I'm not just working on rules for roleplaying, I'm also doing brainstorming exercises. Here's one I did earlier this week:
The Cherokee called the Cumberland Gap, the Warrior's Path. Brainstorm some fantasy trail names:
Warrior's Way
Flatwoods Trail
Silver Creek Way
Dragon Pass
Grisly Passage
Broke Foot Road
Cut Throat Crossing
Tall Pine Pass
Weaver's Loop
River Route
River Road
Pilgrim's Pass
Amber Pass
Scenic Route
Hero's Pass
Old Ford
Golden Pass
Silk Road
Bent Road
Hog's Head Crossing
Troll Pass
Skull Pass
Antler Route
Horse Ford
Sleepy Trail
Owl Way
Horn Pass
Stone Pass
My Two Copper Pieces
A blog about classic RPGs
Friday, May 8, 2015
Trail and Pass Names
Labels:
brainstorming,
fantasy,
FRP,
roleplaying
I'm getting back into roleplaying after almost a 10 year hiatus. Here are my thoughts, rule variations, conversions, revivals, and maybe even my own system!
Friday, May 1, 2015
Flaymes - Creature Feature
I took inspiration for this from the Plague Zombie found in Adventurer Magazine #2, an 80s gaming magazine.
Flaymes
AC 2
HD 3* (S)
Move 90' (30')
*Attacks 1 or Special
Damage 1d10 + Special
No. Appearing 2d4 (4d6)
Save as F3
Morale 10
Treasure Type Nil
INT 6
Alignment Neutral
XP 50
Monster Type: Planar Monster, Enchanted (Common)
Flaymes are lesser elementals from the elemental plane of fire. They look like 3' dancing flames, but can change their shape to 3' tall, red-skinned, hairless humanoids. They can cast five magic missiles (fire bolt) per day, one at a time. They take double damage from water, normal damage from Fire and Air, and minimal damage from earth.
Terrain: Elemental Planes
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
© 2015 Phillip Riley
Flaymes
AC 2
HD 3* (S)
Move 90' (30')
*Attacks 1 or Special
Damage 1d10 + Special
No. Appearing 2d4 (4d6)
Save as F3
Morale 10
Treasure Type Nil
INT 6
Alignment Neutral
XP 50
Monster Type: Planar Monster, Enchanted (Common)
Flaymes are lesser elementals from the elemental plane of fire. They look like 3' dancing flames, but can change their shape to 3' tall, red-skinned, hairless humanoids. They can cast five magic missiles (fire bolt) per day, one at a time. They take double damage from water, normal damage from Fire and Air, and minimal damage from earth.
Terrain: Elemental Planes
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
© 2015 Phillip Riley
Labels:
Creature Feature,
D&D,
FRP,
OGL
I'm getting back into roleplaying after almost a 10 year hiatus. Here are my thoughts, rule variations, conversions, revivals, and maybe even my own system!
Saturday, April 25, 2015
Soulstones - Malformed Magic Item
Another magic item based on one found in the Compleat Spell Caster. I have made it more like the Mirror of Life Trapping.
Soulstones
Soulstones are generally found in the tombs of spell casters, dragon hordes, and in the hands of powerful NPCs. They appear to resemble any type of high quality gem. The gem is inscribed with very fine engraving. The power imparted by this gem depends on the being who is trapped. The holder of a stone decides which of the being’s abilities he will acquire. Once a power is chosen, the holder cannot switch. Soulstones tend to leak the memories, thoughts, and fears of the entrapped being. This leads the holder to having recurring dreams, nightmares, visions and attacks of paranoia. Breaking the stone will release the being who may do a favor for the one releasing him.
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
© 2015 Phillip Riley
Soulstones
Soulstones are generally found in the tombs of spell casters, dragon hordes, and in the hands of powerful NPCs. They appear to resemble any type of high quality gem. The gem is inscribed with very fine engraving. The power imparted by this gem depends on the being who is trapped. The holder of a stone decides which of the being’s abilities he will acquire. Once a power is chosen, the holder cannot switch. Soulstones tend to leak the memories, thoughts, and fears of the entrapped being. This leads the holder to having recurring dreams, nightmares, visions and attacks of paranoia. Breaking the stone will release the being who may do a favor for the one releasing him.
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
© 2015 Phillip Riley
Labels:
D&D,
FRP,
Magic Items,
OGL
I'm getting back into roleplaying after almost a 10 year hiatus. Here are my thoughts, rule variations, conversions, revivals, and maybe even my own system!
Plague Zombie - Creature Feature
So I'm working on monsters too. Here's the first, the Plague Zombie. I took inspiration for this from the Plague Zombie found in Adventurer Magazine #1, an 80s gaming magazine.
I'm not sure about XP. At first, I started out with the XP of a similar HD disease carrying monster...The Wererat, then I added for their ability (effects of third level spell, so 10%+20%+30%=60%), and came up with 80. Upon further though I realized it worked more like mummies (only with a save). So I thought, "this is about half as good as a mummy". I took the mummy XP, cut it in half, subtracted some for lower dice, and came up with 240. What do you think?
Plague Zombie
AC 5
HD 3* (M)
Move 120' (40')
Attacks 1 claw
Damage 1d8+1 + Disease
No. Appearing 2d4 (4d6)
Save as F3
Morale 12
Treasure Type Nil
INT 1
Alignment Chaotic
XP 50
Monster Type: Undead, Enchanted (Common)
Plagues zombies are mindless human or demihuman undead. They resemble normal zombies except they do not move slowly. Most are the empty, diseased corpses of animated by evil magic-users and clerics. They are most often used as guards and soldiers. Anyone hit by a plague zombie must make a saving throw vs. poison. If failed, the victim will begin to feel weak after one day and will be unable to perform any strenuous active, such as combat. After a week, the victim will be completely bedridden, and feel nauseous and disorientated. After this, they must make a save vs. poison daily with a -1 cumulative penalty, if failed they die. If the body is not destroyed or cured of the disease, it will become a plague zombie in 1d6 days.
Terrain: Ruins
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
© 2015 Phillip Riley
I'm not sure about XP. At first, I started out with the XP of a similar HD disease carrying monster...The Wererat, then I added for their ability (effects of third level spell, so 10%+20%+30%=60%), and came up with 80. Upon further though I realized it worked more like mummies (only with a save). So I thought, "this is about half as good as a mummy". I took the mummy XP, cut it in half, subtracted some for lower dice, and came up with 240. What do you think?
Plague Zombie
AC 5
HD 3* (M)
Move 120' (40')
Attacks 1 claw
Damage 1d8+1 + Disease
No. Appearing 2d4 (4d6)
Save as F3
Morale 12
Treasure Type Nil
INT 1
Alignment Chaotic
XP 50
Monster Type: Undead, Enchanted (Common)
Plagues zombies are mindless human or demihuman undead. They resemble normal zombies except they do not move slowly. Most are the empty, diseased corpses of animated by evil magic-users and clerics. They are most often used as guards and soldiers. Anyone hit by a plague zombie must make a saving throw vs. poison. If failed, the victim will begin to feel weak after one day and will be unable to perform any strenuous active, such as combat. After a week, the victim will be completely bedridden, and feel nauseous and disorientated. After this, they must make a save vs. poison daily with a -1 cumulative penalty, if failed they die. If the body is not destroyed or cured of the disease, it will become a plague zombie in 1d6 days.
Terrain: Ruins
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
© 2015 Phillip Riley
Labels:
Creature Feature,
D&D,
FRP,
OGL
I'm getting back into roleplaying after almost a 10 year hiatus. Here are my thoughts, rule variations, conversions, revivals, and maybe even my own system!
Friday, April 24, 2015
Back to Blogging
I had some family issues the last couple of weeks and had some dental work done. I'm back to blogging as of today.
Labels:
announcement
I'm getting back into roleplaying after almost a 10 year hiatus. Here are my thoughts, rule variations, conversions, revivals, and maybe even my own system!
Monday, March 30, 2015
Spectacle of Lights - Festivals, Spectacles & Holidays
The first in the series of Festivals, Spectacles & Holidays, here is the outline. Be sure to change the bold text to match details of your own campaign world.
Spectacle of Lights
Description: The Spectacle of Lights is held to celebrate triumph of good over evil. A legendary king, his brothers and their armies won a mighty battle and imprisoned a demon. Though they won the battle most everyone lost their lives in the process. Annually the ghosts of the fallen dead rise from the battlefield and march to the ancient ruins of the castle. It is a common belief that it is the power of the ancestors that keep the demon imprisoned.
Events
In most villages the spectacle has become a 3 events during two days: Beseeching the Dead, Spectacle of Lights and Triumph of Light.
During Beseeching the Dead all fires are extinguished and businesses are are closed. Everyone except guards and soldiers are released from their normal duties. Today is a holy day of fasting and prayer. Each person will make offerings, either at a family altar or at the temple of the dead, praying that their ancestors keep the demon imprisoned.
At sundown, the Spectacle of Lights begins. Everyone covers their face in ash, lights tapers or lamps and proceeds to the main road through town, chanting ancient hymns in honor of the dead. Depending on the distance to the site of the ancient battle, the dead will march through town sometime between sundown and midnight. After the dead have made their way through town, people will disperse to their homes.
At sun rise on the following day, Triumph of Light begins. Today there will be public feasts, entertainment, an open air market and much more. Everything from plays to jugglers to musicians can be seen at the feasts. Some people exchange gifts at this time and in some lands, this is celebrated as the first day of the new year.
Game Effects
During day one:
During day two:
Hooks
Variations
It is through the supplication of the citizens that the demon has remained imprisoned. Spells and rituals are also required.
Hooks
Notes: Inspiration for this holiday came from Hindu festival of Diwãli, Day of the Dead holiday from A Dozen Festivals and Holidays and Legend of Earthsea.
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
A Dozen Festivals and Holidays copyright © 2004 Michael Hammes. Published by Ronin Arts www.roninarts.com.
© 2015 Phillip Riley
Spectacle of Lights
Description: The Spectacle of Lights is held to celebrate triumph of good over evil. A legendary king, his brothers and their armies won a mighty battle and imprisoned a demon. Though they won the battle most everyone lost their lives in the process. Annually the ghosts of the fallen dead rise from the battlefield and march to the ancient ruins of the castle. It is a common belief that it is the power of the ancestors that keep the demon imprisoned.
Events
In most villages the spectacle has become a 3 events during two days: Beseeching the Dead, Spectacle of Lights and Triumph of Light.
During Beseeching the Dead all fires are extinguished and businesses are are closed. Everyone except guards and soldiers are released from their normal duties. Today is a holy day of fasting and prayer. Each person will make offerings, either at a family altar or at the temple of the dead, praying that their ancestors keep the demon imprisoned.
At sundown, the Spectacle of Lights begins. Everyone covers their face in ash, lights tapers or lamps and proceeds to the main road through town, chanting ancient hymns in honor of the dead. Depending on the distance to the site of the ancient battle, the dead will march through town sometime between sundown and midnight. After the dead have made their way through town, people will disperse to their homes.
At sun rise on the following day, Triumph of Light begins. Today there will be public feasts, entertainment, an open air market and much more. Everything from plays to jugglers to musicians can be seen at the feasts. Some people exchange gifts at this time and in some lands, this is celebrated as the first day of the new year.
Game Effects
During day one:
- All turning and rebuke checks against undead take a -4 penalty (or it may, in fact, be impossible to turn or control them on this day).
- Saving throws against spells of the Necromancy school (divine and/or arcane) take a -2 penalty.
During day two:
- To hit rolls against evil beings have a +1 bonus (this effect stacks with any other such effects).
- Priests of the God of the Death cast all spells at +1 caster level (this effect stacks with any other such effects).
Hooks
- The priests of this order have been perpetrating this lie through the centuries in order to fill the church's coffers. Find a way to expose the truth.
- Legend says the ancient king will one day return from the land of the dead to defeat the demon and his people will forever rest in peace. Some years ago it was noticed that the king no longer leads the procession to the castle.
Variations
It is through the supplication of the citizens that the demon has remained imprisoned. Spells and rituals are also required.
Hooks
- The characters are ignorant of the holiday. They come to town the night of the spectacle just as the ghosts come into town. If they attack the ghosts, they run the risk of disrupting the rituals which keep the demon imprisoned.
- A terrible drought has struck the land. The time of the spectacle is at hand and the priests need certain materials to complete the rituals. A quest or a caravan escort is in order.
- The priest of this order have all have vanished, been murdered or died mysteriously. You must travel to another temple of the same god and get them back in time to perform the rituals. Next solve the mystery of the priests.
Notes: Inspiration for this holiday came from Hindu festival of Diwãli, Day of the Dead holiday from A Dozen Festivals and Holidays and Legend of Earthsea.
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
A Dozen Festivals and Holidays copyright © 2004 Michael Hammes. Published by Ronin Arts www.roninarts.com.
© 2015 Phillip Riley
Labels:
fantasy,
FRP,
holidays,
OGL,
roleplaying
I'm getting back into roleplaying after almost a 10 year hiatus. Here are my thoughts, rule variations, conversions, revivals, and maybe even my own system!
Festivals, Spectacles & Holidays
Here is a list of holidays and festivals to add a little realism to your campaign world. The parts of this text that are both bold and italicized should be customized to your campaign setting.
For your convenience, here is a quick and easy cut and paste template for festivals:
Festival Name: The name of the festival or Holiday.
Description: A one or two sentence description of what the holiday is about.
Events: The manner in which the holiday is observed.
Game Effects: The effects, if any, the holiday has upon the greater campaign world. While effects such as those caused by hunger will always occur, the other more magical effects are entirely optional for the GM; the holiday can be purely symbolic, or it can have profound effects upon the campaign world as the GM sees fit.
Variations: Suggestions on other forms that the general holiday can take. In some cases there might be variations on a variation. These will be indented.
Hooks: List any adventure hooks that you might be able to come up with.
Notes: If the festival if it has a real world origin list it here or possible maybe just a few words on what inspired this particular festival.
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
A Dozen Festivals and Holidays copyright © 2004 Michael Hammes. Published by Ronin Arts www.roninarts.com.
© 2015 Phillip Riley
For your convenience, here is a quick and easy cut and paste template for festivals:
Festival Name: The name of the festival or Holiday.
Description: A one or two sentence description of what the holiday is about.
Events: The manner in which the holiday is observed.
Game Effects: The effects, if any, the holiday has upon the greater campaign world. While effects such as those caused by hunger will always occur, the other more magical effects are entirely optional for the GM; the holiday can be purely symbolic, or it can have profound effects upon the campaign world as the GM sees fit.
Variations: Suggestions on other forms that the general holiday can take. In some cases there might be variations on a variation. These will be indented.
Hooks: List any adventure hooks that you might be able to come up with.
Notes: If the festival if it has a real world origin list it here or possible maybe just a few words on what inspired this particular festival.
This post contains OGC
In accordance with OGL:
Content in Courier Font is Open Gaming Content
A Dozen Festivals and Holidays copyright © 2004 Michael Hammes. Published by Ronin Arts www.roninarts.com.
© 2015 Phillip Riley
Labels:
fantasy,
FRP,
holidays,
OGL,
roleplaying
I'm getting back into roleplaying after almost a 10 year hiatus. Here are my thoughts, rule variations, conversions, revivals, and maybe even my own system!
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