Play games. Tell stories. Have fun.

Friday, October 9, 2015

In the Vaunted Halls of Heaven

A couple of weeks ago, I went to Twitter and asked folks to send me very specific fiction genres.
"Call me Slamdrew. Dr. Dunkenstein was my father."

I don't know what I expected, but these are two of the responses I got:

I guess I asked for that, right? To be fair, it's the kind of response I would have given if someone else had asked. I asked a question, and those were legitimate answers. Unfortunately, the reason I was looking for fiction genres in the first place was so that I could do another genre mash-up.

So, here I am with two genres, much more specific than I had anticipated, and a self-set goal of combining them. Now, I did get some other suggestions, and I could have used those. But to me, that would have been taking the easy way. No, I would take on this challenge, and I would beat it.

In case you haven't figured out where this is going yet, spoiler alert: I did it. After several false starts, I managed to reconcile these two genres into a single, brilliant (if I do say so myself) idea. You're welcome.

In the Vaunted Halls of Heaven

In 1966, at the height of the space race, the USSR sent up a dozen capuchin monkeys in secret in the Voskhod 3 as part of a long-term viability test. Unfortunately, they lost contact with the spacecraft and assumed that the life-support systems had failed alongside the communications array. The government erased all records of the launch of the spacecraft and cancelled the Voskhod program.

Over the next 100 years of space travel and exploration, the little USSR pod went unremarked. The Russian government had projected when and where it would return to Earth, but either the calculations were lost or there was no one around to keep an eye on them, because when the Voskhod 3 did not descend from orbit, no one noticed.

Aboard the Voskhod 3, the monkeys not only survived, but thrived. The experimental atomic reactor kept the station going, but the small, steady aura of radiation induced strange mutations among the capuchin population. Their lifecycle shortened, and mutations quickly led to a much more advanced creature than was sent up. In only 30 years, they were already developing noticeable intelligence and advanced society.

By 2066, the capuchins aboard Voskhod 3 had evolved human-level intelligence and had begun collecting orbital debris to expand their own craft. When they observed a series of bright flashes, followed by a cessation of all electronic signals, they understood what had happened to the humans below: global thermonuclear war.

They were shocked, then, when in 2076, they received a new signal from the surface. The capuchins had long ago developed their own language, but they still spoke several major languages of the humans. But, although the signal came in a human language, the message was not human. In their rush to save themselves, the humans had developed very advanced nanoscopic technology. Unfortunately for them, they were still in the testing phases when disaster struck.

The beings on the other end of the signal were lab rats and mice that had been successfully augmented by the nanotechnology and had survived the destruction of human civilization. However, though these rodents were intelligent, they lacked the century of experience and cool reasoning that the capuchins had developed. The rodents believed that their nanotechnology was magical, and that they were now in contact with divine beings.

After much debate among themselves, the capuchins decided not to clarify the rodents' mistake, and assumed the mantle of deities. They had amassed a significant quantity of surveillance equipment, so they could look down on many parts of the world below, and even see through the layer of dust that coated the atmosphere.

Another 20 years passed in this way, with the nanotech-enhanced rodents spreading across the mostly barren surface of the Earth under the guidance of their heavenly guardians. But the capuchins were busy with their own projects, and while they did observe and influence the rodents, that was not their greatest focus.

Perhaps they had learned too much from humanity, or perhaps all civilizations are simply doomed to fall to their own hubris eventually. The last divine message was sent simultaneously to all magicians around the world: "Heaven is under attack. Ascend through the skies and come to the aid of your gods." Along with the message, the gods delivered blueprints and a location.

It has been months since the last mouse prophet or rat wizard was able to make contact with their gods, though their magic still works. Now, a team of brave warriors, clever tinkerers, stealthy (hopefully reformed) thieves, powerful mages, and wise priests are ascending to heaven in the divine craft to find out what has dared to attack their gods.

Can they survive the dark, echoing halls of the strange space station built by the capuchins? Are any of them still alive? And what bizarre experiment caused the station to deliver its final message, an automatic SOS?

Thursday, October 8, 2015

Drow (Dark Elves) Treasure

Everyone loves to hate the drow. These dark elves are superior to humans (and all other surface dwellers) and they know it, which makes it all the more fulfilling to foil their plans and beat the tar out of them.

But once the drow are beaten, what do they leave behind? You could take the Baldur's Gate route and have their equipment dissolve in direct sunlight, but that seems like a rip-off of the highest caliber. And drow can't just be carrying +1 scimitars and potions of cure serious wounds right?

In that light, I present to you a pair of tables to randomly generate some drow treasure.

Drow gear

  1. Dridersilk armor
  2. 2d10 shadowcold arrows
  3. Bladed staff with obsidian blades
  4. Necklace of giant teeth
  5. Onyx ring with the crest of a powerful family
  6. Barbed nets with venom
  7. 1d4 fungal poison gas pods
  8. Underground transport disguised as a bullette
  9. Lantern that illuminates only living creatures
10. Sealed spellbook

Drow spells

  1. Deepfire
  2. Strangulation
  3. Phantom stalker
  4. Shadow pit
  5. Burst of spiders
  6. Touch of blight
  7. Undo healing
  8. Aura of subversion
  9. Corrupt blood
10. Cloak of whispers
11. Crown of hate
12. Assassin's bell

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.

Wednesday, September 23, 2015

Random Encounters: Mythical Mountain

Time for another set of random encounter tables! This is the last of the "new" genres, so now I will go back through some genres I've already addressed and create tables for new locations.

As always, the goal of these tables is to allow you to create an interesting encounter in a genre (mythical, in this case) at a specific location (here, a mountain). Hopefully, these tables are reminiscent of classical mythologies, and they inspire you to create a memorable, mythical encounter.

Mythical Mountain

Creature
1. A mountain goat with a snake’s head
2. A tribe of tiny mouse people
3. An eagle with two heads: one head spits fire, the other exhales sleeping gas
4. A gigantic earthworm that can eat granite
5. A winged tortoise who speaks only in rhymes
6. A humanoid creature made half of tree and half of rock

Environment feature
1. A dark cave is lit only by a glowing stalactite.
2. A narrow cliffside path crumbles away at the edges.
3. A long canyon is prone to rockslides.
4. An abandoned shrine has an aura of death.
5. A bank of black, impenetrable fog is rolling down the mountain from above.
6. A small spring burbles nearby, and the sound it entrancing.

Surprise
1. Half-vulture, half-wolf creatures swoop down out of nowhere and attack everyone.
2. A bolt of lightning strikes the creature.
3. The ground shakes, and a deep voice bellows from nearby, "Who disturbs my slumber?!"
4. The creature transforms into a tall humanoid with antlers and ram's hooves.
5. A warrior leaps out, seemingly from nowhere, and tries to slay the creature.
6. The creature begins fading, and hurriedly marks a strange symbol in the dirt.

Friday, September 18, 2015

Troll in the Dungeon!

In case you aren't familiar with Harry Potter, there is a part in the first book (and movie) where a teacher runs into the crowded great hall and shouts that there is a troll in the dungeon. The school erupts in panic and hijinks ensue for the heroes.


This is far from the most interesting or creative way to introduce a problem to your characters, but if you use it sparingly, it is effective. What better way to galvanize your PCs into action than by having an NPC burst in on them and scream that danger is nearby. Bonus points if that NPC immediately faints so that he or she cannot provide any other useful information.

This is a very silly exercise, but here are some more urban fantasy threats that could appear in unlikely locations.

Troll in the Dungeon

1. Zombies in the kitchen!
2. Imps in the chimney!
3. Nixies in the vents!
4. Goblins in the bathroom!
5. Minotaur in the hallway!
6. Efreeti in the back seat!
7. Dragon in the atrium!
8. Vampires in the elevator!
9. Witches on the veranda!
10. Gorgon in aisle 5!
11. Dark elves in the storage shed!
12. Sirens on the sound stage!

Friday, September 11, 2015

Stolen Movie Plots, Ready for Use

So, on one of my favorite RPG blogs (DMing with Charisma), there is an article about designing a game session in 60 minutes. As part of the article's advice for planning a session in an hour, it contains a segment for determining the plot arc for the evening.

Go to your bookshelf, DVD case, video game collection, whatever place you have that stores creative media. Look over what you have and grab a few items with which you’re familiar.[...]Given what you’ve grabbed, consider each and boil it down to its most basic conflict. This is the plot you’ll use for your session [...] For these purposes the heroes and most of the setting are irrelevant. We only want a conflict and perhaps an antagonist, so ignore everything else.
[...]
When we look at [The Avengers film] very, very broadly, looking at the villain and conflict gives us “a magician appears to herald and lead invaders”. That’s the sort of thing you want because it gives you a lot of wiggle room.
This is my favorite part of the article, and I come back and read the article in its entirety every few months (or so it seems to me).

In fact, I like the idea so much, that I have spent some time going through a number of the movies on my own shelf and breaking them down in the same way. These villainous plots are suitable for adaptation into an array of settings, and I encourage you to go read the article yourself and then take a look over your own favorite pieces of fiction.

What can you see beneath the surface? What great plot awaits adaptation? I've provided a list of my own (which contains some psuedo-spoilers), but I'd love to hear from you about how you were able to break down your favorites.

Villainous Plots


  1. Invincible warriors search for a magical item. (The Fellowship of the Ring)
  2. A traitor unleashes an army. (The Two Towers)
  3. A hermit tries to steal a magical item. (The Return of the King)
  4. An assassin appears in an unfamiliar land to kill an important woman. (Terminator)
  5. A warrior seeks a power source hidden in a person. (Thor: The Dark World)
  6. A councilor plots to kill everyone who might ever oppose him. (Captain America: The Winter Soldier)
  7. A war priest seeks information about a powerful weapon. (Star Wars IV: A New Hope)
  8. A merchant army invades a peaceful community. (Star Wars I: The Phantom Menace)
  9. A corrupt politician fabricates a massive war. (Star Wars II: Attack of the Clones)
  10. A prodigious warrior betrays his order. (Star Wars III: Revenge of the Sith)
  11. A prince plans to wed an unwilling woman. (The Princess Bride)
  12. A skilled assassin seeks fugitives at any cost. (Serenity)
  13. A politician gains the unthinking obedience of the military and seizes absolute power. (Divergent)
  14. A ruthless politician tries to unlock an ancient secret. (Insurgent)
  15. Militant cultists follow a globe-trotting trail to an ancient artifact. (Indiana Jones and the Raiders of the Lost Ark and Indiana Jones and the Last Crusade)

Thursday, September 3, 2015

Wandering Traveler

PCs tend to do a lot of traveling, especially in fantasy games. This could be part of the legacy of epic quest stories like The Lord of the Rings and the quest for the Holy Grail by King Arthur and his knights. It could also be because we want our games to have a large scope, covering many different lands and cultures.

Or it could be that we just want an excuse to use the Ice Troll Berserker and the Sand Dragon in the same adventure.

At any rate, until PCs get to be quite powerful, travel generally entails walking or riding across the lands. And on those travels, the PCs are likely to meet other travelers. After all, the world is a big place, and unless there is a very good reason, travel would not be uncommon. And when travelers meet, the least they can do is exchange rumors as they pass, right?

Wandering Traveler

1. A merchant caravan hauling exotic spices and oils from a faraway land
2. A minstrel with a broken lute
3. A vagrant beggar wearing a tattered red cloak
4. A priest/priestess willing to bestow blessings upon those in need
5. A con artist trying to sell worthless trinkets as magical charms
6. A patrol of royal knights who are in a hurry
7. An adventuring party with darkly mirrored members
8. A dragon with injured wings

Rumors

1. The monarch of the neighboring kingdom has fallen ill.
2. Dark elves are preparing to wage war.
3. An unnaturally powerful storm is on its way from the coast.
4. A cyclops has been seen in a forest a day's travel from here.
5. Gnome explorers have uncovered the City of Stone Mothers.
6. Wood elves are falling into comas with no explanation.
7. The mayor of the nearest town is offering a bounty for locks of dwarven beards.
8. Local halflings are holding an eating contest to choose their new leader.