Category: Inspiration/Ideas
Digby’s Wondrous Arcane Wares: Thief’s Paw
[A shriveled gnome travels the lands in a ledge wagon drawn by an old donkey. The cart itself appears as a simple shack of knot-ridden boards with tarnished brass fittings precariously perched on four solid wooden wheels. The gnome claims to be none other than the famed mad alchemist and mystic, Digby. Such a fanciful tale is likely just a ploy to sell enchanted trinkets as it would make the gnome well over 500 years old. However one cannot deny the gnarled form is surprisingly deft and almost spritely in step as he moves about his shop. Nearly every village or city within the lands will have Digby come for a visit during the year. When doing so he always makes a simple camp out at the town border, opening his stock of arcane goods to whomever passes, and eagerly offering tales of the magical items of Dungeon World].
Thief’s Paw
Weight 0, Far, Grotesque
This shriveled hand is rumored to have been severed from a thieving ‘adventurer’ and cursed by a powerful lich. The gnarled, blackened hand is stiff and smells of pungent oils and sickly sweet herbs. When held and a brief sentence given as a command, the hand can be dropped and it will slowly scuttle off attempting to complete its task.
The hand is clumsy with a paltry strength. It can carry small items that might fit within its leathery palm of a weight no more than a pound. It cannot offer any deft manipulation of objects, as the joints stiffly creak and fumble with anything but the most basic of mechanical devices. One interesting characteristic is that the hand is a fair climber, able to dig its chipped nails into stonework and even slowly climb up walls.
While it will steadfastly attempt to complete its task and slowly scramble back to its owner, the paw operates as an automaton. It possesses no stealth and some find using the paw can be maddeningly frustrating at times. If ordered to unlatch a window, the paw will open the nearest and dutifully return to its owner, whether the targeted window was the desired one by its master or not.
Nonetheless, the Thief’s Paw is highly sought by burglars. Such rogues have found it able to steal small trinkets and sneak back keys to locked doors. Although having this ghastly trophy could bring more trouble on the owner, as it usually will pique the interest of town guards and other holy followers for possessing a such a necromatic fetish.
The importance of maps
I’ve gone back and forth with maps. On one hand my free time is limited. Rarely I have the time (or skill) to hand draw an elaborate map for my game. While mining online resources is always an option, it does take some time and usually difficult to get a map that is precisely what would fit your game. So at times I’ve slipped into giving a locale or backdrop environment a narrative description. While it does cut down my game prep time, just describing something doesn’t seem to grasp my PC’s interest.
As one deficiency to using a narrative approach, I don’t spout a thesaurus-like vocabulary when I try to evoke a mental picture in everyone’s head. I just can’t seem to get that descriptive and it never seems to match that of a physical representation. Having a physical document, where everyone eagerly props their elbows up on the table to gaze over a printed page, just seems to capture their imagination more.
This works for me too, I just seem to sprout more ideas when I sketch out something. It even works just looking at maps. The Nentir Vale seems more alive when you have a map to gaze at. Even a sparse one like over at D&D Doodle gets your story gears churning. The paved road through the woods depicted there just oozes theme. Could there be bandits? And what of the Farmer’s stead nearby? Does he offer a reprieve from the elements? Or are travelers forced to camp near the waystone before the long trek through the forest? And what of the barren patch of hills to the north?
For my recent Savage Worlds weird west campaign I managed to snag a wonderful alternate history map of the US. The various political states got me thinking about different movers and shakers within this fictional Americas. How did Texas become an independent republic? How friendly would the Union be towards the British Possessions in what would be Canada today? Would the former colonies be close or would they have better relations with the relatively independent Dominion of Canada? All of the partitioned country boundaries of these Americas got me thinking of potential allies and villains for my PCs.
Maps do that. They spark the imagination of players and can certainly get your creative juices going as a DM. There’s a certain concrete feeling of having a physical document in your hand that cordons off potential wild thoughts into tactile plans for stories.
So when considering thinking up your next grand adventure or new campaign. Spend some time sketching or searching for a suitable map. You’d be surprised how many ideas you can get from an image of transecting lines and the stories that might spring from them.
Webcomics as RPG inspiration
I’m a dork. I love comics. My collecting days faded long ago but the resurgence of trades has allowed me to rediscover my love of comics. Fortunately the medium has spread out to some wonderful online comics too.
I’m knee deep in a weird west Savage Worlds campaign now but I’m always on the prowl for ideas. A big plus of Savage Worlds is it’s a fairly generic rule system. If my players want to take a break and do a one shot in a different setting, we can make the jump and not get too bogged down with learning another system.
Given just about anything is on the table if I get a fancy for running something different, I tend to find inspiration in a lot of comics. Lately I’ve been enjoying a slew of online stuff that has gotten my adventure-generating juices going. With the combination of images and text, I just seem to get a lot of inspiration from them. Here’s a list of a few I’ve been enjoying as of late…
Broodhollow – First up is a wonderful supernatural comic from the same fellow that does Chainsawsuit and the concluded Starslip. Set in the 30s it tells of Wadsworth Zane, a phobia-riddled salesman, that decides to heed the call of managing the affairs of a long lost relative which left him an antique store in their will. The town itself is steeped in odd traditions, unexplained events, and townsfolk seeming oblivious to the strange goings on.
It has a humorous charm and certainly strives for tickling the reader’s funny bone. However, like the town of Broodhollow itself, under the surface are moments of stark, skin-crawling horror. A nice source of inspiration for any Call of Cthulhu game.
Outrunners – I wish I knew more about the artist for this gritty futuristic webcomic. All I know is it oozes cool as street gangs of the future fight over what turf they can and against oppressive law enforcers. The story revolves mainly around the reckless and headstrong, Reck, and the gang she runs with. It’s a world of haves and have-nots with the Outrunners trying to scrape out a piece for themselves.
There is wonderful stuff here. The action is enjoyable and if anything, the dialog really seems to capture that Akira bike gang feel. While not quite cyberpunk, it has a great tough street theme and face it, running a game or two where PCs are part of a futuristic street bike gang would make for an amazing time.
Kill 6 Billion Demons – This is just trippy stuff. Not sure if this is a solo story effort, or done through collaborative storytelling. Nonetheless K6BD seems to capture that wild fantasy setting of Planetscape and the planar city of Sigil quite well. I’m still trying to wrap my head around the story some. All I can say is that much of it is just otherworldly.
The visuals of the comic express a teeming city of bizarre beings and creatures, with strange merchants that deal in the property of spiritual essences. It really is a great source of inspiration for a wild urban fantasy game and worth checking out.
The Fox Sister – Set in the late 60s in Korea, this tells a more modern version of a classic Korean folk tale. Yun Hee is a shaman and slayer of demonic creatures. As a child she lost her entire family to a kumiho, or 9 tailed fox demon. She still pursues the creature that possesses the body of her sister. It’s an enjoyable comic with a more action oriented take on horror.
It’s a modern supernatural story with an Asian touch. It manages to merge different cultural views in the story as one of the main characters is an American missionary. When I’ve run past supernatural RPG sessions, it’s always been seated firmly in a western setting. The Fox Sister has sparked my interest in exploring other horror mythos and has made the idea of running a game in an Asian setting more approachable.
That’s pretty much some of the webcomics I’ve been farming for ideas as of late. I hope folks take a bit of time to give them a look and find some enjoyment with reading them. And if you also manage to get inspiration for your own RPG adventures, well that’s even better.
Digby’s Wondrous Arcane Wares: Will-o-wisp Lantern
[A shriveled gnome travels the lands in a ledge wagon drawn by an old donkey. The cart itself appears as a simple shack of knot ridden boards with tarnished brass fittings precariously perched on four solid wooden wheels. The gnome claims to be none other than the famed mad alchemist and mystic, Digby. Such a fanciful tale is likely just a ploy to sell enchanted trinkets as it would make the gnome well over 500 years old. However one cannot deny the gnarled form is surprisingly deft and almost spritely in step as he moves about his shop. Nearly every village or city within the lands will have Digby come for a visit during the year. When doing so he always makes a simple camp out at the town border, opening his stock of arcane goods to whomever passes, and eagerly offering tales of the magical items of Dungeon World].
Will-O-Wisp Lantern
touch, 0 weight
This plain brass lantern has a large open face and a stub of candle within. Engraved on the worn handle is a single word in dwarven flanked by unusual runes. When held aloft and the word is spoken, the lamp alights giving off a bright light equivalent to several torches. The candle within the lantern does not ‘burn’ nor give off heat. The ghostly, white-blue light can only be extinguished if the engraved word is spoken again.
What is particularly amazing about the lantern is that once lit by the command word it will hover in place when released. If the speaker moves, the lantern will follow at a leisurely pace, hovering and always remaining within 10 feet. If a weight greater than a single coin is placed on the hovering lamp it will descend and rest on the ground, still giving off light. Attempts to tie a rope or use the lantern as a means of levitation will fail.
If another person touches the lantern, aside from the person that spoke the command word, it will immediately extinguish itself and crash to the ground, awaiting to be lit again by the magical word inscribed on it.
Off for a while
Will be out of the country a bit again. This time for holiday. My blog will be on autopilot for a while so expect a few posts slowly dribble out while I’m away.
Until then enjoy a map from Dungeon of Signs and be sure to dig through their blog. Tons of inspirational images and maps are there, not to mention a few choice articles.
Freesound.org – sounds for your game
A while back I linked a gaming site that had various MMO soundtracks you could download. They had a pretty nice selection and found a few tracks that would work well for some background music to my sessions. I used to shy away from having music for my games. However I found with a decent mix you could get something playing in the background on a loop adding a little flavor to the game, and still not make it a distraction to what was happening around the table.
A few months ago I ran a Savage Worlds game for a local con. Being a demo game with new people, I really wanted to add something to the session to make it stand out. Normally I’m not one for sound effects. However for a few key points in the game, I wanted to add something to make it more of an engaging experience. As it was a horror sci-fi game, I also wanted some type of ambient noise to get everyone in the mood. Having a MP3 player and a miniature speaker, I could easily get something portable up and be able to play some tracks without it being too fiddly and taking up a bunch of space on the table.
So I needed to try and pick up some sounds. I stumbled across Freesound.org and fell into the rabbit hole of creative commons sound files. A bit of digging and I was able to find that perfect space ship alarm. There were tons of industrial and factory sounds. You can really find some wonderful ambient stuff. As for my sci-fi horror game, I settled on a few and also threw in a particularly longer ambient music track that was perfect for setting the mood.
The tracks are free, but many require attribution if being used in other projects. Consider throwing a bit of money to the site also as a donation. There are some nice tracks folks have made available. As for me, I am certainly going to be mining this for certain games. I simply cannot see running a horror game taking place on a dark and stormy night without using this site for some needed atmosphere.
Expeditions of Amazing Adventure: The puzzling portals of Pomdaria
The Pomdarians were an ancient race of lizard folk that created a great empire of arcane marvels. Thousands of years since their demise many of their mysterious monuments still litter the southern jungles. Some legends say that they fell into warring factions, wielding powerful magics that resulted in the destruction of their race.
Other legends speak of a great religious movement which rebelled against their affinity of the arcane, choosing instead to worship primal gods. This divergence in philosophy was so pronounced it actually split the lineage of the Pomdarians into two races, the primal lizardmen and the magic-touched dragonborn (although few historians would be foolish enough to bring up such a topic in earshot of either race).
Still others claim that the great network of portals created by the Pomdarians lead to their downfall. Use of these portals weakened the normal boundaries of the physical world and that of the great beyond. Horrible aberrations slipped into the known world and brought down their great civilization, likely explaining the origins of many monstrous creatures in the world today.
No one can state the real reason for the fall of the Pomdarian empire. What cannot be refuted is that this grand civilization reached an epoch, and in the matter of a few years slid into obscurity, utterly wiped from world existence. One part that remains of their enigmatic past is the sparse number of standing portal gates scattered among the deep jungles.
Many times there have been attempts to map and categorize the portal doors by the League of Imperial Arcanists. Still to this day their efforts have been in vain. One simply knows that you enter the gateway, and emerge from another random portal gate. Most of the gates have been discovered and are within the boundaries of many towns or cities, however the discovery of another portal ruin is not unknown. What compounds the complexity of categorizing these portals is the inexplicable length of time one can enter another gateway. Once a person enters, they cannot reenter a portal gate for up to a week. And when they can do so, it inevitably will lead them to another location.
A few steely merchants are willing to make use of these portals. The gamble is that such merchants will not know where they land and what are the desires of their potential customers. Hence, usually they ply staple goods that will sell in just about any city. What makes this journey even of more risk is that some gates lead to ruins deep within the wilderness. Even darker tales circulate of merchants that enter the portals never to be seen again. Either they arrive at some other gate buried in some deep cavernous ruins, surrounded by foul monsters, or they slip out of this world entirely.
Such rumors are fodder for many companies of adventurers. Stout hearted heroes willing to step into the shimmering ruin gateways in hopes of landing at some undiscovered location. If one found lost ruins of the Pomdarians at some previously unknown destination, clearly there could be riches, or at least find the League of Imperial Arcanists willing to pay handsomely for any maps and proof of such ruins existing.
“Bring the salt” – Superstitions in your game
My wife is Korean. Last year there was a death in the family and I was unable to travel to another city for the funeral. Late at night my wife returned and from the parking lot downstairs she called me, “Come downstairs and bring the salt.” No clue why she wanted it but I comply with the wishes of my CO. As I come to her car she steps out and grabs a palmful of salt tossing it over herself and then tossed some over the top of her car. Walking up to our apartment she called back over her shoulder, “To ward off evil spirits.”
Four is a big no no over here. Four is a number aligned with the same word for death and loss so it’s avoided. Giving cash gifts (a common practice) you never give away increments of 4. 30,000 and 50,000 won is okay, but 40,000 is an insult. It’s so pervasive you can’t even find an option to take out 40,000 or 400,000 from ATM machines.
Now as an American I sometimes roll my eyes at stuff like this, but I realize Americans do similar things too. Next time you are in an elevator for a highrise office building, see if you can find a button for floor 13. Once when it was pouring here in Korea I walked in with a dripping wet umbrella. My coworker took it from my hands and opened it up out in the hallway. For a brief instant I thought about bad luck, then I realized how clever it was to allow the umbrella to dry quickly exposing more surface area (rather than being bunched up when it is closed). Cultures have superstitions, and it’s amazing how pervasive they are.
For RPGs, superstitions are a great way to add some local color to a city or people. Further it’s something that can go beyond religious beliefs, being part of the culture for a group. Maybe every doorway holds a simple wind chime to ward off spirits. Maybe for every cup of ale one drinks in the local tavern, you dip in your thumb and press it on the table while you take the first draught. These small details can bring a lot of life to the fantasy world you create and even better, allow for some local flavor from town to town rather than it being another nondescript village.
Superstitions are also ripe for adventure fodder. In a world of fantastic creatures maybe there is a hint of truth to every dark superstition. It’s quite possible that a village hovel that doesn’t mark its doorway with a sigil might have some foul creature come at nightfall. Maybe players failing to follow a superstitious ritual are shunned, or given dire warnings (with ghostly consequences if they don’t follow a local custom). Not all superstitions have to be in place to ward off evil but could be done to avoid mischievous spirits.
Special events can also provide a backdrop for adventures. Festivals and a customary dinner revolving around a ritual can work too. While the players might be included as friendly participants, maybe they are considered outsiders and not welcome as part of the festivities. Maybe petty jealousies among villagers could lead to one fouling an offering or superstitious ward of a neighbor, bringing about some unforeseen horrible fate. Consider our Halloween and the Jack-O’-Lantern. What if a rival decided to smash his neighbor’s pumpkin in spite to bestow a bit of bad luck? Instead of some slight misfortune, the neighbor’s child is spirited away to the Fey. This could be a great setup for a one-shot adventure.
So the next time you describe a small village, consider looking at superstitions. They can offer an easy means to add some interesting detail to the locale and people, breathing a small amount of life into your world. They might even be a great source for a session’s adventure.
Expeditions of Amazing Adventure: The grasping overgrowth of Gymynda
Deep within the western forests was the famed city of Gymynda. Carved from the wilderness from pioneering humans, it established itself as a trading hub for the many tribes of the forest elves. A wary peace was struck long ago from the great elven chiefdom of Aldarianna Moonlight. Her wisdom and patience with the human settlement fostered a long relationship of mutual benefit and trade. At times relationships were strained, especially when some industrious humans of Gymynda struck out too deep within the territories claimed by elves, but her steadfast resolve for peace usually silenced any voices of violent reprisals.
Many claim it was her passing which sealed the fate of Gymynda. For many generations of cityfolk, the elven tribes were seen as good neighbors, even allies in times of need. However the Grand Chief Aldarianna Moonlight’s health began to wane from a mysterious illness. Despite the efforts of elven shaman and learned human healers of Gymynda, she slid further and further into a drifting malaise, as if her very life was being siphoned away. Within years she eventually succumbed and fell into a deep sleep and in days she had slipped from her mortal husk.
The death of their great leader was a time of long mourning within the elven tribes. The lead council of Gymynda also decreed a month of mourning among its citizens, but while the Grand Chief was respected, many of the folk within Gymynda did not hold the same reverence for her as those of her elven followers. Within a week mourning dress among the city dwellers began to lift and in short time life went back to normal. After all, many felt there was still coin to be made with trade, trapping, and farming, and some even felt it an ideal time to claim untapped ranges of forest for logging.
No one knows what caused the great growth. Some would claim it was a wicked curse brought about by elven shaman, to inflict their wrath on the humans that failed to show proper respect during the passing of their leader. Others say it was great magics wielded by the elven tribes to stifle the further expansion of Gymynda. Some state these elves knew with Grand Chief Moonlight now gone, the city would begin rampant expansion within their borders.
However a far more sinister tale is sometimes spoken. One of dark magics brought on by avarice from some within Gymynda, quite possibly a dark pact with demons to inflict a curse on Moonlight that would sap her very life force. A horrible spell with terrifying unseen repercussions.
For over a decade Gymynda prospered. The city grew and industry thrived. Great logging guilds reached deep within the thick woods. As the city developed, so did their men-at-arms and militia. The elven chiefdom broke apart as individual tribes had squabbled among themselves. Some sought peace, while many were willing to aid Gymynda in expanding into the lands of rival tribes if it meant keeping their holdings untouched. The wealth and affluence of the trading merchants and craftsmen guilds swelled within Gymynda. Gone were the days of hearty pioneers as opulent ways were adopted among the more wealthier citizens.
Then, on the sixth full moon of a new year, the cursed growth sprung up within Gymynda. Its citizens woke in horror to find buildings overgrown in thick vines. Young trees and grasses burst forth among cobbled stone streets. More terrifying was that some were found entombed in thick vines, suffocated and serving as a morbid bed of blood red flowers which covered their corpses. Efforts to hack away at the vines and trees were a herculean task. A man would go through several steel axe heads and only manage to make a paltry clearing. On the next morn they would find their efforts worthless, as new verdant growth would replace any cleared areas.
However all of these events paled to what soon followed. The denizens of Gymynda soon found themselves to be growing like the land around them. Patches of skin became covered in thick moss. Blood red flowers emerged from ears, eyes, and mouths. Bodies stiffened as their very limbs began to sprout tendrils of thick roots and vines.
Panicked people fled from Gymynda. Those that sought refuge with the elves were turned away or slain, the elves burning the bodies that remained with ritualized magics. The forest elves knew that dark primal magic was at play. Those that were afflicted could spread the sickness to others and they had to be held at bay through any means. Word of this spread to neighboring kingdoms, and when similar afflictions were seen among villagers that interacted with the stricken people of Gymynda, these lords also decreed to slay any that appeared from the forest.
A century later, some say the ruins of Gymynda can still be made out among the clinging wild of vines and trees. Some have claimed to have explored such ruins, but few can be believed. As to this day a shambling figure can occasionally be seen shuffling out of the forest edge towards neighboring villages, horrid creatures bent on engulfing large animals and man alike in tendrils of writhing vines.
Some village leaders adopt a proactive stance, encouraging adventurers to make expeditions within the deep forests and clear out any cursed beings that they may find. Some are even willing to pay coin for those that do. All the while, one can always manage to hear tales spoken after several pints in these village taverns. Tales of how sudden was the overgrowth that choked the life out Gymynda and its wealth would likely still be there, hidden under a carpet of moss and vines. All of it just waiting to be plucked up by those brave enough to enter within the cursed ruins.
Busy wandering…
…and will be travelling again. Another work trip, but this time to a country I’ve never had a chance to visit before. So a small but welcome change up from my typical work travel. Will be away from the blog so enjoy some fantasy landscapes by Andreas Rocha while I’m about.











