This piece follows ‘Ants in the Darkness,’ a Beckett adventure of the Northumbria Campaign.
The session began with the PCs in an underground tunnel on Wycliffe Island, located on Blackwater Lake. After stumbling into a nest of giant ants, the party desperately fought its way out. A few caverns away, as they recovered, they had a stroke of luck and found a calcified chest containing many gems. Exhausted and wounded, they returned to the surface and sailed back to the small village of Lakesend. There they planned to rest, heal, and divide their loot.
FROM THE DM:
I found this session, which lacked any real combat, memorable because of the role-playing and the dialogue between players. You know that you have a good group when they can find great amusement and engagement without rolling dice. I just sat back and watched the how, taking notes. In addition, I had recently asked each player to cast his character with some famous person or Hollywood actor. I think this helped each player really visualize his character, and the dialogue seemed to come easy. This session also served one additional purpose for me as DM. The party had been unwittingly abusing the identify spell, forgetting that it requires a pearl each time. The write up helped to make this clear. Read more
This is RPG-ology #5: Country Roads, for April 2018.
Of course, role playing game referees almost always have maps, and many of us make most of our own maps. The fact is that you don’t really necessarily need maps, and we’ll probably eventually talk about running games without them, but for most of the kinds of games most of us play, maps are an important part. I even belong to a Facebook group dedicated entirely to game referees making and sharing their maps. Honestly some of them look more like aerial photography, but that’s useful too. Questions often arise about how to make maps, and having been a Boy Scout and having taught Cub Scouts a few Scout skills over the years, I’m pretty good at maps. So we’ll probably return to them from time to time. One of the questions I often hear, though, is how do you design the roads on your maps. If you don’t understand how roads work, you can do some pretty silly things with them.
This article is going to talk about what we’re dubbing “country roads”, with apologies to John Denver, but we’re including wilderness roads, desert roads, pretty much any road that is outside the confines of a city—the long roads that take you from one major place to another in your adventure setting, the road on which your adventurers set out when they began that took them somewhere else. Some of what we’ll talk about applies to city streets as well, but they have their own complications and issues, so maybe we’ll come back to them in another article. Read more
By far the largest house, Keen are gifted with any talents useful in the gaseous environment. Dealing with the classical element of air, they are often involved with gas mining or with the persistent monitoring of gas swells and other storms. A great number of Keen Houses are found with the Eminar living below the vapor line. Possibly the most utilitarian of the Houses, they tend to be work oriented with much to keep them busy on a normal day. Above the vapor line, the houses do have the responsibility of monitoring gas swells in most cities and maintain the alarm system.
Granted Power: Keen can sense gas swells and storms of all fashions one minute before hand per point of WISDOM. In addition, all penalties due to storms are halved.
- Obscuring Mist: Fog surrounds you.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
- Control Winds: Change wind direction and speed.
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Control Weather: Changes weather in local area.
- Whirlwind: Cyclone deals damage and can pick up creatures.
- Storm of Vengeance: Storm rains acid, lightning, and hail.
This is Faith in Play #5: Fear, for April 2018.
I heard a comment on the radio to the effect that fear is a problem for intelligent imaginative people. The argument was that such people readily envision all kinds of terrifying possible outcomes of any situation, and so give themselves negative expectations. Stupid people, it was argued, don’t see what’s coming, but intelligent people think about all the possible outcomes and consequences in advance.
I am not persuaded. It is, after all, quite possible for someone to be afraid because they have been in a situation like this before and it led to a bad outcome; it is also quite possible to be frightened by a completely unfamiliar situation because you realize that you have no idea what might happen next. However, I can see that it is often the case that intelligent imaginative people frighten ourselves with what we conceive as possibly happening in the future. During the Cold War there were probably millions of people for whom the threat of nuclear annihilation was only a theoretical possibility discussed by politicians and military leaders and of no real concern to someone trying to get through the problems of ordinary life. It was intelligent writers, intelligent leaders, people with the ability to imagine what might happen, who were truly terrified of the possibilities. So there is some merit in the notion.
That caused me to wonder about the players in my games, and to suspect that you have seen something of the same in yours. Read more