Showing posts with label free. Show all posts
Showing posts with label free. Show all posts

Friday, December 29, 2017

We Three Kings


This is a one-shot Christmas-appropriate adventure for Lamentations of the Flame Princess or whatever you want. I ran it for my Skype LotFP group, which consists of high school friends who are usually spread out across the country. But, thanks to holiday magic, they were all at my dining room table on Tuesday night.

It is Christmas Eve, 1567. Mary, Queen of Scots has abdicated the throne and fled south to England, leaving her one-year-old son James to inherit Scotland. In my game, the players are traveling to Edinburgh, hoping that the uncertain political climate means available work for ne'er-do-wells.

An evening snowfall finds the players marching through a pine forest, whiting out the deep green-blue  of the trees and blanketing the mossy undergrowth. Just as further travel becomes impossible, they emerge to find a sorry castle against the horizon. At least it's shelter.

The swinging orange of the porter's lamp and the baying of hounds greet the players, who are ushered in to be welcomed to Dunsinane Castle by lanky, tall Una and round Conall, the daughter and son of the lord. They are under the impression the party is here to pay its respects to the new king of Scotland, which is odd since the king is supposed to be some baby in Edinburgh.

It turns out they mean their father, Caspar of Clan Macbeth. Caspar is an old man on the verge of death, bedridden at the head of a long and empty banquet table in the castle's drafty hall. He will explain that Mary's late abdication is the final straw for "Banquo's line," finally proving how unfit that family is to govern. It is finally time for clan Macbeth to reclaim the throne they took, rightfully, by bold action, centuries ago.

If the players press for details, it's Macbeth, of course. The Macbeth of the play is Caspar's multiple-great uncle, and this is now all that remains of the family. They're not in any state to be reclaiming a country, either: no money or arms to speak of, no allies, dilapidated castle.

There are basically two ways the adventure can go from here: working with or against the Macbeths. If the players seem especially sympathetic, they may be asked to help with their desperate plan. If not, the family will be cagey and send the players to bed. Their plan is to descend into Dunsinane's older, haunted depths, grapple with the ghosts of the past, and search out the Weird Sisters who favored their ancestor so long ago. Perhaps they will do the same for Caspar.

The entrance to the older part of the castle is shut behind a huge portrait of Macbeth in the great hall,  the sky storm-wracked on one side of him and sunny and blue on the other. To enter, one must speak Macbeth's first line of the play: "So foul and fair a day I have not seen." Hint this as you wish. If you have a copy of the play, you can introduce it as Macbeth's journal, or just print out certain passages.

Once inside, this is the lay of the land:


1. A narrow staircase descending, with the stonework and masonry gradually transitioning to an older style.

2. A large, colonnaded hall, haunted by the pale, iridescent ghost of Banquo. If the players choose not to help the Macbeths, Una and Conall will already be negotiating with, fighting, or attempting to avoid this ghost. If the players do choose to help, Una and Conall may accompany them into the depths or may be too cowardly. Your choice.

Ghost of Banquo: 4 HD, AC 14, carries a torch (d6 + burns d4 more rounds for d4 damage per round)

Muttering when the players approach:
"Thou hast it now: king, Cawdor, Glamis, all, as the weird women promised, and, I fear, thou play'dst most foully for't..."

If attacked:
"There will be rain to-night..." - It begins to rain a black oil in the hall, which may be set alight by his torch.

3. A ghostly executioner with a finely made sword, lopping off the heads of a long line of perceived threats to Macbeth's throne.

4. The heads roll from the executioner's sword into this room, to the door of the king's chambers, where they lament their fate and warn of intruders.

5. Macbeth's court, attended by ghostly courtiers and soldiers, chanting, "All hail Macbeth, Macbeth all hail." Will claw at anyone not of Macbeth's line. Fine tapestries abound.

6. A rotting feast attended by headless lords. Fine silverware.

7. The ghost of Lady Macbeth, cradled in death's arms.

Ghost of Lady Macbeth: 6 HD, AC 16

Muttering when the players approach:
"To bed, to bed! There's knocking at the gate: come, come, come, come, give me your hand. What's done cannot be undone.--To bed, to bed, to bed!"

If attacked:
"Come to my woman's breasts, and take my milk for gall, you murdering ministers..." - Green bile spews from her mouth as an attack, d12 damage.

"Yet here's a spot..." - The players bleed from a new orifice each round, -1 HP per round until Lady Macbeth is dispatched. No save.

"Who would have thought the old man to have had so much blood in him..." - A tidal wave of blood crashes against the players. Save or cower in fear.

8. The ghost of Macbeth, pacing his richly-appointed king's chambers.

Ghost of Macbeth: 7 HD, AC 18, carries a greatsword (d10)

Muttering when the players approach:
"To be thus is nothing; but to be safely thus.--Our fears in Banquo stick deep; and in his royalty of nature reigns that which would be fear'd: 'tis much he dares..."

If attacked:
"Is this a dagger which I see before me?" - Daggers appear before each player, menacing to attack (d4). a Successful attack by the player (against Macbeth's AC) is enough to bat them away.

"O, full of scorpions is my mind..." - Dozens of scorpions crawl from the shadows, attempting to sting the players (d4 damage + save vs. poison). Fire is most effective in dealing with them.

"Birnam Wood be come to Dunsinane..." - Tree roots grow from cracks in the floor to wrap around the players' ankles. Save or immobilized.

9. An old, worn door to an even more ancient place:


1. The walls here are rough-hewn and cavelike, carved with swirly Celtic runes. Goat skulls and animal bones warn away intruders. The way branches into three passages.

2. Chamber of the first weird sister.

Doileag: 4 HD, AC 13. Beguiling and naked with medusan hair. Save or charmed. Her hair can coil and choke the life from you (grapple, d8 per turn)

3. Chamber of the second weird sister.

Sidheag: 4 HD, AC 13. Wizened crone. Her skeletal cats (1 HD, AC 14, d6) fight for her.

4. Chamber of the third weird sister.

Mordag: 4 HD, AC 13. A goth chick with a big old bastard sword (d8). Save or lose the motivation to continue living.

Note: all three sisters may cast spells as a 6th level Magic User, if desired.

5. The summoning circle, drawn in chalk, blood, and ash. All three chambers lead here. The sisters are attempting to commune with Melchior, King and Queen of the Air. Offerings of gold, frankincense, and myrrh surround a book of demon-summoning. Melchior has the power to grant Caspar Macbeth's wish, though at a terrible price. May also grant the players wishes, though again at terrible prices.

Melchior, King and Queen of the Air:

If summoned by three sisters: 9 HD, AC 17, talons (2 x d10 + save vs. poison)
If summoned by two sisters: 6 HD, AC 15, talons (2 x d10)
If summoned by one sister: 3 HD, AC 13, talons (2 x d6)
If summoned by the players: as the LotFP Summon spell

When summoned:
How did you dare
To trade and traffic with Macbeth
In riddles and affairs of death;
And I, the mistress of your charms,
The close contriver of all harms,
Was never call'd to bear my part,
Or show the glory of our art?

SaveSave

Thursday, August 24, 2017

Time and Iron Rations Wait for No Man

I've gotten a surprising amount of mileage out of using the current real-life weather and time of year for the in-game weather and time of year in my Malara campaign. That worked out well enough when we were playing multiple times a month, but now one of the players is halfway across the country and Skyping in, so we play a lot less frequently these days. This upcoming session, they're picking up in the middle of a dungeon, but it's been a few months of real time.

It's time for me to keep track of this stuff like a big boy DM. You win this time, Gary.

I tried to be thoughtful about what I included in my calendar tracker. Each page is a 91-day season (a decent average of actual season lengths and divisible by 7). Each day has space to take notes or add upcoming events, a random encounter number from 1-100 (my encounter tables are all d100, like this one, and I usually roll once per day for overland travel), and the major phases of the moon (new, half, full) indicated by little icons. I don't need to include weather because my encounter tables do that.

I created a few other trackers too:

Turns - Ten-minute turns broken up into hour segments. Cross them off as they happen. Enough for four 24-hour periods. Each turn also includes a 1-100 random encounter number.

Resources - Includes light sources (by LotFP rules), rations, ammunition, and extra tick boxes for other things to keep track of.

"Exploration" - Turns and resources combined. Not sure I'll ever use this because I think turns and resources get used up at very different rates, and it's in landscape format so it wouldn't play nice in a binder. I might use it for a one-shot game, though.

NPCs and Factions - Rosters for keeping track of recurring campaign personalities. Pretty self-explanatory.

Without further ado, the Ice and Ruin Time/Resource/People Trackers.

Print/Download Instructions:
Select "portrait" orientation for all but the Exploration page and "fit to page" for everything. Narrow margins may give you a bit more writing room for the calendar pages, but otherwise normal margins should be fine. Uncheck "show gridlines" under Formatting.

Note that the random numbers refresh every time you load the document. You can make a copy and edit the numbers to match whatever scheme you prefer.

Friday, February 3, 2017

Beyond Vornheim

Read these:

Mandy:
Facebook
Google+

Zak:
Blogger

In the absence of hard evidence on either side, you need to decide for yourself whose words are more credible. For my part, I find Mandy more credible because I can see Zak's great incentive to lie, but I can't see hers. I've decided to withdraw my support for Zak - through both my money and my blog - unless I can be absolutely certain that I'm not supporting the person Mandy describes. I wouldn't send someone to jail based on this level of evidence, but I'm not sending him to jail so that standard doesn't apply. The only things I know for sure about Zak are that he makes good RPG material and is unnecessarily combative online, and those things neither condemn nor exonerate him.

Wednesday, September 23, 2015

Scrapbook DMG

You could probably put together the best DMG ever using only blog posts and other free internet things. Here's an index of freely available DM advice and resources that have been invaluable to me as I wade back into the game after years away. It's by no means exhaustive, and I'll keep it updated as I find more stuff.

Introduction

Advice for the Newly Afflicted - Renfield's Cat
On a Guide for New Dungeon Masters - Hack & Slash

Prep Advice

Don't Prep Plots - The Alexandrian
LotFP Referee Book - James Raggi
RPG ABCs - Basic Red
What Is Tested? - Goblin Punch
World Building and Old School Games - Mazirian's Garden

Running Advice

5 Tips for Horror in D&D - Strange Magic
Gaming Advice #1 - Don't Be A Dick Head - Monsters and Manuals
On DMing - Monsters and Manuals
Quantum Ogre series - Hack & Slash
Quick Primer for Old School Gaming - Matthew Finch
Why I Love Simple Initiative - Playing D&D With Porn Stars

Prep Resources

100 Problem & Puzzle Set-ups - Playing D&D With Porn Stars
1d122 OSR-Style Challenges - Goblin Punch
Choose Your Own Generator - Last Gasp
Die-Drop Instadungeon - Playing D&D With Porn Stars (online version here by Jensan)
Ecosystem Generator - I Don't Remember That Move
Forty Fallen Empire Magic Items - Dungeon of Signs
Instaregion - Playing D&D With Porn Stars
Some Rival Adventuring Parties - Dandy in the Underworld
Stock The Dungeon With Rooms That Don't Suck, Fast - Playing D&D With Porn Stars
Treasure - Courtney Campbell (Hack & Slash)
Tricks, Empty Rooms, & Basic Trap Design - Courtney Campbell (Hack & Slash)

In-Game Resources

Cowardice, Treachery, Ineptitude, Insanity (hireling freakouts) - Rotten Pulp
D100 Nested Treasure Table - Playing D&D With Porn Stars (Abulafia here)
Hidden Traits Of NPC You Didn't Realize Was Going To Be Important Until You Actually Started Playing - Playing D&D With Porn Stars
How Do I Break This Curse? - Playing D&D With Porn Stars
Party like it's 999 - Jeff's Gameblog
So You've Decided To Rest In Town Before Going Back Into The Dungeon! - Playing D&D With Porn Stars
Urbancrawl Rules for Slacker DMs - Playing D&D With Porn Stars
What's a Dazzling Urbanite Like You Doing in a Rustic Setting Like This? - Dandy in the Underworld
Where The Hell Have You Been, Flake? - Playing D&D With Porn Stars

Hexcrawls

(All hosted on Save vs. Total Party Kill)

Adventures and Dungeons

Better Than Any Man - James Raggi
Five Churches of Tiamat - Playing D&D With Porn Stars
Palace of the Silver Princess - lots of people
Sky-Stone-River-Place - False Machine
Sleeping Place of the Feathered Swine - Logan Knight
The Submerged Spire of Sarpedon the Shaper - Mazirian's Garden
ThroneCrypt of the Afflicted Lord - Playing D&D With Porn Stars (partially keyed)
Unfinished Location File - Playing D&D With Porn Stars (unkeyed)

Monsters

Faerie Knights - Monsters and Manuals
Random Mythical Wizards in 7th Century Northern Japan - Monsters and Manuals
SaveSave