RPG Blog Carnival: Making Deities

This month’s RPG Blog Carnival topic is Divine Worldbuilding, which comes at a fortuitous moment as I have had to begin designing a pantheon or two for my home campaign. I really should have given it thought much sooner, as I have two clerics and a paladin split across two groups. When it was just my home game, and I wasn’t looking at publishing the setting, I was fine hand-waiving the details and going with the gods as presented in the 5e PHB. But as I am going to publish this campaign world as a setting book, it seemed appropriate to make some decisions about the deities of my world. Not only is it better to do it now, before the characters get much higher in level, but these details can then inform and even form the basis of future plots.

Today I’m going to outline the first three big questions I ask when creating a pantheon from scratch, so you can see how you might get started. In articles later this month I’ll outline the next steps from there, and we’ll look at one of my finished pantheons, to give you an example of how to flesh out the pantheon for play. Let’s start!

1) Deities of What? – This question encompasses a bunch of more specific questions. In our own history, we can see that deities came into being to help explain aspects of the world we didn’t understand. So the usual starting place would be to look at the elemental forces of your world: fire, lightning, wind, water, and so on. Are there moons in your night sky? There’s probably a deity or deities associated with them. Is there an especially tall mountain, or an always smoldering volcano? Deity. Deities were also associated with common aspects of life which could be affected by unknowable or poorly understood influences. Thus we had deities of the hunt, for instance, because we needed someone to thank/blame when hunting was good/bad. When we later developed agriculture we had a deity for that, for much the same reason. Death deities are probably the most common across pantheons, as death and what happens when we die is probably the great unknowable.

Once you have a list of “primordial” deities, look at your campaign world and figure out where you are in your campaign’s history. If you’re running a campaign set in a rough, pre-history type setting, you might actually be done. But if the societies in your campaign world are more developed, chances are they’ve also expanded the influence and portfolios of their deities. That old deity of fire, for instance, may also be the new deity of the forge. Depending on the flavor of Death deity in your campaign, maybe its portfolio has expanded to include law and judgement in the mortal realm, as well as the hereafter. You may even need to create more modern deities. Early civilizations wouldn’t have needed a Deity of Trade or a Deity of Invention, for instance, but your current culture might.

And one final question, are you going to use a pantheon or not? While there may have once been primordial deities worshipped, perhaps there is now just a single deity encompassing all things to all people. But is it a true monotheism, or do folks also believe in lesser deities which support the main deity? The Catholic faith is a good example of this; while it is considered monotheistic (God), there is the Holy Trinity (Father, Son, and the Holy Spirit), as well as what amounts to a pantheon of Saints, each a patron of some aspect of the world.

2) How do They Look? – This may seem superficial, but it can be an important question to answer because it will determine a lot about the visual aspects of faith in your world. Just think about how much art has been created or influenced by our world’s religions. As before, this question holds many more. Do the deities appear as paragons of the people who worship them? Do they appear gendered or non-gendered? Are they simply anthropomorphisms of the aspect they represent (ie, the Deity of Fire appears as a column of flame to their worshippers, the Moon Deity appears as a bright moon beam striking the ground or altar)? Do they appear at all? Maybe the deities in your campaign world are formless, and there are no direct representations of them.

As part of this, ask yourself if folks are even allowed to show representations of the deities. Maybe images of them are restricted in some way, or even forbidden. Perhaps the opposite is true, and everyone has their own personal idea of what their deity looks like, all equally valid. And does the deity in question have opinions on all this, or does it remain aloof on the question of its appearance?

The answers to these questions will inform aspects of your campaign world like: what do holy symbols look like? How are temples constructed and decorated? How do the clergy (and therefore your clerics, paladins, druids, and sometime warlocks) dress, both for everyday and for adventuring or battle? Can you tell the worshippers of one deity from another, simply by looking at them? Do any of the faiths engage in tattooing, branding, or scarification?

3) Who Worships Them? – The faithful, of course! But who is that? Is the deity species specific, and do they only allow worshippers from that species, or can anyone pay homage? Is the deity gender-specific? Is there a test to join the faithful, some aspect in which a potential worshipper must prove themselves to be a paragon? Or maybe you don’t choose the deity, the deity chooses you, and you can only be one of the “true faithful” if you have received a direct invitation from that deity.

And an even bigger question to answer: are the Deity and the Church on the same page? The Church may have some ideas about who can worship and who is truly faithful, divorced from the Deity in question. If so, what does that look like? Are ceremonies to that deity antagonistic, bordering on blackmail (“Look at this juicy faith we have for you! Give us spells and you can have it!”)? Does the deity sneak around behind the backs of the “True Faithful”, bringing those the Church considers unworthy into the faith? Maybe the situation is so antagonistic, ceremonies look very much like we’d imagine the summoning of a demon would, with the worshipper weaving protections and bindings to force power from the deity.

These three questions, and the little questions buried inside, allow you to piece together a framework for your deities. You can do this for each of the species in your world (and thus have human, dwarf, elf, etc pantheons) or do it once for all. Once you’ve put together this framework you can start adding to it, fleshing out the details for each deity. And that’s where we’ll pick up in the next article.

How do you go about creating the deities for your campaign? Comment below!

November RPG Blog Carnival: Worldbuilding

This month’s RPG Blog Carnival is all about world building, something I’ve been doing a lot of for my two D&D 5e campaigns. I thought I’d share a little something from the primer I created for my players to help give them a sense of the world.

While I generally kept the mechanics of the various PHB races as written, I changed the backgrounds of almost all the races to better fit the events of my campaign world. I made two big changes right at the start. First, only some of the playable races are native to the campaign world (dragonborn, dwarves, halflings, humans, half-orcs, and tieflings) while the rest derive from the invader races (elves, dark elves, gnomes, half-elves). Second, I try to refer to them as “species” rather than “races”, as I later intend to make a distinction between a character’s species and culture when I flesh out the game world.

So below is my quickie primer on the species of my campaign world. I’ve stuck with the native species for this post, and I’ll talk about the invader species in a later post.

Intelligent Species Native to Cotterell

Dragonborn

Dragonborn are a race created by the Draconic Empires to fight in the Gate Wars. A dragonborn is created in one of two ways. The first involves an arcane process kept secret by the Empire, by which the dragonborn are gestated in an egg and hatch as almost fully-formed adults. This process involves the passing along of racial memories, so the “Eggborn” are able to mature very quickly into adult dragonborn. The second involves the arcane manipulation of an infant or very young child from another race, to change them into a dragonborn. In this case the “Created” must be raised as normal, as it is not possible to transfer racial memories during this process.

While it was not conceived that the race could or would ever breed true, to the surprise of the Draconic Empire that came to pass shortly after the Cataclysm. These naturally born offspring are still hatched from an egg, and racial memories do seemed to be passed along, though the infant must still be raised normally. However, maturity is still reach sooner than with a comparable human infant; puberty is reached by age 5 or 6, and such dragonborn are considered young adults by age 10-12.

Telling them apart from each other ranges in complexity. It is easy to tell a Created from the other two types of dragonborn; unlike the Eggborn and natural born, the Created have no tails. Telling the difference between naturally born and Eggborn can be more difficult, though not impossible. Generally the Eggborn are less socially well-adjusted than their natural born cousins. Racial memories do not include social interaction, so while they are not generally unfriendly, the Eggborn tend to be more socially awkward and bad at picking up on social cues. And of course, any dragonborn child encountered can safely be assumed to be a natural born, as long as it has a tail.

Dwarves

Even before the Gate Wars and the Cataclysm, Dwarves were divided into two distinct groups. Mountain Dwarves avoid contact with other races, remaining in their Great Halls (cities) under the mountains across Cotterell. Even when called to war, they fight in full suits of Dwarven steel armour which utilize full helms which they never remove except in private. Only on the rare occasion that another race is granted audience with a Dwarven ruler, is there the possibility of seeing a Mountain Dwarf’s face. It is uncertain whether this restriction is societal or religious, as no Dwarf will speak of it even if questioned.

Hill Dwarves, on the other hand, maintain contact with other lands through trade and commerce, and make-up what would be considered the diplomatic corps for the Dwarven peoples. They predominantly live in communities built near both Great Halls and other cities, the better to facilitate trade and diplomacy. Except under exceptional circumstances, if you see the smiling face of a dwarf outside of the Great Halls, you look upon a Hill Dwarf.

Halflings

Due to the Faewild Gate opening in the heart of their lands, and the subsequent Cataclysm laying waste to that same territory, halflings are a largely displaced population. Both agrarian and inventive by nature, the halflings were largely responsible for the innovations which allowed cities swollen with refugees and survivors after the Cataclysm to be able to eke out enough food to survive. They were among the first races to begin pushing out from the cities once it was deemed safe, reclaiming useable farmland a few feet at a time, if necessary. Eager to reclaim what was once theirs, halflings were also among the first races to fund and/or lead trade caravans (restoring overland contact between the Survivor Cities) as well as expeditions to explore further into the countryside.

Half-orc

Before the Cataclysm, the Orcish City States were centres of learning and knowledge, home to universities and libraries unparalleled except in the Dragon Empire. While much history has been lost, however, it is still remembered that the Orc City States rode to fight alongside Cotterell in the Gate Wars, and they suffered losses just as great during the Cataclysm. Greater, some might say, as the orcish cities relied heavily on magic and so were severely disrupted during the Cataclysm. They also came under the heaviest post-Cataclysm attacks, being closer to the Faewilde Gate. So complete was the disruption and so overwhelming the attacks, each orcish city chose to flee with as much of their collection of knowledge as they could carry, becoming nomads. Each nomadic group is charged with the protection, preservation, and adding to of the knowledge they carry. They have done so in the centuries since the Cataclysm, with the hope they may one day rebuild their cities and make this knowledge safe again.

So while Orcish ancestry may be considered odd and even undesirable to the rare few, there is no widespread prejudice against half-orcs. It should also be noted, the term “half-orc” is used to describe any person with obvious signs of orcish ancestry, regardless of how far back that ancestry entered the bloodline.

Tieflings

Tieflings are a comparatively young race, as they came about as a direct result of the magical contamination following the Cataclysm. Borrowed from the Fae, the word “tiefling” roughly translates as “spoiled” in the Common tongue. No one is quite sure how it happens, but a small portion of children born among all races come into the world bearing the mark of magical contamination. Some have odd hair or eye colours, while others may sprout horns, grow a tail, or manifest wings. Whatever the outward signs, that person will also manifest strange abilities and magical aptitudes.

As noted above, Tieflings can derive from any of the other species. While there may be mistrust and discrimination on a case by case basis, there is no widespread stigma to being a Tiefling. For many people, the existence of Tieflings is simply a daily reminder that the Elves still have much to answer for.

What do you do for races/species in your campaigns? And don’t forget to check out the other RPG Blog Carnival entries for this topic.

From the Campaign: Fae Trickery

I am always on the lookout for ways I can make magic seem more…well, magical, in my tabletop games. In most systems the use of magic seems very mechanical, and undercuts the mystery of using mystical power to shape reality. The Vancian systems of D&D are perhaps the best example of a very mechanical approach to spellcasting and magic. So much so that players are often more concerned about the spells behind the magical effects they encounter, than the wonder of the effects themselves.

In my current D&D 5e campaigns especially, where the characters live in the aftermath of a magical Cataclysm**, magic is not always as mechanistic as the PHB would lead you to believe, at least for other species. To explain the very formulaic Vancian style system, I’ve labelled the arcane spells in the PHB as “new” magic. While pre-Cataclysm mages could simply bend raw magic to their will, post-Cataclysm mages discovered that if they didn’t follow rules for safe methods of casting, the magic would often backlash and harm them or the folks around them. Where spells were previously highly individual creations, now they were rote, with little variation between casters.

Using that as a base, then, allowed me to look at how other species would approach magic, especially in the wake of the Cataclysm. Since the Fae are such a key element of my campaign world (and one which both my campaigns are going to encounter soon), I knew I wanted Fae magic to heavily conflict with how my players might understand magic to work. So the first thing I decided was that the Cataclysm had not harmed the Fae ability to manipulate magical energy. If anything it enhanced it, as the resulting magical contamination brought magic energy levels closer to what they were in the Fae Wylde. The remaining Fae were much increased in power and ability, and took no time at all in reverting to their previous tricksy ways.

My first encounters between my players and the Fae are going to be relatively benign; some of the small folk playing tricks on them, unseen, over the course of days or weeks. Ideally I’ll tailor those tricks to the characters and what they are doing at the time, but it’s also helpful to have some tricks on standby, in case I need a random faerie effect, or I need to show the players something happening to an Dungeon Master Character. So here is a list of Fae Trickery I put together for my campaign, so I’d always have some mischief at hand. Nothing listed here is directly harmful, nor does anything on this list reference specific spells from the PHB or other sources. If you are using these, or making up your own, feel free to very vague about how the effects are created. If the party wizard breaks out detect magic, you can be very non committal and make it clear that for whatever reason, these magical effects don’t seem to be following the usual rules. Most of all, have fun with them; the Fae certainly would!

  1. Whenever a character speaks, instead of speech, animal noises come forth. This happens regardless of which language a character is trying to speak. Especially fun if multiple characters are affected. Make sure to allow the players to speak to you, but characters can only communicate with animal noises.
  2. Pick your favourite colour, or one you know the player hates. Their character’s skin is that colour until their next long rest. Or hair. Or eyes. Or and hair and eyes.
  3. Until their next long rest, everything the character drinks tastes like warm vinegar.
  4. Until their next long rest, everything the character eats tastes like unseasoned oatmeal.
  5. Upon examination, the character discovers all their mundane belongings have been switched with those of another character. Extra trickery: they have been switched with those of a nearby (within one mile) Dungeon Master Character.
  6. A songbird follows the character around until their next long rest. Whenever that character tries any sort of diplomacy or persuasion, the songbird bursts into dirty limericks featuring whomever the character is trying to charm.
  7. The character wakes to discover brightly coloured fungus has grown over parts of their body (how much and what types are up to the DM). The DM can decide what, if any, effects the various fungus might have. The effect is not painful in any way and clears up by the end the character’s next long rest.
  8. Pick up to three pieces of a character’s mundane gear. These pieces of gear are now animated, acting with a will of their own. Feel free to give them distinct personalities, which are perhaps at odds with the character. If this is an item or items the character has mishandled in the past, perhaps the item bears a grudge? This lasts until the end of the character’s next long rest.
  9. Until their next long rest, the character “hears” inanimate objects. The character can understand all inanimate objects within 20’, which turn out to have a surprising amount to say; their hopes, their dreams, complaints about misuse, and so on. This may make mundane chores like chopping wood (or starting the fire with that wood) absolute horror shows. No one but the character can hear these voices.
  10. Until their next long rest the character is swarmed by small woodland creatures and songbirds, who try to assist with every task they attempt. Animals like rabbits and squirrels will try to help, and the birds will whistle a jaunty tune to inspire the character in their task. None of this will be truly helpful, of course, especially for the party rogue…

I’ll come back and add to the list, but you get the idea. In each of these, I’m not at all concerned with what spells create the effects, as there shouldn’t be a direct connection between “human” magic and what the Fae can do. Though it would certainly be fun to hear the party wizard try to explain away his chartreuse skin and striking emerald green hair.

Have a faerie trick of your own? Drop them in the comments!

**In short, Elves from the Fae Wylde opened a Gate to the Kingdom of Cotterell approximately 1000 years before the events of my campaigns. They couldn’t close it, and the Night Fae they were fleeing poured through after them, leading to an unexpected war with reluctant but necessary allies. Almost five hundred years later, the Elves and other races came up with a plan they thought would close the Gate. They were right, but the resultant explosion of magical energy blasted a caldera hundreds of miles across centered on the Gate location, and swept the world with a wave of tainted magical energy. This event became known as the Cataclysm, and resulted in world-wide devastation, magical contamination, and the people of Cotterell pulling back into coastal cities to survive the now hostile lands crawling with magically-created aberrations.

Engaging your Players: Player Homework

I prefer to build a world/campaign focused on the player characters. Like characters on a TV show, the action of the story should revolve around them. I also want the world to feel fleshed out, so I include things that have nothing to do with the players. After all, in the real world there are lives and events going on all around you that have nothing to do with you. So I try to keep about a 70/30 split of character-focused versus unrelated plot.

At the start of a campaign I ask my players for some sort of background for their character. Many GMs ask for a straight-up written bio, and while I’m happy to take those not all players are comfortable writing what amounts to a short story about their character. So a few years ago I expanded my request for background info to include things like:

  • character biography, written out or point form;
  • map of your character’s home village, or farm, or city street;
  • description of your mentor growing up. Could be a family member or the woman who taught you how to fight;
  • a description of both your best friend and nemesis growing up;
  • a sketch of family members, the home you grew up in, favourite pet et al

The point is, not every player engages with the campaign narratively. Giving your players other options can yield details about your campaign world you might not have developed on your own. And things like these are just begging to be included in your campaign! If a player draws for me a map of their home village, of course we’re going to have an adventure set there. How can I pass up a golden moment to engage that player and connect their character to the campaign?

Once the campaign is running, I encourage players to keep their ideas about the world around them coming. For instance, in a one Pathfinder campaign I’m GMing the party’s gnome sorcerer works in a theatre. So I asked her to give me a general layout of the theatre as well as some folks that might work there. Homework like this does two things. First, it gets the player more involved in the campaign world, and gives you a glimpse of how they see the campaign world versus how you see it. If parts of the world fit their vision better, it is easier for them to immerse themselves in the campaign. Second, it takes some of the writing and creation pressure off of you. I could just as easily have drawn up the theatre the character worked at myself. But I’d be taking time away from other session prep to do it. Letting my players help gives me a chance to kill two cockatrices with one stone; I get interesting bits of character related campaign info, and I can focus on creating and running exciting events and encounters for my players.

A key component of this player homework for me is rewards. I tell my players flat out at the start of a campaign, if you give me some sort of character background you will get a tangible, in-game reward. I could just give an experience point or build-point bonus for it, but I try to connect the reward to some aspect of the character’s background. The more connected and specific I can make the reward, the better. For example, in a recent campaign I rewarded a wizard character with 250gp worth of scrolls, written by her, because her background talked about her learning at the hands of itinerant wizards. I imagined her character quickly jotting down what notes she could in the hopes of expanding her spell repertoire, trading scroll scribing for lessons. Another player in the same campaign is playing a paladin of the goddess of beauty, and his background (and player actions in-game, so far) focused on his attempts to find peaceful solutions, using combat as a last resort. His reward was to start the game with a potion of eagle’s splendor (to aid in diplomacy) and a potion of cure light wounds (for when diplomacy breaks down).

Other rewards can include:

  • one-time or continuing bonuses to skill checks or saving throws;
  • a situational bonus to item creation;
  • actual treasure in-game (though don’t get out of control with this one)

 

I’ve even hidden adventure hooks in seemingly over-generous rewards, like gifting the characters a castle or thriving merchant business. All sorts of interesting things can find you when you are tied to a castle or have to travel to keep your business running. You need to be careful with these types of rewards, however, and make sure they are something the player actually wants.

So don’t be afraid to include your players in the campaign building process. Engage them and reward them for engaging. You’ll find your campaign world starts taking on vibrancy and detail beyond what you expected.

 

From the Campaign: Emberhaunt

Here’s a little something I thought I’d share, that will make an appearance in one of my upcoming D&D sessions. I’ve been developing a haunted location in my game, and I wanted something a little special to spring on my players. Enter the emberhaunt. After I’ve had a chance to run it a few times I may work it up a bit more and commission some art for it. We’ll see.

I’m curious what you think, so please look it over and drop suggestions in the comments. And feel free to take it for a spin in your game. It’s easy to adapt to whatever RPG you’re running. It’s shared under a Creative Commons Attribution Non-Commercial license.

From the Campaign: Tome Guardian

Even though I’m not entirely finished with this creature, I thought I’d share something I pulled together for my home D&D campaign. My party is going to be exploring many places which have not been seen for almost five hundred years or more, and this is one of the creatures they may encounter in their journeys. It isn’t finished, of course. Not only have my players not encountered it, and therefore I don’t want to be posting all of its abilities here, but I also envision this as the “base model”, with adjustments and changes depending on the race which created it and the specific site it was created to guard. But this is enough to be going on with, and I’ll adjust it as it comes into contact with the characters.

Feel free to use it in your own campaign if you are so inclined, as is or modified to fit your needs. If you do modify it, maybe share that with me so I can see to what purposes you put it.

*     *     *

Tome Guardian
Medium construct, unaligned

Armor Class 18 (natural armor)

Hit Points 55 (5d10 + 25)

Speed 30 ft.

STR DEX CON INT WIS CHA
18  (+4) 14  (+2) 20  (+5) 14  (+2) 10  (+0) 1 (-5)

Saving Throws Int +2, Wis +0

Skills Skill +0, Skill +0

Senses Darkvision 120 ft., passive Perception 10

Damage Resistances bludgeoning, piercing, and slashing

Damage Immunities Force, poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Languages Understands Common and Draconic but can’t speak

Challenge
5 (1800 XP)

Force Absorption. Whenever the tome guardian is subjected to force damage, it takes no damage and instead regains a number of hit points equal to the force damage dealt.

Immutable Form. The tome guardian is immune to any spell or effect that would alter its form.

Magic Resistance. The tome guardian has advantage on saving throws against spells and other magical effects.

Magic Weapons. The tome guardian’s weapon attacks are magical.

Spellcasting.  Tome Guardian is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 10; +2 bonus with spell attacks). The Tome Guardian has the following spells prepared from the cleric’s and wizard’s spell list:

  • create water
  • prestidigitation

ACTIONS

Multiattack. The tome guardian makes two melee attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

Force Wave (Recharge 5 or 6). The tome guardian sends a wave of force energy from its outstretched hand in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 16 (4d6) force damage on a failed save, or half as much damage on a successful one.

 

REACTIONS
Reaction. 4 (1d8) bludgeoning damage.

Built to guard libraries and other locations storing knowledge or artifacts, tome guardians are able protectors of both the location and the objects within. Imbued with minor abilities which allow them to care for the books and artifacts they guard, tome guardians also act as research assistants, as they are programmed with a catalogue of the items under their care. Tome guardians are unfailingly polite until one seeks to endanger a book or artifact they are charged to protect. They then go on the offensive quickly and decisively.

New Campaign Smell

cropped-brent-chibi-96.jpgA week ago we started our brand-new 5th Edition Dungeons & Dragons campaign. Ever since I got the new books (a birthday gift from my Thursday night Pathfinder group, oddly enough) I knew I would want to run a 5th Ed game. But I also knew I wanted to do things a little differently from the Pathfinder campaigns I was running. Now, I love Pathfinder, have done since it came out. But from a GM standpoint I have gotten in a bit of an Adventure Path rut. The Adventure Paths for Pathfinder (along with the campaign world, Golarion) are an amazing tool, especially for a GM like me with a limited amount of time to spend on prep. But the APs do tend to lock you into a certain framework as a GM. Still fun, but after a bit I was missing some of the campaign creation I used to do. I could probably solve that issue by cutting back on the amount of Pathfinder I’m running/playing, but that would mean less gaming, so…no.

I also found I was playing Pathfinder with a lot of the same people with whom I tended to game on a regular basis. Nothing wrong with that per se, but I figured since I was making changes already, I might as well go all the way and drag some new players into the insanity. In talking with my various nerdy friends, I remembered the ones who had lamented not playing RPGs in a while for whatever reason. That seemed an excellent place to start. I contacted all three, hoping I might get two and expecting to wind up with just one. To my delight and surprise, all three responded enthusiastically (and within an hour or so of my sending the message) and even suggested a fourth player, giving me the table size I was looking for. With players in place and a date set for the first session, the count down to D&D goodness began.

Acquiring four new players was actually what made me decide that I would not use a pre-fab world for my D&D campaign, tempting as it was to revisit my earlier love, the Forgotten Realms. I’ll get in to the details of the world I’m creating, the Shattered Realm of Cattarell, in future posts. But that was my next step, creating the world for my players. I didn’t do much more than create a broad framework, and then fill in some details I knew we’d need for character creation. Everything I’ve written for the campaign world to this point fills just shy of 5-6 pages, including the rough hex map I’ve made of Cattarell. You can read earlier Campaign Creation posts (just search the tag) to get an idea of how I approach world building. But in general, I try not to detail much beyond where I expect the characters will go. This allows me two main benefits: I don’t waste my time over-prepping things for the players, and the players can then come up with world details of their own, which I can fit in on the fly.

Our first session was all character creation, which is a great way to see if the players are going to be a good fit together. There is a fair amount of inter-personal alchemy involved in putting together a new gaming group. However good the individuals may be (and they were all awesome), you can’t predict how they’ll get along at the table. I needn’t have worried; we had descended into what I refer to as “snarky camaraderie” in mere minutes. Character creation proceeded, fuelled by equal parts junk food and laughter, and our band of brave adventurers took shape. By evening’s end, we had:

  • a violet-coloured Tiefling Bard, daring the world not to pay attention to her;
  • a Half-elf Cleric of Knowledge, kicking ass to create her dream library;
  • an Elven Rogue, raised by the streets;
  • and a Human Fighter, ex-soldier looking for a cause.

I can work with that.

Stay tuned for future campaign reports, as I explore the Shattered Realms and talk more about our upcoming sessions.

Campaign Creation: What’s Dead Can Never Die…

Looking back through the logs, and it has been a while since I did one of these. So let’s start with a quick recap of what I’ve done so far:

Let’s have some fun, and figure out my first layer Big Bad Guy. ‘First layer’, you ask? I like to start with a nasty antagonist the party can grow into, sort of a ‘Starter Big Bad’. Depending on the system you use, this would be a villain who remains a challenge until about low-mid level.   Since I’m designing this primarily for Pathfinder, I want a villain that threatens into level 6-8. At that point, of course, the next layer of BBG will be revealed and the new threat will bring with it new, tougher adventures.

Maybe it’s the time of year, but I’d really like the villain to be undead. Intelligent undead, in my opinion, are some of the nastiest things in gaming canon. And with the exception of vampires and the occasional lich, horribly under-utilized in most of the games I’ve played. Plus a vampire or lich would be a bit too powerful for our party to deal with off the jump.

Looking down the list of intelligent undead (and taking note of useful non-intelligent undead for later), I’m torn between a ghoul or a wight. In either case I’ll be adding character levels to the creature, making it unique and powerful enough to be a threat. Both have the ability to create versions of itself, and there are enough low-level humanoids in the area for a steady supply of ‘instant minions’.  But I think the wight wins in that respect; while its created wights are weaker, they are at least under its control. The ghoul has no control over its creations, making them less-than-ideal minions and competition for food.

Wight it is! The party will definitely still run into ghouls at some point, and I haven’t ruled out a ghoul second-in-command for my wight. A steady flow of bodies from your master and all the mayhem you can create? What ghoul wouldn’t take that job? Having both a wight and ghoul present opens up encounters with both goblin and grippli mini-wights and ghouls, which could be fun.

Now to level up my wight, so he can be a proper BBG. I mentioned earlier that many of the undead would be centred in the Ruin’s Temple District. So it makes sense that my wight be tied to that area. It might be fun to give it some cleric levels, but looking through the Advanced Player’s Guide, I think I like the oracle better. Mechanically, oracle works better with a wight’s CHA of 15 (as opposed to a WIS of only 13). And I’m already seeing a backstory where the wight was once a cleric of Norgorber, and in undeath retained some vestige of its former power in the form of oracle abilities. It could be trying to regain its earlier abilities, sending minions out into the Ruin to discover and retrieve ancient texts and tomes toward that end.

Yes, loving this idea already. Okay, the CR of a wight is 3, and I want it to be a credible threat to a level 6-8 group. So I’m going to give it 7 levels of oracle, which will make it roughly a CR 9 creature. A lot can change between now and when the characters encounter it, but this gives me a place to start. Doubling down on undeath I’m giving it the Bones mystery, and tentatively I’m going to assign the revelations death’s touch, armor of bones, and soul siphon. Those will make it less squishy if the party makes it passed the wall of minions I envision the wight maintaining. And I like the potential look of panic on a player’s face as the wight inflicts negative levels on their character from a distance.

I’ll flesh out the details later, since the character won’t confront our BBG directly for a while. When I do put it all together, I’ll post a link to a PDF so you can make use of it for your own game. For now we’ll leave it alone, brooding in its ruined temple lair, waiting for its witless minions to bring it another scrap of text or ancient artefact. Soon, soon…

What do you think of my initial BBG? Have any suggestions or ideas? Drop them in the comments below.

Campaign Creation: Random Encounters

As we head ever closer to Christmas, I want to make sure I stay on top of blog posts. So they’ll keep coming this week, they’ll just be shorter.

In that spirit, here is a Random Encounter Table for The Ruins. You can use whatever method you like to determine when an encounter happens; I generally roll a d10 twice during the day, and once during each watch at night. On a 1 or 2 an encounter happens, roll a d20 to determine which encounter. If the party is having a tough go of it, feel free to skip random encounters or adjust the CR as you feel necessary. While I’ve included a wide range of CRs, feel free to modify encounters with the addition of difficult terrain or environmental factors if you want a tougher challenge. But resist the urge to make all the encounters level appropriate; exploring The Ruins should have unexpected dangers.

All monster descriptions can be found in the Pathfinder Bestiary and Bestiary 2.

1. Three goblin warriors wait in ambush for members of the grippli tribe. They’re more than happy to ambush the party, however. (CR 1)

2. A yellow musk creeper, tucked away in the corner of an ancient garden, defends its lair with a variety of musk zombies; goblins, goblin dogs, gripplis, villagers. (CR 2)

3. Two giant spiders lurk in an old chamber, surviving on a diet of rats, gripplis, goblins…and maybe now adventurers. (CR 3)

4. The party discovers the remains of a library. The shelves are empty except for one. While the books and scrolls are real, the shelf is a mimic awaiting new prey. (CR 4)

5. Four goblin warriors riding goblin dogs, returning from a quick raid on the grippli. Should they be defeated, party finds an extra 20% treasure (looted from the grippli) (CR 5)

6. A will-o’-wisp has relied on the goblin/grippli conflict for food, and fed quite well. It attaches itself (invisibly, at first) to the characters, to see what delicacies they can provide. (CR 6)

7. Two grippli rangers are hunting for food; long-pig will do… (CR 1)

8. Goblins have covered over the broken ceiling to an old wine cellar full of broken pottery and bottles, essentially making it a Spiked Pit Trap (CR 2)

9. A section of street collapses below the party, dropping them into old sewers. Treat as a Camouflaged Pit Trap (CR 3)

10. Three ghouls have survived the aeons on a steady but limited diet of vermin. Now that the party has cracked open the ancient crypt that trapped them, they’re on the hunt for something more fresh. (CR 4)

11. Tired of her steady diet of goblins and grippli, a leucrotta is happy to “play” with the party for a while. (CR 5)

12. A giant mosquito homes in on the party, eager for a fresh meal. (CR 6)

13. Walking through the Ruins, a character disturbs a spider swarm. (CR 1)

14. The party encounters a rare site in the ruins; a lush fruit tree. But they also encounter the monkey swarm that calls the tree home. (CR 2)

15. One of the hazards of living close to swamps, the party is beset by a mosquito swarm. Note, this encounter can also occur in the village; if it does, treat it as a CR 2 encounter, as the village watch is used to dealing with these occurences. Otherwise, CR 3.

16. Separated from their pack, a pair of blink dogs follows the party from a distance, only attacking if attacked. The blink dogs can also come to the party’s rescue if they are facing an encounter too tough for them, at the GM’s discretion. (CR 4)

17. All that remains of a necromancer’s coterie of undead servants, this giant crawling hand has stalked the Ruins for ages. (CR 5)

18. Foul and ancient magics have tainted a section of an old park, resulting in a hungry tendriculous. Due to the many victims it has claimed over the years, treasure found is 25% higher than normal, though most treasure found is of the goblin and grippli variety. (CR 6)

19. Bound in an ancient mage’s laboratory and demented by its long captivity, an invisible stalker carries out his final instructions to defend its master’s belongings. (CR 7)

20. Its host fell victim to one of the many dangers of the Ruins, and now this intellect devourer must find safe passage back to the Depths…or another host. (CR 8)

What are some of your go to random encounters? Do you use them? Drop me a comment!

 

Campaign Creation: In the Depths

Last time, we talked about all the nasties awaiting our brave adventurers above ground. Now I want to look at what (or who) might be lurking underground.

Giving it some thought, I want to split the Depths, as I’ll call them, into three main areas. The first area will be just below the surface, at roughly the depth of all the cellars, basements, and underground crypts in the city. In addition to these there will be a network of ancient passages and newer, rough-hewn tunnels connecting these older spaces. Whether pre-existing, formed by accident from whatever cataclysm befell the city, or formed by generations of the current inhabitants, the areas in this level will teem with a variety of challenges for our party. Some monsters can come from above, perhaps lairing in or exploring ancient cellars and caverns. But these spaces can also be the home to nocturnal or cavern-dwelling creatures (oozes, myconids, scorpions, spiders and so forth) and serve to give the party their first taste of the world that awaits them deeper underground. Throw in the occasional discovery of some construct or magical beast, leftover and trapped in a secret lab for centuries, just to add some spice and variety.

Depth-wise, this first layer isn’t going to extend much more than 80′ or so below the surface. The majority of the creatures in this area, being natural flora and fauna (albeit monstrous and horrible), should replenish themselves or be replaced by other creatures moving in. This level should never be entirely safe, unless the party takes extreme measures to eradicate dangers.

The middle layer of the Depths is going to be a combination of natural caverns and built-up areas (underground temples, small settlements, and so on). This area will be the group’s first real introduction to an alien environment, lightless and cool but teaming with denizens suited to the environs. While there are other creatures the characters will encounter, I’m making this largely the domain of the troglodytes. I don’t really see them enough in adventures except as random underground or sewer encounters, so I’m going to take this opportunity to have some fun with them and really flesh them out. I think a couple or three tribes, all fighting back and forth through the caverns and ancient chambers, will make things suitably challenging for my party. Of course there are other dangers for the party: cave fishers, stray elementals, ancient and intelligent undead…all of these and more could be waiting in the dark.

One of the things to keep in mind when running adventures underground: the environment is as much an adversary as any of the monsters. Natural caverns don’t always have level passageways (or passageways at all); there can be sudden drops or unstable areas; rocks or plants can be toxic. The darkness itself is a challenge that must be overcome. Do you carry light sources that allow you at least some limited range of sight, but pinpoint you (and your light dependency) for everyone to see? Gaining the ability to see in darkness could become a fairly important side-quest for the party. And while you don’t want travelling underground to become so onerous the party won’t do it, never let them forget they are in an alien place.

The last layer, the true Depths, is going to contain the biggest surprise for our party: another vast city, similar in size and scope to the Ruins above, even down to the architecture (excepting adaptations made for subterranean construction, of course). But while whatever befell the Ruins also happened here, it didn’t happen to as great an extent. This city is still largely intact. And occupied.

While it is tempting to trot out the drow at this point, I’m going to instead turn to another old favourite, the duergar. Perfectly suited to life in the Depths, and tenacious enough to rebuild after whatever ancient tragedy befell their city, the duergar have over time rebuilt much of what was theirs. Later I’ll determine exactly what the connection between the Ruins and the City in the Depths is or was, but for now it is enough to know the duergar blame the surface city for what happened. And their memories are long.

And because I can’t let anything be simple, I’m adding a fun little twist to the mix: intellect devourers. They are the perfect, behind-the-scenes schemers, literally living in and amongst their victims. They are particularly insidious, because it’s entirely possible that people known to the party from the very beginning, could simply be the host disguise of a devourer. Maybe even one of those main NPCs we developed earlier…

So there we go. We’ve sketched in the general outline of encounters for our party, and as you can see we have plenty to work on. Remember, though, we’re only going to start detailing the things the party is likely to encounter first. Details for the Depths will remain largely untouched for a while, as the party will tend to adventure above ground at first. But knowing what’s waiting down there allows us to start laying in hints and seeds for future adventures early. Not a lot, we don’t want to give too much away. But if the occasional troglodyte or duergar artefact surfaces, well, that’s perfectly natural. And if someone the characters have known begins acting strange, that’s certainly worth investigating.

Next time in Campaign Creation we’ll talk maps! In the meantime, what are your favourite underground encounters? Share them in comments.