PBE Games on DriveThruRPG

Tuesday, January 20, 2009

Scarab of Flame

This superbly crafted gold scarab is set with rubies that sparkle and glow with a reddish light even in total darkness. The gems alone are worth several thousand gold coins. When discovered it will be contained in a custom built bronze box with an intricate latch.

Identifying the magical properties of the item will reveal:
  • Superb fire magic, but no means of activation is revealed
  • Good alteration magic
  • Good protection magic
  • Good divination magic
  • Good cursed nature

If stored in its case the scarab remains inert. If removed from the case the scarab will remain inert so long as it divines anyone is paying attention to it. Once unwatched it will creep forth and make its way to the hand of the nearest person (generally whoever claimed it as theirs). Once in position it will sink its fangs and claws into the target, causing an agonizing wound (Good damage) that can only be healed by mundane means. The scarab can only be removed by Superb dispel magic, by the death of the bearer, or by severing the target's hand. After the wound has fully healed (6 days) the scarab will reveal its powers to the bearer.
  • The bearer gains Good resistance vs. fire attacks.
  • Twice per day the bearer can carry out a Good fire attack against anyone in front of them within 10 feet.
  • Once per day the bearer can summon a rolling, bouncing sphere of fire that they can control by force of will. This sphere causes Good fire damage to anyone it touches and moves at 30 feet per round
  • Once per week the bearer can cast cause bolts of fire to rain from the heavens, causing Great fire damage to anyone within a targeted 30 foot radius circle.
  • At moonrise on nights of a full moon, any fire within 30’ of the bearer is drawn to them, immolating them and causing damage depending on the source. This damage cannot be resisted or avoided. A typical mundane fire will cause Average damage.

Monday, January 19, 2009

A Brother's Revenge: Early Indications

In The Bandits of Lope I described a group of NPCs that will figure prominently in a series of related encounters. This article is the first in the series, describing several rumors and stories the party might hear concerning their exploits.

Rumors and Events

A group of prospectors, back in town to resupply and exchange their gold and silver for hard cash, report being approached by a half-dozen men who levied a tax upon them for guarding their claim. The prospectors did not request protection, but it was clear to them that they had no choice in the matter. If pressed they will describe the leader of the group as a soft-spoken middle-aged man with graying hair (Timon). If the party contacts the militia they'll discover no such tax was authorized by the local ruler. Asking around will reveal that this is not the first group to be taxed in this way.

A caravan arrives in town and has part of its goods confiscated. The merchant is jailed for trafficking in stolen goods. The party can find a few caravan guards, Bero, Galim and Tesudo, who will claim the goods in question were purchased from a group of travelers along the road to the north. If prompted with drink or a few coins the guards will share their opinion that the travelers were probably not travelers at all, since they were mounted but didn't appear to be carrying supplies for a long trip. They will describe the group's leader as a dark haired, younger man (Juro).

There is a shortage of horse feed in town. Prices have risen quite a bit, and anyone with a mount will be paying double costs to have their horse stabled and fed. When questioned the stable master will mention Gio, a local farmer, purchased a large supply of feed about a week ago. If the party questions Gio he'll mention selling the feed to a group of prospectors who were passing through his fields and didn't have a wagon available to haul that much grain. There are signs of a temporary camp in one of the farmer's fields that includes the prints of a dozen men and horses.

A stabbing occurred at a local brothel, apparently brought on by too much ale and an argument over a woman. Several locals got into a fight with a group of strangers who had just arrived in town. One of the locals ended up getting stabbed and the strangers departed, riding out the south gate before the militia could arrive. A half-hearted pursuit ended when the riders turned off the main road and muddled their trail in the river. The stabbed man recovered with some help from the local priest. The locals involved can identify one of the strangers as Teshin, a man who over-wintered in town working as a laborer on the docks. He left town traveling north a month or more ago.

Saturday, January 17, 2009

Random Thoughts - TiddlyWiki

Saturdays I get to take a break from items and encounters and just write something RPG related. Today I'm going to write about TiddlyWiki. Many people are familiar with the wiki concept, if you're not, take a look at the definition on Wikipedia. TiddlyWiki is a single HTML document that implements a wiki. Wiki articles are called Tiddlers, and each Tiddler can be linked, tagged or edited just like in a regular wiki.

I've been using TiddlyWiki to write up my campaign notes for an upcoming game. It's proven to be an incredibly easy to use tool for organizing the labyrinth-like structure my notes usually take. With a bit of forethought and some self-discipline on tagging Tiddlers I now have a fully hyper-linked document containing all my campaign notes, maps and character sheets. I'm also using it as a staging ground for this blog and as a personal "To Do" list.

I'd urge anyone who is interested in writing or information organization to give TiddlyWiki a look. It's dead-easy to use, all you need is a web browser and a copy of the free TiddlyWiki starter file. Figuring out the basics takes about ten minutes of playing around. This software is well worth a look, enjoy!

Friday, January 16, 2009

The Bandits of Lope

This bandit gang featured prominently in a series of adventures I ran as part of an AD&D campaign a few years back. I'll be using them in subsequent posts.

Main Characters

The main NPCs in this series are bandits operating outside the law. The bandits are lead by three men, Timon, Juro and Renis. They command a well organized group of ruffians who prey upon any convenient target within a few days ride of their base of operations. The victims fall into one of three general categories:
  • Travelers - The bandits recognize most of the locals and will be more inclined to rob those passing through instead. An adventuring party could fit the bill quite well. Hard currency, horses, weapons, armor and valuables will be their goal. Since travelers are usually just passing through, the bandits will take as much as they can carry. Occasionally the bandits will pack up their valuables and offer them for sale to a passing trader, exchanging items with little practical value for currency, weapons or armor. This may leave the trader with stolen goods that are identifiable, a potentially sticky situation when they reach town.
  • Frontiersmen - The bandits offer the local prospectors and trappers protection in exchange for a share of their takings. The leaders of the group are wise enough to realize that robbing the frontiersmen blind will drive them away so they set a reasonable price for their protection. They've even been known to defend the prospectors that pay their protection from claim jumpers or other threats.
  • Locals - The bandits usually leave the local farmers alone. Some of the rank and file are locals and have family in the community. Men from the gang will often buy food from outlying farms.
Timon - The eldest of the bandit leaders, and the most reasonable. Timon is an army deserter, a former sergeant. Falsely accused of theft by an officer, he fled service to avoid facing a penalty he didn't deserve. He is a disciplined man with a good grasp of tactics and leadership. He knows he cannot return to his homeland, and is trying to accumulate sufficient wealth to cross the border and make a new start in one of the neighboring kingdoms. Timon suggested the tactic of collecting protection money from the local prospectors and trappers rather than robbing them blind. He is uncomfortable with the bandit role, but resigned to his fate.

Timon is middle aged, with close-cropped graying hair and a sturdy build. He is missing the pinkie of his left hand. He is soft-spoken, but his steady gaze reveals inner confidence. Timon has a Good sword, bow and heavy mail and has accumulated a Good stash of coin and valuable trinkets, which he carries with him or leaves with his woman Karla. Skills: Great swordsman, Good bowman, Fair group tactics, negotiation, Average woodcraft.

Renis - A hot-tempered, passionate man, Renis has led a troubled life. As a youth his drunken temper earned him repeated visits to the stocks. Eventually he was forced to flee when he nearly killed a prostitute in a fit of drunken rage. Life on the road was hard, and eventually Renis ended up in the city of Lyme just as the plague struck. He contracted the disease, and only the expensive intervention by a priest of Yullic (god of disease and decay) saved his life. His rescue from certain death proved a turning point for Renis and he became a devout follower of the disease god. An unfortunate choice since worship of Yullic is outlawed in most civilized realms.

Renis, with the fiery faith of a new convert, seeks to legitimize his god no matter the cost. He views banditry as a means to an end, a source of wealth to build shrines and garner support for Yullic. He is a fiery orator and will go to great lengths to achieve his goals. He is less involved in the day to day operations of the gang's activities, spending his time indoctrinating the troops with his message or worshiping at his private shrine. Renis does have access to healing magic which assures him a position of power with the bandits.

Renis is in his 30s and has black hair and dark eyes. His pale complexion is pockmarked with pits and scars left by the plague. He is constantly in motion and given to fits of anger. Renis has a sword and light mail of Average quality, and a Fair stash of coin which he stores in a hollow beneath his personal altar to Yullic. Skills: Great healing / disease magic, Good diplomacy, Fair swordsman, intimidation.

Juro - The younger brother of Renis, Juro was crushed when his brother fled without a word of goodbye. Once the clamor for his brother's blood died down, he set off in pursuit. If life on the road was hard for Renis it was terrible for Juro. With a week he had been robbed, beaten,and left for dead. Only the kindness of strangers saved him. A passing merchant train found him near death in a roadside ditch and one of the guards threw him into a cart. A week later Juro was in the employ of the merchant as a drover and laborer. A few years on the road taught Juro the survival skills he needed as he sought for his brother, and he developed some small skill in magic and a broad streak of self-preservation. He is loyal to his brother, but the rest of the band means little to him.

Juro is in his 20s and has black hair and dark eyes like his brother. His impulsive nature has been tempered by hard experience, though he remains overconfident. Life on the road has made him callous and hard. Juro leads most of the attacks on travelers along the road, delighting in the violence and action they often entail. Juro has a Good sword, bow and leather armor, and a Fair stash of coin and a trinkets, which he generally carries and wears or keeps buried under his bedroll. Skills: Good swordsman, bowman, intimidation, Fair illusion / concealment magic, stealth, hide.

Rank and File - For the most part the rank and file bandits are either military deserters, frontiersmen seeking an easier path to wealth, or outlaws and adventurous youngsters from the local town. There are about 25 men in the band, with one or two members joining or leaving each month. A core of 12 military deserters loyal to Timon maintain a solid foundation of power in the organization. Five or six men have gravitated to Renis and often join him in worshiping Yullic. The remainder are a motley collection most loyal to Juro. Most of the rank and file have Average swords, bows and leather armor and carry a handful of silver Skills: Average swordsman, woodcraft or military tactics

Camp Followers - A dozen non-combatants, wives, lovers, children and prisoners, can be found in the camp. They tend to most of the drudge work in the camp, and do some gathering from the surrounding woods to supplement the camp diet. Prisoners are kept under guard and most are manacled or hobbled. Most of the camp followers have a Mediocre knife and no wealth beyond what their protector of the moment gives them. Skills: Mediocre brawling Average survival

Setting

This group was originally based in the region near Lope, a small agricultural town in the thinly populated borderlands between two rival kingdoms. A major road passed through the town, connecting two cities, one in each kingdom. A river provided access to a third kingdom, making the town something of a trade hub. The recent discovery of gold in the nearby mountains provided a draw for miners and prospectors, creating a pool of local wealth ripe for the plucking. The town was pretty safe but the road and wilder surroundings were not.

The primary setting requirement for this series are:
  • An area with weak law enforcement and poor protection from outlaws and thieves
  • A well known road and a reason for travelers to use it
  • A wealth draw for frontiersmen such as prospectors, trappers or other opportunists.
  • Uncontrolled wilderness to hide a base of operations

The bandits base of operations is located in an isolated valley a day's ride from the main road and two days from the nearest town. Dozens of trails wind through the surrounding woods, creating a maze that few can thread. The base itself is situated around a small cave system that provides shelter from the weather and has a good spring. The cave system has three separate exits and could easily house thirty men and horses. The camp spills into the woods surrounding the largest of the cave entrances. Several crude huts provide shelter for the lowest ranked members of the band. Prisoners are forced to the deepest, dankest cleft of the cave and kept under guard at all times. Camp supplies are kept in the upper caves, which are drier than the lower caves. Horses are stabled in a large cavern near the main entrance or picketed outdoors.

There are two or three men on outer watch day and night. Another two men rove the camp, keeping an eye on supplies and prisoners. The level of alertness varies depending on who is watching. Timon is fond of surprise checks on watchers and has killed a sleeping sentry more than once, so discipline is fairly good, if resented.

Thursday, January 15, 2009

Indomitable Banner

There have been many battles throughout history where the victors should not have won: the field of Perion, the last defense of the 9th Cohort, the fall of Jaburas, and many more. Each of these victories had a common element, the Indomitable Banner flew above the victor's army.

The flag's origins are lost in history. It has been used, lost, forgotten, and discovered many times. It is a silk panel approximately six feet wide and four feet high. A gold-fringed cord binds the flag to a twelve foot black-dyed oak pole. The flag's design is a crimson field marked by three broad gold stripes at top, center, and bottom, the central stripe being one and a half times the width of the top and bottom bands. Five mystic symbols are inscribed in the central stripe, running from the pole side to the center of the flag, each slightly smaller than the previous. The symbols are: Duty, Courage, Fortitude, Honor, Blood. Attempts to identify the magical properties of the item will reveal Epic enhancement and Superb protection magic.

To make use of the Banner's magical effect it must be raised as the primary standard over an army and carried in the vanguard or raised over the primary entrance of a fortification. Once in place it has the following passive effects:
  • All friendly troops within 50 yards of the Banner receive Fair protection from physical harm.
  • Friendly troops that can see the Banner receive a Fair bonus to physical attack skills.
  • The commander of the friendly forces gains the ability to make himself heard by any friendly combatant within sight of the Banner.

The following powers of the Banner can also be invoked by speaking the appropriate word of command. All friendly troops within sight of the Banner are affected. Each power may be invoked once per week. Invoking a power removes the effect of any previous invocation.
  • Duty - Discipline and care become the watchword. All orders and tasks are carried out with diligence and care. Sentries and patrols are alert, gear is well tended, and camp discipline is perfect. A camp prepared while Duty is in effect provides a Fair defensive bonus and a Good bonus versus natural disease or pestilence. This power lasts for one day.
  • Courage - Face fear and conquer. An army under the influence of Courage suffers no desertion and all friendly troops receive a Good bonus to morale. This power lasts for one day.
  • Fortitude - Hardship can be overcome by will. Fortitude allows affected troops to march for a full day and night without food or water. At the end of the march troops are as fresh as if they had received a good meal and a full night's sleep. This benefit affects both men and beasts. Fortitude lasts one day.
  • Honor - Troops fighting under the effect of Honor respect the rules of war, give quarter when it is asked, accept surrender, and avoid harming civilians. They will not turn aside from their duty to loot or pillage. Honor lasts for one day.
  • Blood - Troops fighting under the effect of Blood give no quarter, fighting with unquenchable ferocity and will. They gain a Good bonus to physical attack skills. Troops under this effect will continue to fight so long as there are targets present, slaying foes, civilians, and the defenseless. Blood lasts for one day.