Adventures


Populating the RPG Planning Grid, or Filling Your PANTS

Let's imagine I'm starting my new campaign, and to keep prep low and help tie all the emerging plotlines together I'm using my 5x5 grid of Places, Antagonists, NPC's, Things, and Scenes.Image (cc) AsymmetricButterflyI need something going on in the background, so I'm just going to roll up a random plot arc:Crafted long ago by Lizardfolk, from the bones of a gargantuan beast to be wielded in a war against Undead, this is a spear of destiny. It makes the wielder speak in the language of the creator until attuned and is well balanced, or somehow blessed or guided, adding +1 to attack rolls. The wielder must avenge the death of the last hero who fell using it to awaken its powers, when it will become a +2 magic weapon that blazes on contact and deals an additional 3d6 damage to the intended enemiesThis might be the main plot arc of the whole campaign, or it may never get any screen-time.  It doesn't matter, it matters that it gives me some elements and a vague idea for a story.  The story can (and will)

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Dungeon World + Trilemma Adventures

Last week I got to run a one shot of Dungeon World - for all my enthusiasm about it I had never actually played it - but I'd heard good things.  I'd also heard good things about Trilemma Adventures so I decided to grab one of their free dungeons to play in.  How did it go?  Read on, bold adventurer...We played The Sky Blind Spire by Michael PrescottCreating characters was fairly straightforward, the main problem being I had printed the playbooks out too small!  DW brings playbooks from Apocalypse World rather than using character sheets, it's a case of ticking boxes and filling in blanks so once we were all on the same page we were ready to roll.  All the standard fantasy classes and tropes I'd expect are there, and I liked that it's clear the characters are THE, not a, member of that class.Because Dungeon World also uses Apocalypse World's "Moves", play is quick - powered by the narrative - and I was impressed by how much freedom the rules give to describe cool actions that are no le

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One Roll Weapons of Destiny for D&D 5e

Image (cc) Blazbaros on DeviantArtI'm always toying with ways to tie the PCs, the world, and the story together.  These are weapons that can be found and used by starting characters but are in some way destined for the end game, and requiring the completion of a mid-tier quest arc.  Roll a set of polyhedrals (or use the button at the bottom of the post) to discover your destined weapon!The d20 - Crafted long ago by...Dwarves, from rare minerals and alloysGnomes, from fine silver woven with spellsElves, from a branch of the oldest treeDrow, from darkness made tangibleAngels, from a fragment of a starElementals, from distilled elemental energyFey, sung into shape from some organic matterMerfolk, from the horn of a narwhalSlaadi, from the remains of a dead ModronMind flayers, from psychically infused ironDevils, and was forged in the fires of the HellsDemons, from solidified corruptionCentaurs, from finest polished bronzeYuan-Ti, from the bones of a NagaA vampire, and was forged and cooled in bloodA li

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Rollin' around the 'sphere

Having been away a long time I wasn't sure what was left of the blogosphere but it's great to see all these marvellous things already:Library of Attnam has a handy list of d101 Sci-Fi gadgets, for when the players need to find something interesting out there...Someone recommend Trilemma Adventures for one sheet (well, two page) dungeons and I'm glad they did.  The site has a Kickstarter for an adventure compendium which looks well worth backing and closes at the end of May.I stumbled across d4 Caltrops' ongoing list of interesting forest hexes which is well worth checking out if you're a hexcrawler - or just looking for things to fill in the blanks!I was intrigued by Roleplaying Tips' d6 ways to spice up next session as it made me think I must be doing something right; this sounds like business as usual at my group's table and if it's not the DM doing it to the players the players are doing it to themselves!Charisma over at Stuffer Shack makes a very good point about ruling with players in conflicts - an

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Six dark secrets of a small town

  As your party are travelling across some of the less populated areas of the country, you happen across a small village. It doesn’t appear on the map and it is strangely located. No one comes out this way, how and why would people live so far off the beaten track?   From the mouths of babes   The village seems ordinary enough but there is a strange terror in the look of the villagers when they see you approaching. They don’t like outsiders but you’re not quite sure why. This fear of the unknown doesn’t reach as far as the village’s children though, they’re as happy and carefree as any other children you might have met. If not happier and more carefree.   With some investigation it becomes clear that several of the village children have innate magical abilities and are using their powers to control the grown ups and do whatever they want! That explains why the village makes so much candy and yet exports so little.   Domesticated bliss   The village is old and run down. Huge chunk

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