Below the Scarlet Citadel
Tuesday, November 15, 2011
The Wabbajack!
I definitely need to import this magical item from the world of the Elder Scrolls to my campaign.
You are now alone in the darkness...
Ah ah! I was gifted the Turn Tracker, which will now help me keep track of torches, wandering monsters and the like. The days of the ever-burning torches are now over!
Friday, November 11, 2011
Low-Mid Levels Modules
Here is a list of modules targeted at around 4 to 6 adventurers of level 3 to 5 that seem feasible to run in a over-lunch format. I might use some of those once we're done with the Wheel of Evil. If anyone's reading this and has some good suggestions, post them in the comments.
- Ursined, Sealed & Delivered
- The Labyrinth Tomb of the Minotaur Lord (Knockspell #3)
- Skull Mountain
- The Grinding Gear ?!?
- The Lost Staves of Maurath
- Charnel Crypt of the Sightless Serpent (Knockspell #1) -- Pushes the level limit a bit.
RPG Over Lunch
Well, we restarted the role-playing game over lunch at work this week.
I decided to go back to Labyrinth Lord mainly because I was running a module for it which referred a lot to page numbers in the core book, thus easier to use on the fly with the correct system. Speaking of Labyrinth Lord I told my thief player that I would use the Find and Remove Traps rule as written. Which basically means that it is a trap radar. We'll see how it goes.
At least one player wanted to play things a bit differently than my usual low-level meat-grinding style of play. So instead of making things easier for them, I asked them to create higher level characters. The game will progress at the same pace as ever but at least the players will have characters with more options available to them. They will be facing the dangers of the Wheel of Evil module by Jeff Sparks. It was highly recommended on Grognardia so I purchased the PDF and I'm eager to see how they'll unravel the mysteries of the cheese caves.
I decided to go back to Labyrinth Lord mainly because I was running a module for it which referred a lot to page numbers in the core book, thus easier to use on the fly with the correct system. Speaking of Labyrinth Lord I told my thief player that I would use the Find and Remove Traps rule as written. Which basically means that it is a trap radar. We'll see how it goes.
At least one player wanted to play things a bit differently than my usual low-level meat-grinding style of play. So instead of making things easier for them, I asked them to create higher level characters. The game will progress at the same pace as ever but at least the players will have characters with more options available to them. They will be facing the dangers of the Wheel of Evil module by Jeff Sparks. It was highly recommended on Grognardia so I purchased the PDF and I'm eager to see how they'll unravel the mysteries of the cheese caves.
Thursday, August 25, 2011
Among the Stars
Here is the intro for a sci-fi/space opera Play-by-Post game that will probably never be. It is copied here so I will not loose it.
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Wednesday, August 17, 2011
So What's Next for the Adventurers?
As I slowly prepare to re-awaken my S&W game at work, I've started to think about the possible adventure hooks I would make available to them in the great city of Dolmvay.
- Investigate the destruction of the village of Larm.
- A messenger from Stormcrow Keep looks for help in the Borderlands (The Keep on the Borderlands).
- Hear rumours from merchants that there is trouble brewing in the Floon Valley (The Font of Glee).
- A sage is mounting an expedition to travel to the polar coasts (Ursined, Sealed & Delivered).
- Xill Vuntos, tavern keeper of the Silvery Eel has a rat problem (Rats in the Walls, Knockspell #4).
Thursday, June 2, 2011
Shepherd's Bow
Shepherd's Bow (Magic Item): A Shepherd's bow is made by a master bowyer from a Treant wooden heart, killing the creature in the process.
Each wooden arrow fired through the bow strikes with the strength of the treant used to create the it.
Once, the bow can be planted in the ground and will transform back, over a round, in the treant he once was a part of. The treant will fight for the bow's last wielder for one turn before life leaves him forever.
The bow, of course, is lost in the transformation.
Each wooden arrow fired through the bow strikes with the strength of the treant used to create the it.
Once, the bow can be planted in the ground and will transform back, over a round, in the treant he once was a part of. The treant will fight for the bow's last wielder for one turn before life leaves him forever.
The bow, of course, is lost in the transformation.
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