More Cartography for The Ruins of Old Soguer
I’ve been bitten by the cartography bug again. Honestly it’s one of the things I most enjoy about game design – making maps. And these are both big maps of something that I particularly enjoy drafting: cities – one prosperous, one in ruins.
These maps will be featured in the upcoming adventure The Ruins of Old Soguer , an exploration-oriented 4e D&D adventure for 10th level characters. Over the course of the adventure heroes will search the ruins of a destroyed city in search of the last king’s sword, and by strange paths relive the cataclysm that brought doom to the mighty city of Soguer.
Stay tuned for more maps for the adventure coming soon, as well as preview art for our upcoming board gameVampyre Women of Venus.
Happy Gaming,
Adam
Posted in Uncategorized and tagged map, The Ruins of Soguer by Adam A. Thompson with no comments yet.
One Page Dungeon Contest 2012
Campaignwiki is holding a comp
etition (one they seem to have held for a few years now) to generate a one-page dungeon. I am about to submit one to the contest (post to come later this month), and thought I’d make sure you were aware of the opportunity to enter you work into this friendly competition. Here are some examples to inspire you as you put your together:
- Catacombs beneath a manor where a thieves’ guild has taken up residence.
- A Dragon’s den protected by various minions and assorted pitfalls.
- A cave complex originally inhabited by an ancient civilization.
More examples are available on the campaignwiki site. Hurry though; entries are due by April 30th!
Posted in announcement by Adam A. Thompson with no comments yet.
Dungeons and Dragons Coloring Book
G
reg Irons and Gary Gygax collaborated on a dungeoneering coloring book back in 1979. The book is 30-some pages of room descriptions and lively black and white drawings that are guaranteed to inspire youngsters to color outside the lines.
The nice folks at Monster Brains have posted each page as an image to Flickr, found here in a complete set. These pages have been meticulously scanned and should print well for your and your kids’ inking enjoyment. Download them now before they disappear because of some copyright lawyer’s quest for promotion!
What better way to introduce the little ones to using their minds to create worlds? Seriously, can you picture a better coloring book for an aspiring kid DM?
Images range from single, stand-alone creatures to complete scenes with aesthetic composition that spills out over the borders of the image. Note the eyestalks rising high above the fold in this sample page.
It is unclear what exactly inspired the coloring book (though the original images in all the classic DnD modules and sourcebooks share many of the features that we find in these pages. It is also unclear why there were not more of these projects. So many coloring books out there are so bland; this leaves many of them wishing they could inspire.
To celebrate this online find, and inspired by it, we are busy putting together an updated fantasy coloring book for you to zoob out to or to introduce your young broodlings to role playing while they sit in the booth at T.J. McCluckeys or wherever you find yourselves for a family dining experience.
Keep an eye tuned to Claw/Claw/Bite for sample pages and for a future release date for the full coloring book!
And, happy coloring!
Posted in Review by Adam A. Thompson with no comments yet.
Dungeonstone
Over the past 14 months, I’ve been slowly incorporating Dungeonstone into our role playing sessions, replacing handmade and Wizards-produced tiles in our more dungeon-oriented encounters. The idea has been to create more 3d effects and to provide the feeling of walls and convey the close quarters of combat better than flat tiles. 3d terrain allows players and DMs to take advantage of corners, nooks, crannies, and to use tables, chairs, and anything else as cover, which undoubtedly makes encounters more exciting and action-packed.
Until recently, I’ve been using the resin and carbon infused diestone composite terrain unpainted, which has been fine to get the basic 3d idea across. I have found that using the walls in various configurations yields interesting room properties and challenges for my players. Choke points along the corners, raised platforms in the center of the room, and the narrow passageways provided by the set help evoke high intensity on the battlefield. I’ve supplemented the terrain with my own hand-made and found additions (I’ll cover these in a follow-up post) to add additional character to our encounters.
This terrain is fully-compatible with Dwarven Forge products; I’ve mapped out a few rooms using DF’s sci-fi accessories to present futuristic dungeons full of strange equipment, and have linked Dungeonstone up to DF’s ice caverns with great success.
Now for the simple review. This product is amazing!At $100 for a 97-piece advanced set, you’ll have enough pieces to map out a few full rooms with interesting features. The basic set is $40 and comes with 43 pieces, enough to build one large room or a few small ones.
On top of all of this, the owner/sculptor/producer Leo is a nice guy; we’ve discussed his product and our respective campaigns at the past two OwlCons. He’s quick to respond to questions and has a slew of tips for making the paint stand out on his models. Paying him for his hard work and the quality of his results is only too easy; as I write this I’m considering order a few of his 4×4 and 6×6 tiles for quicker setup.
Dungeonstone is currently limited to flagstone-style dungeons; he hasn’t yet ventured into caverns or other non-standard architectures, but does have a crypt (with angled-walls, a skull-mounted wall as shown in this sample layout, and a stone sarcophagus set into a dais), wizard’s chamber (with summoning circle and rounded corners), and a working door and portcullis in his stock.
The only downside is the cost of shipping, but he takes care to wrap and pack the terrain in snug layers of paper and foam. I’ve always purchased my Dungeonstone in person, so I can’t speak to the quality of the packing post shipping, but everything I’ve read online indicates his thorough packing stands the test of modern cargo transit.
I recommend picking up a set or two from his online store at Dungeonstone.com, or at any of the cons he frequents, including at least OwlCon and ChimaeraCon. But get there early; I understand he sells out pretty quickly at these events.
Other dungeon terrain elements available in the Dungeonstone line include diagonal passageways, rounded corridors (my current favorite), rounded daises, and pre-made corridor intersections (3-way and 4-way). These go a long way toward providing a flexible dungeons assembly kit. Unfortunately, the sets don’t come with many diagonal or rounded passageways by default, but fortunately, they are available as an accessory in the online store.
My hope is that in the near future, Dungeonstone releases more large pieces to make rooms easier to assemble. Yes, larger pieces may be more difficult to store (and perhaps they are difficult to engineer as well), but these pieces allow DMs to use the smaller pieces as room accents, nooks, and other interesting room features. Other ideas for expanding the line include modular archways that rise up over the hallways and room intersections to added flair (I’ve hand-made a few of these using clay) and secret passageways that disguise well with standard walls.
In a future post, I’ll cover the painting, sealing, and mounting process that I’ve undertaken on my small yet growing collection of Dungeonstone. This will cover paint selection, techniques, and other tips for making your terrain rock.
Posted in Review and tagged Terrain by Adam A. Thompson with no comments yet.
The Art of the Session Recap
We are pleased to announce the release of The Art of the Session Recap, 28 pages of creative roleplaying session summaries, featuring selected submissions by Don Hupp, Panzer Leader, Oneinchsquare, Matt Harris, Lt. Col Colin Callahan, and 3 entries around a race of sci-fi beings known as the Watchers from S.D. Hilderbrand, Tom Walton, and Frank J. Kim.. Get it here for free!
Introduction
Many of today’s gamers, especially those with young families, can’t make every session of a weekly, multi-year roleplaying campaign. I find it much easier to keep up with and interested in a campaign if a fellow player or the DM posts a recap on a wiki, a bulletin board, or even sends out a summary via email. In addition to keeping players in the loop, these recaps provide players with a chance to digest the session’s material and to prepare for the upcoming session. Furthermore, session recaps provide a more in-depth description of events, allowing the players to add the richness of the story, either in character or taking their turn as the narrator.
I find these journals, logs, and correspondences to be great time capsules of the campaign and memory logs when remembering adventures with friends. These annals provide additional flavor to the campaign world, and add perspective. After all, no fun roleplaying world is purely the thought of one individual.
Unfortunately, in most campaigns, not every session is logged, transcribed, or otherwise captured by the DM or players. DMs are often swamped making sense of dice rolls and character actions, while planning the next moves of the challengers in a given encounter.
Here are a few methods and ideas for inspiring players and DMs that you game with to keep an ongoing log of the adventure.
- Set up a blog, wiki, or bulletin board (or all three!) and make sure your players have accounts and tutorials.
- Take turns acting in the role of scribe of the session, ensuring that the key moments are covered. Different players will cover the events differently, and this is fun to see play out. Players may even challenge one-another to come up with increasingly creative and interesting session recaps. Offer XP, perhaps even on a per-word or per-ten-words basis, to dispel the curse of writer’s block.
- Players playing characters who are bards, historians, politicians, or others of the “literate class” of the campaign world have a natural stake in ensuring that the story is correctly told. These players make natural scribes, allowing their characters to use these opportunities to feed back into the history of the world and potentially affect change by increasing the popularity of the party, or by casting the ruler of a land as a tyrant, etc. This provides another avenue of agency.
My favorite session recaps are those written in character, or with the constraints, openness, and information dissemination methods of the campaign world in mind.
Thanks to all who entered or contest, and congratulations to those selected to appear in the collection.
Posted in announcement and tagged release by Adam A. Thompson with no comments yet.
Carrion Beast
Carrion Beasts are undead monstrosities in the shape of enormous, skeletal vultures. During the war of the Phantom Lord in the Deadblight of Soguer great flocks of these accompanied the cloud-born castle of that dread shade’s army of the dead. After his armies had slain all in a town or village his Carrion Beasts would haul the corpses aloft, to be used for horrible purposes in the chambers of that flying fastness.
In battle these creatures descend in flocks upon those below, snatching them up and carrying them aloft, only to drop them from great heights to fall to their deaths. Some dread necromancers have even been know to ride upon their backs above the slaughter, directing the living dead below.
Large natural magical beast (undead)
Level 23 skirmisher XP 5100
Initiative +21 Senses Perception +19; Darkvision
HP 214; Bloodied 107
AC 37; Fortitude 35, Reflex 36, Will 34
Resist 20 necrotic
Speed 4, fly 10
Bite (standard, at-will)
Reach 2; +28 vs AC; 4d6+17 damage.
Snatch (standard, at-will)
Reach 2; +26 vs Reflex; 3d8+10 damage and the target is grabbed.
Bony Buffet (minor, recharge 4-6)
Close burst 2; targets enemies; +26 vs Fort; 3d8+10 damage and the target is pushed 2.
Dread Gaze (standard, recharge 5-6)
Ranged 5; +26 vs Will; 3d8+10 damage and the target is Dazed until the end of the Carrion Beast’s next turn.
Alignment Evil Languages none
Skills Acrobatics +24, Athletics +23, Perception +19
Str 24 (+18) Dex 27 (+19) Wis 17 (+14)
Con 22 (+17) Int 17 (+14) Cha 24 (+18)
Posted in 4th edition Dungeons & Dragons, Creature and tagged creature type: undead, creature: epic skirmisher by Adam A. Thompson with no comments yet.
Warlord of the Dread Host
Raised by The Phantom Lord to lead his army of the dead, these great warriors had lain in their sepalcures, some for many decades, some for centuries, before he and his ever growing host came to rouse them from their rest. By foul magics did he once again give movement and strength to their limbs, and by darker magics still did he give them the powers of their former experience and bound their wills to his.
Wearing black and tarnished crowns of iron and silver upon their skulls, dressed in mail and bearing blades infused with unholy power, these warriors are terrible foes to behold.
Warlord of the Dread Host
Medium humanoid (undead)
Level 25 Soldier XP 7,000
Initiative +19 Senses Perception +5
HP 234; Bloodied 117
AC 41; Fortitude 38, Reflex 37, Will 37
Immune fear
Resist 20 necrotic, 10 cold
Speed 6
Soulblade (standard, at-will)
Weapon
+30 vs AC; 4d6+19 damage and the target is marked.
Stunning Blow (standard, recharge 5-6)
Weapon
+28 vs Fort; 5d6+23 damage and the target is stunned until the end of the Warlord’s next turn.
Soulblade Flames (standard, encounter)
Weapon, Fire, Necrotic
Close burst 5; +28 vs Reflex; 3d8+12 fire and necrotic damage, and ongoing 15 necrotic and fire damage (save ends).
Soulblade Block (immediate interrupt, when hit by an attack; encounter)
The Warlord gains +4 to their defense against the triggering attack.
Alignment Unaligned Languages Common
Skills Athletics +26, Knowledge (History) +24,
Str 28 (+21) Dex 20 (+17) Wis 25 (+19)
Con 26 (+20) Int 25 (+19) Cha 20 (+17)
Equipment: sword, armor, tarnished crown.
Posted in 4th edition Dungeons & Dragons, Creature and tagged creature type: undead, creature: epic soldier, Dead Kings Rise by Adam A. Thompson with no comments yet.
Owlcon XXXI Recap
Rocks fall. People die.
Or so goes the motto of Owlcon XXXI, a fear-inducing slogan that seems right for the year 2012. Owlcon XXXI is the third straight years of this great gaming convention that we’ve been able to attend, organized by the nice folks of FastWarp and Rice University. Though there are not nearly as many events as say a GenCon, I prefer this con to the larger ones I’ve attended; it is manageable, with all events within a few buildings’ walk, and the organizers spread the 4-hour blocks of time out so that there is time for lunch, socializing, and hitting the vendor’s floor in-between games. This also leaves ample time for pick-up games and for discussing gaming theories and mechanics and making new friends.
The first games start at 10am, providing enough time to sleep in, grab a warm breakfast at the hotel before walking the mile to campus for the day’s adventure. We’ve found the Best Western on S Main to be a relatively inexpensive yet comfortable abode for the few nights in-between the gaming fun, and will probably be back unless we decide to crash with some of the locals next year. If civilization makes it to 2013…
This year, I ran a rousing game of Junta on Friday night, and we had a full table, so all the cabinet positions were filled. There was a lot of rhubarb-rhubarb going around the table, especially after the Amis stiffed us a few years running, or so reported El Presidente. Two very bloody, effective coups transitioned the three presidencies over the four hours, shifting the ultimate power among three distinct voting blocks. The competition was fierce with Damp pulling off a victory by a mere 3 million pesos.
On Saturday, I played three tabletop role playing games for the first time. First, in tabletop Call of Cthulhu, I played Ed Wood, where I was trying to make a film in an old graveyard just outside of Burbank, when of course an alien vessel lands in a nearby valley. After cutting a wall through the Scottish groundskeeper’s house into his garage, fighting off zombie hordes with a chainsaw and a pack of shovels from the back of a pickup truck, we made our way to the unidentified vessel. Sucked in by a black, tarry, tentacled monstrosity, we preceded to cut our way out and accosted our captors, who seemed to have an answer to all our inquiries and accusations. Finally, after learning of his plan to take over the masses with media, we pretended to hook him up with an agent and made them a movie deal. In the end I used him to profit from the production of a string of B movies. Good times had by all.
Next, a player from the Junta game the night before brought his self-published Effigy rpg in and a group of us played a pick-up game for a few hours. I played a burly gent known as “the Ogre” and chaperoned a party of motley freaks into the netherworld through a boarded-up portal in the back of a bar. Of course! Gotta love games set in the modern era, especially ones that have been hand-made by designers with artsy persuasions. I need to find a pdf copy of the rules to run a one-off as a break from our usual campaign. Xsemaj, you have a review copy to send us?
Finally, off to Feng Shui, a high-flying, cinematic game of Hong Kong Kung Fu. Actions are taken in “shots”, which says a lot about the intended visuals. The story was well crafted, and the players were top notch (excessive jive talking aside), so the action had great flow, and we got in 5 solid scenes in four hours. One thing I realized is that I am woefully behind in my knowledge of kung fu film tropes. A mechanic I wasn’t fond of in this game is easily illustrated (and required a house mod to rectify): I ended up playing a slow character (well, two slow characters, after I swapped out of the hulk and into a wizard after one player had to leave due to an illness). Mix this with one character being able to move every shot (usually you move every third shot), and over the course of the 4-hr session, I think I was able to make 8 or 9 moves. This is something I would definitely change about the game. Other than that, it’s a great setting and a simple system to learn.
Saturday night we went out after all the games were done, and had some mini excitement, then retired to the room to watch the original Star Trek pilot. Given this and my near-40-yr-old self, and I slept in on Sunday, then hit the vendor’s floor around noon, where we caught up with Michael from Skirmisher Press and Leo from Dungeonstone. These two vendors made great quality goods for planning adventures and executing encounters. I didn’t get a shot of them, but I’m sure they’ll be back next year, as they see continued success.
As will we.
For the finale, the coup de grace of this year’s con, Adam and Damp played in my “Escape from Lost-In” Gamma World adventure. I was surprised to see no other Gamma World games in the program this year. It’s such a perfect one-off game for these settings. Anyhoo, the goal was for the mutants to find various airplane parts scattered about the city of Austin after the end of civilization as we know it in 2012. After surviving a shootout with some pigs on 6th Street, they learned form a local baron that they had to collect fuel, a fuselage, an engine, some rotors or a propellor, and a computer module to run the thing.
Beginning their exploration close to the scene of the shootout, the group explored the ruins of the UT tower, encountering a beast resembling a dracolich with lasers in its eyes. After an intense battle where many flames torched the beast and a rat swarm’s dog turned on the rats, the mutants slew the beast, claiming the rotors in its nest as their own.
They made their way into the UT sewers using a map scribbled in a margin of a page of the Gutenberg Bible that they lifted from the wreckage of the Hairy Ransom Sunder. After wandering the subterranean depths, they had to solve a puzzle, survive a falling ceiling, a fend off cryogenci ooze that made its way up from the grates in the floor. In the back chamber, they located enough fuel to fly them at least to the coast of the Gulf.
Finally, they made their way to an ambush spot along the old I-35 (now called either “dirty drive” or reverted back to East Ave.) to intercept the delivery of a few airplane engines. After hatching an elaborate plan, they fought off the pigs driving and escorting the cargo, unlatching the flatbed from the rig, and taking the goods for their own. This was the theme of the evening, and they were successful in their mission. Now the big question of where to, now that the promise of a working plane is in their grasp.
We’ll be back next year, with new adventures in hand!
Posted in convention by Adam A. Thompson with no comments yet.
Claw/Claw/Bite at OwlCon 2012
I’ll be running a few games at OwlCon 2012, Feb 3-5 at Rice University:
The Junta game appears to need more players to make the cut. The Gamma World game is all full, but if you ask nicely and we’re only one over, I’ll make room for you.
Whether you come to these games or are going for others, I hope to see you there. We’ll be walking the vendor floor, making contacts and catching up with Mike from d-Infinity and Leo from Dungeonstone. If you see us in our CCB shirts, do introduce yourself and say hi.
Posted in convention by Adam A. Thompson with no comments yet.
Geas Spells for 4th edition D&D
As a long-time dungeon master, geas has always been one of my favorite spells. Not to be used every session, or even every campaign, it can nevertheless be the jumping-off point for some interesting stories. Imagine it: the players storm the wizard’s tower only to be defeated and fall under his power. Against their will, they begin some quest at their foe’s bidding. Do the players resist his power and sacrifice their own vitality, or do they submit to his will? In doing his bidding, do they discover that the “evil wizard” is merely misunderstood? The storytelling possibilities are endless.
Therefore, I proudly present the following versions of the Geas spell: a 20th level wizard attack daily power, and a 14th level arcane ritual.
Geas
Wizard Attack 20
Daily
Charm, Divine, Implement, Psychic, Thunder
Standard Action Area burst 2 within 10 squares
Target: enemies in burst
Attack: Int vs Will
Hit: 2d6 plus intelligence modifier psychic damage and the target is dominated (save ends).
Special – When reducing a target to 0 or lower hit points with this spell they become geased. While geased, the target must work to complete a task the caster assigned to them when casting the spell. Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges. If the target’s maximum number of healing surges reaches zero, they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed.
Lesser Geas
Obey! Venture to the peak of Deathskull Mountain and retrieve a tail feather from the firehawks who nest there!
Component Cost: 1000 gp per creature geased
Market Price: 4200 gp
Key Skill: Arcana
Level: 14
Category: Binding
Time: 10 minutes
Duration: One day per caster level or until the assigned task has been completed.
At the completion of this ritual adjacent creatures, up to one per caster level, become geased. While geased the target must work to complete a task that the caster assigned to them when casting the spell. Any day that they do not work towards that task they lose one healing surge from their maximum number of healing surges. If the target’s maximum number of healing surges reaches zero they die. The geased effect ends after a number of days equal to the caster’s level, or once the task has been completed. The caster’s arcana check determines the maximum level of creatures that can be affected.
| Arcana Check Result | Maximum Level |
| 14 or lower | Your level – 5 |
| 15–24 | Your level |
| 25 or higher | Your level + 2 |
Posted in 4th edition Dungeons & Dragons, Spell and tagged ritual level 20, wizard power level 20 by Adam A. Thompson with no comments yet.












