Critical Hits

The Journal of Gamer Culture

Rewarding The Risks

Something Different

Hello everyone, due to joys of moving, I’ve decided to take a step back from my weekly flavour filled ranting this week to share with you all a little mechanic that has improved my game tremendously. I am going to assume you are aware of Chatty DM’s “Say Yes, But…” philosophy. With this notion in mind I have been letting my players run amok and off course for a long time. Everything they have asked to do, and everything they have verbally dreaded has been accepted and used in the game. Although even with this freedom I started to feel restricted with the pass or fail outcomes I had available to me when dealing with the players crazy plans or heroic actions. That is when I decided to employ a risk reward mechanic within my game. The Risk/Reward mechanic requires d% (2d10’s or a d100), a little improvisation and whole lot of fun.

Your Risk, Everyone’s Reward

If you have ever thought that Pass or Fail was not a broad enough scale to cover the amount of scenarios that might occur from your players actions. The Risk Reward mechanic offers a total of 6 categories into which your player’s actions may fall:

Spectacular: A miraculous achievement, through either undoubted skill or blind luck, so spectacular that it not only improves the character’s situation, but also the situation of the entire party.

Amazing: Completing an objective so easily and with such skill that there are no possible negatives in the outcome.

Pass: Achieving the objective with ease and without hassle, in just the right way that nothing detrimental or overly rewarding will happen to the party.

Fail: Achieving the objective even after a series of mishaps and stressful situations, the task may be completed, but it was done very poorly.

Awful: Failing to achieve the objective through a mistake or unforeseen circumstance that hinders or alters the party’s progress.

Horrible: Failing an objective so badly that the outcome negatively affects the entire group.

With these 6 categories expanding upon the initial Pass or Fail scenarios, I have been able to allow my players to achieve heroic and unbelievable actions (Killing a Elder Dragon in a single blow comes to mind), as well as watch them fail so miserably that it changed the whole course of the game in a single roll. The most enjoyable part for both my players and myself is knowing that no matter what idea they have at the table, this mechanic can adjust to accommodate it. With this freedom of action instilled in their minds, I have had the joy of watching some of my most cautious and withdrawn players speak up and offer their ideas with the confidence that no matter what their idea is; there is possibility it will not only work, but they know that I, the DM will accept their idea and let the dice decide the severity of the outcome.

How To Use The Risk Reward System

To use the Risk/Reward mechanic, you simply assign the 6 categories into a bracket within the range of a d% (I prefer d% for my own inexplicable reasons, but a d20, d12 or even a d6 could work for you). [Read the rest of this article]

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An Undead History

Adventure In The Past

Have you ever written a detailed and complex history for your campaign only to watch it gather dust as your players focus on the now and not concern themselves with the prior events of your campaign world? As a player, have you ever been intrigued by a campaign setting’s rich history only to find that your GM never uses anything from the campaign’s past? Providing interesting and detailed histories for your campaign can really help the world come alive on the table and within your players, however it is far to easy to create a detailed history and then focus on the current and future events of your game. This doesn’t have to be the case; some of the more interesting games and adventures can be fueled by events that have happened in the world before your adventurers even arrived. Below is a detailed scenario in which new adventurers can become involved in a historical event that never concerned them.

History 414

Nineteen years ago the small township of Martidge was torn asunder by the undead hordes of a vile necromancer known as Yalin. The elf born necromancer had a lair within the nondescript mountains that lie two days away from Martidge. Within the natural caverns below the mountains Yalin had worked his foul magic to summon vile undead creatures from the Shadowfell. The young elf’s parents had been fleeing an orc raid the night Yalin was born. During their flight the birth struck Yalin’s mother and she unknowingly gave birth within the sanctified area of an ancient altar of Orcus. With fear in his heart that the orcs would discover them and concerned only for the safety of his child and wife, Yalin’s father cut his child from his wife’s body, with the precision of a master elven swordsman; unknowingly completing a dark ritual. The family survived that horrid night and lived in peace for the rest of their lives. On one of those peaceful nights, Yalin slaughtered his parents and began serving his true father, Orcus.

After years of hiding and honing his necromantic magic, Yalin unleashed his undead horde upon the quiet town of Martidge in search of the ancient relic known as the Sceptre of the Forlorn, with this relic and the power it held Yalin would reach the level of strength he needed to better serve his master. The townsfolk of Martidge stood no chance against the necromancer and his forces as they were quickly killed and enslaved to the will of the necromancer in undeath. For three years Yalin used the Sceptre to strike fear across the land, destroying and killing relentlessly in the name of his lord. Royal summons and pleas from those lucky enough to escape the mounting hordes rallied heroes and adventurers from across the world to try and stop the necromancer. Many of these heroes perished in their grand struggle with the elven necromancer, until one fateful day two warriors achieved what none before could.

The warriors Keordan and Jarlyn defeated the mighty necromancer in an epic struggle, but with his dying breath Yalin cursed the lands he had conquered and the heroes who had struck him down. With a resounding and thunderous roar, the Sceptre of the Forlorn exploded, unleashing a venomous cloud that permanently scarred the lands of Martidge. The shrapnel of the relic imbedded itself within Jarlyn, killing him instantly, while Keordan’s right arm was left useless and dead from the explosion. To this day the lands of Martidge sustain no life, and no living creature will willingly enter the cursed lands.

Soon after the necromancer’s defeat the new town of Kartidge was established to the south. In this rapidly growing town a statue of Jarlyn stands mighty within the green town square in thanks for his sacrifice, while the maimed hero Keordan lurks within the taverns and inns clinging desperately to his ale.

The Old Warhorse

Adventurers who visit the town of Kartidge are very quickly found by a tall greying man who hastily asks for their help. The thick aroma of ale accompanies the middle-aged man who constantly wears the expression of regret. Aged muscle covers the mans frame except for his blackened and gnarled right arm which hangs limp within an ale drenched sling. This ale soaked and crippled man is the legendary hero Keordan. With respect for the old hero, townsfolk within Kartidge will quickly inform him of the arrival of adventurers within the town as they are well aware of his desires. Wasting little time with introductions Keordan quickly confronts the heroes with a semi-slurred tale of woe and regret.

The common belief that the old hero’s partner Jarlyn died during their battle with Yalin is untrue. After the Sceptre of the Forlorn exploded and the shards of the relic crippled Keordan and felled Jarlyn, Keordan watched his friend rise again. His body was scarred beyond recognition, the lifeless body arose under the control of the dark magic held in the shards now lodged within its flesh. Keordan first tried to save his friend to no avail, he then tried to destroy the evil that occupied his friend’s body but without the use of his right arm he was little match for the undead monstrosity.

For the past nineteen years he has waited, trained and searched for kindhearted heroes willing to help in his quest for peace, for both himself and his long lost friend. Every day the pain of his scarred arm reminds him of what was lost, and the evil that lurks nearby. Heroes willing to help Keordan in his venture are offered his eternal thanks and what little money and possession he has. Keordan is also quick to announce that within the corrupted lands of Martidge, the magical items of many fallen heroes still remain untouched and may be easily acquired.

Cursed Barrens

Like an enormous pox scar upon the soil, the once fertile farming grounds of Martidge are now a barren desert of grey ashy soil. Spotted across the land charred stumps stick out of the ground like broken fingers petrified in agony. Hollow winds carry no noise as the eerie quiet presses down upon the sanity of any foolish enough to enter the dead landscape. Mounds of ash that were once buildings are indiscernible from the wind swept dunes that hide the horizon and any looming threats, while bleached skeletons litter the landscape clinging to old weapons and armour. Shadows skitter across the land under the muted sunlight that struggles to pierce the dust-riddled air.

The near two decade old curse has lost little of its original power and any mortal creature that enters these lands constantly breathes in the undead poison that seeps out of every molecule within the landscape. Magical items are left unattended on the corpses of the fallen heroes that failed their noble tasks so many years, however these finely crafted items are not immune to the disease and effects of this cursed land. Collecting these priceless items runs its own risk as some of the latent magic within these items has become corrupted over the years, causing the items to act in unusual ways.

The Curse

For every hour a character spends within the Cursed Lands of Martidge, they need to make a DC 13 Endurance check or lose a healing surge. The first round of every combat within the Cursed Lands of Martidge, the character must make a DC 13 Endurance check or they lose one healing surge and are weakened (save ends).

Cursed Items

Magical Items are scattered across the Cursed Lands of Martidge, however for every item a PC finds they need to roll a d4. A result of 3 or 4 rewards the PC with a normal Magical Item. A result of 1 or 2 grants the PC a Cursed Item. Cursed Items function exactly like normal magic items, except with an addition effect determined by the DM. Some suggested Cursed Items effects are:

  • Frenzy: While bloodied, a character must attack the nearest target including allies and the item grants +1d6 damage.
  • Cumbersome: The item grants an extra +1 to hit. If a character misses with an attack while using this item they become Dazed until the end of their next turn.
  • Lethargic: The item grants an extra +1 to all defenses, but each time a character is hit while wielding this item they are slowed until the end of their next turn.
  • Cowardice: The item grants an extra +1 to hit with ranged attacks, but when hit by an attack the character wielding this item immediately falls prone.

The Undead Hero

Wandering aimlessly throughout the cursed lands of Martidge is the infected undead corpse of Jarlyn, hero of Kartidge and slayer of Yalin. His once handsome features are now permanently scarred beyond recognition while his two decade old corpse slowly rots on the bones being held together by the evil that animates him. The shards of the Sceptre of the Forlorn within Jarlyn have a basic sentience, knowing and desiring only two things: to hurt the living and to become whole again.

Using the trained instincts of its host body’s muscles the Sceptre fights with the grace of a master swordsman. An aura of pure undeath emanates from Jarlyn’s corpse that kills anything living within minutes, while the Sceptre sustains itself by draining the life from any creature that harms it. If confronted by multiple opponents the Sceptre of the Forlorn will use it’s necrotic powers to animate the bleached skeletons of fallen heroes that are scattered across the landscape. When the Sceptre of the Forlorn feels its host body begin to weaken and deteriorate, the Sceptre unleashes a blast of pure necromantic magic in a final effort to kill its attackers.

Freed From The Past

When the adventurers return to Keordan with Jarlyn’s remains he thanks them profusely, rewarding them with all his current wealth. Secondly the townspeople of Kartidge rally together to freely offer their services to the heroes who returned the body of their greatest saviour. Long after the adventurers move on from Kartidge, the single shard within Keordan’s arm reacts with the now dormant shards inside the remains of Jarlyn’s corpse. Sensing the rest of itself, the lone shard exerts its latent necromantic energy and reforms. The consequences of this event for Keordan are up to you as the DM, he can either be corrupted by the event or seriously injured. One thing is for sure, with the Sceptre of the Forlorn reformed it is only a matter of time before another necromancer haunts the Cursed Lands of Martidge, the people of Kartidge, and history repeats itself.

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The Planar Orphan

Playing God

Eladrin of the Feywild are an enigmatic people. With a natural detachment from events that occur on the material plane, these creatures can seem heartless and uncaring. However those that have the privilege to call an Eladrin friend know the true extent of their love and compassion. Five hundred years ago, the Eladrin now known as Loch was sentenced to death for unspeakable crimes. Fleeing to the material plane, Loch has continued his lifelong experiments in hiding. After hundreds of years of experimenting with planar magic, the Eladrin wizard finally nears his goal – a creature merged with the essence of both the Feywild and the Shadowfell. Driven by his insane thirst for knowledge and complete indifference to the fate of the planes, Loch’s wild experiments threaten to destroy the world, the Feywild and the Shadowfell. Only a group of the greatest heroes could hope to thwart this epic threat.

Troubles of the Mislaid Forest

Dark noises echo along the wind, and nightmarish shadows race through the trees just out of sight. While ghostly lights float through branches and crystalline pools appear out of nowhere, surrounded by lush grass and exotic flowers. Within the Mislaid Forest the veil between worlds is thin, people wandering through these woods can unknowingly enter the Shadowfell, Feywild and return to the material plane within a matter of minutes. Those gifted with luck will return home with nothing but tales of wondrous visions or frightening encounters. Mostly those foolish enough to venture into the labyrinthine woods of the Mislaid Forest return diseased by the Shadowfell or bewildered and permanently confused by the Feywild, with many people never returning at all. With its fabled history and constant looming presence, the Halfling farmers and Humans that live nearest to these haunted woods never venture close enough to fall prey to the cursed area. History states that these woods were not always such a treacherous place, records of the area tell of a grand Eladrin city that appeared during the summer months. Families and people of the nearer towns were welcomed by the Eladrin to enter their amazing city and explore the many wonders and unbelievable gardens that lay within. Trade was abundant with the farmers of the Halfling village of Coote, trading their crops for exotic fruits of the Feywild and the Humans of Fawnhaven trading their wares for Eladrin crafted items. Nearly two hundred years ago the Eladrin city simply did not appear on the summer solstice and has not been seen since. Over that time the forest has become increasingly dangerous and disorientating. In recent years the curse of the Mislaid Forest has been seeping past the borders of its trees and affecting the people of Coote and Fawnhaven. People awaken without a single memory of their life before that morning, animals and crops suddenly take ill with incurable diseases and die within days, people disappear from there homes without a trace and inexplicable creatures harry travelers that pass too close to the ghostly forest. The people of the area are beginning to call for brave and powerful adventurers to help them restore the peace that once existed.

Loch, the Corrupter

Dark violet orbs stare inquisitively from within a serene and unemotional face, long willowy stark white hair flows freely down the back of the Eladrin wizard called Loch. Gaunt arms end in curved and bony fingers that hold the precision of a long life of spell casting. Dressed in the finest of Eladrin cloth that is marked with the stains and tares of someone who cares little of their appearance, Loch is tall and bony even for one of his race. [Read the rest of this article]

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From Different Walks

+1 Adventure Hook of Many

+1 Adventure Hook of Many

Players are very good at throwing curve balls at your plans and wandering away from everything you spent precious time preparing beforehand. When this happens it can be tempting to steer and force your players back on course: tempting but not advisable. Today I’m going to give you 10 adventure hook wielding NPC’s that can be picked up and thrown into your campaign when needed, whether it be from a player curveball, lack of preparation time or even an impromptu game session.

Rasgard – Watch Commander

Characteristics: Muscular, Stern, Hand always on sword hilt
Races: Human, Dwarf

Adventure Hook: Rasgard is an overly serious watch commander for a large city. A war veteran and ex-royal guard, he has little patience for commoners and adventurers. The barrel-chested commander will arrest vagrant adventurers on the spot, under the belief they cause more trouble than good within his city. Parties of adventurers need to decide carefully upon their course of action when dealing with Rasgard. Fight their way out and become outlaws of an entire kingdom or suffer through the legal proceedings and possibly serve unwarranted jail terms.

2. Heldris – The Old Crone

Characteristics: Rambles incoherently, Large mole upon face, Filthy clothes
Races: Elf, Eladrin

Adventure Hook: Heldris wanders around the forests and woods near her shanty home. Many people hear her inane babblings and smell her foul stench before they can see her. This sweet mannered elderly human woman will offer food and shelter to any passing adventurers she comes upon. However any that accept her hospitality quickly learn their folly. Any that enter her home are cursed to die unless they complete her quest. Heldris is actually a disguised sorcerer who covets a nearby treasure that happens to be in the hands of a Troll King. The adventurers can either take on the trolls and have the curse removed, or fight Heldris and search for a cure elsewhere.

3. Dante – The Shy Child

Characteristics: Never makes eye contact, Mouse like voice, Clumsy
Races: Human, Halfling

Adventure Hook: Tending to appear apparently out of nowhere within towns and cities, Dante will clumsily try and steal money from the adventurers. Always caught the boy cries and begs not to be hurt while retelling a tale of a life of misfortune and of a guild of thieves that plan to hurt his unfortunate family unless they can acquire a large sum of money. Truthfully, the crafty child is the son of an assassin guild master. The thieves guild and assassins guild of the city are at war, and the believable child hopes to trick adventurers into destroying the thieves for his father. Adventurers can attack the thieves guild or can investigate to discover the truth behind the boys lies.

4. Tefedris – The Caretaker

Characteristics: Warm Smile, Piercing Eyes, Foreign Accent
Races: Elf, Human

Adventure Hook: Tefedris will tentatively approach people as they are making or breaking their camps. With a well-crafted bow slung upon her back, Tefedris politely requests a minute of their time, as she describes the dire fate of her close friend, an adult male silver dragon. The dragon has fallen deathly ill and only a specific medicine, from the nearby elves will cure him. Tefedris would go herself but needs to tend to the dragon as much as possible. The ranger offers substantial reward if the party returns in time to cure the comatose dragon. Adventurers that complete the simple request are rewarded handsomely with one choice from the dragons hoard. Alternatively adventurers who enter the silver dragons lair, find the creature near death, with a massive and substantial hoard beneath it’s failing body. If greed should strike these adventurers Tefedris will defend her friend and mate to the death… revealing herself to be an adult red dragon.

5. Oltaren – The Voyager

Characteristics: Missing three fingers on right hand, Mischievous grin, Outlandish dress
Races: Goliath, Human

Adventure Hook: Obviously younger than most captains around him, Oltaren leads his weathered crew aboard the Nastien, a medium sized cargo ship. The oddly dressed captain can be found on docks and within seedy bars and is willing to offer voyage to anyone that is looking, he will even offer cheaper fare if they are willing to work while aboard his vessel. After a short time in his company, many people become endeared to the extremely likeable young man. His warm laugh and roguish eyes speak little of his amazing skill at the helm. However the charming man holds a dark secret. Hidden within the cargo hold, several young slaves cower in fear. During the voyage they are sold at sea to another vessel. Adventurers can confront the captains of the two vessels and stop the sale, or leave the overly likeable man to his own troubles. Either decision results in the appearance of the Navy who will arrest anyone aboard the vessels after the slave trade has been completed.

6. Rexted – The Honourable Murderer

Characteristics: Void of Emotions, Disturbingly Calm, Calculating Eyes, Soft Voice
Races: Eladrin, Tiefling

Adventure Hook: During a particularly dark night within the city or town in which Rexted dwells, the adventurers are awoken from their slumber by a nearby violent commotion. As they arrive upon the scene they learn that Rexted, a local serial killer, has struck again, only this time he didn’t succeed in his grisly task. The victim is an exceedingly wealthy merchant who offers an extraordinary reward to any that capture his would be murderer. The very next night the adventurers are visited by Rexted, although not for obvious reasons. Appearing from the darkness like a wisp of smoke, the murderer seeks the aid of noble heroes to help him in his dignified quest. Rexted hastily explains his goals to assassinate only the most vile and nefarious of people in order to free himself from a disturbing curse that requires him to kill a hundred people. Enquiries into Rexted’s tale prove him truthful, with all his previous targets being foul and horrid people. The same holds true for his current target who sacrifices the souls of children to acquire more wealth and good fortune. Adventurers caught in this predicament can hastily dispatch of Rexted and receive their reward or take their time and confront the true villain.

7. Preaslin – The Wizard’s Apprentice

Characteristics: Stutters when flustered, Nasal voice, Always dishevelled
Race: Gnome, Dwarf

Adventure Hook: Preaslin can be found stumbling around the marketplace of his city, obviously flustered and clumsily carrying large piles parchment and jars. Rushing along in a world of his own the young scruffy apprentice will walk straight into one of the adventurers, falling to the ground. On the verge of a break down, Preaslin looks away from his ruined items to see the adventurers. Knowing of their prior exploits the apprentice stumbles excitedly over his request for help. Due to the apprentice’s err; his master has been transported to the elemental chaos. Adventurers can undertake this dangerous task for little reward or ignore the stuttering apprentice and continue their more important duties. Adventurers who fail to help Preaslin are revisited by him sometime in the future. Only this time the apprentice seeks no help, but revenge. Having agreed to a warlocks pact in desperation, Preaslin didn’t save his master in time and now blames the adventurers.

8. Groth – A Drunken Adventurer

Characteristics: Boisterous laughter, Viciously scarred, Overly friendly
Races: Half-Orc, Goliath

Adventure Hook: Within a normally quiet tavern or inn, Groth can be found disrupting locals and making unwilling friends with his boisterous laugh and overly touchy manner. With the arrival or discover of other adventurers, Groth will saunter over and regale with several unbelievable stories of his prowess and magnificence. During these ramblings Groth lets slip some vital information about his parties current treasure hunt, revealing the presence and location of a powerful artefact within a nearby dungeon. Adventurers who choose to use this information must battle through the undead infested tower to retrieve a relic that proves as powerful as Groth’s inebriated tales. Adventurers who ignore the information distributed by the drunken warrior, are confronted the next day by the now sober Groth and his party. With a dour look upon his face and an attitude near opposite from the joyous giant the night before, Groth accuses the adventuring party of stealing the relic that is rightfully his. A claim he is willing to fight and die for.

9. Thergin – The Nervous Merchant

Characteristics: Sleazy, Fiddles and Fidgets, Nervously laughs regularly
Races: Gnome, Halfling

Adventure Hook: An unfortunate looking man, Thergin harps his simple wares throughout busy streets and market places. Constantly sweating and always rushing through his words, the salesman seems out of place amongst his competitors. Adventurers that near the little man are waved down emphatically, if ignored the small salesman chases after the party constantly spouting words like excuse me and please wait. When he eventually gets the groups attention, the nervous Thergin requests their help. If they escort him to a hidden storeroom outside the city unharmed, he shall reward them with the treasure trove of magical items stored within; an offer seemingly to good to be true. Thergin acquired the items by clerical error and has been hunted by a group of bandits since he mistakenly received the magical items. Having offered to return the items to the bandits to no avail and only just escaping with his life. Thergin hopes that the bandits will attack him and his entourage on their way to the storeroom, sorting out booth his problems at once. Ridding himself of the horrible bandits and of the troublesome weapons he never wanted. Failure to protect the merchant sees a vile group of zealots complete a collection of unholy armour, unleashing a demonic prince upon the world.

10. Bealis – The Not So Noble

Characteristics: Condescending to everyone, Openly rude and insulting, Pays more attention to her appearance than people.
Races: Human

Adventure Hook: Bealis’ stunning looks and graceful movements are spoiled by her rotten attitude and venomous tongue. The low ranking noble has only one desire, to sit upon the throne of the kingdom, a seat that the young woman is very far away from. To achieve this goal, Bealis wanders her city’s taverns and merchant quarters discreetly looking for adventurers she can hire to kill one of the heir’s inline before her. Bealis offers large monetary rewards and will often spin lies about the character of her sibling or cousin in order to get the heroes to agree. The many adventurers that have declined her offer have found themselves in serious trouble. After being rejected, Bealis will often rush off to complete the foul deed herself, then report seeing the adventurers near the now dead family member. Against the accurate description and word of a noble, most adventurers either flee the law or face an unfortunate end at the hands of the executioner.

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Star Crossed Dragons

Love Is In The Breath Weapon

Dragons are one of the most feared creatures within any fantasy setting. Their thick scales, razor sharp talons, brilliant minds and feared breath weapons make them one of the greatest threats to groups of adventurers and kingdoms alike. With this fearsome persona it is easy to forget that these cunning and sometimes sinister creatures are also capable of love. On especially rare occasions, these menacing creatures can forget their differences and come together with a different coloured dragon. These rare relationships can have startling results in the form of crossbred offspring. Below are the details on two of these unlikely beasts, the Tarnish Dragon and the Pale Dragon.

The Terrifying Tarnish Dragon

Sharing potent and devious intellects, green and copper dragons can occasionally find solace in each other’s company. The result of such a union is the unique and terrifying Tarnish Dragon. Large shield-like scales cover the immense form of these mottled dragons, as thick muscular legs easily carry the weight of their gigantic bodies. Thin long wings remain tucked across the great length of the beast’s spiked back, with a thick and jagged spiked tail ending in a cruel venom tipped stinger. Green and copper flecked orbs peer out over a broad snout that is filled with haphazard rows of protruding and croaked fangs.

The Tarnish Dragon is one of the most formidable beasts that an adventurer can confront. While the nearly flightless dragon is considered weak amongst it’s kin, any band of adventurers that confront the more commonly known Rust Dragon, fear it’s corrosive breath above the fire and ice of other dragons. Metal caught within the gaseous breath of the dragon begins to rust and corrode instantly, while swords and axes that connect with its thick plate-like scales also begin to quickly rust. The dragon’s scales and hide are infected with the same corrosive elements that infest it’s vile breath. The venom stored within the cruel tip of the dragon’s thick tale is potent enough to kill a human within hours and most dragons within days. The venom is a quick acting neurotoxin that breaks down the nerves of the victim, leaving them paralysed. Without immediate treatment the poison eventually begins to break down the brain killing the paralysed victim slowly. The movement of the dragon is restricted due to the large and brittle scales that cover it’s body, combined with it’s great size and weight flight is nearly impossible for the cumbersome beast. However when necessary, a Tarnish Dragon can use the long thin wings upon it’s back to glide for short distances. The mottled green dragon will uses it’s immense size and weight to crush foes, relying on it’s thick scales to protect it, while the dragon’s corrosive body and breath make any would be heroes defenceless against it’s jaws, tail, claws and venom. [Read the rest of this article]

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Festivities!

Festivities!

Festivities!

Happy Days

Holidays and festive seasons are a part of everyone’s lives. We look forward to those special times of the year where we can spend time with our friends and loved ones, relaxing and forgetting about our troubles, even for a small time. Festivals and celebrations can also play a special part in any RPG campaign, they can provide an interesting change of pace to the normal town and city experience for the players and the DM. Being Good Friday, I have decided to take some of the more commonly known holidays and festivals of our world and twist them into festivals suitable for a RPG campaign world. In addition I would love to hear your ideas for RPG festivals in the comments.

Antas Eve

Throughout the year, parents spend many hours warning their mischievous children of Antas Eve. A horrible night, in which all the adults are cursed with blindness and paralyzed, while the wicked children of the world are stolen from the beds by the demon Antas, never to be seen or heard from again. This frightful tradition is not only used as a tool to keep misbehaving children in line, but as a means to allow parents one night of undisturbed enjoyment. Taverns and inns provide special entertainment for parents willing to vacate their houses, while some prefer to enjoy the quite time within their own home. Nightfall within a city on Antas Eve can provide very interesting sights and unusual crowds as parents make the most of their short lived freedom. Any foolish child found to be out of bed during Antas Eve is punished unusually. With the myth of Antas gone, the children are forced to spend the rest of their remaining childhood serving their parents during the course of the curious night. This somewhat odd tradition has a very disturbing origin.

The stories of the demon Antas hold a truth that would terrify all parents if they ever found out the reality behind their luxurious evening. Nearly a thousand years ago the abyssal demon lord walked upon the material realm for one night every year. Utilizing powerful magic and it’s fiendish mind, the pitch black demon Antas conceived a sadistic method to harvest it’s victims. Breaking through the constrictive magic and force of the abyss, Antas managed to visit the material plan once a year for a thousand years. The lumbering, sickle clawed demon hunted tirelessly for first born children to enslave within it’s abyssal realm. For every soul dragged into the abyss by Antas, dark and horrifying magics siphon the souls of his slaves directly into the demon, empowering him further. The only draw back of Antas’ fiendish plan is that after a thousand years of annual harvests, the demon cannot return to the world for another eon. For nearly the past thousand years the parents of the world have forgotten the origin of Antas and celebrated for one night of freedom, a freedom which will soon end. Only the greatest and mightiest of heroes could possibly hope to confront the ancient demon upon it’s return to the world. [Read the rest of this article]

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The Melias Prophecy

Kelliha

Confusing Heralds

Prophecies and predictions can play a large part in any RPG campaign. Cryptic messages and foreboding tales can herald apocalyptic destruction or miraculous saviours. The kingdom of Melias worships one such insightful text and after generations of zealous worship, the time for prosperous glory has almost arrived for the people of this kingdom. As the people of Melias wage war with the nomadic tribes of Orcs that infest their homeland, they place their hope and faith in the hands of a young king, heralded as the Kelliha, bringer of glory. Unfortunately one of the kingdoms sages has stumbled upon a cipher that shows the Melias Prophecy in new and devastating light. The Melias Prophecy speaks not of the human kingdom, but of the Orc hordes that plague the lands. Now great heroes from across the world are being summoned to stop the prophecy coming to pass. Below is the description of Kingdom of Melias and their hidden peril as well as the Orcs who opposes them; Players who discover the truth should be faced with a tough decision. Protect the humans or allow the prophecy to pass, granting the Orcs a peaceful nation of their own.

The Kingdom of Prophecy

The zealous kingdom of Melias has ruled over their lands with an iron fist for generations. Laying claim that their strict laws and beliefs guide them through the Melias Prophecy. The scripture, which by law must be present in every home, tavern and shop, has been used as a guideline for the kingdoms actions throughout the many years it has ruled the land. The expulsion and subsequent wars with the elves and dwarves native to the area was deciphered as part of the ‘Purge of the Impure.’ The passage of ‘Broken Tools’ outlaws all weapons and tools within the kingdom for four weeks every year. Each law and festival within the lands of Melias has been carefully withdrawn and deciphered from the ancient and worshipped prophecy. With the most important festival happening once every ten years with the appearance of the ‘Fire Moon’. During the three nights that the ‘Fire Moon’ appears in the night sky, a child of fiery eyes shall be born, heralding the beginning of a grand future for the people of the human kingdom. This child shall be the Kelliha and lead the chosen through a reign of insurmountable prosperity. Eight years ago the Kelliha was born and celebration gripped the kingdom for five years, as was written. Now the child king has been crowned and leads his army on the final chapter of the prophecy, ‘The Cleansing’. The armies of Melias have embarked upon a crusade to rid the land of all evil. Once this bloody crusade is completed the kingdom shall live in a land of eternal beauty and opulence. As is foretold, so shall it pass. [Read the rest of this article]

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Is It The Beards?

Half-Dwarf

Not So Tall, Not So Short

Half-Elves, Half-Drow and Half-Orcs. Half races are not uncommon to the world of role playing games, but some races have been overlooked as a half-half option. Dwarves in particular are a staple race in almost every setting. However, Half-Dwarves are almost unheard of (except for in Dark Sun), so here are some possible options for anyone interested in adding them to your own world.

Ecology Of The Half Dwarf

Standing on average between 4’8” to 5’6”, Half-Dwarves retain the muscular stature of their Dwarven heritage. The barrel-like frame of the Half-Dwarf means their weight usually exceeds both of their parent’s averages at 180lbs to 240lbs. Skin tone, hair and eye colour tend to come from the Human parent with the grey and sandstone skin tones of the Dwarves rarely occurring amongst the mixed race. Hair and beards remain thick amongst the males, whilst females grow either very little or no facial hair. Resistance to poison remains as strong amongst the Half-Dwarves as it does with the full-bloods. Life expectancy extends from 120 to 150 years of age with some reports of Half-Dwarves living to 180.

Half-Dwarves who live in the culture and fast pace of Human society often tend to become more sociable and are generally friendlier to deal with compared to full Dwarves. Retaining the lust for gems and precious metals, merchants and bankers are often the chosen professions for Half-Dwarves who are content in peaceful life. Their dual heritage grants an extraordinary aptitude for learning new skills, especially anything that involves the use of their hands. Life away from mines and the underground halls weakens ties to the usual gods of Dwarven society, while in human cultures any acceptable faith is common in Half-Dwarves. Without the sturdy traditions of the mountains, males will often shape their beards into styles popular within their society, but very rarely does a Half-Dwarf shave his beard completely.

When raised within the mountain realms of their parents, Half-Dwarves retain the ability to see within low lit areas. Doing so over extended periods of time can strain the eyes into a temporary weakness to full light. A life spent working within the mines and smithies has granted a greater fortitude and strength upon the subterranean Half-Dwarves. Inside their ancestral halls, traditions are instilled proudly. Males wear their beards with pride and females maintain their duties amongst their male kin. Such a lifestyle leads to a fierce devotion to protecting their homes and standing gloriously in battle. The desire to work metals and gems into magnificent items remains, as with all other Half-Dwarves, but it is instilled with an honour that Human-raised Half-Dwarves do not retain. Dwarven personalities are often instilled perfectly upon the Half-Dwarves raised under the mountains of the realms, where the gruff and tough attitude remains to full extent.

Friends, Foes And Adventures

Humans and Dwarves easily accept Half-Dwarves among them, and anywhere the two societies live in close proximity, there is bound to be a significant population of Half-Dwarves. In predominantly Human civilizations, Half-Dwarves often find company with Half-Elves, while the more morally-loose Half-Dwarves often enjoy time amongst Halflings. The ancient rivalry with Elves often ignites with friendly competition. However relations with the enigmatic Eladrin are tenuous, with similar fragile relations occurring with Tieflings. The honour common to the Dragonborn is greatly respected by Half-Dwarves especially those raised amongst the Dwarven keeps. Giants remain the eternal enemy of any Half Dwarf. Long and vicious battles are almost imminent whenever the two opposing forces encounter each other. Apart from the genetic hatred of giants, Half-Dwarves often have a particular dislike of Goblinoids and Drow.

Records show Half-Dwarves of great renown from all walks of life but here are some of the most common. A Half-Dwarve’s upbringing usually steers their choices upon the adventuring lifestyle. Growing up amongst the Humans, Half-Dwarves do not gain the respect for the metals and jewels they love and without the right teachings greed will often fill the void. Rogues, Bards and mercenary Warriors are the most common choices. Dwarven teachings remain strict upon the half bloods with Paladins, Clerics and stout honourable Warriors usually filling the ranks of Half-Dwarves with a mountainous upbringing. Few are born into bigoted societies and when this happens Half-Dwarves often journey to find their place within the world. These Half-Dwarves often turn into Rangers or Shamans.

From All Walks

Belonging in two different cultures but not completely linked to either one, Half-Dwarves can be found within nearly any Human or Dwarven settlement. Here are a couple of possible Half-Dwarves that you may encounter.

Tilian grew up on the streets of Tenkall, a large coastal city comprised of all races. Her father left his life with his people to live in peace with Tilian’s Human mother. Although she lived a rather comfortable life due to her father’s talent in crafting exquisite jewelry, Tilian wanted more and she coveted the wealth of the women that purchased the jewelry from her father. Tilian began performing within inns along the docks hoping to acquire large amounts of gold and jewels from liquored sailors and travellers. Very quickly Tilian learned that her voice held mesmerizing powers over Humans and she used this talent to liberate her audience of the majority of their wealth. In short order, her antics were discovered by a well respected Dwarven innkeeper. Word quickly spread of Tilian’s thieving behaviour and she was no longer allowed to perform within the inns of Tenkall. However, Tilian’s appetite for easy wealth had only started. She began singing along the streets of the busy city, taking whatever she could manage without being caught by the city watch. It wasn’t long before her talents reached the crime syndicate that operated within Tenkall. The Diamond Web recruited Tilian with little effort and now Tilian performs with an entourage of pick pockets. Unsatisfied with her share of the takings, Tilian will often take extra for herself when she believes no one to be looking. A habit that is drawing dangerous amounts of attention towards the hypnotic bard. Locals of the city have learned to keep away from certain streets when they can hear her delightful voice ringing out over the cities hum. Any attempt to apprehend the brazen Half-Dwarf has ended in hypnotized watchmen. Because of this, the guards of Tenkall offer little assistance to those who fall prey to the siren song of Tilian.

Katharis was born in a small farming town that was at the base of a towering mountain range. His parents were slain by a goblin raid while he was still a babe. Fortunately an elderly farmer was kind enough to take Katharis in and raise him as his own. Spending his childhood on the farm, Katharis learned to care for it and tend the fields and orchards that merged with the forest. His father taught him to feel the soil and be aware of its needs. The farm rested a day’s travel from the town of Gilan and with the large amount of work required to maintain the farm between Katharis and his father journeys to Gilan were sparse. As years passed Katharis enjoyed his peaceful life and found contentment and pride within his work upon his father’s farm. When his adoptive father passed Katharis didn’t hesitate in handling the farm on his own. Years after his father’s demise, a band of goblins raided his farm and the town of Gilan. During this raid Katharis saved several people by calling on the earth and rock itself to protect the town. Summoning elementals to crush the raiding fiends, and jutting walls of stone to defend the borders of the town. Katharis was just as shocked by his actions as the townsfolk. The townsfolk didn’t see a saviour though, instead they viewed Katharis as a cursed half-breed. Katharis was chased from the town he had just saved by the people he had rescued. Katharis continues to live and work on his farm using the methods his father taught him to connect with the earth and listen to its needs. Children from Gilan will often dare each other to trespass on his farm, where they tell tales of shapes moving within the ground and lurking within the forest, warning trespassers of their folly. The fabled ghosts of the cursed farm are not malevolent spirits but Katharis using his earthly connection to watch over the children and protect them from the predators of the forest.

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Assassins On The High Seas

Avast Ye Assassins

The high seas are filled with peril and danger at any given time, but off the island-riddled coast of the tropical south west, the waters are particularly more dangerous than elsewhere in the world. Regardless of the large naval and lawful presence within the area, a nefarious group of assassins has managed to gain control of the seas and surrounding islands. This pirate armada is responsible for the countless sunken wrecks that litter the seas around the numerous coastal islands, and many more deaths. Their unique and shadowy talents are for sale to the highest bidder. Operating without honour, these assassins are known to quickly double cross their contractors for an excessive fee without hesitation. The Crimson Armada is a dire and menacing threat to any that find themselves targeted by these pirate ninjas.

The Crimson Armada

Members of the Crimson Armada walk boldly through the streets of the numerous port cities and towns of the region, proudly displaying the scarlet tattoos that mark them as a member of the assassin coven. Each tattoo that adorns a member of the Crimson Armada has two purposes. Firstly, the amount of tattoos symbolizes achievements that are awarded within the pirates’ society. These accomplishments vary from almost honourable to downright morbid. It has been said that acts of successful treason and mutiny, as well as killing superiors, are classed as high achievements, while acts of bravery, loyalty and sacrifice also gain an assassin an inked marking. The second and more coveted aspect of the tattoos are the powers and abilities that each tattoo grants to the bearer. Each symbol holds a fragment of primeval power from an ancient shadow oni assassin lord. The powers and abilities of each symbol vary widely from instant mastery of martial arts, such as ninjutsu and kendo, to shadow arts, like teleportation and invisibility. With these supernatural abilities the members of Crimson Armada have continuously eluded capture from the watchmen and authority forces of the region only to strike back with deadly precession upon anyone that stands in their way. Now there are very few people left in the area that oppose the chaotic might of the Armada and fewer still who are willing to speak such words aloud.

With their imposing presence within the cities and towns of the coastal region the leaders of the Crimson Armada remain hidden within their fortress home which lies upon the back of a colossal dragon turtle. Using dominating magic, the Armada’s most powerful magicians control the once ferocious turtle as the see fit. The thick moss laden shell holds a menacing blood red solid stone fortress the stands several stories high. The Armada has also carved several caves and dungeons into the turtle’s shell where they house their most treasured items. With enough money anyone or anything can employ the Armada to complete a number of tasks, the pirates specialize in assassination and thievery but will take on any task as long as the money is right. The inherent risk of hiring the nautical assassins is having them double cross you, the agents of the Crimson Armada are given free reign to offer a choice to their targets, for a hefty price victims can reverse the contract placed upon their heads. This choice of immunity can be offered numerous times to the same two parties, with the price ever increasing. This game of back and forth has seen the Armada amass an extremely substantial amount of wealth in the short period of time they have been operating. The freedom that each pirate assassin can offer also extends to their methods, with no two members of the Armada operating in the same manner. Some complete their missions with stealth and speed, whilst others rampage head first through any obstacle within their path.

Foundations

The leaders of the Crimson Armada started life as little more the orphaned thieves who scrounged a living in the darkened and filthy alleys of the capitol city of the coastal region. As the years passed, their distain for the wealthy and fortunate around them grew to scornful hatred. The brother and sister began to covet wealth above all things and made a pact to do whatever was necessary for them to amass a wealth that was the envy of kingdoms and empires. They received their chance the day they stole ancient scrolls from holy monks who were resting in the city whilst on a pilgrimage. At first they meant to sell the parchment for mere gold, but when tracked down and confronted by the monks, a fight ensued. During the scuffle ink rubbed off upon the brother granting him the instant mastery of a martial art, with which he bested the skilled monks. Upon that day five years ago the Crimson Armada was founded, with the single purpose to amass a hoard of wealth the likes the world has never seen.

O’Captain, My Captain

Captain Derdan, controls the Crimson Armada’s countless ships from his immense 1st rate Ship-of-the-line. Known by its crew as Red Sea, the immense ship has single-handedly dispatched an entire fleet of naval vessels in combat. Whilst Derdan’s sister remains within the Armada’s fortress, he appears as the face of the pirate assassins and has a royal bounty on his head larger than anyone in known history. However any who have sought to claim the bounty have either been recruited into the Armada or have fallen to the twin magical cutlass’ that hang awkwardly from Derdan’s petite frame. His thick black hair hangs to his shoulders, framing a youthful face that is patched in a thin beard that speaks of the captain’s youth. Countless tattoos completely cover the small frame of the captain’s constantly shirtless top half. The power of these tattoos has seen the teen gain abilities and powers that surpass veteran heroes and legendary generals. Many warriors mock his appearance and stature upon first meeting, a mistake that is only made once. Derdan is covered with every single tattoo that he and his sister found upon the scrolls, including the original that rubbed off during the initial fight with the monks. As such his powers and abilities are almost limitless as he verges upon the edge of immortality.

Hidden Sister

Krestaen spends the majority of her time within the fortress of the Crimson Armada. Her once auburn hair, now abyssal black to match her eyes hides a secret tattoo upon her scalp that she tore from the scrolls upon the day she and her brother stole them. This unique tattoo coupled with the others upon the scroll has granted Krestaen powers that equals Derdan, however in place of the martial skills of Derdan, Krestaen has access to limitless shadow and Oni magic. The small, adolescent girl constantly carries two bladed whips that appear ridiculously long and unwieldily even if in a master’s hand. However her abilities with the extended whips are legendary amongst the few people who know her. Krestaen uses her abilities to oversee the operations of the Crimson Armada. The young girl delights in her role as interrogator and torturer for the few prisoners of the Armada, often using dominated sharks to slowly terrify and devour prisoners she has becomes bored with. Whilst Derdan is unaware of his sister’s hidden tattoo, Krestaen covets the ink marking that was smeared almost illegibly upon her brother. Wealth has become meaningless to Krestaen as the demonic voice in her head constantly raves about the joys of destruction and mayhem. A strong will has kept the voices at bay so far, but it is only a matter of time until Krestaen gives in to her morbid urges of destruction.

There Can Be Oni One

In darkened years now forgotten and never recorded in the histories of the world, an immortal shadow oni rampaged across the world. Countless heroes and innocents fell before the unstoppable demon and the world burned crimson with blood and fire as hope disappeared. Known only by the title of Crimson Death, the demon Shinoshi delighted in the perfect world it was sculpting. As a master of all shadow magic and martial arts, no group of heroes could even last mere minutes before the abomination. As chaos flooded the world, a small group of enlightened monks gathered together in an effort to stop the beast. A mighty ritual took place in which the ten monks sacrificed the enlightened energy to weaken the demon, then separating and draining all of Shinoshi’s powers into several scrolls. With their sacrifice and the immortal demon captured, the world returned to normal and Shinoshi was eventually forgotten by everyone, except the monks who guard the evil scrolls on an endless pilgrimage. If all the symbols are to ever be written on a single canvas or the scrolls completely destroyed, then Shinoshi would return once more to the world.

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Beginner’s Guide To Homebrewing

Origins

As it is homebrew week here on Critical Hits, I’m going to forego my usual flavour-based rantings in order to share with you my beginners guide to homebrewing. For those of you who are unaware of my RPG portfolio, I’m a mad as a hatter homebrewer. From humble (and undoubtedly parentally annoying) beginnings at the age of eight, I have been building ‘adventure’ games for my family and friends non-stop. My first game system didn’t go down so well as I spent most of my time trying to convince my older brother and parents to spend their weekends sitting at the table to hear me rant on and on about imaginary monsters and villains that they had no concept of. Since then I’ve continued relentlessly in the homebrew department to the point where I am running weekly games for two groups of six players. Below I’m going to share with you some of the basic tips I have picked up over the years.

Fantastic Isn’t Always Funtastic!

This is an easy trap to fall into repeatedly when you start out building homebrew campaigns and RPG systems. Fantastic and clever ideas for rules and campaigns don’t always relate to fun gameplay for your players. Before you devote your time and effort into developing components for your homebrew, run the idea by your players and friends to gauge their excitement for the idea. Then when constructing your homebrew, continue to ask yourself ‘is this fun?’ With the entertainment of your friends and family at the forefront of your creative process it is unlikely that you will end up with a boring or frustrating homebrew.

Complexity Is Thy Enemy

When starting out in the homebrew field, keep things simple for both yourself and the players. Simple rules and mechanics in your system are easy to remember by everyone involved and have less chance of becoming broken or unusable. Simple mechanics also consume less of your valuable time when you are creating them. One of the primary benefits for running a homebrew system should be the ease with which new players can join in on the fun. Unless your name is Chris Perkins or Monte Cook, chances are any new players will be unfamiliar with your system and massive complex rulebooks can be very daunting to newcomers. Three to four rule mechanics should be enough to cover the entire breadth of your gameplay to start off with. Once everyone is comfortable with the system feel free to add more mechanics and complexity if you won’t, just don’t overdo it. A different mechanic for searching, and bartering, and negotiating, and bribing the guards isn’t necessary.

Small Steps

Creating campaign worlds, unique monsters and player races can be a lot of fun, however it is very easy to get caught up in the creation of vast empires or small minute details, causing you to spend way to much time constructing your Homebrew worlds. Don’t be afraid to start of small, a couple of detailed notes for each component of your world should be enough to start playing with. Then as you add details throughout the game or brainstorm during daydreaming sessions, take notes and build upon things as they are needed. Your players don’t need a detailed history that covers every calendar date in history, nor does every city need to have rich characters and culture when you first sit down to play. A benefit of homebrewing is that the world and setting are of your own creation. So whether a detail within the world was crafted over weeks of thought and effort, or is merely an immediate reaction to a player’s in-game question can remain a mystery.

Pride Before The Fall

Homebrew systems are very personal constructs: you spend your time and effort building something for your friends and players to enjoy and when someone gives you feedback, or a player comes up with an idea on how to change something, it can come across as a very personal attack on your beloved homebrew baby. One of the biggest pieces of advice I can give to anyone starting out in the homebrewing department is this: do not let your pride get in the way of the fun. I’ve seen several homebrew games fail and dissolve very quickly, because the DM or creator is unwilling to change anything or accept genuine and constructive feedback. RPGs should be enjoyed because of the input of everyone involved, not just the DM. If a player has an idea on how to better a rule mechanic, try it and see if it works. If a friend comes up with a great idea on the motives of an NPC, work with them and incorporate it into the system. Other perspectives will see problems you can’t or refuse to. Players love to see their NPC’s and creations flourish within your homebrew setting. Being open to change and outside input can only improve the gaming experience for everyone involved.

One final point concerning jealousy between homebrewers. If someone else uses one of your mechanics or unique monsters, don’t tell them they can’t because you built it, therefore you own it. Encourage them and enjoy the fact that other people enjoy you creation enough to use it in their own games. As they say, imitation is the highest form of flattery.

So there you have it, my beginner’s guide to homebrewing. With these simple guides in place you should be entertaining your friends and daydreaming the hours away constructing your next monster race in no time. Don’t forget: happy homebrewers are good homebrewers.

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