Category: Inspiration/Ideas

Out for a bit…

I’ll be out of the country for a few weeks again, and likely not be posting until next year. This time I’ll be abroad on vacation (and looking forward to getting some real Mexican food). Hope everyone has a pleasant holiday with family and friends.

I’ll throw up some inspirational stuff till then. I’ve always been a huge fan of Frank Frazetta’s paintings. I really think his artwork captured the adventure and spirit of Robert E. Howard’s Conan and the John Carter of Mars books from Edgar Rice Burroughs. Both fictional writings I think were far more of an inspiration for D&D than Tolkien ever was. So until next year, enjoy!

Expeditions of Amazing Adventure: The cavernous archives of the Coreldor arcane library

One of the marvels of the great city Coreldor is that it hosts the largest collection of books and documents of the western Empire. Operated by the mighty arcane guild within Coreldor, this huge stone building lies atop a bluff overlooking the city. The library hosts not only arcane books and ancient rituals, but also various historical documents and maps. It serves as a vast repository of knowledge, whether being map fragments of the lost Alondarra continent, a listing of intricate clan relations of the Kormerrian barbarians, to the unusual customs of Istrian Pict tribes.

Strict rules govern use of the library holdings and the arcane guild holds control with a tight fist. Automated constructs not only wander the rows of books to aid visitors, but larger automatons can occasionally be seen precariously clambering up spiral staircases, patrolling the various floors of the library for thieves. Magical wards also protect books from being removed from the library grounds.

Knowledge from the library holdings can be freely transcribed, but at a hefty price. The guild offers a staff of scribes which can transcribe magical texts into rituals. Membership to the guild will offer a substantial discount, and even an opportunity to study select texts within private tower laboratories on the library grounds. Yet entrance into the guild is a difficult procedure that is costly both in time and expense.

The arcane guild is very proactive in expanding its holdings. The library is well known for paying a fair price for historical texts and arcane tomes. They have even been willing to fund expeditions to ancient ruins to obtain literary treasures, or to produce accurate depictions and maps of lost civilizations. Many companies of adventurers have been known to contact the guild seeking employment for such expeditions.

Rival arcane guilds, even powerful lone wizards, are envious of the Coreldor arcane guild. They hold such a powerful resource of information within their folds. Stealthy attempts have been made to obtain a particular text, or secretly transcribe pages of documents. These thefts have always been stopped, but that has not dissuaded some brash rogues from trying.

There are whispers of a secret chamber within the library. Texts of immense power, some which describe the summoning of demons, or hold within their pages descriptions of great evil, are rumored to be kept there. Only the most trusted members of the arcane guild have entry to such a chamber. To obtain such books, scribe a few pages, or even read the contents of such documents would be a prize for any wizard. An adventurer that was steely enough to find this rumored chamber would likely have a fortune at their fingertips once inside.

4E Campaign podcasts

As I mentioned before, when starting off a campaign I think DM’s should freely loot what they can from other material. There are a lot of campaign primers you can pick up online, including from WoTC, that are free. There are two campaigns I want to bring up, mainly because they each include podcasts of players during actual game sessions.

The first is from Roleplaying Public Radio and their new world campaign setting. It is an intriguing setup as the players are part of a new group of colonists in a new land. Things are very fluid politically and there are a lot of moral quandaries and political factions for the players to get stuck in. The new world does have some indigenous tribes on its shores. How much effort should the players make to work with these groups?

One major obstacle is the need for massive labor. Labor is hard to come by so slavery might be an option for the colony. Should the players support such a thing? Also a goblin hulk is sitting off the waters of the colony. Goblins would be willing to do the bulk of labor on the cheap, but at what price in the future?

All of this has a backdrop of a larger story, where ruins of an ancient civilization are abound. Some players will be drawn towards these ruins through visions and dreams. Deep within those ruins lies the trigger for creating a new age, or will it bring the end of the world? Fun stuff abound here.

The podcasts are entertaining (if you are willing to put up with some NSFW junior high locker humor). While it is tailored to a particular group, just sitting through some of the player discussions regarding some of the sticker moral arguments is worthwhile. I think a DM could pick up a lot of ideas on what would work, and what would need some refining, when running their sessions.

Another minus for me in the podcast (aside from some of the coarse table-talk) is the painful recording of every fight. Playing out a combat is fun. Listening to people play is not. I typically find myself skipping much of the combats during the podcasts.

Still with its flaws, I think this is a great setting. Having the podcasts of actual sessions is also a huge plus as it serves as a reservoir for ideas. It can also highlight parts that can work (or need to be dropped/modified) for a session. Plus the setting is so open, I think a group would have a lot of fun tackling some of the political and moral elements of the campaign, all the while having the excitement of exploring a new land.

The other campaign podcast is Return to Northmoor which I’ve enjoyed a lot. The campaign is much more structured like a WoTC’s scales of war. It has info on encounters and thoroughly providing notes for running a game session.

One particularly interesting concept of the campaign is the relationships the players have with each other. Additionally, much of their background has a tremendous impact on the main story. The players begin at the periphery of a large kingdom making their final run on a cargo raft to a remote outpost. They stumble into an arcane mystery which leads them to an ancient civilization related to each of their pasts.

I really enjoy these podcasts. They are broken down into two types. One is a thorough discussion on tips and pointers for running the material provided. The second is actual recordings of the play sessions. What I particularly like is that the play sessions are edited. Some of the more exciting elements of combat are left in, but most of it is truncated or skipped over, with emphasis made on group roleplaying. I think it is a great format, and something to emulate more (are you listening WoTC?).

Those are two I’ve been following as of late. Anyone else found some fun 4E campaign podcasts?

Expeditions of Amazing Adventure: The virid woods of Vayndaar

The immense thick woods of Vayndaar serve as home to many elven clans. For centuries the woods have stood, the dense tangle of trees and dark earth only broken by an occasional bed of gray stone. It is these outcropping of stones that have served as simple trail through the woods. The four-day trek through the verdant woods would nearly be impossible due to the massed throngs of high trees.

It is said that the woods hold portals to other worlds. The barrier between other planes of existence wane with the setting of the sun. At midnight these walls fade, allowing wild creatures of the fey to cross over. Such portals however are jealously guarded by elves. Perhaps they fear other races mingling too frequently with their Eladrin cousins, a right only the elves feel is theirs alone.

The few human villages that border the woods, took up the habit of marking the lone trail with small piles of stones. The elves which inhabited the forest took these piles to be a peaceful sign, offering safe passage to those that remained along the path. Those that averted from this makeshift trail were watched however, for any transgressions they may inflict on elven kind.

This arrangement has stood for well over a century, and it is well known among the few merchants that travel the woods, safe passage can be found along the stone trail. Some villagers claim that more ferocious denizens of the forest avoid these stone piles. That somehow magic has infused in the small humble markers, such that they offer effective wards against beasts at night. It is a common saying that if one must rest within the woods, one should remain near these stones.

Still a few others state that the stones are not markings of man, but that of Eladrin hunters. During the longest day of the year, they claim barriers between worlds are at its weakest. During that brief night, Eladrin hunters and warriors in fine regalia slip into the woods of Vayndaar and hunt the beasts within. The piles of stone offer a simple marker of the path Eladrin take on this great hunt, ensuring they find their way back before the break of dawn.

Expeditions of Amazing Adventure: The Arid Tomb of the Arcane Practitioner, Al’Khameed

It has been nearly a century since the dreaded wizard Al’Khameed and his undead war band was driven to the desert wastes. His last known deed was to have a monumental altar erected. It is rumored upon its completion, the dark magics he used to invigorate his undead followers had finally taken their toll. The altar was to become Al’khameed’s tomb. His undead servants prepared his corpse, and with his great tome of dark magic, sealed Al’Khameed deep within its walls.

The desert now has an even harsher climate. Sandstorms erupt frequently. Traversing the expansive dunes is a four day trek, but still more than a week quicker than other routes around it. Even alternate routes that skirt around the desert are not without dangers, as the high mountains that border the desert to the north and south are plagued with vile creatures and goblin tribes.

As such, many merchants are willing to drive caravans through the dry land. The journey is taxing on both animal and man. Even with ample supplies of water, many beasts expire due to exhaustion. Rest at night offers little reprieve from the blazing sun during the day, as the land itself seems to draw the vitality out of living creatures. In fact, many older generations of villages which border the desert claim of its slow expansion. That in nearly two decades, the desert has crawled into the surrounding plains, choking the tall grasses under shifting sands.

Despite the harsh conditions of the desert, gnoll raiders have appeared over the years. The fat trade caravans crossing the dunes proved to be too tempting a prize for the gnolls. Some even have said that these evil creatures have managed to infiltrate the tomb of Al’Khameed, and use it as a base to conduct their raids into neighboring lands.

But others claim the final resting spot of the dreaded necromancer is too evil. Nothing living can survive on the grounds of that dark tomb. Some whisper that his undead minions still shuffle about guarding their master’s remains. With the desire to pilfer the tomb, especially the famed tome of dark magic, rival wizards have sought out Al’Khameed’s tomb only to never return from the desert wastes. What became of them, no one can say.

Hearty adventurers willing to offer their swords can easily find work from merchants wishing to make the journey across the desert. Those practiced in the magical arts which can make the journey more comfortable are in even more demand. However, those that have such skills typically find the beneficial effects of such magics greatly reduced once they are deep within the desert.

Rampaging gnolls, typically attacking caravans, have taken up to raiding neighboring villages. Their attacks have been more frequent and vicious over the years. Even more brutal is the increasing incidence of slaves being taken in such raids. Many noblemen and wealthy merchants have had loved ones taken in such manner. Efforts to hunt down the evil nomads have had limited success. But many nobles are always eager to pay trustworthy parties willing to put gnoll skum to the sword.

The tomb of Al’Khameed itself, and its rumored wealth, still is the desire of many. Especially those seeking to obtain artifacts and rituals of arcane power. Al’Khameed’s possessions must still be within the walls of the tomb. Many wizards would quickly fund an expedition of this sort to retrieve such treasures, but unwilling to make such a risky venture by themselves.

Get out and game.

Newbie DM posted a small plea for the industry a while ago and made some good points. I agree that companies really need to push out material, or support 3rd party efforts, to make running games easier.

Personally, I think interactive face-to-face gaming is slowly being eroded. It seems the younger generation’s primary experience with games is through computers and video games. We are becoming more interconnected every day, but that connection is through proxies. I feel direct social interaction with people is slowly being lost, as tabletop or RPGs are becoming archaic forms of entertainment. So I implore people, start playing games in public.

Take time out to hit the local game store. Take some time to meet other people that game. Once in a while break off from your regular gaming crowd and play with some complete strangers at a shop. And more importantly, give that store some business.

Sadly I think online shopping is killing the neighborhood game store. You don’t necessarily have to make a store your exclusive source of games, but make sure to throw a little money their way when you can. Game stores are more than a business that sells goods, they also act as social hubs to meet new players and be exposed to new games.

Play in libraries or other public places. I used to play with a group of historical miniature buffs back in College Station, Texas. They were a great group of guys. Playing in the local library on a Saturday afternoon, typically we would get a few kids interested in what were doing. Lots of kids came by to see us and usually had a lot of questions. Most of them never heard of miniature wargaming.

Exposure to the hobby is important. You would be surprised how many people have no idea about gaming as a hobby, or worse, have a completely negative view of it. Show people what the hobby is all about. Play in public run events. Hit conventions. Participate in RPG day or other industry launch parties by hitting your local retailer and playing in public.

And if you get some kids that come by, take a little time out to answer their questions. Encourage kids to play board games. Get them playing hero clix or mageknight. Get them playing card games like dragon ball Z. Get them playing with other kids where they are actually sitting across the table facing another person having fun.

Show younger kids there is this entire hobby that World of Warcraft came from. Tell them about role playing games. Get them interested in playing with people directly, not simply through a voice box and virtual avatar. They are the future of this hobby. Show them.

Get out and game.

Expeditions of Amazing Adventure: Rogalarr and its Shoals of Ruinous Rock

If it were not for being situated at a hub of roads, it is likely the great port city of Rogalarr would never have been established as a popular sea trade route. The coast to the north is a jagged row of dark stone with swift currents. Fortunately the coastline to the south is easier sailing.

Yet the north sea-trade is more profitable, so much so that the risk to navigate through the dangerous shoals is worthwhile. Only the most experienced of captains can prevent their ships from running aground. While many captains of lesser skill commonly have their ships smashed against the coastline, or worse, dragged under and out to the vast sea.

Hence over the years, ruined husks of ships litter the northern coastline. The waters likely hide more that have sunk to the bottom. Most ships manage to have some of their cargo recovered before thieving folk picked the wrecks clean. Still many rumors swirl about at local taverns of lost treasure beneath the waves, or of some arcane cargo never quite found in those vessels run aground against the formidable shoreline.

Yet even more dark tales are uttered when rum flows freely. Some claim that vile humanoids live under the sea, and call about spirits of old gods to dash the ships of men against the rocky coast. These evil beings then swarm over the wrecks, stealing away survivors and anything else they can carry. All being offerings to the dark sea god they worship.

A hearty band of adventurers might find employment from a merchant, seeking to recover goods from a recent wreck. Or possibly secure such a wreck, while a crew of laborers could be massed to unload it. As many thieving folk would find the opportunity hard to pass with such wealth being readily available, even if the location were rather treacherous to reach.

More ambitious explorers might seek to recover treasure lost to the sea. A local fisherman has found a wreck, and seeks to partner with willing heroes. Some of a more perceptive lot might find the request odd. Is the fisherman really aligned with a thieves guild? Would brigands be ready to strike once any treasure is recovered?

Are the dark tales true? Is the northern coast plagued by Sahuagin that prey on shipwrecks? Or do these dark creatures call forth storms and waves to destroy vessels through black rituals?

Expeditions of Amazing Adventure: The Bustling Bazaar of Kashgor

The nomadic people of Kashgor are known for their fine horsemanship, hunting skills, and exotic foods. Their home is the rolling plains ripe with game and wild spices. Monthly various tribes converge to sell their wares, tell tales, and resolve any tribal issues. A temporary city arises of tents and long rows of wood-framed stalls. Throngs of people move about clamoring to sell goods typically through barter. In no more than a week the people scatter, leaving nothing behind, and the following month they congregate again in a different location.

Kashgor nomads also collect many exotic spices and dried flowers which are prized for their medicinal and arcane properties. As such many merchants from ‘civilized’ regions will seek to purchase what they can, and sell what little manufactured goods the Kashgorians desire. Deals are struck through a word and clasping of hands, but negotiations can be difficult. Kashgor nomads are proud people, quick to take offense, and demand respect of their culture and ways.

– Kashgorians will honor deals made with outsiders, but travel through their region can be dangerous. Adventurers are typically sought to offer protection to, and from, the bazaar.

– The bazaar also becomes a center for judicial matters and political bickering among tribes. It is not uncommon for outsiders to become embroiled in Kashgor affairs, typically causing some slight to a tribal leader. On rarer occasions the tribes may seek a group of outsiders to be arbitrators in a dispute (with some parties willing to secretly offer monetary ‘incentives’ to obtain a favorable ruling).

– It is rumored that some dishonorable Kashgor tribes engage in slavery. Hostages are commonly obtained in raids against rival tribes. Typically these hostages are used to negotiate for political favors against other tribes, being returned once a deal is struck. However, some whisper that a few tribes willingly sell slaves to merchants of the other lands, however unsavory most Kashgorians would find such a practice.

Expeditions of Amazing Adventure: The Secluded Sanctum

As something of a fun series of posts, I’ll try to periodically throw out some (hopefully) adventure inspiring locales. Lately between wandering the Korean countryside and enjoying the League of Extraordinary Gentlemen (sigh… my geekness never ends…yes, I enjoy comics too), I’ve been motivated to try this creative exercise. So every two weeks or so, I hope to produce some interesting fantasy location, ripe with a few ideas for adventure.

The main temple lies in the shadow of a large mountain face. A small path precariously winds upwards towards its summit. Nestled in a slight recess is an image of an unknown god of old. Many of the commoners revere this idol, despite the wishes of the religious leaders in the temple.

Small depressions are scattered around the idol. These hollows in the mountain face are used to hold offerings. Copper coins are commonly placed there. But it is not uncommon for some to leave something of greater value if a strong blessing is particularly desired.

It is rumored that coins are taken up by the old god, a belief reinforced by the continual presence of a few empty holes. Do some villagers secretly pilfer the offerings made by others?

The continual reverence, and more importantly the offer of coin, chafes the religious leaders of the temple. They have avoided any decree towards the villagers stopping their practice. Quite possibly a group of adventurers could covertly deface the idol (and get a suitable reward from the temple)?

What does the idol represent? Is it a primordial god worshiped primarily by animal humanoids? Is this really a revered god found by a nomadic tribe of shifters? Such the presence of a temple below the idol would likely be an affront to their god. The shifter tribe may seek to remove such a temple by force if necessary.