I like to
use buildings: castles, wizard towers, temples, and other above ground
structures. My adventure locations are often in use, either by the original
users (for example, a cult in a temple), or by new (for example, a kobold tribe
living in a ruined castle). The PCs in my campaigns are often invading people’s
homes (as they do in Three Sad Wizards), or raiding the headquarters of evil organizations.
Thursday, September 12, 2013
Wednesday, September 11, 2013
D&D 30 Days Challenge Day 11 – Favorite Adventure I Have Ran
I usually
run adventures I’ve written myself, like Three Sad Wizards, but less eleborate.
However,
for my Al-Qadim campaign I ran published adventures only. And my favorite among
them was ‘In the City of Brass’ from the Secrets of the Lamp sourcebox by
Wolfgang Bauer. It’s a 2nd Edition module, and it has the same flaws
as most 2E adventures: it shows no understanding of what DM and players
actually do at the table, and it assumes a sequence of events that almost
certainly will be disrupted by the very first logical action the PCs take.
So why do I
like this adventure? Well, for one thing, it takes place in the City of Brass.
The TSR version of the city is pretty good, and gives exactly what you want
from the place: fields of molten lave, golden towers of the azers, salamander slaves,
and the palaces of the Efreeti.
Secondly,
even if the plot is abandoned the minute the PCs arrive in the city, the adventure
describes many locations and encounters that can be used right out of the book:
an Efreet palazzo, complete with all the guards and treasures to be had, many
encounters for characters roaming the streets, and captain Soot, who sails his
ship between worlds and is a good candidate for favorite NPC.
Tuesday, September 10, 2013
D&D 30 Days Challenge: Day 10 – Craziest Thing That’s Happened That I Saw to a Party/Character/My Players, Etc.
When in the
Banewarrens, the party was caught in a teleportation
trap, that teleported everybody in the room to a pit trap, doing 10d6 of
damage. We barely survived, and after we were healed, a new problem arose. The Pactlords
of the Quaan, an organization of weird monsters, had sent a dearch party, existing
of a mind flayer, an ogre mage, a hieractosphinx, an ettercap, and a monstrous
spider.
With most
of our hit points lost in the trap, we were hardly in a state to fight. However,
the Pactlords closed off the way back. We retreated, and decided to use the teleportation trap to teleport behind
them. Now we knew what was waiting for us, we could activate our spells and
magical items to walk into the trap with minimal damage. So we activated the
trap, teleported to a good distance from the monsters, and fled.
I don’t
know if it’s the craziest thing ever,
but I think using a trap to escape monsters is pretty unusual.
Monday, September 9, 2013
D&D 30 Day Challenge: Day 9 – Favorite Character I Haven’t Played
Back when
we often played superhero RPGs – mostly Mayfair’s DC Heroes and Green Ronin’s Mutants
& Masterminds – we always made up a comic book “universe” for the adventures
to take place in. This included a lot of other superheroes which we created and
made stats for, but never actually played. My favorite among them is Duplica,
the Multiple Girls.
Duplica could
multiply herself into many versions of herself, much like Marvel’s Jamie
Madrox. Every version of her came from a different concept universe, and had a
different personality. When she would send the Multiple Girls away, a different
girl would stay behind on this Earth.
I think the
multiple personalities of the character would be fun to play, as well as
examining what takes place in those other universes.
Sunday, September 8, 2013
D&D 30 Day Challenge: Day 8 – Favorite Character I Have Played
Quinzel was
the female jester I played in my brother’s Expedition to the Ruins of Greyhawk
campaign. She was inspired in no small part by Harley Quinn from the Batman
Animated Series, and
This being
3.5, Quinzel was a bard with the jester prestige class, which meant she could
use the spell Tasha’s hideous laughter a few times a day, and she could play
the flute. But she had a rod of wonder (for OSR people better known as a wand
of wonder), and that magic item is awesome. Quinzel would yell ‘Fireball!’
whenever she used the rod, and enjoyed watching the monsters dodge out of the
way of a stream of butterflies.
Expedition
to the Ruins of Greyhawk makes use of some famous or high-profile places and
NPCs. Quinzel performed at the Green Dragon Inn, and made fun of Damaris and
Lord Robilar (and got away with it).
In the
dungeons deep beneath the Greyhawk Ruins, she had to fight an Evil version of
herself from an alternate reality. She lost, and the Evil Doppelganger took her
place. I played the rest of the adventure as a Quinzel of LE alignment.
In the
short-lived 4E campaign my brother ran, I played Quinzel again. I figured, if
she had changed places with an Evil Quinzel of another world, this was that
other world. I played her for one adventure, but in 4E, it just wasn’t the
same.
After that,
I made up a new world for Quinzel to live in. I was planning on using her in a
novel, but after a few false starts I ended up writing another story, in which
she didn’t appear. Quinzel stayed imprisoned in Limbo for a while, and I
decided to make that part of the character.
So now
Quinzel is a NPC. The wandering between worlds has driven her mad. She has
become a disciple of the Lords of Misrule, powerful demon lords that destroy
world after world. Quinzel looks for suitable worlds to destroy and leads her
demonic mentor to them, all Silver Surfer-like.
Quinzel
will make an appearance in the series Faces of Pretomournon, here on this blog.
Saturday, September 7, 2013
Faces of Pretomournon: Introduction
Pretomournon
is an extraordinary city. As capital of The Mournful Kingdom, it’s the city
where the Queen’s palace stands. It’s the place of the largest and most
important university in the world. And although most of the people in the city
are humanotheists, the largest cathedral of the Temple is there as well.
First-time
visitors to Pretomournon marvel at the layout of the city: It’s not built on,
but in the ruins of older versions of
the city. Crowded streets run through uninhabited expanses of debris and half demolished
buildings. Some of the ruins are inhabited by the city’s underprivileged. No
homeless sleeping in the streets of Pretomournon.
The people
of the city are just as remarkable as its buildings and ruins. Their clothing resemble
stage costumes, and many of the inhabitants act like they’re thespians, talking
as if they’re orating a monologue. Every man and woman in Pretomournon presents
himself how he wants to be perceived, not how he or she really is.
That is why
visitors to the city never get to see the real Pretomournon. They get to see
the façade – the false faces the inhabitants put forth. The real Pretomournon hides
behind the façade, where the inhabitants scheme and plot against each other.
Every Pretomournian is involved in a conspiracy or two.
The series Faces of Pretomournon will present 30
inhabitants of the city. Every one of these NPCs takes part in one of the many
conspiracies the city has. You will learn about:
Book Trade: A librarian illegally sells books from the
university library, and with the money buys terrible books of forbidden lore on
the Nightmare Market.
Dead Master Thieves: A lich tries to turn the local
thieves’ guild into one of the worldwide Meta-Guilds. To assume Guild
leadership, he raises famous thieves from history as Dead Master Thieves.
Dreams and Nightmares: A succubus courtesan steals the
dreams and nightmares of her customers, and sells them on the Nightmare Market.
Making Art: The up-and-coming artists of the Pretomournon
art world center around a single art gallery, where art created by nightmares
and genies
The Romanticist in Trouble: A romantic swashbuckling rogue
climbs into the rooms of teenage girls at night. However, he picked the wrong
window, and a powerful mage wants him dead for touching his daughter.
Sex, Spies & Murder: The Madame of one of Pretomournon’s
pleasure palaces is secretly a senior member of the Secret Masters. In
addition, she’s the city’s primary spymaster and conspirator.
Summoning the Anti-Deity: A small cult within the Temple
works to summon their goddess to the mortal world. However, disciples of the
Lords of Misrule conspire to summon one of their masters, and with it, the
apocalypse.
Weapon Smuggling: Weapon smugglers bring strange, powerful magic
weapons into the city. Recently, shipments are disappearing. The seller wants
his money, and the owner wants his weapons.
D&D 30 Day Challenge: Day 7 – My Favorite Edition
The Mentzer
sets, also known as BECMI, for Basic Expert Companion Master Immortal. Of
course, this is the edition I started with, but actually I never played it much
beyond the basic set, changing to AD&D. I didn’t see how great this version
of the game is until I started playing it again about 5 or 6 years ago.
It’s the
most complete version of D&D, with rules for dungeon and wilderness
adventures, Domains and Strongholds, weapon mastery, and adventuring on alternate
planes of existence. Characters can advance to level 36 and even beyond, petitioning
to become an Immortal (god). Maybe it’s a bit much, and, since few campaigns
will run that long, unnecessary, but it’s nice to have these options.
BECMI also
has the best adventures published for it. Each set has a series of adventure
modules associated with it: the Basic Set has the B-series of modules, the
Expert Set the X-series, etc. This are not edited tournament modules that give
a wrong picture of how an adventure fits together. Each adventure teaches DMs the
rules from the corresponding boxed set. In Search of the Unknown and The Keep
on the Borderlands are great dungeon adventures, and The Isle of Dread is a
fantastic wilderness adventure.
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