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    A to ZChallenge

    The Tower of the

    Archmage

    April 2011

    David Brawley

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    Introduction

    During the month of April, over 1200 bloggers from

    all over the world participated in theBlogging From

    A to Z April Challenge.The premise of the challenge

    was to post something on your blog every day in

    April except for Sundays. The end result of which

    would be 26 blog posts -- one for each letter of the

    alphabet. Each days theme was chosen according

    to the corresponding letter of the alphabet.

    I discovered the challenge over at The Vaults of

    Nagoh, and decided that it would be an interesting

    exercise in blogging. I created a Google

    spreadsheet and opened it up to my readers to

    suggest topics for the 26 posts. There were only a

    few suggestions, but they were interesting ones. I

    filled in the remainder of the topics.

    The challenge proved a little harder than I

    expected, and it morphed as it went on. My initial

    posts were musings on games, with little beyond

    ideas and a bit of advice to share with the

    community. I began to add new random charts,

    magic items, and monsters to the posts in part

    because I didnt feel that the thoughts I was

    offering were enough, and in part because I found

    it more interesting myself.

    In the end Im pleased with my output, especially

    the posts that offer things that are useful for just

    about anyone, not just my own game.

    Table of Contents

    A is for Adventurers 2

    B is for Bards 2

    C is for Chaotic Neutrals 3

    D is for Derring-do 3

    E is for Elevators 4F is for Flotsam and jetsam 5

    G is for Games Workshop 6

    H is for High-level campaigns 8

    I is for Immolation 9

    J is for Jinn 10

    K is for Khorne 11

    L is for Loot 12

    M is for Maps 13

    N is for Necropolis 15O is for Orphan 16

    P is for Portals 17

    Q is for Quest Giver 18

    R is for Rest 19

    S is for Shadows 19

    T is for Thuol 20

    U is for Underdark 21

    V is for Virginia's Style 22

    W is for Walking Cactus 23X is for X marks the spot! 24

    Y is for Ygg 25

    Z is for Zombie 26

    http://tossingitout.blogspot.com/http://tossingitout.blogspot.com/http://tossingitout.blogspot.com/http://tossingitout.blogspot.com/http://tossingitout.blogspot.com/http://tossingitout.blogspot.com/
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    A is for Adventurers

    Adventurers are an odd lot. They are beings that

    willfully put themselves into extreme danger in the

    hopes of becoming ever richer, ever more

    powerful. Sometimes its worldly power, and other

    times it is something far stranger, but in the end,

    its about power.

    The problem most of them face is that they cant

    do it alone. Venturing into some of the most

    dangerous places in the world (or beyond it) takes

    some serious backup, especially in the beginning.

    This is why you find the odd groups that form

    adventuring parties. It is rare to see elves, dwarves,

    dragonborn, rakaska, humans, and goblins all

    hanging out together in any instance beyond that

    of an adventuring party.

    Being exposed to all of these different cultures

    makes adventurers some of the most cosmopolitan

    beings on the prime material planes. After having

    faced vampires and werewolves together, it isn't

    that big a stretch to fight with werewolves against

    vampires!

    Of course that doesn't always prepare them for

    more civilized intrigues. By the time they're ready

    to get involved in such dealings, they're usuallyabout ready to be building their own castles,

    temples, and towers at which they'll be the center

    of courtly life. And thus we find ourselves back to

    power. It does not stop here however.

    For those truly motivated individuals the search for

    power will send them far away from their homes,

    and off to distant worlds and even to different

    planes of existence. Some even become immortals,

    what some call gods!

    Whatever their destiny, they all start at level 1.

    B is for Bards

    The bard never much appealed to me as a class in

    D&D. It just never seemed to fit in anywhere,

    usually being a hodgepodge of abilities from the

    other classes. They possess limited fighting ability,

    limited roguish ability, and some odd magical

    power all wrapped up with music and storytelling.

    Im just going to put this out there lutes, ocarinas

    bagpipes, drums, etc. do not belong in a dungeon.

    For that matter, neither does the Bard!

    This Bard is great for games though!

    I totally understand the drive to have a debonair

    dabbler in magic, a swashbuckling type thats just a

    little more fantastic than your average rogue, but

    the bard makes a poor template to base it on. A

    better strategy would be to make a magic dabbler

    that could be interpretedas a bard.

    I would love to put such a class together for you,

    but most of the work has already been done. In the

    2nd edition setting Birthright true wizards were

    rare as they needed the blood of a god in their

    veins in order to tap into true magic. Anyone who

    lacked that bloodline (most people) that was

    interested in studying the arcane arts became a

    magician. The magician character class had access

    to a broader variety of weapons than a wizard and

    a limited number and power of spells available to

    them (spells of Divination and Illusion of all levels,

    http://towerofthearchmage.blogspot.com/2011/04/is-for-adventurers.htmlhttp://towerofthearchmage.blogspot.com/2011/04/b-is-for-bards.htmlhttp://towerofthearchmage.blogspot.com/2011/04/b-is-for-bards.htmlhttp://towerofthearchmage.blogspot.com/2011/04/b-is-for-bards.htmlhttp://towerofthearchmage.blogspot.com/2011/04/is-for-adventurers.htmlhttp://3.bp.blogspot.com/-uZa05KdxLYk/TZcWOXPAKFI/AAAAAAAAByU/OpeCD_KIdfw/s1600/bard1.jpg
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    all other schools 1st and 2nd level spells only), as

    well as access to Rogues, Wizards, and General

    non-weapon proficiency groups.

    Now, this magician character can be looked at in a

    variety of lights, depending on how the player

    chooses to run him. With a high enough charisma

    he could certainly act as a performer when not

    crawling around in dungeons. Alternately the

    character could be a hedge wizard who acts as the

    village wise man. The character could also be

    played as a noble dilettante who has toyed with

    both rapier and wand. It could even be used (with a

    slight tweaking of the spell & weapon list) to

    present a variation on the innately magical types

    (elves, dwarves, etc).

    Hmmm... Ok, fine. I'll reinvent the wheel for the

    Rules Cyclopedia. Look for a new character classnext month. Damn you A to Z Challenge, like I don't

    have enough to do already...

    C is for Chaotic Neutral

    Chaotic Neutral can be described as being the

    alignment of ultimate personal freedom. The

    chaotic neutral character is the one that follows

    her whims, but doesnt care about anyone elses.They give no thought for society or anyone but

    themselves. They arent malicious, just selfish.

    Aside fromPsionics,the Chaotic Neutral alignment

    is the only other thing in my game that I ever

    outright banned. Any new players that came to my

    table with a CN character received one chance to

    come back with a character of a different

    alignment. Id accept an evil character at the table

    before a chaotic neutral one.

    The problem stems most likely from the group of

    people I was playing with. They were mostly high

    school and college age guys, and when given the

    option of playing a CN character, any and all

    chances of having a decent gaming session went

    out the window. The CN characters would engage

    in the most sophomoric and asshole-ish actions

    and any group coherency fell apart with cries of I

    can do that, its his alignment! It generally made

    people upset, me included, so relatively early on I

    threw down the Ban Hammer.

    So what is it about the Chaotic Neutral alignment

    that seems to attract assholes? Or is it just that the

    Chaotic Neutral alignment is composed entirely of

    unlikeable assholes? A quick search of the

    characters generally assigned to CN indemotivational posters you end up with characters

    like Jack Sparrow, Ash, Jayne, and Steve Zissou.

    Now, the thing about all of these guys is that, yes,

    theyre selfish, and they can only be trusted so far,

    but not one of them will just stick a knife in a

    companions back because they just felt like it.

    Chaotic Neutral is about freedom, not insanity, but

    that distinction was lost on my players at that time.

    Even now I find myself cringing at the words

    Chaotic Neutral. I think that I might MIGHT be

    willing to let someone play a CN character now, but

    they would have to work at convincing me.

    D is for Derring-Do

    In old school Dungeons and Dragons caution was

    often the most successful strategy. Get in, get the

    gold, and get out with as little danger as possible.

    Especially at low level it was the best way to

    increase the odds of survival. Yet it isnt themoments of creeping slowly down a dungeon

    corridor, carefully mapping every step that players

    remember. The real memories are made when the

    characters engage in feats of Derring-Do!

    They dont generally happen by accident though, or

    at least not without a little preparation on the

    DMs part. In order for the players to engage in

    such memorable play they need to be given the

    http://towerofthearchmage.blogspot.com/2011/04/c-is-for-chaotic-neutral.htmlhttp://towerofthearchmage.blogspot.com/2010/08/i-can-kill-you-with-my-brain.htmlhttp://towerofthearchmage.blogspot.com/2010/08/i-can-kill-you-with-my-brain.htmlhttp://towerofthearchmage.blogspot.com/2010/08/i-can-kill-you-with-my-brain.htmlhttp://towerofthearchmage.blogspot.com/2011/04/d-is-for-derring-do.htmlhttp://4.bp.blogspot.com/-Nk7upgPmbc4/TFgSkUT40eI/AAAAAAAAA9s/DXtqcy69CEM/s1600/Ban+Hammer.jpghttp://towerofthearchmage.blogspot.com/2011/04/d-is-for-derring-do.htmlhttp://towerofthearchmage.blogspot.com/2010/08/i-can-kill-you-with-my-brain.htmlhttp://towerofthearchmage.blogspot.com/2011/04/c-is-for-chaotic-neutral.html
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    toys to play with.

    Lets work from an example: The Orc and the Pie.

    In this situation you have a 10x10 room with 1

    door, 1 table, 1 chair, 1 orc, and 1 pie. The orc is

    talking to himself about the pie, and how much he

    is going to enjoy eating it, just as soon as its cool

    enough to do so without burning his mouth. Enter

    1 adventurer. Typically the adventurer will kick in

    the door, and kill the orc, taking the pie for himself.

    But it can be so much more interesting!! What if

    the orc kicks over the table, sending the pie flying?

    The adventurer catches it in one hand, and now

    must decide whether to run or fight. Or what if the

    orc grabs the pie and holds it hostage? What if

    instead of kicking down the door, the character

    knocks, and opens a negotiation with the orc for

    the pie?

    What each of these options shows are the

    characters, both PC and NPC, interacting not only

    with each other (pointy end going into the bad guy)

    but also with the scenery, the props that the DM

    provides. Errol Flynn couldnt have swung across

    the room if there wasnt a handy rope or

    chandelier. Jackie Chan doesnt do anything that

    doesnt require at least 3 different things to

    interact with during a fight, and its usually more.

    Your players need those props too.

    The most boring thing to find in any dungeon is an

    empty 10x10 room. No room should ever be

    completely empty (unless there is a very good

    reason for it). There may be no monster, no

    treasure, no trap, and nothing special but that

    doesnt mean there arent barrels of stagnant

    water, sacks of moldering something, stairs,

    scaffolding, a big red button, or a giant brass gong.

    In situations/rooms where there are monsters,treasure, traps, or something special, there should

    be plenty of these things for everyone to play with!

    Fire pits, alters to crawl under or jump over, large

    potted plants, hanging chains, iron maidens,

    anything and everything that may be put to some

    crazy use by the players (or the monsters)!

    This is something Im doing my best to remember

    as I work on my megadungeon. When I forget

    about it I tend to get stuck. Getting unstuck doesnt

    always take a feat of Derring-Do on my part, but

    allowing the possibility for my players will usually

    do it!

    E is for Elevators

    The door was stuck, or perhaps barred from theinside. Nimble finished examining it and nodded the

    all clear to Rathgar. Wedging the pry bar between

    the door and the frame, he started applying

    pressure. Slowly, the door began to bend before

    finally popping open, some of the wood splintering.

    Beyond the doorway was a shaft that ran down far

    below the reach of the torchlight. Each of the

    adventurers in turn took a look down into the

    darkness. Nimble was the first to really look up, and

    noticed a large dull silvery disk pressed into the

    ceiling. As everyone was looking into the darkness,

    Rathgar lit a spare torch. When Nimble was done,

    Rathgar passed him the torch, and he tossed it

    down the shaft. It finally came to a rest deep down,

    probably over 300 yards.

    I think I saw another doorway on the opposite side

    of the shaft. Nimble reported. Maybe 50 feet

    down.

    Everyone silently considered for a moment. Well, ifyou want to scout it, well wait here and pull you

    out. Rathgar offered.

    You know, I think I do. Nimble quickly dropped his

    pack, keeping it well away from the edge. With

    quick deft movements he tied a silken rope around

    his waist and began his climb. Rathgar fed the rope

    out as Nimble clung to the wall, working his way

    around and down the shaft with unsurprising

    dexterity. It didnt take long for him to disappearinto the darkness, his presence indicated only be

    the continued movement of the rope, and the hints

    of something moving in the dark.

    Ok, Im on the platform. Nimble said up the shaft

    as quietly as he could. Slide down a lantern.

    Rathgar took the lantern that Allianora was

    carrying, and slipped the rope through the top ring.

    http://towerofthearchmage.blogspot.com/2011/04/e-is-for-elevators.htmlhttp://towerofthearchmage.blogspot.com/2011/04/e-is-for-elevators.html
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    Here it comes. He warned. The lantern dropped

    the length of the rope with remarkable speed, but

    Nimble looped the rope and caught it easily. The

    doorway was similar to the one his companions

    were on, except that the door was closed, and

    hanging on the wall was a small lever.

    Hey! Nimble called up. Is there a switch behind

    the door?

    Everyone standing on the upper doorway looked at

    each other. Did you look behind the door?

    Rathgar asked Feris and Allianora. They both shook

    their heads no. Shuffling around, they closed the

    door, and looked at the wall behind it, seeing a

    small switch.

    Theres one up here too. Rathgar replied to

    Nimbles question.

    Im going to flip it Nimble warned. Reaching out,

    he pulled the switch down. There was a clicking

    sound, and the switch snapped back to its original

    position. A humming noise could be heard from

    above, and the grey disk dropped from the ceiling,

    four chains attached at equidistant points on the

    edge of the circle. It fell with enough speed to cause

    a good breeze before coming to a stop at the level

    of Nimbles doorway. Rathgar dropped the rope so

    that it didnt catch on the disk.

    On the center of the disk was a small orb standing

    on a chest height pillar. Nimble stepped gingerly

    onto the disk. Under the orb was a series of

    symbols. Not knowing what any of them meant, he

    pressed one at random, and the disk started

    moving down.

    Nimble?!? Rathgar called down

    Im ok, just trying to figure out how to work this

    thing. The disk came to a rest at another platform

    on the same wall as the one Rathgar was standing

    on. Nimble pressed another symbol, one that was

    one away from the original one, and the disk jerked

    upward, passing the lower doorway that he had

    just left. It came to a stop before Rathgar. I think

    weve found our way down. Nimble announced.

    Elevators make for interesting ways to allow

    characters to move through a dungeon, especially

    given how many issues they can have! Will it work,

    or get stuck during use? Will a chain break, or is

    someone else controlling it? What if someone - or

    something else wants to use it while the

    adventurers are on it? Plus there's the whole

    question of how deep down the adventurers are

    willing to try to go!

    F is for Flotsam and Jetsam

    Flotsam and jetsam are the random finds of the

    sea. Either things that were tossed overboard (for

    whatever reason) or floated away when the ship

    sinks, they can make for some interesting

    encounters. Below you will find a chart best suited

    for encounters on the open water. Many items

    dont exactly qualify as flotsam or jetsam, but I

    included them anyway.

    Open Water Flotsam and Jetsam1. Pale golden skinned mechanical human,

    black scorch marks cover its chest and head

    2. Large empty cask3. Lifesaver with faded writing4. Coconut with a bloody handprint5. Message in a bottle See sub-chart A6. White leather ball with a face painted on it7. Wooden board with the word Minnow

    painted on it

    8. Rowboat with a child and a tiger9. Rowboat with the body of a warrior

    complete with 1d3 masterwork

    weapons/armor and 2d12*100gp worth of

    jewelry

    10.Empty Raft11.Small iceberg See sub-chart B12.Floating nest with a single large egg13.

    Box 2x1x1 There are windows on 3sides, and a door. The lid swings open to

    reveal furniture bolted to the floor designed

    to fit a 6 tall humanoid.

    14.Rubber duck/toy boat15.Piece of silvery metal 6 square (very light,

    floats, very strong)

    16.Ships figurehead See sub-chart C

    http://towerofthearchmage.blogspot.com/2011/04/f-is-for-flotsam-and-jetsam.htmlhttp://towerofthearchmage.blogspot.com/2011/04/f-is-for-flotsam-and-jetsam.html
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    17.Large chunk of a ships railing and deck, tiedwith a rope to a harpoon that is stuck in a

    large tentacle.

    18.Body of a Grey in a space suit19.Crude totem pole20.Sealed bottle with a genie inside (looks like

    Barbara Eden) whos only power is to be

    able to enter and exit the bottle in a puff of

    pink smoke as long as it is unsealed. She

    hasnt been out of the bottle in over 500

    years!

    Not these two!

    Sub-Chart A

    1. Love letter2. Treasure map of a Desert Island3. Detailed fleet information from of unknown

    nation

    4. Poems5. Seeds and growing instructions6. Last Will and Testament of someone named

    Robinson

    7. Three nonconsecutive pages from a holybook

    8. EmptySub-Chart B

    1. Grandma2. Polar Bear3. Penguins 2d64. Frozen mastodon5. Escape pod from JJs 17016. Silvery cylinder containing a green

    slime/yellow mold/etc.

    7. Flying Saucer encased in ice8. Nothing special

    Sub-Chart C

    1. Mermaid2. Warrior3. Priest4. Eagle5. Lantern bearer6. Dragon7. King8. Wolf

    G is for Games Workshop

    The Evil Empire of table top miniature wargames,

    creator of Warhammer and Warhammer 40K, as

    well as a sundry of other related miniature games,

    and holder of the license for the Lord of the Rings

    miniature games. Anyone who has played any of

    these games for any length of time (aka long

    enough to have enjoyed an edition change) has a

    love/hate relationship with GW. Its really hard to

    deny the quality of their models, even when

    complaining about their rules sets is like shooting

    fish in a barrel with a tactical thermonuclear

    device.*

    My first exposure to GW came through a gamecalled HeroQuest. This board game came with an

    array of monsters goblins, orcs, skeletons,

    zombies and more that found frequent use in my

    D&D games.

    Chaos Warriors, Orcs, and Skeletons. Oh my!

    http://towerofthearchmage.blogspot.com/2011/04/g-is-for-games-workshop.htmlhttp://1.bp.blogspot.com/-i3KjWGsbyCk/TZ5evCTnYiI/AAAAAAAABzA/9hvTmuKlxeA/s1600/DSC03927.JPGhttp://2.bp.blogspot.com/-ReuiULxt_aE/TZ0XujkUDNI/AAAAAAAAByw/awtSCgHkNPE/s1600/F+and+J.jpghttp://towerofthearchmage.blogspot.com/2011/04/g-is-for-games-workshop.html
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    It was also my introduction to painting miniatures.

    Back in the day (early 90s) I was using my dads

    model railroad testors paints.

    Heroes

    I was later reintroduced to GW via Battlefleet

    Gothic. It was cheaper than either WHFB or

    WH40K, and the specialist game of the year. Plus

    who doesnt love ramming spaceships?!?

    A small portion of my Imperial Battlefleet

    I eventually collected an obscene amount of points

    for my Imperial Fleet (5,000+), then collected

    Chaos (4,000+), then Space Marines (2,000), Orcs

    (3,000), and Tau (1,500). The Orcs and the Tau are

    the only fleets that arent almost completely

    painted.

    My chaos fleet on my cousin's board

    I then bought someones Bretonian army for

    Fantast Battles, and started working on a World

    Eaters army for 40K. Ive actually yet to work on

    the bretonians, sad to say

    My force from a RTT. I came in 4th!

    Ive also collected a variety of random GW minis

    Elves In Space!

    http://pics.livejournal.com/archmage45/pic/000a51wkhttp://pics.livejournal.com/archmage45/pic/00053qa2http://pics.livejournal.com/archmage45/pic/000fkxgyhttp://pics.livejournal.com/archmage45/pic/000f1149http://4.bp.blogspot.com/-ErOV_LDn6Wo/TZ5es7YcWJI/AAAAAAAABy8/Y-wDaZWzlts/s1600/DSC03926.JPG
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    Mordheim Necromancer

    More recently Ive been collecting the Lord of the

    Rings minis, which have brought me full circle with

    my HeroQuest minis, as Ive used them as D&D

    minis! Especially the orcs!

    Clearly these are Bandits rather than orcs!

    *OK, that last bit was an exaggeration. Many of

    GWs rules sets are fantastic; the problem is that

    its not their core games that have the great rules!

    H is for High Level Campaigns

    There comes a point in the life of a successful

    adventurer when they will begin to want more

    than another dungeon delve or wilderness trek. As

    they approach name level (9 traditionally),

    thoughts of castles, armies, and political power

    begin to fill their heads. This leads to a vastly

    different play style than low level play.

    Way back when I actually got to play Rules

    Cyclopedia D&D I only had 2 characters make it to

    name level. The first was a fighter, whose name I

    dont remember. He eventually built a castle, and

    ruled a fair amount of land, fighting in one war

    before being retired around level 11 or 12. The

    second was the Archmage who eventually got up

    into the low 20s. I played him a lot, and by the

    time he was retired he had built himself a magical

    flying ship very similar in look to the one from

    Flight of the Navagator (I had recently gotten the

    Champions of Mystera boxed set). It didnt have an

    AI or bound spirit or anything like that, and it was a

    little bigger, with lots of nifty little tricks. It also

    cost him just about every gold piece he had,

    several magical items, and took about 3 levels to

    complete. He also had a number of other magic

    items, and a very thick spell book. His last

    adventure was fighting astral aliens who were

    trying to take over the world. He was in the middle

    of a quest to find an artifact held by a god that

    would let him defeat the oncoming armada.

    If Id have been able to continue to play him, and

    hed have survived, he definitely would have

    worked toward the ultimate end game of Rules

    Cyclopedia Dungeons and Dragons, namely

    becoming one of the Immortals.

    Its a little different with the current edition ofDungeons and Dragons, or at least so it seems. The

    focus remains on combat (rules-wise) no matter

    the level, but the venue and the monsters become

    more and more exotic as the characters reach

    higher level. In heroic tier (low level) the players

    are on a terrestrial world, with maybe some side

    trips to the near Feywild or Shadowfell. Paragon

    Tier takes the players firmly into both of those

    realms and then out into the Astral Realms. By Epic

    http://towerofthearchmage.blogspot.com/2011/04/h-is-for-high-level-campaigns.htmlhttp://2.bp.blogspot.com/-ckNl7Eo_C2Y/TZ9Cx_9EOdI/AAAAAAAABzY/ng15jnk9Y0o/s1600/500full.jpghttp://pics.livejournal.com/archmage45/pic/000ksf5s/s640x480http://pics.livejournal.com/archmage45/pic/000ed52ahttp://towerofthearchmage.blogspot.com/2011/04/h-is-for-high-level-campaigns.html
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    Tier characters are traipsing around the cosmos all

    the way down into the Abyss and battling demon

    lords and greater dragons!

    There is something about being a preteen that

    makes high level adventures easier I think. By the

    time I got into my late teens I became very focused

    on low to mid level play, usually capping off around

    name level. I just became much less interested in

    what I perceived to be power gaming. I think it was

    the shift in focus that seemed so sharp that it was

    jarring for me. It might also be the fact that aside

    from when I was 12 I never ran or was in a game

    that ran long enough to reach those higher levels

    of play. I simply never exercised those imagination

    muscles.

    I is for Immolation

    There are few things that are more satisfying than

    watching your enemies burn! Whether the fire

    comes from a flask of oil, a fireball, or even a river

    of lava, the level of satisfaction only varies by how

    spectacular the immolation is, or by its sheer

    volume.

    Burning taverns is also a time honored tradition of

    adventurers. So much so that by 7th level it's a rare

    party that hasn't burned at least half a town to theground! Such actions will often be taken in the

    name of saving the town from total annihilation,

    but really, other steps could have been taken. No

    other acts would have been as cool though.

    As a DM you can use this tendency to your

    advantage. To engage your players, give them

    opportunities to set things on fire. Have them find

    a cache of Greek Fire just before a big encounter,

    for example, or have a battle take place with anopen and roaring fire pit or bonfire. Give them

    enemies that are susceptible to fires such as insect

    swarms, spiders in webs, and trolls to battle

    against.

    Once you've stoked their natural tendency to burn

    things, do remember your responsibility as a DM to

    turn the tables on them. There is no reason the

    monsters can't push the adventurers into the same

    bonfire, or use a burning flask of oil against them.

    Having a burning zombie try to grapple a party

    member? Your players will know you're enjoying

    the game. Having a bunch of zombies coated in tar

    and set alight as they march on the party? That's

    the sign of true love from a DM.

    Fun With Fire - New Rule

    Whenever someone attacks with a flaming object,

    such as a torch, the attacker may choose to forgo

    the usual damage roll and instead roll 1d4 on the

    chart below.

    1. The object is extinguished - 1d2 damage2. The target jumps back - 1d2 damage3. The target is lightly burned 1d44. Something the target carries or is wearing

    catches fire. 1d4 ongoing until extinguished.

    5. The target is on fire and panicked - as #4 plusmust make a morale check

    6. Hotter than you thought - as #5, but thedamage is 1d6

    7. Way hotter then you thought - as #6, but thedamage is 2d4 and the morale check is at -2.

    Modifiers

    If attacking with a flame smaller than a torch, -1 to

    the roll.

    If the target is wet, -2 to the roll

    If attacking with a magical flame, +1 to the roll

    If the target is already on fire, +1 to the roll

    If the target is highly flammable (i.e. soaked in oil)

    +1 to the roll

    If the flame is as big as the target (i.e. fire pit) +2 to

    the roll

    http://towerofthearchmage.blogspot.com/2011/04/i-is-for-immolation.htmlhttp://towerofthearchmage.blogspot.com/2011/04/i-is-for-immolation.html
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    J is for Jinn

    The Jinn/Genie/Djinn/Efreet/Madrid are natives of

    the elemental planes, or at least they are prior to

    the current edition. In the Rules Cyclopedia, out of

    all the different version of the creatures both

    greater and lesser only the Greater Efreets are able

    to grant the wishes that Jinn are traditionallyknown for, and the Jinn in a bottle doesnt even do

    that! It gives the owner control of the lesser Jinn

    for 101 days. While this is a mighty boon, it lacks

    the power of Aladdin's Lamp!

    Sure, theres the ring of wishes, but whats more

    fun, twisting a ring, or interacting with a

    primordial/elemental spirit thats less than thrilled

    at being tied to a bottle and made to serve a mere

    mortal?!?

    Ok, so this guy doesn't actually look all that put

    out.

    Of course not all are going to be ticked off at

    having been trapped in a bottle. Maybe they relish

    the solitude, or perhaps they fall in love with

    whoever rubs the bottle or lamp?

    And dont think that a spirit trapped in an unlikely

    receptacle is merely for fantasy games. It can

    certainly have its place in the right sort of sci-fi

    game too!

    R2 gets all the girls!

    Go ahead; give that bottle or lamp a rub! The

    results might surprise you!

    http://towerofthearchmage.blogspot.com/2011/04/j-is-for-jinn.htmlhttp://4.bp.blogspot.com/-3UmmM-RKOFE/TaJbxyAL6LI/AAAAAAAABzo/HQJqqTut6L4/s1600/03I_DREAM_OF_JEANNIE.jpghttp://4.bp.blogspot.com/-8d9lgG1EXQ0/TaJby54I0MI/AAAAAAAABzs/7LIbYTUCuLw/s1600/i+dream+of+jeannie.pnghttp://1.bp.blogspot.com/-HnaXCOnbPBE/TaNlpsOuxbI/AAAAAAAAB0E/MqR0auYIbZ8/s1600/djinn.jpghttp://1.bp.blogspot.com/-ZbLqElF4OiY/TaJbsF05hRI/AAAAAAAABzk/I6zDWqDdMsY/s1600/4530601588_0fac178d6c_b.jpghttp://towerofthearchmage.blogspot.com/2011/04/j-is-for-jinn.html
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    K is for Khorne

    As I mentioned in my G post, my 40K army of

    choice is that of the World Eaters Legion of the

    Chaos Space Marines, a cult of bloodthirsty super-

    warriors who worship the Chaos God Khorne who

    sits upon his Throne of Skulls while his devotees

    call out Blood for the Blood God!

    The first member of my army was a Khorne

    Sorcerer. Now, those of you familiar with 40K lore

    know that Khorne hates magic/psionics, and his

    followers are barred from practicing those arts.

    Nevertheless, this guy was Khornes first recruit. I

    found him in a case, primed back and missing a

    backpack. I also bought the vampire cloak, put

    them together and painted him up in the colors of

    the legion I was considering, not knowing my faux

    pas.

    He quickly became a Chaos Lieutenant in my force.

    It turns out my guys are willing to overlook his

    propensity for robes due to his tendency to cleave

    anyone in twain who dares to mention it!

    Me losing the RTT to a well painted Demon Hunters

    force.

    Once I decided to follow the dark path of the chaos

    gods, my Lieutenant was joined by several squads

    of Berzerkers, a Khorne Lord, a Jugernaught, and an

    old style Dreadnought.

    At the time (3rd edition) there was an option for

    cultists as a troop choice, and I had started to put

    together a unit of 50 that would be driven before

    the rest of my army as a giant ablative shield.

    Unfortunately shortly after I got started on that

    project they changed the codex on me. This wasmy first introduction to GW's tendency to mess

    with things.

    When the cultists were abandoned, I switched to

    working on some armor Rhino transports, Predator

    tanks, and a pair of Landraiders. I even built a Brass

    Scorpion out of 2 defiler kits!

    http://towerofthearchmage.blogspot.com/2011/04/k-is-for-khorne.htmlhttp://pics.livejournal.com/archmage45/pic/000brz4yhttp://pics.livejournal.com/archmage45/pic/00050s1zhttp://4.bp.blogspot.com/-7JzfTr4Tu3c/TaUBVk2TTgI/AAAAAAAAB1E/j2zphPHfCds/s1600/DSC03940.JPGhttp://3.bp.blogspot.com/-_G5YSYhFh-w/TaUBV_35nuI/AAAAAAAAB08/0AOxV7Nozas/s1600/DSC03937.JPGhttp://towerofthearchmage.blogspot.com/2011/04/k-is-for-khorne.html
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    Eventually I decided that while an entirely Cult

    force was fun, I wanted to add a little diversity to it.

    The easiest way to do that, and to still keep it a

    very Khorne themed force was to add some

    demons. While the Khorne bloodletters at the time

    were pretty cool models, they were all metal, and

    very expensive, so I opted to use beastmen Gors as

    proxy figures. The other demon option for Khorne

    are the fleshhounds (aka Khorne-dogs) but I hated

    the miniature for them. As a proxy I picked up a

    bunch of the original Hounds of Orion from the

    Wood Elves army.

    I opted to play the World Eaters for a couple of

    reasons, the miniatures being only one of them. A

    large part of the choice came from the playing

    style. Its a no nonsense, in your face, Im gonna rip

    your arm off and beat you to death with it sort of

    army. I thought about going with orcs, but they

    were due for a re-sculpt and another friend was

    already playing them.

    That choice has made for a lot of fun games. A lot

    of games lost too, but fun ones none-the-less. The

    fastest was in a 750 point tournament where my

    entire force was wiped out by an exemplary Eldar

    player before I got to take my second turn. While I

    definitely prefer winning (who doesnt?) Ive

    generally found my opponents to be good sports

    either way. There have been a few grumblers and

    ungracious winners, but in general Ive been lucky

    in the people Ive played against. Ive been far less

    lucky with my dice. While Im in no way a great

    player, or even a good one, Ive lost a fair number

    of games due more to bad dice than to bad

    strategy. In the end it doesnt matter, as Khorne

    cares not from whence the blood flows, only that it

    does!

    BLOOD FOR THE BLOOD GOD!

    L is for Loot

    Weve all heard the saying It is good to have an

    end to journey toward; but it is the journey that

    matters, in the end or one similar to it.

    Ask almost any adventurer, and theyll tell you that

    saying is complete bunk! At least the honest ones

    will. Those self-deluded paladins and other

    altruistic types may claim otherwise, but the truth

    is if it werent for the loot (and the XP that comeswith it) no one would bother digging around in

    dungeons and old ruins.

    Sure, the journey, the experience, the adventure...

    But what its really all about is the Loot! The

    treasure! The swag! The booty! It may be piles of

    gold and silver, it may be a magical, it may even be

    a dusty old tome, but whatever it is, the loot is the

    entire reason for the adventure!

    http://towerofthearchmage.blogspot.com/2011/04/l-is-for-loot.htmlhttp://2.bp.blogspot.com/-nleI7zntu6Y/TaReWnigieI/AAAAAAAAB0g/NP8QBJSbOKU/s1600/treasure.jpeghttp://pics.livejournal.com/archmage45/pic/00060q24/s640x480http://pics.livejournal.com/archmage45/pic/000gpte4/s640x480http://towerofthearchmage.blogspot.com/2011/04/l-is-for-loot.html
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    6 Treasure Rumors (with modifiers)

    1. A payment caravan for an ancient army waslost somewhere near the old bandit caves.

    It was never found! (+20% chance of copper

    and silver coins)

    2. The old dwarven mines are all tapped out,but when the orcs came, the dwarves didnt

    have the chance to get everything away.

    (+15% chance of gold coins)

    3. A great jewelsmith was captured by anecromancer some years ago. Its said thatshe has him create ever more splendid

    baubles for her to enjoy. (+15% chance of

    gems and jewelery)

    4. One morning last year a pirate ship wasfound beached near the village. The crew

    was dead, a great cage on deck was

    destroyed, and the hold was empty.

    According to papers on board a great

    treasure and an unknown beast had been

    recovered. Since then livestock regularly

    goes missing. (+25% chance of Special

    Treasure guarded by something the players

    have never seen before!)

    5. The diabolist used likenesses to summon hisinfernal allies and slaves. While he was

    killed, the various artworks were never

    discovered! (Specific monster summoning

    spell scrolls are works of art)

    6. A cult of Orcus used gold bricks to buildtheir hidden shrine. Guess what? Its neverbeen found! (+25% chance of gold coins

    found in 10gp bricks)

    M is for Megadungeon Maps

    Lucky entry 13 brings us a number of wonderful

    things. First, its the half way point in the

    challenge. Second it ties the A to Z challenge in

    with this months RPG Blog Carnival about

    dungeon cartography as hosted appropriately

    enough by the mapmaker extraordinaire Dyson

    Logos.

    Im actually a little behind on posting some of

    my newer maps from my megadungeon, so I

    thought I would take this opportunity to play a

    little catch-up.

    This map connects withthe map 2Z along the

    corridor marked G. I think Im going to need to

    do a zoomed out view of this level just for my

    own sanity. That giant chasm is going to cause

    problems if Im not careful.

    http://towerofthearchmage.blogspot.com/2011/04/m-is-for-megadungeon-maps.htmlhttps://lh4.googleusercontent.com/_2SLq5ubrbls/TSnbBgcIdtI/AAAAAAAABUM/xBnoAJXC7v4/s640/map.jpghttps://lh4.googleusercontent.com/_2SLq5ubrbls/TSnbBgcIdtI/AAAAAAAABUM/xBnoAJXC7v4/s640/map.jpghttps://lh4.googleusercontent.com/_2SLq5ubrbls/TSnbBgcIdtI/AAAAAAAABUM/xBnoAJXC7v4/s640/map.jpghttp://3.bp.blogspot.com/_2SLq5ubrbls/TU7WCSBUVnI/AAAAAAAABhY/1W2-TMdsnqM/s640/SCN_0009.jpghttps://lh4.googleusercontent.com/_2SLq5ubrbls/TackLi5uf7I/AAAAAAAAB2o/9TqshsuwluE/s512/img005.jpghttp://4.bp.blogspot.com/-XmBgr7XF-3g/TaReW0S0gFI/AAAAAAAAB0k/U4IBgfrxT8g/s1600/DOUBLOONS.jpghttps://lh4.googleusercontent.com/_2SLq5ubrbls/TSnbBgcIdtI/AAAAAAAABUM/xBnoAJXC7v4/s640/map.jpghttp://towerofthearchmage.blogspot.com/2011/04/m-is-for-megadungeon-maps.html
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    This is the start of the 3rd level, and is at this

    point connected to map 2A.

    If I had the time and the technical ability Id

    drop my maps into GIMP, or even better into

    Google Sketchup, so that I could keep track of

    the whole thing. I bet doing a walk-through in

    Sketchup would be a very insightful experience.

    Sadly I have nowhere near the time to learn

    sketchup well enough to do it right now.

    Im also going to share some work in progress

    maps with you. Ive been struggling with doing

    some real multi-level rooms. I know what I

    want it to look like, but when drawing it out it

    never comes out quite right. Ive actually

    considered using multiple layers of tracingpaper or different colored pens.

    Experimentation Shall Continue! Suggestions

    are welcome!

    These are random doodles that havent goneanywhere yet, but have not been abandoned

    either!

    http://3.bp.blogspot.com/_2SLq5ubrbls/TackLZNr6CI/AAAAAAAAB2k/BC6LR3gTMuk/s512/img004.jpghttp://3.bp.blogspot.com/_2SLq5ubrbls/TackLcUrnJI/AAAAAAAAB2c/JupBvVh0tJc/s512/img003.jpghttp://3.bp.blogspot.com/_2SLq5ubrbls/TackK0PyTLI/AAAAAAAAB2I/HaGCHvW1XjQ/s512/img002.jpghttp://3.bp.blogspot.com/_2SLq5ubrbls/TackKw0q-7I/AAAAAAAAB3I/ayyns9opp4A/s512/img001.jpg
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    Pictures cropped and adjusted for better

    viewing.

    N is for Necropolis

    Necropolis.

    Its a stirring word. A city of the dead. The place

    where shadows and spirits dwell. In ancient times

    on our world, a necropolis would be next to or near

    a city of the living. Today our dead are amongst us,

    and should the dead rise, were all in for a world of

    pain. Back in the old days the dead were contained

    within their own city!

    Is a Necropolis even a valid feature in Dungeons

    and Dragons? In a world where necromancers are a

    dime a dozen how likely is it that the dead would

    be buried as opposed to cremated? I know Id

    rather be toasty than a mindless puppet to some

    magic user with delusions of grandeur!

    Lets presume for a moment that burial or

    internment in tombs is, for whatever reason, the

    cultural norm, in spite of ALL of the reasons why it

    shouldnt be. Besides, if it wasnt, there would be a

    whole lot fewer places for adventurers to plunder!

    So besides giving our players someplace to poke

    around in with their characters, what would one

    expect from a necropolis? In this case we will

    define a necropolis as a separate resting place for a

    large number of dead bodies. The village graveyard

    doesnt count, it has to be a significant city sized

    location, distinct from any area where living being

    inhabit.

    An active Necropolis would likely be patrolled

    regularly by specially trained guards, along with

    novice paladins and clerics in lawful areas. It will

    likely be similar to living on a Hellmouth (a missed

    opportunity for an H post, perhaps to be

    revisited!) with frequent spontaneous creation of

    lesser undead and the natural attraction of more

    dangerous unwelcome elements (Necromancers,

    intelligent undead, etc.). Actually, this could make

    for an interesting side campaign. Adventures could

    range from dealing with zombies, families that are

    being attacked by grandma, thieves trying to get

    grandmas jewelry, necromancers who want tocontrol grandma, ghouls that want to eat grandma

    (and mom, dad, the kids, cousins...), dealing with a

    VIP internment and the circus that goes with it.

    Thinking more on it, it sounds like it might actually

    work better with BESM or a similar system.

    The real interesting things happen when you start

    dealing with a necropolis what isnt active! For

    whatever reason people stopped coming to visit

    the graves of their loved ones and new bodiesarent interred anymore. Maybe the city was wiped

    out by a plague or war, or abandoned when

    something happened in the necropolis, or maybe

    people wisely started cremating their dead, but

    then unwisely stopped keeping an eye on the

    Necropolis. Whatever the reason this city of the

    dead is now ruled by the dead, and more

    frighteningly, the undead! It maybe that the

    boarders of the Necropolis are warded well enough

    that at this point they cant really get out... until

    they can, or at least start to.

    There is also no reason to presume that the

    necropolis is even on the surface! A dungeon

    necropolis is a perfectly valid locale, and in fact

    may be more fitting, as it will never see the light of

    day!

    Hmmm.. Looks like Ill be adding a Necropolis to my

    Megadungeon.

    http://towerofthearchmage.blogspot.com/2011/04/n-is-for-necropolis.htmlhttp://2.bp.blogspot.com/_2SLq5ubrbls/TackL7HrQVI/AAAAAAAAB2s/Xsgr8Y_kuKI/s512/img006.jpghttp://towerofthearchmage.blogspot.com/2011/04/n-is-for-necropolis.html
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    O is for Orphan

    Ive been all over with this letter. The obvious

    choice is OSR, but I bet itll take more than one

    hand to count those posts today. Otyugh will also

    probably be a popular choice, as will orc and

    owlbear.

    What Ive settled on for todays letter is Orphan. So

    many players choose for their characters to be

    orphans, usually in an attempt to keep the DM

    from using their characters family against them.

    This misguided act can frustrate a Dungeon Master,

    especially as they try to inject some role playing

    into their games.

    In the future, whenever a player describes their

    character as an orphan, roll a 1d30 on the following

    chart.

    1. Youre actually a runaway because your family

    didnt approve of the adventurer lifestyle

    2. Youre actually a runaway, and your family is

    looking for you!

    3. Youre actually a runaway, and creditors are

    looking for you! +50% starting gold

    4. Your parents died when you were very young.

    You dont remember them, and you were

    adopted into a wonderful loving family.5. Your parents died when you were very young.

    You dont remember them, and you were

    adopted into a horrid family.

    6. Your parents died when you were very young.

    You dont remember them, and you grew up in

    an orphanage.

    7. Your parents died when you were very young.

    You dont remember them, and you grew up on

    the streets/in the wild

    8. Your parents died when you were very young.You dont remember them, and you grew up at

    a temple

    9. Your parents died when you were a child. Your

    kind aunt/uncle raised you and your 1d4-1

    siblings. +2d6 starting gold

    10. Your parents died when you were a child. Your

    cruel aunt/uncle raised you and your 1d4-1

    siblings. -10% starting gold

    11. Your parents died when you were a child. The

    temple took you and your 1d4-1 siblings in.

    12. Your parents died when you were a child. You

    grew up in an orphanage with your 1d4-1

    siblings.

    13. Your parents died when you were a child. You

    grew up on the streets/in the wild taking care

    of your 1d3-1 siblings. -10% starting gold per

    sibling

    14. Your parents died while you were a teen. They

    left you the farm/store. Its not doing so well

    now. You have 1d4 siblings, one of which is able

    to take care of the farm/store. -2d4 starting

    gold.

    15. Your parents died while you were a teen. They

    left you the farm/store. Its doing fine, but you

    hate it. One of your 1d4 siblings is able to take

    care of it. +2d6 starting gold

    16. Your parents died while you were a teen. Theywere jerks and poor to boot. You and your 1d3

    siblings have been scrapping by. -1d6 starting

    gold per sibling

    17. Your parents died while you were a teen. They

    were jerks but pretty well off. You and your 1d4

    siblings have been living off of what was left to

    you, but its running out.

    18. Your parents were killed when you were very

    young. You survived by being hidden during the

    attack, and you were rescued by a neighborand raised as their own.

    19. Your parents were killed when you were very

    young, and you were taken by their killer and

    raised as his own. You just discovered this, and

    have run away, taking a minor magic item

    (DMs choice) with you.

    20. Your parents were killed when you were a

    child. You and your 1d2 siblings were enslaved

    by the killer. Now youve all escaped!

    21. Your parents were killed when you were a

    child. You and your 1d3 siblings were enslavedby the killer. Youve just killed him, freeing

    yourself and your siblings.

    22. Your parents were killed when you were a teen

    The killer was caught right away by the local

    law, and justice was swift. You still have to take

    care of your 1d4 siblings.

    23. Your immediate family was killed when you

    were a teen. They caught the killer a year later.

    You were there when he was hanged.

    http://towerofthearchmage.blogspot.com/2011/04/o-is-for-orphan.htmlhttp://towerofthearchmage.blogspot.com/2011/04/o-is-for-orphan.htmlhttp://towerofthearchmage.blogspot.com/2011/04/o-is-for-orphan.html
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    24. Your parents were killed when you were a teen

    during a raid on your settlement. You and 1d3-

    1 siblings survived.

    25. Your immediate family was killed when you

    were a teen during a raid on your settlement.

    You were visiting your uncle/aunt.

    26. Your parents were killed when you were a teen

    by someone untouchable. You were left in

    charge of +1d4*50 starting gold

    27. You were captured and enslaved as a child. You

    have no idea what happened to your family.

    Your owner recently converted, and freed you.

    28. You and your family were captured and

    enslaved when you were a teen. Youve

    recently escaped, but you dont know what

    happened to the rest of your family.

    29. The fire wiped out your entire family. Only you

    survived, having been trapped down in the root

    cellar during the fire (you were beingpunished). -2 to Charisma due to burn scars,

    4d12*10 starting gold.

    30. Ok, fine. Your characters entire family, the rest

    of the village, and everyone who has ever met

    you was wiped out by pirates/orcs/space

    aliens/whatever. You saw it all, and it was very

    traumatic/life altering/etc. Congratulations,

    youre all alone in the world.

    The death of your parents is presumed to be eitheran accident or due to natural causes unless

    otherwise noted.

    P is for Portals

    A portal, simply defined, is a doorway, gate, or

    entrance. A passage that goes from one place to

    another. It can be as simple as the door from a hut

    into the village proper, or as fantastic as a fog thatbridges the gap between this world and one ruled

    by dark forces. Whatever its form, the basic

    premise always remains the same - giving the user

    access to somewhere else.

    Dungeons and Dragons, and all other roleplaying

    games, are themselves portals to a worlds of

    shared imagination, worlds where those who share

    it, create it!

    Within the game, portals can serve a variety of

    purposes as well as shapes. Any dungeon doorway

    can be closed, stuck, locked, trapped, hidden,

    secret, bared, or even false. It may open into the

    next room, or to a room on another side of the

    planet. It may even open to somewhere not of this

    world. If its a magical portal, what does it look

    like?

    Magical Portal Appearance

    Roll once on each chart

    Visual Texture

    1. Clear

    2. Mist/Smoke

    3. Prism Distortion

    4. Fluid - Opaque

    5. Fluid - Translucent/Distorted6. Pure Light

    7. Drain-like swirl

    8. Opaque

    Color

    1. Clear/Reflective

    2. White

    3. Blue

    4. Green

    5. Yellow6. Orange

    7. Red

    8. Purple

    9. Black

    10. Brown

    11. Roll 1d8+1 Twice

    12. Shifting/Rainbow

    http://towerofthearchmage.blogspot.com/2011/04/p-is-for-portals.htmlhttp://towerofthearchmage.blogspot.com/2011/04/p-is-for-portals.html
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    Some portal examples:

    This one is clear and clear

    Fluid - Opaque and Blue and White

    Prism and Blue

    Pure light and White

    Q is for Quest GiverIn just about any computer or video game RPG

    there are NPCs that tell you what to do. In some

    games, you can say No but for the most part you

    follow the story and take the quests as given.

    World of Warcraft addresses this in one of the

    most obvious ways of any game Ive ever seen by

    sticking a giant golden exclamation mark over their

    heads.

    Dungeons and Dragons and even Traveller tend tobe at least slightly more subtle...

    Ok, just ignore that mysterious guy in the dark

    corner.

    Like I was saying, Dungeons and Dragons and even

    Traveller tend to be at least slightly more subtle

    than WoW with its floating punctuation marks.

    http://towerofthearchmage.blogspot.com/2011/04/q-is-for-quest-giver.htmlhttp://2.bp.blogspot.com/-9gYdooVddVo/Ta2pDhpkPOI/AAAAAAAAB5E/n9KGqxVtRY4/s1600/hooded+man.jpeghttp://3.bp.blogspot.com/-0AvCDdgpkOY/TayfucL5-wI/AAAAAAAAB4w/Y2R-P0jQQlM/s1600/white+doorway.jpeghttp://4.bp.blogspot.com/-oOrrmj8D_1c/Taxskg-cxLI/AAAAAAAAB4o/EYoJG7JVtic/s1600/Iconian_gateway_toronto.jpghttp://2.bp.blogspot.com/-mrKSFqrJ488/TaxskfEgyeI/AAAAAAAAB4g/yn0zj4f8ncg/s1600/stargate1.jpghttp://3.bp.blogspot.com/-KkQ91Qaf6_A/TaxskWGRD9I/AAAAAAAAB4k/tXI7qpyswsc/s1600/doorway_to_the_sky.jpghttp://towerofthearchmage.blogspot.com/2011/04/q-is-for-quest-giver.html
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    Maybe not a whole lot, Ill grant you, but a little.

    The real difference is how with a good DM quests

    often pop-up during play, unplanned, even un-

    thought of until something happens at the table

    that triggers the DMs (or the players) imagination.

    In computer games, that cant happen (at least not

    yet).

    So what does a quest giver look like in D&D? Just

    about anything really! From the village priest, to

    the local lord, to a visitation from a god, or the

    gravelly voice of a carved stone face. Really, it can

    come from anywhere.

    Now I'd like a little audience participation. Tell me

    the most unusual Quest Giver you've used or

    encountered!

    R is for Rest

    Adventurers and bloggers both need it.

    See you tomorrow!

    S is for Shadows

    A shadow is an interesting thing. It exists, but

    doesnt really. There, but not. Traditionally in RPGs

    Shadows are monsters (Not Undead!) or things for

    thieves to hide in, but Ive been watching a lot of

    Babylon 5 recently (Im into season 4). If anyone is

    unfamiliar with Shadows from B5, they are an

    ancient alien race, one of the first ones to inhabit

    the galaxy. They were fanatically devoted to the

    idea that in order for life to survive it must have

    conflict.

    As an ancient race they used an advanced

    biotechnology in their ships. The ships, which used

    captured sentients as CPUs, were incredibly

    powerful, yet until the end they were content to

    remain hidden, and use other races as pawns in

    their game with the ultra-lawful Vorlons. The few

    times that Shadows are shown in person, rather

    than their ships, there isnt usually combat. Theyre

    able to become invisible at-will, so will usually work

    though an intermediary rather than show

    themselves. The few times they are involved in

    combat, it tends to end fairly quickly. They dont do

    very well against energy weapons at short range,

    but then who does?

    What the Shadows can do in an RPG is to serve as a

    powerful villain! Theyre incredibly smart, with

    access to great power which theyre perfectlywilling to share, but at a cost. They introduce

    themselves by asking What do you want? A fairly

    innocuous question, but when the adventurer

    responds the bugbears on level 3 dead and then

    they go back to level 3 to find them all dead? Plus

    all the treasure is still there, untouched! What

    price would the PCs be willing to pay? Could they

    convince the local lord to go to war with a

    neighbor? Theyll help things along by killing a few

    cattle and a villager or two. Maybe they can leadthe attack?

    Of course you dont need to use a new monster to

    accomplish this. Any of a number of powerful and

    sneaky beings exist already in the game that can

    serve; vampires, Medusa, lycanthropes, evil

    cultists, devils, and of course Mind Flayers!

    http://towerofthearchmage.blogspot.com/2011/04/r-is-for-rest.htmlhttp://towerofthearchmage.blogspot.com/2011/04/s-is-for-shadows.htmlhttp://4.bp.blogspot.com/-LJ8nl_XuKuM/TayfuU9fQ6I/AAAAAAAAB40/2j-JoYXsR5E/s1600/Shadow.jpeghttp://towerofthearchmage.blogspot.com/2011/04/s-is-for-shadows.htmlhttp://towerofthearchmage.blogspot.com/2011/04/r-is-for-rest.html
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    T is for Thoul

    Of all the creatures, monsters, vermin, and beasts

    from the Rules Cyclopedia there was only one that I

    ever dismissed out of hand. There are a good

    number that I never got around to using, but only

    this one was blacklisted. I was perfectly happy to

    have fairies of various sorts, elk-people, owlbears,hippogryphs, and the whole assortment of oozes,

    slimes, and molds in my game, but theThoul...

    I bet a fair number of you dont even know what a

    Thoul is. Allow me to explain. A Thoul is the

    magical combination of a Troll, a Ghoul, and a

    Hobgoblin. Except when very close, they look

    exactly like hobgoblins. They have the paralysis

    attack of a ghoul, a slightly reduced regenerative

    ability of the troll (1hp/round), and the

    aforementioned looks of the hobgoblin. Oh, and

    they can be spellcasters too.

    Even today I look at the Thoul and my first reaction

    is Why would anyone even think of this?!? and

    my second reaction is this is just a way to screw

    with players by showing them some hobgoblins,

    and then BAM, youre paralyzed.

    Now, I get the concept of variant monsters. Ive

    made a few myself, but when I do so, I dont juststick two (or three) different monsters together.

    Im much more likely to take a monster and tweak

    it, rather than just slap something on top of it.

    So rather than the result of some awful wizard-

    forced mating that requires gallons of mindbleach,

    lets re-imagine the Thoul.

    If it looks like a duck, quacks like an iguana, and

    kicks like a mule, you can bet a wizard did it.

    Hoq-Goblin

    Armor Class: 6

    Hit Dice: 3** (M)

    Move: 120' (40')

    Attacks: 2 claws or 1 weapon

    Damage: 1d3/ 1d3 or by weapon

    No. Appearing: 1d6 (1d10)

    Save As: F3

    Morale: 10

    Treasure Type: C

    Intelligence: 6

    Alignment: Chaotic

    XP Value: 65

    Monster Type: Monster (Very Rare).

    A hoq-goblin is a magical variant of a hobgoblin.

    Except when very close, hoq-goblins look exactly

    like hobgoblins. Their primary distinguishingfeature is a grayish pallor, and an extra joint in

    their overlong fingers. They are sometimes found

    as the bodyguards of a hobgoblin king or Chaotic

    ruler, if they arent on the throne themselves.

    The touch of a hoq-goblin will paralyze (in the same

    way as that of a ghoul). If it is injured, a hoq-goblin

    will regenerate 1 hit point per round as long as it is

    alive. They are cunning creatures, and will fain

    death when gravely injured until they canregenerate.

    There can be hog-goblin spellcasters. (S4/W4)

    Terrain: Barren Lands, Cavern.

    http://towerofthearchmage.blogspot.com/2011/04/t-is-for-thoul.htmlhttp://en.wikipedia.org/wiki/Thoulhttp://en.wikipedia.org/wiki/Thoulhttp://en.wikipedia.org/wiki/Thoulhttp://2.bp.blogspot.com/-uHPbvkSPOMM/Ta3l4PPQSKI/AAAAAAAAB5M/hrURaZf2Gew/s1600/Thoul.jpeghttp://en.wikipedia.org/wiki/Thoulhttp://towerofthearchmage.blogspot.com/2011/04/t-is-for-thoul.html
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    U is for Underdark

    "Where are we?" Nimble grumbled.

    "Lost" Feris answered. "Same as the last time you

    asked..."

    "Guys!" Allianora snapped. "We need to getRathgar out of here. Any ideas?"

    "What about that lamp that Spider Priest sold us a

    while back?" Feris asked.

    "We'll have to use a diamond to light the thing

    down here!" Nimble complained.

    "If you'd have remembered where the stairs out of

    here were, we wouldn't need to!" Feris said

    accusingly. "So light the thing, and lets get the hell

    out of here!

    The Light in the Dark

    When lit in a dungeon this lamp will direct it's

    bearer to the most direct passage to the surface by

    casting light in the direction they need to go. The

    lamp does not avoid any danger, be it traps,

    monsters, or anything else, so care must be taken.

    In order to light the lamp, a stone must be placed

    where the wick would usually be. Depending on

    the distance to the surface, a different value stone

    must be used. No matter what stone is used, the

    light will continue to shine for 1d4+1 turns, making

    its use a potentially expensive prospect.

    Dungeon Stone

    Level Cost

    1 50gp2 100gp

    3 250gp

    4 600gp

    5 1,500gp

    6 4,500gp

    7 10,000gp

    8 25,000gp

    9 50,000gp

    10+ 100,000gp

    The Light of the World

    The Underdark is the 4th edition name given to the

    vastmythic underworldthat has been a part of

    Dungeons and Dragons from it's very beginning.

    One of the most important things for surface

    dwellers when venturing into the Underdark is

    getting back out again. Teleportation magics aren't

    always reliable, and paths can twist, bend back,

    cross over, and run under in ways that will give a

    map maker a constant migraine. This item can help,

    but at a cost.

    http://towerofthearchmage.blogspot.com/2011/04/u-is-for-underdark.htmlhttp://www.philotomy.com/#dungeonhttp://www.philotomy.com/#dungeonhttp://www.philotomy.com/#dungeonhttp://4.bp.blogspot.com/-k8gtc2lQeG8/TbSr52ypUeI/AAAAAAAAB6E/-ndB2VokMNA/s1600/light+of+the+world.jpghttp://www.philotomy.com/#dungeonhttp://towerofthearchmage.blogspot.com/2011/04/u-is-for-underdark.html
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    V is for Virginia's Play Style

    People are different from one another. This may

    seem like a fairly simple and obvious observation,

    and it is, but its important to remember when

    gaming with them, and even more so when you live

    with them!

    Im going to use World of Warcraft to illustrate the

    differences in play styles between Virginia and

    myself. Now, I have not actually played WoW, but

    Ive played other games like it, and I know myself.

    Part of the reason I haven't played it is because

    we've only got one computer that would really be

    able to run it. When Diablo III is finally released,

    that'll change, but until then...

    Virginia started playing about 9 months ago, just

    before the Cataclysm. In that time she has started a

    number of different characters of various races and

    classes, but her primary is a Night Elf Hunter that is

    currently hovering at just under level 70. The fact

    that her primary hasnt hit the level cap of 85 says

    something about her playing style. She is taking her

    time with her character, exploring the world, and

    completing quest chains. She is also working on a

    number of different achievements that are not

    directly related to leveling up, including reading all

    of the in-game books, loving one of each of thecritters, and slaying one of each of the pests, and

    exploring every corner of the game world as she

    goes along.

    When playing a WoW-like game, my strategy

    would be almost the complete opposite of what

    Virginia is doing. Id have my primary character

    level-capped by this point, and would have started

    2 or 3 other characters that would be well into

    their 30s-50s. My primary character I would play

    for a little bit every time I played, as I worked

    toward completing whatever achievement I had set

    as my next goal.

    Virginia is also soloing the entire game. No quests

    that require multiple players, no raids, no PVP.

    Given how little time we have to enjoy video games

    I wouldnt be very different in this aspect, but if

    there was a dungeon or raid that I wanted to

    tackle, Id be more willing to try to find someone to

    quest with, at least for that instance. Going along

    with that, Virginia has avoided joining any guilds,

    though she frequently gets offers. The issue withguilds is that they require a certain investment of

    game time, and that isnt always doable, especially

    as were both working on our Masters degrees!

    Another aspect of the game are the professions.

    While Virginia has spent a lot of time working on

    her secondary professions (first aid, fishing,

    cooking) her primary skills (skinning and leather

    working) are languishing a bit. This is due to a

    couple of factors, including that shes leveled pastwhat her leather working skill can handle. This

    means that the leather shes collecting her skill

    isnt good enough to work with, necessitating

    buying leather to work with. In addition to that,

    there is all the other stuff she needs to buy like

    dyes, thread, etc. This serves as a hindrance to her

    using and advancing that skill. Ive occasionally

    researched the next couple of recipes so that she

    knows what to buy. That way she doesnt have to

    keep running around trying to collect everything. I

    do this just because I get frustrated at her lack ofadvancement in leather working!

    In the end, our characters will both get to the same

    places, and well both have fun doing it, we just

    take different routes getting there! I find this most

    noticeable when I watch her play, and I have to

    remind myself that she isnt doing it wrong, shes

    playing the way she wants to play. She's having fun,

    and that's what really counts.

    http://towerofthearchmage.blogspot.com/2011/04/v-is-for-virginias-play-style.htmlhttp://3.bp.blogspot.com/-dXIS0I9z5iY/TbYTpmO0a8I/AAAAAAAAB6o/GVd2ue1xTZE/s1600/Tigs+hunter.jpghttp://towerofthearchmage.blogspot.com/2011/04/v-is-for-virginias-play-style.html
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    W is for Walking Cactus

    The suns light beat down upon the blasted

    landscape. A tall white tent stood alone in a field of

    odd flat cacti. Within the tent the adventurers did

    their best to keep cool.

    Do you think well find him this time? Rathgar

    asked quietly, mostly to break the silence.

    Nimble paused fanning himself and his brow

    wrinkled. I hope so. Sita has been missing for a

    long time.

    Allianora placed her hand on Nimbles shoulder.

    Well find her.

    But the Magus first Feris pointed out. He must

    have a way of finding her.

    As the sun set, the adventurers exited the tent, Feris

    last, a braided rope with a large tassel in his hand

    that stretched back into the tent. Giving it a swift

    tug, and then releasing it, it snapped back into the

    tent. The whole structure vibrated for a moment

    before it collapsed down into a small square bundle

    of cloth with the braided rope wrapped around it.As Feris stooped down to pick it up, he noticed a

    nearby cactus seemed to be bowing its extremities

    in towards its central trunk.

    All around them the cacti did the same, and slowly

    lifted themselves from the ground.

    Diania Cactiformis aka Walking Cactus

    Armor Class: 6

    Hit Dice: 4+

    Move: 30' (10')

    Attacks: 1

    Damage: 1d10+2

    No. Appearing: 3d12

    Save As: F5

    Morale: 10

    Treasure Type: Nil

    Intelligence: 0

    Alignment: Neutral

    XP Value:

    Monster Type: Lowlife

    The Walking Cactus is an ambulatory desertcreature distantly related to other giant bugs and

    worms. Its green coloration is the result of algae

    that grows upon its shell. During the heat of the

    day when the walking cactus rests immobile it

    buries its sensitive proboscis under the sand to

    protect it. During the night it roams the desert

    looking for sustenance. It is an omnivorous

    creature, and will eat anything from desert

    vegetation, carrion, to any creature that it can

    hunt.

    Most of these beasts are between 8-12 (4-6HD)

    feet in length, standing about 3-4 feet from the

    ground, though the largest recorded specimen was

    over 20 feet long! It is able to lift its front portion

    an additional 3-4 feet. It attacks with its forelimbs,

    striking with them as spiky clubs.

    http://towerofthearchmage.blogspot.com/2011/04/w-is-for-walking-cactus.htmlhttp://en.wikipedia.org/wiki/Dianiahttp://2.bp.blogspot.com/-EdNaaWZCBy8/TZX1VayWzuI/AAAAAAAAByE/3s36D_jykMA/s1600/diania+cactiformis.jpghttp://en.wikipedia.org/wiki/Dianiahttp://towerofthearchmage.blogspot.com/2011/04/w-is-for-walking-cactus.html
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    X is for X Marks the Spot!

    If there is anything else that will get an

    adventurers heart racing like a big pile of treasure,

    its a map that leads them to a big pile of treasure!

    Ive had games where my players will find out

    someone else has a treasure map, and will spend

    an entire session just tracking it down, or figuringout how to steal it!

    Now, as Professor Jones points out, X rarely marks

    the spot.

    You know, except when it does.

    In spite of the power they have, Ive found that

    maps, and specifically treasure maps, are rarely

    used. Maybe its because it requires too much

    prep? Im not sure. It could also be that DMs dont

    want to send players off the map, or the rails, as it

    were. Yet a treasure map can be a wonderful vesselfor not only getting your players on the rails, but

    practically leading them on by the nose. Pick up an

    awesome new module? Tired of having your player

    hanging out and want to see something new?

    Simply promise them riches beyond imagining.

    Of course not every treasure map actually leads to

    treasure. Some might be traps. Others may have

    been correct at one point but the treasure already

    collected. Others still may be completely false. The

    previous owner might be completely ignorant of

    the truth, no matter what they believe.

    I heartily recommend making prop maps. For one

    thing, its fun, and generally doesnt take a long

    time. For another, they dont need to be - nay,

    shouldnt be works of art! These are treasure maps

    made by neerdowells, not cartographers! While

    many online tutorials suggest using white paperstained by tea or coffee, I recommend brown

    paper. I also recommend ruining the map. Check

    out the one i did. How much of it is now illegible?

    How many times has it been folded and unfolded?

    Wrinkled, wadded up, longingly even lovingly

    caressed? Is the ink smeared, the page ripped?

    Burned? Stained with blood, beer, or even bile?Has

    it been sealed with wax? All of these are easy to

    do, and dont require anything that you dont

    already have in your house. Id recommend paint

    rather than any actual bodily fluid however... But Ipromise you, hand that to your players, and theyll

    be loading the horses and hitting the road!

    Treasure Map/Magical Scroll Generator - Roll once

    on each chart

    Medium - 1d12

    1. Vellum2. Parchment3. Papyrus4. Paper5. Bamboo or Wood6. Clay7. Bone8. Wax9. Cloth10.Metal11.Stone12.Special - See below

    http://towerofthearchmage.blogspot.com/2011/04/x-is-for-x-marks-spot.htmlhttp://4.bp.blogspot.com/-1WjBcjBDZrU/TbYfwtgF6FI/AAAAAAAAB6w/2e8z-xkSE_s/s1600/SCN_0001.jpghttp://3.bp.blogspot.com/-eKYrfpwYfrk/TbWtftDdIMI/AAAAAAAAB6U/y-GfRJn7bj4/s1600/map.jpeghttp://1.bp.blogspot.com/-P50ZrclFVYU/TbWtf-QCK-I/AAAAAAAAB6Y/Sb-qA9z7XvY/s1600/xmarksthespot.pnghttp://towerofthearchmage.blogspot.com/2011/04/x-is-for-x-marks-spot.html
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    Special Medium - 1d10

    1. Grain of Rice2. Living being3. Ice4. Corpse5. Undead creature6. Glass7. Memory Liquid Metal8. Scale Model9. Snow Globe10.Inside a Locket

    Via http://evildm.blogspot.com

    Condition - 1d8

    1. Pristine2. Worn and faded3. Intentionally damaged4. Reused (Painted/written over)5. Broken into multiple parts - some missing6. Corroded/burned/stained7. Roll 1d4+1 twice, ignore doubles8. Broken into multiple parts - all included

    Inscription Technique 1d6

    1. Ink/Tatoo2. Paint3. Carved/Inscribed4. Burned/Melted5. Woven/Embroidered6. Embedded

    Accuracy 1d4

    1. Nearly completely accurate!2. Mostly accurate3. There is some truth to it4. If its right, its by accident

    Y is for Ygg

    Ill be honest, I did not recognize Ygg as one of

    Odins 200+ names.I thought it was a Norse word,

    but I had to look it up. As for the All Father himself

    he has never made an appearance in any of my

    games, yet he is a very interesting archtype. The

    one-eyed god is associated with wisdom, war,battle and death, and also magic, poetry, prophecy,

    victory, and the hunt. He sacrificed his eye at the

    spring of Mimir to gain the Wisdom of the Ages,

    and hung himself from the World Tree Yggdrasil for

    9 days and nights while pierced by his own spear to

    gain power in the 9 worlds (aka Magic!)

    Aside from some books on mythology from my

    childhood, my primary exposure to Ygg comes from

    two sources. The first being the Disney cartoon

    series Gargoyles, and the second Neil Gaimans

    American Gods. Its been a while since I last

    watched Gargoyles, but from what I recall both do

    a fair job of portraying some of the complexity of

    Odins character. Gaiman of course does a better

    job, but thats to be expected.

    I actually think that the Norse pantheon does a

    better job with the gods than the Roman or

    Egyptian ones. The Norse gods are all fairly

    complex individuals, making them a little moreinteresting as characters.

    The Eye of Odin

    This magical talisman is an artifact of minor power.

    When claimed, the owner will know its powers

    and dangers. Once claimed, the owner must

    continue to wear the talisman for its powers to be

    used. During the first 9 days and nights the Eye will

    http://towerofthearchmage.blogspot.com/2011/04/y-is-for-ygg.htmlhttp://en.wikipedia.org/wiki/List_of_names_of_Odinhttp://en.wikipedia.org/wiki/List_of_names_of_Odinhttp://3.bp.blogspot.com/-rlb69EZdCsk/Tbhla8uamiI/AAAAAAAAB74/Xvbqic-J-QM/s1600/The_Eye_of_Odin_by_nashoba_hostina.jpghttp://2.bp.blogspot.com/-XCtqmy51AAE/TbgsNCV-SmI/AAAAAAAAB7k/3HKIWHShZ_k/s1600/worldaffairs2010A.jpghttp://en.wikipedia.org/wiki/List_of_names_of_Odinhttp://towerofthearchmage.blogspot.com/2011/04/y-is-for-ygg.html
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    attune itself to its new owner. During this time the

    owner may relinquish the Eye with no ill effects. On

    the 10th morning the Eye will be attuned. Upon

    attunement the wearer will gain enough XP to

    automatically bring them to the midpoint of the

    next level. In addition from that point on all XP will

    be gained with a 10% bonus. This bonus will stack

    with any bonus based upon high ability scores.

    The wearer of the Eye will be immune from attacks

    that damage Wisdom or drain levels.

    Every day the talisman is worn the wearer will take

    1d6 points of damage that will manifest as a stab

    wound in the side. This damage may be healed

    normally.

    After the Eye is attuned the loss of it will cause the

    former bearer to lose 2 levels. In addition, until thecharacter earns enough XP to bring them to their

    former level, they will suffer a 15% penalty to all XP

    earned.

    Z is for Zombie Preparedness

    The A to Z challenge has claimed many blogs over

    the last 30 days. Many started out this challenge,

    and some have fallen. Today we see the

    predictable results of the month:

    I hope that youve been practicing your

    preparedness drills. Its a weekly occurrence in my

    household. Usually I pretend to be a zombie who

    has invaded the house. My corgis Lucy and Alice

    start out a few feet away from me barking and

    doing a good job of alerting Virginia that a zombie

    has breached the perimeter. Unfortunately then

    Lucy decides to take matters into her own paws

    and attacks. Sadly this does not go so well for my

    11 tall dog. As we all know a zombie is vulnerable

    to either massive damage or head shots. Lucy is

    then either killed or infected, and at this point Alice

    comes to the rescue, her three brain cells over

    stimulated by seeing her sister become a zombie

    snack. Alice proves to be nutrient poor, and

    becomes a very friendly zombie. Virginia is then

    hunted down and slaughtered. Shes usually found

    with her feet up, watching the predictable eventsunfold, and clicking on her laptop.

    Judging by the survival rate of Zombie

    Preparedness drills in my household, Im

    considering a few preventative measures. First is

    theZombie Proof House. With one foot thick

    concrete walls and a second floor entrance with a

    DRAWBRIDGE its way more secure than almost

    any other single family dwelling out there! With

    some solar panels, water processing equipment,

    and a greenhouse, you'd be completely set, for a

    while anyway.

    Alternately you could take to the water with theSS

    Tom Sawyer - Zombie Destroyer riverboat. Of

    course obtaining either of these isnt going to be

    easy after the fact, so wed all better get on it.

    Especially since there is only one house, and the

    boat hasn't been built yet!

    http://towerofthearchmage.blogspot.com/2011/04/z-is-for-zombie-preparedness.htmlhttp://www.geekologie.com/2011/04/finally-a-decent-zombieproof-house.phphttp://www.geekologie.com/2011/04/finally-a-decent-zombieproof-house.phphttp://www.geekologie.com/2010/12/tom-sawyer-zombie-destroyer-ri.phphttp://www.geekologie.com/2010/12/tom-sawyer-zombie-destroyer-ri.phphttp://www.geekologie.com/2010/12/tom-sawyer-zombie-destroyer-ri.phphttp://www.geekologie.com/2010/12/tom-sawyer-zombie-destroyer-ri.phphttp://2.bp.blogspot.com/-VMKrIk_CpUs/TbsZJKb0OGI/AAAAAAAAB8Q/gh3NDPWkG0o/s1600/zombie.jpghttp://4.bp.blogspot.com/-TJpj9ejVUfE/Tbsa04dYnTI/AAAAAAAAB8Y/o5payzrrZT8/s1600/zombie2.jpghttp://www.geekologie.com/2010/12/tom-sawyer-zombie-destroyer-ri.phphttp://www.geekologie.com/2010/12/tom-sawyer-zombie-destroyer-ri.phphttp://www.geekologie.com/2011/04/finally-a-decent-zombieproof-house.phphttp://towerofthearchmage.blogspot.com/2011/04/z-is-for-zombie-preparedness.html
  • 8/13/2019 A to Z Challenge

    28/28

    After an encounter or two with zombies, if your

    players survive, they become a lot less scary an

    encounter... that is until they run into variant

    zombies!

    Surprise Zombies! Roll on this chart once per

    zombie encounter after the second in the

    campaign.

    1. Fast Zombies! Double movement, +2 initiative2. Cunning Zombies! When more than one zombie

    attacks the same target all gain a +1 to attack

    3. Projectile Vomiting Zombies! All zombies gain abreath weapon attack, single target, 10 range,

    1d4+2 damage, save for half

    4. Infested Zombies! When killed zombies willrelease an insect swarm

    5. Leaping Zombies! Jump attack, 1d8 damage,save vs paralysis or knocked prone

    6. They Just Wont Die Zombies! When killed 1d3body parts will remain animated and begin

    attacking anyone alive*

    7. Exploding Zombies! Whenever the zombietakes any damage roll a die. On an even result

    the zombie explodes, causing 1d6 damage to

    anyone within 10 feet.

    8. Sapient Zombies! For whatever reason theseguys remember their former lives. They still

    kinda want to eat your brain though -

    Intelligence 9, neutral alignment

    9. Magic Zombies! They glow faintly with magicpower. melee attacks do an extra 2 damage,

    ranged magical attack does 1d4+1 points of

    damage and slows the target.

    10.Jiang Shi Zombies! These zombies absorb halfthe damage they cause as temporary hit points

    - no cap!

    11.Pregnant Zombies! When killed a hideousdemonic being bursts forth from the zombieschest and attacks**

    12.Roll Twice, ignoring duplicate results*Zombie body part - AC8, hp 1, move 15 (5), 1d3

    damage, XP 5

    **Use kobold stats - 1d6 damage with claw attack