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Kilgrave
adventures

Jan 15, 1998, #2


table of contents
Editorial

DM's Delimma

Alakazam!

Bestiary

!
A Dance in the Trees


Stone Axe Campaign


Item Description Tables







editorial     by Kilgrave

First and foremost, I would like to apologize for the sloppy look of the last issue (1 st of January). There were typos, poor formatting, broken links and such on all through the issue. But hay, I learn from my mistakes (I hope). This issue is supposed to be a hundred times better, or so I have been told. It was not as rushed a job as the last one and I actually read some articles on web page design before putting it out! So, anyway, tell me what you think of it and please send in some submissions!





A Dance in the Trees





by Tempest



Part I: Sember

Sember is a small tome that is built on the edge of the River Sember in the Green Goblin forest. The town has around 1,500 residents, mostly human and gnome. The two peoples are able to coexist rather well. There are very few disagreements.

About a year ago, a cleric of The Binder, who lost his powers in The Time of Troubles, came to Sember and began a church. With the help of a handful of magical items he was able to convince the populous and his followers that he still had powers. A short time back, he learned that the charges on his magical toys were near to being used up. He panicked. With the church at his back he started to rule the town with an iron hand. Because of the reputation he had built up, the people of Sember bowed to his commands. They stopped being men and became sheep.

Meanwhile, the lord of the peaceful hamlet, Lord Bern, was out riding in the forest when he was set upon by a band of hobgoblins and killed. The creatures took the lord's body to their leader, Rac a Narra. Rac had a ring of change self that he had scrounged from the body of an adventuring magi. With the help of the ring Rac changed himself into an exact replica of Lord Bern and road into town. He took over the lord's keep and looted the town treasury. Of course this was what Perro, the cleric, wanted to do. As a result a power struggle insued bettween the two monsters. Enter the PCs at this point.

Priestly Accusations

The PCs arrive in Sember around midmorning. When they start down the street a band of five (5) people stop them. These folks are dressed in black robes and come rushing out of a low roofed church heading the PCs off. Their leader is a short man with beady black eyes and small feet. He shuffles up (he has a bad back) to the Pcs and asks them in a voice like gravel if they accept the word of Binder. He is dressed in black robes like the others but his are of a much higher quality. He is also adorned with a bright red sash. This, of course, is Perro.

Perro(Forgotten Cleric): AC 6; MV 12; HD 4; hp 25; THAc0 18; #AT 1; Dmg 1d4; SA magical items; SZ M; MR 15(12 if alone); Int 12; AL LE; XP 2,000.

Equ: Clothes (5 gp), warhammer, cloak of pro +1, ring of blinking 1/hour, five cards from a deck of illusions: harts: 2 & 9 (goblin & ettin), clubs: 2 (kobold), spades: 6 (hobgoblin) & diamonds: Jack (harpy), purse with 20 gp.

Clerics, 0 level humans: AC 10; MV 12; HD 1; hp 4; THAc0 20; #AT 1; Dmg 1d4; SZ M; MR 13; AL LE; XP 50each.

Equ: cloths (2gp), warhammer or club, purse with 20 sp.

Perro will demand the the PCs make a donation to the "town's church and will curse any PC clerics. Make the point of him being quite rude and pompous.

At the first sign of aggression from the PCs the clerics wil curse them and then withdraw to their church to plot. The PCs are free to wander the town for the rest of the day.

Through out the rest of the day impress upon the PCs the poverty and depression the towns folk live in. They are taxed by their hobgoblin lord and prosecuted by the damn church. They are all glum and downtrodden.

Some of the more notable places in town are listed below:

Baron's all-goods: This is the general store and sells all the junk listed in the PHB under 20gp in value. The shopkeeper is called Bud by everybody, and is sympathetic to the plight of the people but is too much of a coward to do anything about it.

First Church of the Binder: here is the church that Perro built. It is a low roofed structure (because Perro has a bad back) made of wood. The clerics are always here, conducting rituals for the few people who bother coming.

Green Goblin Inn: This is the only inn in town. The other one, Rock's Hearth Rug, mysteriously burned to the ground shortly after it opened for business. Interesting no? Rooms can be had for 3 gp a night and meals are around 5cp.

Burn Keep: This is the only castle near the town. It is falling into disrepair and none of the towns folk give a shaved copper. This is where the lords make their home. By most standards it is a small place and rather unimpressive.

At any time the PCs make trouble 1d4+2 of the town guards will come up and ask them to state their business. The guards are rude and try to intimidate the PCs. The guards tell the PCs that they have to get their papers at the castle. They then try to confiscate the PCs weapons and other equipment.

If the PCs go to the castle they are escorted by ten guards to the basement. Here they are thrust into a small room with only one rickety wooden chair. Here again the guards try to relive the PCs of their weapons and other items of value. The PCs are then asked to wait in the stuffy room for over two hours. After the two hours they are told that the lord cannot see them today, and they will have to be held over night. (These guys like living on the dangerous side don't they?) If the PCs stay in the castle they are brought before the lord two days later. The guards try to tie the PCs up before they get to the lord. The lord promptly sends the PCs off to work in the mines.

Thieves

The thieves guild of Sember is the one place that the commoners dared to turn for salvation from their two oppressors. Once the guild was a handful of petty pickpockets and other less respected people, but with the coming of the cleric and Burn it has turned into a helpful group that assists the townsfolk in smuggling loved ones out and smuggling needed tax money in.

The thieves guild is currently occupying an old barn on the end of town. There the people meet in the loft to discuss their predicament.

If the PCs confront the cleric or the Guards and live to tell about it the guild will try to contact them and smuggle them to the barn for safety. There the PCs should learn all about Burn and the clerics. If they inquire they will be able to learn about the Manor. No one knows anything much about the church. Also, the thieves know all about the witch in the forest and have heard rumors of the bottle. They know that Burn has summoned a vile monster, they have not seen it.

The guild will gratefully except any and all help that the PCs offer, be it in coin or strength. They plan to evacuate the town when they have saved enough gold to buy ten large wagons. They need 500gp more.

The Castle

The castle of Sember is actually an old manor house built in the times when orcs were still a threat and defense was needed. The ruling family of Sember has had control of it since.

There are always about 30 guards stationed at the castle. 20 usually patrol during the day, and half that at night. If the PCs are sneaking around, there is a 1 in 6 chance(1 on a d6) that they will run into a patrol of 1-2 guards. If the PCs openly attack, 1d4+5 guards will appear every round until they are all dead or defeated.

Hall: This is main entrance to the castle. The door here may be bolted and locked, requiring a Pick Locks attempt at -20% to open them. Otherwise they must take 50 points of damage before breaking. There are two sentries posted here at all times. There is a door to the left and the right, And a grand pair of double doors on the far wall.

Lounge: Through the door to the right, is the room where guests wait to be admitted. It has fallen into disrepair since Burn was usurped. Its tattered finery speaks of better days in the past. The only thing of value here is a silver vase on the mantle. (valued at 20gp) This room is not opened any more, and no one visits it.

Servants Quarters: Across the hall from the lounge is the servant's sleeping quarters. It contains several straw pallets and a few of the servant's possessions. Six servants sleep here, who would be very surprised and frightened if the PCs barge in. There is no one here in daytime.

Grand Room: The grand doors lead into the long dining hall. This is where the meals are served. A large oaken table dominates the room, spanned on either side by a low bench. There is nothing of value here. In daytime, there might be up to five guards here. It is empty during the night. To the right there is an archway to the kitchens, and to the left, a doorway to leading to the staircase.

Kitchen: There are two to three cooks here during most of the day. They call for the guards if the PCs come tramping in. A haunch of meat is sizzling merrily at the fire, and various other cooking projects are in the making. There are knives, pots, beakers, platters, and other dishes here, and a keg of cider. Nothing of real value. On the right-hand wall, an open door way leads to the pantry.

Pantry: This is a dusty, dark, and stuffy room. The shelves are stacked with kegs, tins and crocks, and sacks and crates line the walls. There is nothing of value here, unless the PCs want to haul off 500 pounds of food staples.(gluttons) In the far left-hand corner is a set of stairs going down to the cellars.

Stairwell: These stairs go up to the second story. There are no windows, so a couple of torches are always kept burning on the walls.

Second Story: The stairs lead to long hall with doors lining both sides. The first two on the left lead to the guestrooms. The last on the left leads to Burn's study. To the right, the first three are guard's billet rooms, and the last is Burn's bedroom.

Guestrooms: These were for the rest of the family, when there was more, and now they are not in much use. They each contain A wooden bedstead, a chest of drawers, a wardrobe, and a lot of dust. The shutters are always closed, and very little light is to be had.

Burn's Study: Here is where burn keeps his records and other important papers. There is a large desk here, along with several bookshelves. Old family shields decorate the walls. 2-3 guards are stationed at the door. This is where Burn is most of the time.

Guard's Barracks: There are three smaller rooms at one end of the castle, where the guards sleep. They house about twelve cots in each room, and little in the way of valuable possessions. If the PCs loot the rooms, they can scrounge up about 20sp worth.

Burn's Bedroom: This is a large, very fine room compared to the rest of the decaying castle. An enormous ornate bed is at the far wall, next to a marble fireplace. There is a finely carved wardrobe, a large iron cast chest, and a round wooden table with a chair. The windows are hung with thick draperies, and the deep windowsills are strewn with cushions.

Cellars: The small staircase in the pantry goes down to the cellars. The first room is disused and dusty. The second room has been cleared out and is used as a prison cell and interrogation room.

Storage Room: Old crates, empty barrels, rotting burlap sacks, and rats are the only things to be found here. This is the old cellar, and not in much use. On the far wall is an oak door, firmly latched and bolted. The key is hanging on a peg next to the door, so picking the lock will not be necessary. This is the door to the back room. There are no windows here.

Back Room: This is where Burn keeps his prisoners until he is finished with them. There are no windows, and no ready means of creating light. There is rickety wooden table and chair, and some old rushes on the floor. The door will be locked from the outside, requiring a Pick Locks or 20 points of damage.

Guards, 1st level human fighters(30): AC 5; MV 12; HD 1;hp 8; THAC0 19; #AT 1; DMG 1d6+1; SZ M; MR 10; Int 8; AL LE; XP 50

Equ: Chainmail, shortsword, spear, purse w/ 20cp

Rac a Narra, polymorphed hobgoblin: AC 4; MV 12; HD 4; hp 40; THAC0 18; #AT 3/2; DMG 1d8; SZ M; MR 14; Int 13; AL NE; XP 2,000

Equ: Chainmail, bastardsword; ring of Change self (10 charges), Amulet of Summoning, purse w/10gp

The Forest

The forest is a fresh, cheery relief after Sember. A faint path leads from the outskirts of town, winding through and around the trees. The path leads to the witch Fay's house. She lives about a mile or so from Sember in a sunny meadow. Her house is a neat stone cottage with a thatched roof and a bright green door. Smoke curls from the chimney, and sweet smelling herbs grown in the window boxes. Fay is very pleased to have visitors. She sits them down at her kitchen table and feeds gingerbread and cider. If the PCs question her, she tell them that the bottle was last in the possession of Lupin the Druid. Lupin is dead now, and the bottle rests with him in his tomb.

"You must remember, though, the Druid rests in his old home. The Sacred Tree, they call it now. I can show you how to get there, but it won't be easy to get inside. First of all, the tree is supposedly guarded by a fearsome dragon. Second, if you do get in the tree, there is a magical curtain barring the way."

She offers to give them aid in passing the barrier, but says they are on their own with the dragon. In return for her aid, she asks that they bring her a wooden tablet that also lies with the Druid. If the PCs agree, she will give them a smooth white pebble. This will allow them to pass through the ward cast upon the Druid's tree. She sees them out the door with a warning to take only the bottle and the tablet from the tree, for they would be turned into stone.

If the PCs return with the tablet, she thanks them and tell them what a good job they did. If they do not give her the tablet, she will cast curse and doom blade on them the first chance she gets. If the PCs attack her, she disappears, and casts the spell at a later time.

The Horrible Beast

An adult Fairy Dragon lives in the forest near the Druid's tree.. The dragon's name is Puk. He takes delight in pestering travelers, and plays tricks on them when ever he can. The PCs are a wonderful distraction from boredom.

First Trick: When the PCs are well on their way to the Tree, Puk casts suggestion on them. He makes them want to wander off to smell the flowers and take a nap, maybe. Once they have left the trail, he will cast forget on them, causing them to forget the last two rounds. The PCs must make a hearing check to hear the others if they shout for each other. Otherwise, they are lost. The PCs can save vs. spell for both spells, suggestion at -2.

Second Trick: When the PCs near the Tree, Puk casts unseen servant and coats it with mud and leaves. He casts ventriloquism on it and sends to meet the PCs, hovering nearby. Once the PCs are close enough, he uses the ventriloquism to say in his high, squeaky voice," I am the guardian of the Tree! None can stand against me! Trespassers! Leave your weapons and gold and go! Or my wrath will be visited upon your heads!"

He commands his servant to spin and jump around wildly. If the PCs drop even one item and leave, Puk is pleased. If they try to fight the servant, Puk dismisses it and blasts the PCs with a color spray and flutters off in a huff. Puk will try similar tricks when the PCs leave the wood, or if they come again.

Puk, adult yellow-green fairy dragon: AC 1; MV 6; HD 4; hp 12; THAC0 12; #AT 1; DMG 1d2; SA breath weapon: 2' cloud of euphoria gas, save vs. breath or wander around blissfully for 3d4 rounds; SD invisibility at will, spells: (6th level) unseen servant, color spray, ventriloquism, forget, suggestion, dancing lights, clairvoyance, and claryaudince; Mag 48%; SZ T(1 ½' long); MR 11; Int 17; AL CG; XP 0

The Sacred Tree

The Tree is an enormous oak roughly 100' high. The limbs spiral upwards around the trunk, forming unusual steps. The Tree is inhabited by squirrels and a flock of ravens. If the PCs climb the Tree, the ravens will attack them about halfway up. The ravens try to peck at eyes and claw faces. Any PC successfully blinded by the birds must make Dex/Bal check or fall from the Tree, suffering 5d6 points of falling damage. If half or more of the ravens are killed, they retreat to the higher branches, squawking and chattering at the PCs.

Ravens(10): AC 8; MV 24(D); HD 1; hp 3; THAC0 20; #AT 1; DMG 1d2; SA a 16-20 on an attack roll blinds target's eye; SZ S; MR 5; Int 1; AL N; XP 15

At the top of the Tree, a wooden door rests in the trunk. It is stuck with age, requiring a BB/OD role. This is the Druid's front door. The interior has no natural light source, and it is very dark.

First Room: This room is bare of furnishings. Across the room is a doorway. It is barred by a curtain of faintly glowing green light. This is the magical barrier Fay spoke of. The only way to pass through is a dispell magic cast at 10th level or by tossing the charm that Fay gave the PCs at it. There are three ghouls living in this room, and they will try to ambush the PCs from the shadows.

Ghouls(3): AC 6; MV 9; HD 2; hp 15; THAC0 9; #AT 2; DMG 1d6; SA paralyzation(1d6+2 rounds); MR 11; Int 6; AL CE; XP 175

Treasure: 37gp, 5sp, 5cp, 2 fire opals(700gp each), scroll of eight priest spells(remove curse, heal x2, raise dead x2,cure blindness, true seeing x2), 9 sling bullets +2, elven chainmail +2

Second Room: Past the magical curtain is the Druid's tomb. His remains lie upon a wooden platform in the center of the room. They are enshrouded in dark grey strips of bark that have hardened into a rocklike shell. A doorway on the far wall leads into darkness.

Third Room: Here is where the Druid kept his treasure. Three large urns painted a vivid red and encircled illegible symbols. If the PCs search the urns, they will be able to find the wooden tablet and the bottle. There are also jewels, antique gold coins, gold and silver medallions, jewel encrusted daggers, and other riches. If the PCs attempt to take anything but the bottle or tablet out of the room, they must save vs. petrify at -10 or immediately become stone. This will happen each time a PC tries to leave the room with forbidden items. The bottle is a bottle of containment, trapping any extraplainier creatures within 10' of it when it is uncorked. If uncorked again, the creature is released, and the bottle becomes an ordinary bottle.

The Mine

The Mine was once rich in copper deposit, but dried up about 50 years ago, and was abandoned. Now, half the tunnel shafts are filled with seep water, and the other is filled with hobgoblins. Rac a Narra and his tribe found the mine and settled in it. After Rac a Narra took Burn's shape, Rac a Narra keeps his tribe living in the mine until he can eliminate the town of its current occupants. It is unlikely that the PCs will come here, but if they do, they find a sprawling complex of mine shafts that eventually lead to water. About sixty hobgoblins live here, but only thirty are fighters. Any prisoners that are sent here are used as slaves.

Hobgoblins(30): AC 5; MV 9; HD 1+1; hp 10; THAC0 19; #AT 1; DMG 1d6; SZ M; MR 12; Int 8; AL LE; XP 35

Equ: Random armor(equivalent to chainmail), club, spear, or shortsword, 20cp

The Little Imp

Rac a Narra managed to summon an extraplainier imp. When ever he is in danger,(when his guards are gone) He will summon the imp to his side with his Amulet of Summoning.

Imp(extraplainier creature): AC 2; MV 6; FI 18(A); HD 2+2; hp 30; THAC0 19; #AT 1; DMG 1d4; SA poison tail, save vs. poison or die, suggestion 1/day; SD detect good, detect magic, polymorph(only animal forms), become invisible at will, hit only by magical of silver weapons, immune to cold, fire and lightning attacks, regenerate 1 hp per round; Mag 25%; SZ T(2' tall); MR 10; Int 8; AL CE; XP 1,500

Conclusion

When the PCs return to town, all is still and quiet. The townsfolk are hiding in their homes, fearful of crossing the street. Burn has established a set of "Rules", and nailed copies of them all about the town. They are strict dictations of the townsfolk's lives.(what they may eat, wear, do, when they may leave their homes, etc) Any who break the rules are arrested and imprisoned. Burn uses the castle guard to enforce his rules.

The adventure should play out as you wish, but try to get the PCs to act the heroic saviors.

Experience

All PCs are given 3,000xp for saving Sember. Further experience can be awarded for the creatures they defeated. If the PCs did not kill Fay or Puk, they receive a further 300xp each. If a PC was heroic and brace,(meaning non selfish) then award that PC 200xp If the PCs role-played well, then award them 100xp.

Stone Axe Campaign



by Kilgrave



CHAPTER TWO: PHYSICALS

There are certain things in the Stone Axe campaign which are different from a typical AD&D campaign. The more physical of these differences are detailed in this chapter. It mostly deals with equipment and the monetary system of the Stone Axe campaign.

EQUIPMENT

Like normal AD&D characters, Stone Axe ones have equipment. Indeed, without some form of technology, the characters would surly parish in the harsh wilderness.

The equipment available to Stone Axe characters is limited to what a prehistoric person would have access to. Iron, for example, is quite out of the question as the characters would not have the ability nor the time to mine it. Stone, bone and wood weapons are all the rage for the characters. While the equipment tables below are a little limited, the DM should take careful consideration before adding to them, asking himself "would this be available to prehistoric people?" The key factor in determining this is not whether or not the character posses the material to create such a item but if the character has the skill to create it. Iron ore might very well be available but who is there to extract it, melt it, and forge it into useful items? This technology has not been developed yet and thus should not be allowed in the game.

MONETARY SYSTEMS

A character's net worth is often judged on how valuable his possessions are. This is true for Stone Axe characters. However, the Stone Axe campaign uses a drastically different system than the standard AD&D game.

Characters will never see gold or silver pieces. Metal has little or no value as there is nothing you can do with it. Furs, food and items of craftsmanship (baskets, weapons, tools, clothes, etc.) are what people use for money. These items are useful and have a short life-span and thus are always in demand.

While people use food and clothing as barter, carrying around 100 pounds of grain to buy a fancy shield would be quite outrageous and unnecessary work. A system of "bones" was developed to ease commerce. A bone is simply a finger bone (or some other small piece of material) of some animal that had been painted with bright colors and marked with the symbol of the person who wanted to use it. The bones are then used to represent items used for trade. A farmer, for example, has a surplus crop and sacks up his grain to store it. He now can get some bones, paint them with his colors and use them to buy items in the village.

Please note that bones must represent an actual item! Bones are simply a representation of some item or items with value as a trade item. The bones are not valuable, the items they represent are. Also, most people will not accept a payment in bones if they do not know and trust you. The most common rate is 15 bones for one basket (20 pounds) of grain.

STARTING MONEY

Player characters start out with a variable amount of bones that they may use to purchase equipment. The character must spend all of his starting money. This is because a character starts out with goods, not bones. Remember, bones are worthless. Only the goods they represent are worth anything. A character with a pouch full of bones is very poor, while one with a basket of grain is a rich man.

Table 7: Initial Character Funds
ClassDie Range
Fighter4d4 x 10 bones
Thief2d6 x 10 bones
Psionic1d4+2 x 10 bones

EQUIPMENT TABLES

Characters may normally buy anything on the following tables. If the DM has something special planned these tables might be altered or disallowed completely.

Table 8: Equipment

Normal clothing
ItemCost (in bones)
Cap, hat3
Cloak-
   Cloth60
   Fur10
   Heavy fur20
Knife sheath1
Mittens3
Sandals2
Moccasins, fur5
Tunic, fur5
Lion cloth1
Kilt4
Leg wraps, fur6

Provisioning
ItemCost (in bones)
Basket of grain (20 lbs.)15
Basket of dried meat (20 lbs.)12
Trail rations, 1 week20

Transport
ItemCost (in bones)
Canoe-
   Small75
   War125

Miscellaneous
ItemCost (in bones)
Backpack5
Basket-
   Large5
   Small3
Belt Pouch-
   Large2
   Small1
Cloth (per sq. ft)6
Furs (per sq. ft.)-
   Fine5
   Course1
   Heavy3
Fire kit2
Quiver4
Hemp rope (per 50 ft.)20
Sack-
   Large5
   Small2
Winter blanket35

Weapons
WeaponCost (in bones)WeightSizeTypeSpeedDamage S/MDamage L
Blowgun 102L----
   Barbed Dart1/2*SP-1d31d3
   Stone needle1*SP-11
   Bone needle1/5*SP-11
   Wood needle1/10*SP-11
Bolas52MB81d41d3
Bow402M-7--
   Stone arrow2/10*SP-1d41d3
   Bone arrow1/15*SP-1d31d3
   Wood arrow1/20*SP-1d31d2
Club-3MB41d61d3
Dagger-------
   Stone102SP21d41d3
   Bone81SP21d31d3
   Wood41SP21d31d2
Hand axe-------
   Stone105MS41d61d4
   Bone83MS41d41d4
   Wood42MS41d41d3
Javelin-------
   Stone123MP41d61d6
   Bone72MP41d41d6
   Wood52MP41d41d4
Knife-------
   Stone51/2SS21d31d2
   Bone31/2SS21d31d2
   Wood21/2SS21d21d2
Quarter-staff-4LB41d61d4
Sling1/2*S-6--
   Sling stone-1/2SB-1d41d4
Spear-------
   Stone185MP61d61d8
   Bone164MP61d61d6
   Wood104MP61d41d6

*These items weigh little individually. 10 of these items weigh 1 lb.

Armor
ShieldAC#ATCost (in bones)Weight
Hand+11103
Small+22155
Medium+332010
War (large)+5All3015

Armor Table: AC lists the protection the shield gives and #AT lists the number of frontal attacks the shield can be used against.

RULE MODIFICATIONS

CHARACTER MOVEMENT

The optional character movement rules on page 124 of the Skills and Powers book are used. Thus, characters with high strength or dexterity scores can have a base movement rate higher than 12. Please note, however, that the optional sub abilities (strength/stamina and so on) are not used.

WEAPONS VS. ARMOR

There is very little true armor in a Stone Axe campaign. Most characters rely on natural swiftness and shields to provide protection. When someone does wear armor, the type of weapon the armor is blocking affects the strength of the attack. Thus, the optional rules on page 90 of the Players Handbook are used. On table 9 are the modifiers to an attacker's THAC0 when the defender is wearing armor.

Table 9: Weapon type vs. Armor modifiers
ArmorSlashPierceBludgeon
Padded0-3+1
Leather0-20
Hide+1-1+2



Item Description Tables



by Zoidiakos



Table 1: Objects of art
d4 rollResultd8 rollResult
1Carved1Cup
2Worked2Bowl
3Inlayed3Crown
4Jeweled4Earring
5Ring
6Bracelet
7Box
8Statue

Table 2: Potions
d4 rollResultd4 rollResult
1Plain1Glass
2Worked2Metal
3Carved3Wood
4Elaborate4Clay

Table 3: Condition
d4 rollResult
1Pitted
2Rusty
3Dusty
4Bright

Table 4: Distinguishing Result
d6 rolld6 rollResult
1Silver1Vines
2Fire2Flowers
3Carved3Runes
4Inlayed4Gagged Lines
5Etched5Stars
6Inked6Snake



dm's delimma     by Zoidiakos


I am sure that there are DMs out there that can plan for everything, makeup good plots/encounters/characters on the spur of the moment and who are always in control. There must be people like that, somewhere.

For the rest of us, however, I would like to offer a few suggestions for when things are not going as planed. This is going to take the form of a five part article covering such subjects as spellbooks, characters, treasure, encounters and quests. Treasure will be covered in this issue.

Those treasure tables in the middle of the DMG are great but sections of them are a little lacking in color. I am glad the TSR people did this, as it sets very few restraints on the DM’s campaign. However, how do you answer a question like what exactly do art objects look like? What kind of bottles or containers are potions in? Is that magical sword a plain blade or does it have fiery runes carved in it? After a few playing sessions of answering questions like these the DM will usually come up with a few standard answers (plain glass bottle, rusted blade, diamond earrings, etc). To combat vile stagnation, I have come up with some simple tables that, with just a few dice rolls, can come up with some interesting and (sometimes) unique descriptions.

There are four tables in the Campaign section of this issue labeled Item Description Tables (I like tables). The first two tables are for specific things while the other two can be used for just about anything metal.

For objects of art, use the first table. You roll a d4 on the first column, a d8 on the second column and combine the results. For example, if you rolled a 3 on the d4 and a 5 on the d8 your object of art would be a inlayed ring. In my humble opinion a inlayed ring is much better than a 200 gp ring.

For potions, use table 2. Again, you have two columns to roll on, both d4s in this case. The first column gives you the quality of the container and the second column gives you the material it is made out of. If you rolled a 1 and a 3 for example, the potion would be in a plain wooden bottle. Neat, huh?

The last two tables can be used for just about any metal item but work especially well for weapons and armor. Table 3 gives the condition of the item. This does not effect a weapon’s value, combat modifiers or anything else! It is simply a descriptive word for the DM to use. Instead of finding a battle axe, you could find a pitted, dusty or bright battle axe.

Table 4 should mostly be used on special items, such as magical ones. This is because if every sword you found in a dungeon had fiery runes glowing on it, such distinguishing features would soon become common and stale. Save these things for magical items and the adventurers value then all the more. Table 4 follow the trend of the previous tables: roll a d6 on each of the columns and combine the results.

As stunningly brilliant as I am sure you think these tables are, please remember that they are a tad limited and should be used mostly as an inspiration rather than a hard and fast naming system. Have fun, roll up some descriptions and see how the players like it. It might be interesting to see what the players’ reactions are when they learn that, because they weren’t paying attention, heh heh, the contents of the plain metal vial they had slipped the duke was not a healing potion.


alakazam!    by Tempest

  Spell research is a greatly unexplored area of magic.   It holds numerous opportunities for both DMs and players.   Spell research is very costly, so this encourages the character to go adventuring, if only for funds.  The need for equipment also urges the wanderlust upon characters.  All sorts of adventure possibilities arise for the DM.

  Players can benefit from this experience because it allows them to really get involved with their character.  Good role-playing is necessary when researching a spell, and it gives the players a chance to practice a little.  And, of course, it makes it all worth it if the spell is a really good one.

  Often, there is a sad lack of originality among spell researchers, most ideas being mere modified versions of current spells.  But, if the player gets too creative, the spell might be impossible.  It can be discouraging to find that you cannot be overly imaginative, or too mundane.     - Tempest



bestiary    by Rap Scallion

  It seems as if the PCs are always being called upon by helpless townsfolk who need a vile beast, or beasts, killed.  The ideal appears to be "them or us".  It would probably shock the players out of their silly minds if, on one occasion, they didn't have to kill everything in sight.  Maybe they find that the townsfolk are in the wrong!  Think of that.

  Surely the creatures that are terrorizing the populous have a reason, other than entertaining adventures, for their actions.  What about all those wandering monsters that are continually attacking the PCs?  They all must have rabies or be completely insane to attack adventures.   Attacking a party of heavily armed and armored super heroes is not a sane action.

  The books all say orcs and goblins and such are dirty, lesser creatures that couldn't think their way out of a paper bag.  But who wrote the books?  Not the orcs, nor the goblins, and certainly not any other creature that has a bad name because of said books.  These books might not be entirely accurate on some points.

  Another way of looking at it is this:  Why do the PCs always wind up saving a town/village/whatnot?  "Because," say you traditionalists out there, "that's what heroes do."  Saving the orcs from being wiped out by the townsfolk is, I suppose, out of the question.  Having a dragon hire the PCs to retrieve a princess from her kidnapping uncle is equally unthinkable.  Let us break out of the stereotypical ideals of the past.  Let us venture bravely into the realms of the totally bizarre.



"!"    by Rap Scallion

  DMs bemoan the fact that their plots are always being trashed by the players.  The DMs seem to think the players can see into a DM's head and pluck out the necessary information.   This simply is not the case.  If the DM wants the players to behave in a given way he should tell the players what is expected.   It is most aggravating when a party of adventures reaches a town and the DM says (high nasal voice), "So what'cha gon'a do, huh?"

  It would increase the enjoyment of all concerned if the DM gave the players some idea of what they were expected to do.  Surprise is nice as long as it is not allowed to reach the point of tedium.   If the players have a little preparation for the adventure, more time and energy could be expended on role-playing and less on trying to divine what the DM has in mind.  A few things that might help are:   Telling the players where their characters are going to be, telling them a little about the area and its resent history, explaining the political situation, if any.  The old tavern is about worn out by now.

  Would it not be a nice change if instead of bumbling around the town hoping to stumble over a clue, the players had a clear idea of what their characters should be doing?  It might be more fun for the players and it just might save some of the DM's plot.





Credits

Editor - Kilgrave
Assastant Editor - Tempest
Webmaster - Kilgrave
DM's Delimma - Zoidiakos
Alakazam! - Tempest
Bestiary - Rap Scallion
"!" - Rap Scallion


This manuscript is protected under the copyright laws of the United States of America. Kilgrave Adventures grants permission to reproduce, print or photo copy the materiel herein for home game use only. Any other reproduction or unauthorized use of the materiel herein is prohibited without the express written permission of Kilgrave Adventures.

"Kilgrave", "Tempest", "Rap Scallion", "Zoidiakos" are trademarks or names owned by their respective owners. (Sounds loopy to me)