It is December 24th. People around the world are doing last minute shopping, traveling, and getting their work done. The world is filled with moments of joy and amusement as the world is desperately getting ready for a joyous holiday (or going to the movies or Chinese food w/ the family… depending on the tradition).
Then, the Gates open and the world changed. Mythics began to appear. However, out of the gates, yes those magical gates, out pours death and mayham into the Malls and Streets. They don’t have a name, nor do they give one. Some call them demons, aliens, or experiments; others just call them Monsters. The Elfs, they call them Grinches.
This is where the citadellians share and collect our tales of playtesting each others submissions.
Sometimes is the true face of a thing forgotten, when you live in comfort, and are not forced to coexist with it.
The landscape is a product of nature’s own processes and humanoid activities troughout centuries or millenia.
How can we capture this in our stories, and deliver vivid and semi authentic descriptions?
Nooo!!! Don’t… touch that….
Curse those greedy delvers! But what with? I know! How about Aurophobia, fear of gold? Or Barophobia, fear of gravity? And I can hit that annoying wizard with Bibliophobia, no more spells for him!
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
The stream of time can suddenly be breached. What happens now?
You can have a world, you can have players. They might have even made characters that were so beautifully crafted that you cried when reviewing them. But if you don’t have a plot, your game ain’t goin’ nowhere.
Was the treasure horde too large? Or the employer too generous? Ohhh, there are so many ways of depriving heroes of their more or less deserved wealth.
War is a constant in many RPG’s. I believe that I have done enough war based adventures and campaigns that I might as well share some ideas and open the stage for others to share their thoughts.
Radiation sickness is a serious matter and I wanted to address it after noticing it in a post. I have created 10 severities of exposure and detailed what happens during each.
Spare me your Epics!
Ancient Egypt, Land of the Pharaohs: What will you find among the eternal sands?
One of the most powerful tools found in the World Building 102b article is the Worksheet. Here is a place to put the settings you might make with them.
For hundreds of years colonist from Earth have lived on Kerren. They came to Karren to live a simplier peaceful life. A pity that dream never materialized.
Kerren is a world in an age of Saurians. Giant megafauna live among huge trees. Smaller saurians and giant insects live in their shadows. The Humans live in Clusters, walled cities usually along cliffs, to protect themselves.
Kerren is a world of little metal. The colonists expected resources to maintain a minimal level of technology. Those resources did not exist or were unobtainable given their tools. They adapted to the materials they had.
In short their life was simplier, but it was not peaceful.
Zhan are extradimensonal blobs that fall from rifts caused by electrical storms. Zhan infect living things, twisting them into rampaging monsters. If Kerren was not dangerous enough, now “things” roamed the lands.
However, the Colonists found allies on Kerren- The Dragons. Working with this native animal species, The Ryders defend their people. Riding their dragons they destroy Zhan as they fall before they can contaminate the world, remove Zhani monsters in Grey Zones, and wrangle Mega Fauna and Jumpers. Together with their Dragons, Ryders help build and maintain the colony.
Our greatest glory is not in never falling, but in rising every time we fall.
Are you a friend of adventures that bring you closer to the ultimate truth, that help you to learn your world, and teach you a valuable lesson? Or at least provide you with useful means upon your further journey? Then, my friend, better stay clear of the following things…
Resurrecting an old thread in a new format, here we bring you News from the Real world, where you can submit news as it translates to your game world.
A small piece about roleplaying seen trough philosophical glasses. Might inspire something in your way of GMing or might remind you of something you allready knew.
Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. “Purifiers”, “Pond Jellies”, “Breath-Stealers”, “Lung-Ticklers” and “River Butterflies” are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in “pure” water “life” tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their “sting” is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.
Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer’s Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death’s door.
It is known that a certain Earl Von Trumble keeps his vast castle moat stocked with Wet Faeries, the waters so clear that every bone of every one of his past enemies can be clearly seen on the bottom, twenty two feet below.