collapse or a tower to fall.

Rumors
1. During storms, spirits of thunder and rain descend to the keep and hunt anyone foolish enough to be there.
2. The most famous bandit in the last 30 years hid is treasure somewhere in the keep.
3. An ancient bird-spirit lives in the keep and will grant wishes to visitors, if they are worthy.
4. The keep guards a door to the underworld, and on moonless nights, the restless dead haunt the halls.

Thursday, May 21, 2015

Tavern Meals and Talking Points

Having just finished my big(ish) breakdown of the Diamond Mind campaign spark, I'm going to post something simple today.

Your PCs walk into the tavern and ask what's on the menu. Sure, most places will probably serve things like turnip soup and rabbit stew. But wouldn't it be nice to surprise the players with something of interest next time? It might spark some role playing with the barkeep or the cook, and it could even lead to a side quest. These tables will get you started.

Tavern Meals

1. Blackwood hen stew
2. Grey acorn bread and goat cheese
3. Frostleaf salad with a glass of elven snow wine
4. Dwarf cakes
5. Warg shank with a pint of aged grog
6. "Hagwich" and fried potatoes with a mug of "witch's brew"

Talking Points

1. The main ingredient in this meal is found in a dangerous region and sells for a fortune.
2. This meal is famous for its health-boosting effects.
3. The cook is brand new, and this is the first time this meal has been served.
4. Only the toughest (or only the classiest) people can properly eat this meal.

Monday, April 27, 2015

Hideouts and Lairs

Across the spectrum of fiction, anytime there is a villain, criminal, or fugitive from authority, there must be a lair or hideout to shelter them. In RPGs, these locations are at least as important as the figures themselves because many times the PCs will spend much more time investigating and exploring the lair or hideout than they do in the final encounter with the antagonist.

When designing a hideout or lair, it's important to think about a few key aspects and make some basic decisions.

Access

How can the PCs get to the lair? Once they find it, how do they get in?

1. Remote – The lair is far, far off the beaten trail and is thus difficult to find.
2. Hidden in plain sight – The lair is right in the center of action, but is so innocuous that it goes unnoticed.
3. Disguised – The lair is nearby, but it purports to be something else entirely.
4. Secret entrance – The entrance to the lair is actively camouflaged and in an unexpected environment.

Size

How big is the hideout? How many rooms might it have?

1. Cavernous – The hideout has more than half a dozen rooms and corridors, each with a specialized purpose.
2. Cozy – The hideout has several multipurpose rooms along a central corridor.
3. Compact – The hideout has at most two rooms; probably one room functions as an entryway or guard chamber while the other room is where all of the rest of the activity goes on.
4. Cramped – The hideout is a single, small room. The exterior or the door itself are likely the focus of the hideout's defenses, and the single room is crowded when in use.

Defense

Aside from the difficulty of accessing the lair, how else is it defended from nosy intruders?

1. Minions – The villain's subordinates provide the bulk of the defense, patrolling the lair and perhaps the outside region as well.
2. Traps – The lair is filled with cunning traps, puzzles, and obstacles to intruders.
3. Natural – The lair is located somewhere with a naturally occurring defense, either in the form of a dangerous locale or dangerous neighbors.
4. Personal – The villain provides the bulk of the lair's defenses herself, either by use of her abilities to add defenses or by virtue of her ability to deal with any intruders personally.

Wednesday, April 8, 2015

Legendary Dwarf Treasures

Dwarves, masters of stone and steel, are smiths of high renown and doughty warriors. In their ancient past, they were even greater smiths and warriors, using precious materials no longer available and wielding mighty tools that are far beyond the skill of today's greatest crafters.

Legendary Dwarf Treasures

1. Onyx Crest: This black emblem is carved with only a single dwarf rune: power. The holder of the crest must first prove her worth, and once she has done so, the crest grants her strength, endurance, and mental fortitude to match the pinnacle of dwarvenkind.
2. Dwarfgold Sword: This heavy two-edged blade is made of dwarfgold. Its yellow metal is tinged with blue and glows softly at all times. It will neither bend nor break, and its edges are eversharp. There are precious few of these weapons, and all are blessed by ancient dwarf warrior-priests to cleave through bone and steel with a single stroke.
3. Dwarven Pearls: This wide, silver necklace is strung with seven starglint diamonds, often called "dwarven pearls" by outsiders. These diamonds are among the most precious of all dwarf jewels. They are valued for their inherent magical property: the ability to rebound magical spells. The wearer has sevenfold protection against magic cast by anyone but herself.
4. Harod's Plate: This black and white metal chestplate is too wide for all but the burliest frame. Any who can wear the heavy armor is encased in a shell of nigh-impenetrable protection. This armor is a masterpiece of dwarven smithcraft; it is forged of adamant and mithral, woven together by ancient fire, dwarf sinew, and the lost art of metalsong.

Tuesday, March 24, 2015

NPC Vault: Goblins

Scene: The PCs are wandering through town/miles below the surface/in the middle of a fight, and they stop. Suddenly, they've become fixated on a single character in your world, one which you hadn't given a second thought to.

Now what?

Your best bet is to improvise, assuming you know enough about the area and the kind of creature to do so. You could always roll on a handful random tables (I love those) to come up with names, traits, and flaws, but that also requires a lot of brainwork (e.g., take 10 seconds and try to come up with a character who is "skittish" "short-tempered" and a "pacifist at heart").

Or you could turn to your very own handy-dandy NPC vault! That's right, a list of NPCs organized by race that includes at least enough information for you to hit the ground running.

That human? He's a peasant farmer named Dale who aspires to be the town smith.
The half-orc mercenary you just captured? Her name is Scarlet and her mother vanished two weeks ago.
The dwarf whose house you were just caught breaking into? She's Marta Ironblood, and she's a member of a secret cult looking for two things: new recruits and sacrifices.

Today I'm going to add to the NPC vault the oft-trod-upon humanoids of the fantasy realm, the cannon fodder of antagonists, those whose ears are prized above all else.

Goblins? Goblins.

Goblins

1. Gabble is a male goblin. He is a conscripted soldier and a pacifist at heart. Gabble wants revenge on his brother for stealing his bronze amulet.
2. Gank is a female goblin. She is a bandit chief and has recently contracted mummy rot. Gank is desperately looking for a cure to her mummy rot.
3. Gronge is a female half-goblin. She is a tunnelmage and an arachnophobe. Gronge is always seeking her non-goblin parent.
4. Giselle is a male goblin. He is an expert saboteur and a very polite speaker. Giselle wants to be chief some day.

Monday, March 23, 2015

Villains: Backstory, Motivation, and Backup Plan

Villains! Everyone loves to hate them. Not every game has them, and not every game that does have them, needs them. But most games I run have some sort of villain or another. They might be evil for evil's sake, they might be spurned lovers out for revenge, or they might be misguided heroes who believe that the ends justify the means.

But if you're using a villain, there are some basic things you might want to consider.

Backstory

Surely your villain didn't just pop into being as a fully formed adult antagonist! Where did your villain come from?

1. Apprentice: Apprenticed to a brilliant master who favored another apprentice over you
2. Urchin: Alone since childhood, you raised yourself, taking what you needed and giving nothing back
3. Slave: Grew up as a slave to cruel masters until you finally escaped
4. Orphan: Raised in a loving, caring home, but had it all taken or destroyed before your eyes

Motivation

World domination is so clichéd, but even if you do use that, it's not motivation by itself. What is the reason your villain wants to dominate the world?

1. Greed: A life of feeling unfulfilled drives your villain to want more and more.
2. Lust: Your villain is fixated on a person or thing and won't stop until it is safe in their clutches.
3. Revenge: A crime (real or imagined) against your villain drives them to punish all those involved.
4. Greater Good: Your villain is convinced that this is the way to make the world a better place, at least for those who deserve it.
5. Bound: Your villain is upholding an oath or is otherwise being forced into this course of action.
6. Power: Your villain is chronically insecure, and the only way they can feel safe is if they have the power to put down anyone else.

Backup Plan

Your villain's plans are foiled, but the PCs were merciful or foolish, and the villain has escaped destruction. What now?

1. Turn over a New Leaf: Repent and join a group that does good
2. Reset: Try to undo the actions of the PCs via magic, prayer, or time travel
3. Vengeance!: Forget your other plans and plot a horrible revenge against the PCs
4. Try Again: Come at the same plan from the opposite direction (e.g., use trickery instead of violence or a small organization instead of a large one)
5. Villainous Merger: Join forces with another villain and work towards their plan
6. Go into Hiding: Slip into the shadows and work your villainy far from the eyes of the PCs
7. Back to the Drawing Board: Start on a new plan with a new goal, but which furthers your existing motivation
8. Phase 2: Your plans are far from foiled, the foolish PCs have played right into your hands...

Thursday, March 19, 2015

One-Line Rewards: Magic Rings

One-line rewards are unique and interesting magic item summaries. The goal is for them to be usable in any system. More mechanically complex systems will require additional details and clarifications, but the basic idea is outlines in a single line (usually around 140 characters).

Today I'm throwing out some ideas for one of the hallmarks of fantasy settings: the magic ring.

One-Line Rewards

1. Amber Ring: A small ring made entirely of amber. It glows faintly, and the wearer can conjure a small, floating orb of light.
2. Steel Ring: A thin, metal ring covered in intricate runes. The wearer can call any weapon in sight to his/her hand with a word.
3. Emerald Band: A gold ring set with seven tiny emeralds. Each emerald holds the oath and bond of a powerful fae.
4. Mammoth Ring: A ring of fur and leather. The wearer can double in size and strength for 1 minute, but the ring never shrinks back.

Saturday, February 28, 2015

Traps and Dragon Names

Today I thought I'd share something aimed specifically at Dungeons & Dragons. That is, I'm presenting a couple of d4 tables: one for traps (for your dungeons) and one for names (for your dragons).

Traps

1. Pressure plate with a poisoned dart
2. Tripwire that blocks exits and floods the room
3. Trapdoor chute that leads to a monster pit
4. Trapped door that unleashes a barrage of fist-sized rocks

Dragon Names

1. Aggrandor the Immutable
2. Xactillo of the Simmering Plains
3. Klithax Bargardos
4. Hlathanikallas AKA Lord of Iron

Wednesday, February 25, 2015

Setting Generator

A game's setting is the keystone of any campaign.

We've got to speak to the king as quickly as possible, you say? Does this setting have communication magic? Flying mounts? Wait, does it have smart phones? Without setting knowledge, players will be at a loss, unable to see into the game any further than the ends of their characters' fingertips.

For a lot of GMs, designing a setting can be fun, even a chance to stretch those creative muscles. For others, it's just a box that has to be checked off before play begins. A setting generator, then, can be a boon for any GM. For those who love designing settings, it can provide inspiration; for those who just want somewhere to stage their game, a generator allows them to jump straight into the game.

This particular setting generator is fairly straightforward, providing: a primary government, the level of technology, the environment, the general tone of the action, and a place to begin. Obviously, this leaves much unsaid, but those details can be filled in manually by the GM or naturally by the group as the game unfolds.

Who governs the setting? (d4)

1. A benevolent emperor, blind to the corruption in his government
2. Ruthless princes and princesses vying for power using every method at their disposal
3. An immortal queen whose subjects are beneath her concern
4. A strict chancellor chosen by the people to guide them through political strife

What is the technology level of the setting? (d6)

Age: community type; weapons and tools available; centers of trade
1. Stone age: families and clans; basic hand tools; individual bartering around the fire
2. Bronze age: city-states; metal weapons and tools; markets with local products
3. Powder age: colonies; firearms and refined tools; markets with global products
4. Industrial age: nation-states; complex weapons, tools, and vehicles; markets with mass-produced products
5. Information age: global; automated weapons, tools, and vehicles; global market chains with mass-produced products
6. Space age: interstellar; energy weapons, tools, and vehicles; individual machines that produce custom products

What kind of environment dominates the setting? (d8)

1. A wasteland of burning sandstorms by day and arctic frost by night
2. An endless expanse of water dotted with artificial islands made of unknown material
3. The merciless void of space between the ramshackle starports and outside the thin walls of ancient starships
4. A towering forest of enormous trees (hundreds of feet in diameter) that bathe the ground in eternal darkness
5. A labyrinthian city of fallen towers and shattered streets filled with the detritus of the distant past
6. Craggy, storm-plagued mountains whose valleys and passes are guarded by battle-scarred redoubts
7. The filthy underworld of a crime-ridden metropolis devoid of morality
8. An ocean in the west, mountains in the east, deserts in the south, tundra in the north, and a mix of plains, hills, and forests in the middle

What are the players' characters going to be doing? (d10)

1. Exploring ancient ruins and fighting monsters
2. Bringing "civilization" to strange, faraway places
3. Righting wrongs and protecting the innocent
4. Skulking in the shadows and committing crimes
5. Dealing with truths that "man was not meant to know"
6. Investigating mysteries and dispensing justice
7. Exposing corruption and greed
8. Surviving the harsh and unforgiving world
9. Performing odd jobs of dubious morality
10. Roll twice more and combine

Where does the game begin? (d12)

1. In transit as the transportation begins to crash/die/fail
2. In a meeting place filled with dangerous and desperate individuals
3. In the darkness, the captured prey of a dangerous predator
4. In the presence of the setting's ruler, being granted an official pardon
5. At a council of war with danger fast approaching
6. Arriving home minutes ahead of an impending catastrophe
7. Gathered around with others, drinking and recounting local legends
8. In a high-stakes game of chance against an influential opponent
9. In the midst of a celebration about to be cut short by a shocking revelation
10. At the grave of a friend, looking for answers
11. Moments before the discovery of a powerful new weapon
12. Stepping into an abandoned home that is haunted by its past

Friday, February 20, 2015

High-Tech Weapons

Back in 2012, I played a tabletop game called Mechaton (now called Mobile Frame: Zero).  Mechaton, in short, is a miniatures wargame about mechs, but the mechs are built out of LEGO bricks.  It was the first tabletop wargame I'd ever played, and I was able to merge LEGO into my tabletop gaming.

Aside from the visceral pleasure of building fighting robots with LEGO pieces, the thing I enjoyed most was coming up with descriptions for the various pieces of equipment with which I outfitted my LEGO robots.

It could be the abundance of complex adjectives (I'm an English major), or it could be that I never got into gritty science fiction.  Whatever the cause, phrases like "85mm Anti-Materiel Rifle" and "Broad-Spectrum Frequency Disruptors" really sparked my imagination

I don't usually run sci-fi or modern games, but on the few occasions that I have, working these kind of weapons into the game has given my players the same kind of light in their eyes that I had.

If you're running a sci-fi game, you might find these weapons (a mix of near-future and space opera) interesting for either your players or your NPCs.

High-Tech Weapons

1. Reversible Ion Projector ("Ripper") 2. Collapsible high-carbon-steel sword 3. Pneumatic brass knuckles 4. Laser-channeled plasma pulse rifle 5. Full-auto chain-fed magnum pistols with armor-piercing tracer rounds 6. Compact, heavy-draw crossbow with thermite-tipped bolts 7. Tesla whip 8. Particle-grenade launcher 9. Automatic 12-gage three-barreled shotgun with dragonsbreath slugs 10. High-spectrum contained-projection blade

And if you're running a modern or near-future game, you can still include these kind of weapons without too much discomfort. Just give out one and call it a military prototype. For extra fun, give the project that developed the prototype weapon a cool name.

Secret Military Project Code Name

1. Black Dragon, Mk II 2. Operation FENIX 3. Hyperion project 4. Gupta-Smith device

Tuesday, February 17, 2015

Monsters: The Spice of Life

Monsters are the bread-and-butter of the fantasy, supernatural, and horror genres, and if you call them "aliens," they're pretty much the same for science fiction.  Most RPGs come with a tome of terror, manual of monstrosities, or a book of beasts, some reference guide just chock-full of inhuman goodies to throw at your PCs.

But any GM can pull a monster out of the book, slap it on the table, and start a fight.  Next time you open the book and find yourself staring at the entry for "Wimblewurm, Desert" find a way to spice it up.  What would transform your players' encounter with a Desert Wimblewurm from a fun way to pass the time into a memorable encounter they'll be talking about all month?  Use these examples as presented or as inspiration for your own, probably better ideas.

Outcast

Not all monsters fit into the mold assigned to them by the rules.  And no, I'm not talking about switching your monster's alignment and giving it a pair of scimitars.  The monster can still be evil, or still be chaotic, or whatever, but it has different priorities than its kin.  Because of that, it was exiled by its kind, unwelcome, if not outright hated.

Outcast Monsters
1. Lizardfolk architect
2. Fire giant scholar
3. Gold-hoarding giant eagle
4. Elf-friend warg

Unique

Even monsters that fit the mold of their society can be interesting.  Give them something that makes them stand out from their kind, a special power, a trait, or even make a one-of-a-kind creature (my favorite) based on other monsters.

Unique Monsters
1. Blind beholder* clairvoyant
2. Giant halfling
3. Awakened sparrow magician
4. Formorian-nighthag crossbreed
5. Glass dragon
6. Half–giant-centipede, half-human

Legendary

Even outcasts or unique monsters can become trite or clichéd.  But the best way to avert that (while doing it anyway) is to call it out in-game.  The red dragon with a heart of gold doesn't surprise you?  Of course not, everyone's heard of Gorfanion the Generous.  In addition, turning an average monster into a legendary monster gives you the opportunity to work in backstory, setting details, and plot hooks.

Legendary Monsters
1. Glyph, the goblin assassin-mage
2. Kuk'kir, the black half-dragon minotaur
3. Svernthl, the mindflayer* warpriest and emissary to the mortal kingdoms
4. Japhime, the fallen deva
5. Sorrowful Queen of Bones, the death-touched displacer beast*
6. Glardulanth, the awakened sequoia
7. Onedraw, the orc sniper
8. Cortès, the jackalwere bounty hunter


* Blah, blah, something, something.  These are D&D monsters owned by those wizards that live by the coast.

Saturday, February 14, 2015

Company and CEO Names

Names can be a tricky subject. As a game master, world builder, and/or adventure designer, you've probably made your way through a big list of fantasy names already. You've reused, borrowed, and modified names from history, mythology, books, and film.

What's that, you say?  You're running a modern, post-modern, or futuristic game?  And you don't want to just steal names from the real world?  Well, then, have I got a trio of tables for you.

If you're running a modern or futuristic game, your players are much more likely to have dealings with tech and security companies than with any other type of company, at least in my experience.  And your players won't be content to deal with underlings, they'll want to take the actions straight to the top: the CEO.  In that light, here are three tables to help you generate those names on the fly, or to inspire you to create names of your own.

Tech Company Names

1. Dynamic Circuitry Innovations
2. B&W Production (Boards and Wires)
3. Dyson-Calvin Computing
4. ITS (International Technical Solutions)

Security Company Names

1. Secutron Ltd.
2. Uberwatch Security
3. Stack Security Services Inc.
4. Surety Security
5. Vanguard & Co.
6. Castle and Moat Protection Agency

CEO Names

1. Zhang Min
2. Anees Dahm-Rahmani
3. Blythe Bankworth
4. Ruben Rodriguez
5. Maurice Zadeh
6. Carmen Stojkovic
7. Alistair Edgeston
8. Janavi Motirimani



I hope you weren't expecting anything St. Valentine's Day themed today.

Thursday, February 12, 2015

Monster Names

Monsters, right?  Who cares if they have names; at best, they're obstacles, and at worst, they're just sacks of experience points.

But what if your monster is something more?  I think we can all appreciate the goblin who defects from his tribe to aid the PCs or the ogre who's so dumb that the PCs trick him into being their flunkey.  In that case, your monster is probably going to need a name other than "Orc 3".

Allow me to share some tips on crafting names for intelligent (but not very intelligent) monsters.

Make it easy to say.

Goblin Names

1. Gerg
2. Gorp
3. Cackle
4. Clamp
5. Ack
6. Arg

No sense in naming your monster something funny or clever if the players are going to immediately shorten it or give the monster a nickname to avoid having to say "Eetz'frahmda Arbaj-gay."

Make it fun to say.

Ogre Names

1. Gorge Boneclub
2. Glut Filthface
3. Sluggo
4. Retch

So you gave your monster an easy name to say, "Blob."  Not a lot of fun, though, is it?  The players will use it, but they'll never call upon "Blob" with relish.  Change it to "Blob Barker" or "Blobert" and they'll smile every time they talk to your monster.

Make it descriptive.

Orc Surname

1. Bloodfist
2. Rocktooth
3. Fireheart
4. Wildwind
5. Dragonrock
6. Fanghill

I touched on this in the ogre names table above.  "Blob" is pretty good, as far as descriptive names, but not as good as "Blob Thornyseat."  Monstrous surnames are also a great way to build a bit of backstory into the monster and/or the setting.  "Blob Thornyseat" got his name from having such a knobbly butt, but "Gurk Icespear" is merely one of the many warriors of the Icespear tribe of ogres in the north.

Saturday, January 24, 2015

Welcome

Welcome to Gather 'Round the Table.  Here, I'll gather and post my RPG resources to share with others.

You don't want to hear about me or my mission statement, though.  You're here for content.

Here's something to tide you over.

Table: The contents of a merchant's pocket
  1. 2d8 silver pieces, an iron key, and a contract
  2. 1d4 gold pieces and a caravan route marked on a map
  3. An emerald on a silver chain (worth at least 6d6 gold pieces)
  4. 1d6 copper pieces and a pair of well-worn bone dice