I’ve created a new D&D adventure, now available on DM Guild. The Trials of Sir Surlamund is a journey into the mind of a renowned paladin to try and bring him back from the brink of death.
Creating RPG ideas based on randomly generated words. Here’s today’s selection. Discover more about the Lying Spoon, Slim Treasure and Motionless Snow.
Anything a person eats with this piece of cutlery will disguise the taste and deceive the taster. A delicious dessert will taste fowl whilst rotting meats will taste fresh and divine. The spoon doesn’t however protect the user from poisons or disease, so consuming dangerous products will taste healthy but will still cause harm.
The Harp of Aratras has strings made of pure gold. They are so finely made that they act as if they are hairs from the strongest horse or silk from the largest spider. The wooden shell of the harp is beautifully decorated but the real value in in each golden string. When plucked by a musician proficient in playing the harp, the sound is both earthy and warm, and is so unique that there is no sound quite like it.
In the Tarpa Seas is a mist that has been created by the Tarpa Waterfalls. Some say that the source of the spring that created these falls is magically because it cures weapons of rust when placed in its waterways. By the time the water gets to the falls it creates a mist that stays in the air and forms a dense, unmoving cloud. The cloud is so dense and so magical that when the weather turns cold, the ice and snow crystals appears in the air, motionless. In such weather, it becomes impregnable for sea vessels and in some instances, 10 foot diamond shapes have formed, standing impossibly on one edge. Only direct sunlight destroys the clouds, but they reform quickly as the mist ascends again.
The Inspiration of Chance and Improvisation – Word Play
I’m starting a series where I generate Roleplay ideas based on random words. Let’s see what words I get to play with today:
This is a pill taken by a creature that is desperate for an answer that they cannot yet grasp. Many of those that have taken the pill take a long time to re-emerge from their semi-comatose state. Some never return, lost in the midst of a mental or spiritual maze. For most, they have returned profoundly shaken and many are never the same again. The epiphanies they bring with them are often not simple and take events in a completely different direction.
Here is a way of playing out the effects of a Massive Analyst on a d10 die roll:
1 – Utterly lost. Re-roll again the following day to see what happens next. Add a mental quirk to your character sheet from this life-altering experience.
2-3 – Confused in the unconscious realm. You re-emerge 1d10 days later, but have lost some of your mental sharpness. Add a condition to your character sheet to reflect this.
4-5 – You return quickly but altered by the experience. Add a mental quirk to your character.
6-7 – You were unaffected by the experience and were able to return quickly. You will gain +1 to the die roll if you ever decide to retake this pill.
8-9 – You found an answer to the question. Check with the GM to see what wisdom you gained.
10 – You had a profound epiphany. It is greater than you could have possibly imagined! Check with the GM for details.
A scene of devastation. Zombie roam across an area known as the Death Zone. They are surprisingly fast and aggressive, attacking living organisms, which either bleed out or become animated undead husks like themselves.
The source of the trouble is in a grave. A powerful magical ring was left with the corpse of an elderly lady who died a few years ago. She carved it and used her magics to prolong her life. As her own energy drained away, the ring’s stored energy was still working. As the flimsy wooden coffin in which she was buried deteriorated, the ring’s influence tainted the soil and cause an un-life in the corpses of those in the graveyard.
The town records and library will have information on an old woman who dodged death for so long (she was over 140 years old) and where she was buried. There is also information about how to use witchcraft to change the energy flow in an item. Using a ritual and a few key ingredients, the ring’s energy can be changed to generate a flow of peace and rest. This is a way to finally end the reign of un-life.
Sorry Accept Patience
A society run by a zealous religious faction expects their citizens to report their own sins and the sins of others. For those who are brought to receive their punishments, they must first ask for repentance (Sorry), accept they are wrong and sign a confession (Accept). Having signed, they must then await punishment, which will be delivered when the religious faction deem it appropriate (Patience). This can sometimes take several years and can even be provided in smaller installments. The faction controls the populous in this way, with fear of punishment and of being reported for sins.
They party escape from the clutches of a Lich and an army of hobgoblins, but are they truly better off in the magical forest beyond?
The exciting finale of Series 4. As the party track down Vijo, they become the hunted ones…
The plan is to work on future podcasts in slower time and publish the audio only. For more info, see online: Agora-Core.com or @Agoracore.
Doing the bidding of a Lich lord, Hayyaes, the party are on the hunt for a creature the lich believes is a threat. This leads them to a hidden camp in the Da desert… a Vijo’s cave.
So much for information gathering in a quiet tavern…
Upon arriving at the fortified desert town of Karmel, the party gain directions to the Boiler – a tavern frequently by Pat’s band, the Yardbards. But they soon get more then just information as they encounter gamblers, desert explorers and mysterious monks.
Also, Pat’s new ring keeps tingling, and why do those monks want a Cleric of Pelor?
Travelling can be tough. The group must either lose their possessions to a bunch of bandits or defend for their lives!