More a note to myself on Stolen World topics
Herin are a number of ways your magic item might come into being, apart from something you order from your local wizard.
The Enigma - the 'unbreakable' German WWII cipher that has become an icon of cryptography and mystery. Learn how it works and why it is a great cipher for role-playing games.
Possession is never as simple as you may think....
Mind control abilities have always been avoided or very poorly executed due to their extremely powerful/angering nature so here are some tips on how to use it properly to enhance your game.
GAMEOS 2.7.11+ (DEFAULT, APR 17 2016, 14:00:29)
[GCC 5.3.1 20160413]
TYPE "HELP" FOR MORE
WHAT IS YOUR NAME?
>>> LIST FILES
ProjectX secret.txt plot_hook.txt evil_company_hierarchy.txt myplan.txt
>>> OPEN secret.txt
CANNOT OPEN secret.txt. PERMISSION DENIED
>>> OPEN plot_hook.txt
Let the games begin...
The 4 Sentence Tool is a quick way to describe a NPCs personality in greater detail using the 4 sentences: Fascinated by, Seduced by, Offended by and Frightened by.
Knowing more about your NPC's personality and behavioral patterns as a GM, makes it easier for you to interact with the players and create memorable NPCs.
A proposed system for managing a party's reputation with various NPCs
Dwarven runes are (mostly) an alphabetic substitution cipher on the Futhark runes. An oldie but goodie from Tolkien!
Someone complained that orcs, in the campaigns he knew, were just cannon fodder -- there was nothing horrible, or terrifying, about them. This was the answer I gave. It proved a controversial one, and some may think it takes a stronger stomach to contemplate than they appreciate. This is your content warning: if you're easily revolted, I won't mind if you give this one a miss.
I had someone ask me, recently, why I not only allowed such characters in my campaign, but didn't seem to care that anyone wanted to do so. Parts of my response seemed worth sharing.
A study of my VERY long running game. A work in progress that will prob never be finished
10/81 - 1/14 RIP
Have a dungeon that could fit anywhere? Want to get the heroes there in a hurry? Try this.
I can explain! Really! (Note: This is for my Demon Hunting Campaign set in 1640's Ireland, so here be campaign specific dragons.)
The team is the functional core of a story, and as such, team building is vital to the flow of the story.
From sticks and stones to the modern faith. (May be offensive to some readers, read with caution)
"Thandrar was seeing red, the frustration was building as he traded blow after blow with his enemy. Their blade lashed out and drew blood, but instead of weakening Thandrar, he was energized - the last straw! His pent up rage and frustration peaked and he smote his foe with such force as to bisect the fool, bathing himself, his blade and the floor in blood and gore."
The most influential event in Atheus is the Year of the Exile. It set up the division of the world into east and west, the human's side and the barbarian's side, respectively. But how did it actually happen? How did one race manage the incredible feat of the exile of four other races?
A final update on what happened to Kingmakers.
Oazduke's Vengeful Head.
The head haunts all headsman and executioners.
A floating, bloody head, long separated from its body, is a particular legend among a very particular group of people, executioners, specifically those that chop heads from a block for a living. It was that infamous highway robber, Oazduke the Vengeful, who when finally captured and put to the axe, screamed his foul hex, seconds before his head flew off.
"You will know it is me when I'm through
A curse on your ilk and on you!
May my severed head haunt you eternal
Frightening you headsmen infernal!"
Years later, not one but two(!) weary, puffy-eyed, spooked, headsmen, haunted day and night by Oazduke's insufferable severed head, approach the party cleric in order to hire him to exorcise the ghost head once and for all.