Showing posts with label Table Top Tips. Show all posts
Showing posts with label Table Top Tips. Show all posts

Monday, 26 October 2015

Table Top Tips - Three Fairytales for Table-Top Scenarios and Monster Ideas

Three Fairytales for Table-Top Scenarios and Monster Ideas

Once again I have dived into the world of folktales and myths! These are three myths, One Scottish, One English and One Welsh, which could be used as a basis for monsters, scenarios or a bit of village history. 



The Nuckelavee, or Old Nick, is a Scottish myth of a horseman terrorising the islands of Orkney. The creature rises from the thrashing seas in the winter months and chases down poor, unsuspecting folk to murder them. With it, it brings pestilence and disease. Its breath i
Hospitable. Totally hospitable. 
s said to be an acidic fog of wilting gas; destroying all crops and farmland it passes. It a creature of the sea, a humanoid monstrosity astride a great demonic horse. Similar to Pestilence, one of the the Four Horsemen of the Apocalypse, it is best known for bringing drought and famine wherever it rides.


Described as being a bizarre mutation, Nuckelavee is a full grown horse  of monstrous size with its rider emerging like a tumour from its back; Nuckelavee has distinctly aquatic features, such as webbed hands and oozing gills upon its neck. Its head is supposedly large and a grotesque bulbous shape with a mouth that protrudes from its face like a long muzzle or snout.  Depictions vary on the number of eyes it has, however, all who describe them note that it has one or two eyes which burn red. Its skin is slick and leathery with bulging black veins .

The only way to escape the Nuckelavee is to cross running, fresh water. Like many folk-tales, demons cannot cross fresh water. During the summer months, Old Nick is said to be confined to the sea by an ocean god or goddess of Orcanian Legend. 

This great monster could be the premise for a dark and gritty investigation during the winter months. Old Nick could be the big bad riding amongst the local villages, murdering and spreading plague as it goes. Either a party of adventurers, or perhaps villagers themselves, could hunt this creature down in across the winter gripped lands of Scotland in hopes of freeing their own village of a plague. This could simply be an additional creature to an on running campaign set in a fictional village anywhere you desire. The creeping horror, hiding the appearance and nature of the Nuckelavee from the players, could be an excellent slow burning adventure involving investigation and tracking.

Needless to say, this repugnant fiend is an excellent Fairytale creature to build a monster or adventure around.



Black Annis is the name of an English Witch; similar in style to the great Baba Yaga and other notorious evil old women who invoke the power of devils and other world horrors. She is by far one of my favourite horrifying witches. She has iron claws, bluish skin like that of someone suffocated, and she haunts the misty moorland and dales of the English country side looking for young sheep and children to murder gruesomely. She skins her child victims alive, devours their flesh and bones, and hangs their tanned skins from trees like grim flags of victory. Her haunting doesn't stop on the moors, she also reaches into homes and kidnaps babes to cook into stews.
Includes Built-in Cauldron, Scenic View of Hills,
Corpses of Children.

In appearance she is depicted as an old hag, with needle teeth, blue rotting skin, and iron claws to climb cliff faces and trees. She is said to wear the skin of recently slaughtered children as a skirt. However, it may be fun to have her depicted as an unseemly, plain woman and the party needs to investigate to find her amongst the normal and terrified village people.

An excellent setting for investigation or a final encounter, is her hovel rumoured to be located in a dangerous cliff-face.

Your players may be related, and their children stolen in the night. Perhaps they are children themselves. There is an urgency in finding  or escaping from the witch, whether she is hiding in plain sight as an unsuspecting villager or really a monster in nearby woods. Both the villagers and the players would have to face the mind-destroying realisation that it is innocent children being tortured and consumed. 

Alternatively, Black Annis could be another side monster in an over arching campaign, or even just a tale or rumour often told by townsfolk to give your village a bit or character.



A simple welsh myth that could be an excellent one-shot with a Hound of the Baskervilles flavour. In a village called Beddgelert, a prince had a beautiful baby boy and a loyal old dog named Gelert. One night, the Prince Llewelyn entered the bedroom to see that the crib was upturned and his child nowhere to be found. Enraged and distraught, Llewelyn assumed that Gelert had attacked and devoured the baby, so he slew the dog by piercing his heart with his sword. The baby is then revealed to be hidden beneath the upturned crib and, as Gelert lets out his final betrayed whimper, the baby cries. Horrified, Llewelyn buries his faithful hound honourably but forever hears the last whimper and never smiles again.  In some versions, a dead wolf is found with the baby which explains why Llewelyn sees blood, showing Gelert to be devoted to his masters child by killing the wolf.
Who's a good boy?!


It may be that Beddgelert is being haunted by the spirit of Gelert, who is mauling either newborn babies or the new fathers of these babies in the night on the road. Alternatively, a demon wolf is praying on the young and the party must revive Gelert's spirit or obtain Llewellyn's blade to slay the beast. Similarly with Black Annis, this tale could be a rumour and myth in the village, which leads to a worship of hounds, giving the village some character.

Tuesday, 13 October 2015

Table Top Tips - The Mirror Table

The Mirror Table 


A handy mirror table. Replace "mirror" with reflective surfaces and you can have some awful lakes, repulsive vases or dangerous pots of blood.  I have written it as if it is for Lamentations of the Flame Princess. Change the stats and this can easily fit into any system. 


I would like to say a big thank you to +Thea Garrett , for helping with Numbers 11, 13 and 17. You are wonderfully gross. 



Roll
Description
Effect
1
You see your parents, or who you think are your parents, arguing. You see your own pudgy arms and realise the mirror is showing you looking up from your crib as a child. You start to cry, your mother covers her mouth and turns away, terrified. Your father stares down and then slowly lowers a pillow over your vision. You scream, and cannot breath.
Save Vs. Paralyse/Will, or you begin to suffocate. 1D6 Damage a minute. Dispel Magic will negate this effect.
2
You see yourself in the mirror. Your image begins to dart about the reflection of the room and waves. It refuses to stay still! Sometimes it does, taunting you, only to slip away again. It never lets you see yourself for longer than a few seconds and it takes great delight in hiding behind objects.
Save Vs. Magic, or you will only ever see the back or your head or a dancing image of yourself. You will never shave properly again.
3
You see yourself in the mirror. All appears normal. You look away, the mirror doesn’t. Other players will be able to see your reflection is staring at you. When you look back, your reflection disappears.
Save Vs, Magic, Your reflection has disappeared forever. You roll 1d10 every time you look into a reflective surface. If you roll a 1, 5 or 10, a version of you will reach out and attempt to slit your throat.
4
You see a tree in the distance with the swinging body silhouetted against white fog. It is hard to make out through the fog who this person is. You can hear the creak of the branch, and you can feel the wind on your cheeks as if you are the one in the tree. Suddenly, something tightens around your throat and squeezes.
Save Vs. Magic or A noose appears connected to the mirror around the player's neck. The other players must cut the rope to separate the players, the rope has 1d6 health, or it will drag the player into the mirror to hang for all eternity.  
5
You stare into the mirror and you can see a dam in the distance. As you touch the mirror, suddenly, raging water pours towards you. At first, you think it will stop when it reaches the mirror. The water erupts the mirror and begins to fill the room. If you are directly in the way, you will be hit by the blast.
Physical contact with the mirror results in the dam breaking. 1d6 damage if you are struck by the wave. Room will flood for 1d20 rounds.
6
You see yourself and your party members. Nothing appears out of the ordinary, so you believe.
Nothing happens. Roll a dice behind your GM sheet and smile at the player. It will haunt them all session. Occasionally look at the player, smile, roll a dice, chuckle and then continue the game. It works a treat.
7
You look into the mirror and suddenly the world around you erupts into chaos. Creatures of immense size begin to claw their way through the doors or windows. Tendrils of black viscous sludge begin to writhe from the gaps in brickwork and spill from any dark corners. A great swarm of vicious black ants swarm at your feet.
Save vs. Paralyse, if you fail you see the chaos for all of your life in reflective surfaces. You develop a phobia of your own reflection and you will need to make a Save Vs. Paralyse to stop yourself from freezing if you look into any mirrors in future.
8
You stare into the mirror. You see your party members whispering behind your back. If you fail your Save Vs. Magic, you are convinced that you can hear them plotting against you.
Save Vs. Magic, or you will hear sounds from the mirror of your party members plotting your death. The manner is at the GM’s discretion, or the players if they want to describe it.
9
You see yourself in the mirror. You feel a magical tug at your belly. If you fail your save you see your reflection lift up your top or shed your armor. Your reflections eyes go wide and it screams silently. It claws at your stomach and digs its way through your skin. It rips at its intestines and they spill out on the floor.
Save Vs. Magic, if you fail you feel a warmth spread out over your abdomen. When you look down, you can see a great gash has formed across your body and your intestines have spilled out over the floor.
10
You and your party members can see inside the mirror. Inside the mirror is a table laden with beautiful golden leaves. They spill from a great silver urn set upon the table. In the distances, there is a young woman clutching one of the leaves and she rocks backwards and forwards. She has a long length of rope wrapped around her middle which has been severed.

If you touch the mirror, your hand slips through to the other ream.
Your players can enter the mirror but one part of their body, or something must be connected to the outside world of they will not return. For example, they must be connected to a rope outside the mirror, or holding the hand of another player. The woman will try to keep them in their with her.

The leaves are 1d4 [Coinage] and there are 3d100 leafs.
11
The mirror before you is covered in a thin layer of dust. It appears very old. When you look inside, you see nothing. There is a great expanse of nothingness stretching before you.
Save Vs. Paralysis, if you fail you are consumed by the nothingness and cannot move.

A thick layer of dust covers the mirror, If another player wipes this away it negates the effect and the mirror becomes a normal mirror.
12
You stare into the mirror. A crowd stares back. Every time you move, they cheer and throw their hats and cloaks into the air. When the hats and cloaks fall, they materialise and begin to fall on you.
Save vs. Magic, or a crowd will appear every time the player looks into a reflective surface. The hats and cloaks will increase in number until the player is crushed to death.
13
You look into the mirror. Something itches underneath your skin. Something feels very off. If you pass your save, you notice it is dusty and the mirror is tilted wrong, that’s all. If you fail, your skin begins to peel away as creatures squirm underneath. You feel your face peel away from your, connected only by thin strips of fleshy tendon. Maggots swarm over the red fleshy muscle beneath and you realise they are under every part of your skin. You scream as they devour your flesh.
Save Vs, Magic, or you will be consumed by maggots hatching underneath your skin.
14
You see the room you are standing in in front of you. It doesn’t appear to be any different. However, you cannot see any of the other player characters. Save Vs Magic, if you pass nothing else seems out of the ordinary. If you fail then you feel a splitting pain in your head; then, you look around. You are not able to see or hear your comrades.
Save Vs. Magic, if you fail, you cannot see other party members for 1d10 minutes. You can feel them. You cannot hear them. You can injure them. They can see you fine.
15
You see yourselves in the mirror. You appear to be arguing among yourselves over the corpse of the party member who first looked into the mirror. The corpse is eaten away and appears to be old. The party members will respond if the player, or any of the others knock. These party members can speak to your party members. If the party members can stop them bickering, they explain that they saw the exact same thing in their mirror and will warn them that a creature will emerge from a nearby chest to kill the party member on the ground.
GM are the mirror party members five minutes in the future. They can only be contacted if the players shake, move or knock the mirror. They will warn of imminent danger. If the players ignore the mirror, a creature will erupt from the box and attack the party member who first looked in. Stat this creature highly. If they act, they can seal the box or escape the room.
16
You see the room you are in in the mirror. It is filled with rich food and jugs of wine carried by decadently dressed servants. They beckon you, tasting the wine and the apples.
Save Vs.Magic, or you are consumed by desire. You are hungry and will try to think of any way to enter the mirror. You are consumed with lust and gluttony. You will fixate on the mirror as if it is a doorway, even if it is destroyed, wrapped in the madness of hunger, thirst and aching sexual frustration.
17
A mirror is covered in a bloody sheet. If you take the sheet away and look into the mirror and you see nothing abnormal at first. Then, red oily liquid drips onto your cheek. You reach up and you see it has stained your fingers. If you taste it, it tastes of iron. The ceiling begins to rain, and you realise that the substance is blood. Tiles/boards from the ceiling shatter, and boy parts and blood begin to rain down on you hard. You must wade your way through the viscera out of the room.
Removal of sheet automatically causes the mirror to activate Rain of Viscera.

If the players delay, you may wish to have them roll to avoid drowning in gore.
18
You look into the mirror and you see a future. There is a beautiful cottage, a white picket fence. Two children play happily on the grass with a young puppy. A warmth fills your chest.
Save Vs. Magic, if you fail, the cottage is set on fire by angry villagers screaming witch. The children are impaled by the villagers with slats from the fence and the puppy is kicked to death. The next time you open a bag or chest, you will find the puppies corpse.
19
You look into the mirror and you see your last victim staring back at you mouthing “Why?”. If it is a monster, it wobbles or roars at you in anger.
Save Vs. Magic, if you fail, your victim steps out of the mirror for you to fight again, claiming that they will take your life for taking theirs.

If you die in combat, the victim will take control of your body.
20
You stare into the mirror. The world around you starts to distort and wave. It's becoming shiny and reflective. In horror, you realise that it is shattering under its own transformation. The world around you is collapsing in on itself, turning into shards of glass, but the world in the mirror is the same.
Your players have literally shattered the world. If they are smart, they can jump through the mirror. They have to make a Save Vs Magic and pass to be able to transfer through into the mirror world where it is safe. If they fail, they are stuck in the shattering world and fall into nothingness for all eternity.

Monday, 5 October 2015

Table Top Tips - 8 Macabre Spells for PC's and NPC's

Table Top Tips 
 8 Macabre Spells for PC's and NPC's 

Spells!  Everyone like spells. The below spells are likely to result in your inevitable burning at the stake, but trying at least one is certainly worth death by fire.

Throw these into your game, add a few stats and saves depending on the system, and have fun watching your PC's exploit the one off power, or  laugh as they die horribly at the hands of a well equipped Super Boss. These could be found in books, gifted by gods, or simply stumbled upon on a scroll.  

Well that's a terrifying idea...
1. Straight To the Bone -  Your victim makes a save vs magic. If they fail, your victims body begins to vibrate with a strange power. Your hand outstretched, you concentrate on what is now writhing beneath the skin. Their flesh is grounded in place. Suddenly, ripped from the still standing husk of fleshy meats and organs now dangling as tendrils from the open cocoon of skin, is your victims willing skeleton. 

Make a Save to see if you can control this swaying skeleton. If you cannot, it will attack, if you can, turn it on those that have witnessed your power and watch them run in terror.

2. Murder Suicide - The creature commits suicide, connects their soul to the person they have targeted, a failed Save Vs. magic mean that they both fall to bleeding.

"You wot mate?"
3. Carrion Crows - Need to dispose of a body? Perhaps you need a distraction? You summon a flock of swarming crows who consume dead flesh. This can be used as an effective anti-undead attack. 

4. Boneless - You suddenly crumple to a heap on the floor, without any bones in your body at all. Whatever magic is inside you keeps you alive but you are in agonizing pain. You can be fed through small gaps or holes, even fed through a letterbox or between bars. Dispel magic will negate this effect and you are not able to move without assistance. You can then regrow your bones at will before your time is up or your bones will grow back in 2d4 minutes automatically. Take 1d8 damage at the end of this spell. If you are not quick enough, you may grow back midway through an escape attempt. If this happens whilst going through a letter box, you will be severed in half, if through a grate, you will make wonderful mosaic.

5.  Skin Suit - You hollow out the body of your victim. You peel off your own skin and preserve it, perhaps neatly folded between the lantern oil, the map of strange places and your night time blanket. You then step into the body of your victim and you wear their corpse like a costume. You do not mimic their voice, nor do you have their memories, but you look exactly like them and you inherit their strength, Armour and dexterity. You must make a save to be able to take the skin off and another save to put your own back on again. You can only make these saves once a day. 

6. Consuming Thoughts - Your victim makes a save vs. magic. If they fail, they begin to have dark feelings towards another party member or their companions, depending on who this is cast on. A low fail means they are infected with the thoughts and distracted from their initial goal, a high fail and they are consumed by it and must act upon them. What these dark thoughts are are entirely up  to you. 


They're almost worth the violent expulsions.
7. Poison Apples - You conjure up a poison apple. Roll a D6. If you roll a 1-2 the apple will cause severe vomiting and diarrhea in the intended victim. If you roll 3-4, the apple is an ordinary apple which tastes sour. If you roll a 5-6, the apple will kill your victim in seconds. The apple will cause the victim to rot whilst they are still alive from the stomach outwards. 

8. Troubling Teleports - Your victim makes a save vs magic/death.  You teleport to their location if they fail. You yourself need to make a save vs. magic to see if you land in the location you want to. If you fail, the dungeon master can roll a Latitude 1DX (depending on the room)  for 1  x 5 feet and a Longitude 1DX  for 1 x 5 feet, and that is where you end up. If it is in a wall, you die.  If you succeed, your victim does not teleport but you teleport into them, causing their body to explode around you as you appear in their place. You might want to wear black.

Thursday, 17 September 2015

Table Top Tips: Three Ridiculous Cursed Items for Bizarre Games

Three Ridiculous Cursed Items for Bizarre Games 

My mind is in a bit of a funny place at the moment. It's focusing less on horror and weird, and more on the bizarre and fluffy. So here is a short blog for this week with some simple and weird cursed items for games which are a bit more light heart-ed. They are not the most original, but have fun!


The Slipper of Annihilation 

The name is courtesy of Richard Byfield, who text me this when a spider accosted me in the shower and I text him the emergency, requesting he send me a swat team.
The Deadliest of Weapons
 

This mighty weapon resembles an ordinary old mans slipper. It is moth eaten, the sole is well worn and the smell could knock out a herd of cows. Perhaps that is the source of its power, perhaps that is what fuels it, feeds the hunger to destroy.The slipper of annihilation, once worn, cannot be removed. It leaves a putrid smell in your wake; something akin to prune juice, whale blubber soap and decaying innards of a wheel of ancient cheese. 

The slipped grants the wearer a +2 attack bonus against creatures who have more legs than four. Any arachnids take +3, however, the wearer loses -2 charisma and takes a penalty when trying to intimidate or persuade, simply because their great weapon smells so very, very bad.

The Hat of Babbling

Fabulous!

 This hat is one of the fanciest damn hats you have ever laid your eyes on. It's perfect, ideal for the shape of your head (and seems to fit perfectly). It is wide rimmed, bright red, it even has a feather! You will be the most attractive creature in all the land if you wear this hat. Make a save Vs. Will/Magic to stop yourself from putting on this shining example of fashion genius. 

A sudden compulsion overwhelms you. A newfound confidence floods your body and suddenly you have absolutely no desire to lie about how you truly feel anymore. Your positive honesty radiates from you like some mad beacon. You are now completely honest, not only are you unable to lie, you actually go into detail about yourself and others...  giving information not everyone wants to really hear. 

You can make a save daily to try and remove the hat. But honestly, why would you want to? It's just so god damn fabulous. 

The Necklace of Love-At-First-Sight

This necklace looks very expensive. It is laden with jewels and made of solid gold. It's heavy to the touch too. It's the perfect piece to either wear to make others insanely jealous, or later sell for a small fortune.
Love is also blind. Very blind.

Unfortunately, the moment you pick this necklace up you find yourself falling madly in love with the first person you set eyes on. Not only that, but you are convinced you have had a long and happy relationship with this individual for years.  When you put the necklace down, this feverish lust fades, however, if you pick it up again then you once again fall in love with whoever you look at. It works through gloves and fabrics and cannot be carried on the end of a stick, staff or sword as the effect simply bounces.

Enjoy! A little bit of random for your weekend. 

Tuesday, 8 September 2015

Table Top Tips - Three Greek Myths for RPG Games

  Three Greek Myths You Could Use for Table Tops


When I was at university, one of the best parts of my course studying Classical Civilization was the mythology. There is a library of stories which could be reinterpreted and lead to me writing a very odd re-imagining of Iphis and Ianthe involving hermaphrodites.  Ever since then mythology and folklore has played a massive part in my games. For a start, mythological creatures and tales have been long used in RPGs; just look at Scion or any of the monsters in Dungeons and Dragons. I love weird tales and turning myths into one-shot table tops, or entire campaigns.

These are three popular myths from Greek and Roman mythology which could be used for table top games, either using them as a one-shot themselves, for inspiration for traps or as a platform for creating magical items.

The Original "Kidnapped Princess" Cliche.

Sexy.
One of the famous myths involving the Greek Pantheon's God of Death and a journey into the underworld. The story goes that Hades came upon Persephone, daughter of the goddess Demeter and fell in love with her. He conspired with Zeus to kidnap Persephone and take her as his wife back to the underworld. Nothing screams happy marriage like a little bit of per-marital kidnapping. Demeter, mourning the loss of her daughter, requested she be allowed to live with her for six months of the year (spring and summer) and live in the underworld for six months (winter and autumn). Persephone was convinced to eat a few pomegranate seeds before she left (apparently pomegranates are irresistible when grown in the land of death and giant three headed dogs) so she was required to always return to Hades rather than escape once she was back with her mother.

This myth gives you a lot of options for a one-shot. Perhaps a similar story happens with two nameless gods, rather than the Greek Pantheon, or, perhaps you would like to keep the original names. Your player characters could assist Demeter in kidnapping her daughter back from the underworld. Throw in an encounter with Cerberus, a debate with Charon, a puzzle to cross the river Styx, and a sneak or slash through the Underworld to get to Hades and Persephone and you have a relatively well filled one-shot. There is a perfectly morbid setting to make use of; the Labyrinthine Underworld. Hades, the God of Death can waggle is fingers and throw your players into madness and torment for daring to trespass or he can turn your players against Demeter; there are a lot of options when using this myth as a basis for a game. You could flip it on its head and have Persephone sat by Hades refusing to leave and Hades praying the players get rid of her, or Hades never captured Persephone at all and Demeter is just screwing with you.

Not only can you throw in Charon and Cerberus as monsters, you could also have The Erinnyes visiting for a picnic in the underworld ready to fight or play with your players.The players may also have to avoid the temptations of Hades, which will result in them staying forever if they lose.

Another myth related to this with a similar theme of journeying into the underworld on a rescue mission is  Orpheus and Eurydice. You could include his magic flute as a magical item as a nod to the myth or other elements of to flesh out the one above. Alternatively, you could simply take elements from these myths and come up with something altogether unique. Why not go further and have Eurydice as the one needing to save Orpheus, or Persephone as the villain.

Medusa 

Stone eyed and constant bad hair, no wonder she's pissed.

 Perhaps one of the most known stories and one of the most utilized in fiction, Medusa is still one of my favorite myths, mainly because I sympathize a little with Medusa and her sisters, Stheno and Euryale. They are turned into monsters after Medusa claims she is more beautiful than Athena.Rather than putting this down to Medusa being a stuck-up teenager, Athena claims this a hubris and turns her and her sisters (unfortunate bystanders) into snake headed gorgons. When Medusa lays her eyes on anyone and they return the gaze, they are turned into a stone statue. Medusa and her sisters go to cry for a while on the rock as the experience of transformation into hideous beasts is quite a traumatic experience, when Perseus rides in and hacks their heads off. To add insult to injury he carries Medusa's bloody head around for a while waving it at his enemies, then Athena sticks it onto her shield (presumably with some god-like blue tack) for all to see.

Moral of the story: Don't think you're hotter than a god or this will happen.
Your story could be set in a little village where strange statues have been appearing resembling the butcher or the milkmaid. Your adventurers job is to find out why this is happening all of a sudden, hunt down the gorgons and execute them. It would be a cute little "kill the boss" scenario.

Alternatively, you meet a pompously big headed Perseus who challenges you to a gorgon hunt. You oblige and hunt the gorgons, only to discover they are the real victims of the story. Charged with magical items, the gorgons request you do them a favor to release them and the village of their curse; enter the realm of the gods and turn Athena into a statue.

Not only does this myth give you a couple of avenues to work with, whether you side with Perseus or side with Medusa, or simply use the myth to influence magical items or as part of a larger adventure.
 

Tantalus and Tartarus 

Don't feed people people. It doesn't end well. 

Tantalus is notorious for being the guy who decided human sacrifice by feeding his own child to the gods would get him some kind of reward.
Yum, first born, medium-rare.
Human Sacrifice and cannibalism were massive taboo's in Ancient Greece and the end result  of his weird banquet meal was his eternal torment in the hellish realm Tartarus. A curse was laid upon his house, Atreus, which lead to a spiral of other cannibalistic crimes by gran siblings and eventually a great deal of death.

Tartarus is the hellish realm deep within the underworld where wrongdoers and villains are punished.

The Greeks liked the idea of a realm being a person and a person a realm, so Tartarus is also a deity.

Overall, the location is a perfect setting for a hellish world where players can get lost in. It would be ideal for a puzzle based one-shot, moving through the location to escape or find an object of otherworldly power. The players could be related to Tantalus in some way, there to lift the curse upon their house, or perhaps they have been asked by someone to fetch him back... perhaps his resurrected son wishes to exact his own punishment on Tantalus for feeding him to the gods.

Tantalus pool, in which he is submerged in water but never able to drink, and always hungry but never able to reach the apple dangling just above his head, could be rejigged into an interesting trap for players or a puzzle. The players have to work together to feed and water Tantalus so he is finally free of the pool or perhaps a player falls in and is stuck there for all eternity.

Other myths involving the world of Tartarus could be thrown in such as the pushing of the boulder up the hill by Sisyphus or Tityos, eternally bound to a stone and his liver is pecked out by vultures, it constantly regrows and he re-heals so this continues over and over.

Overall myths are brilliant for use in games, whether as influences or in their entirety.

Thursday, 23 July 2015

6 More Weird Effects - Table Top Tips

  6 More Weird Effects

Weirdly Dangerous Potion or Magic Effects For Stumped Game Masters 

Do you need another strange set of scenarios to shove on your unsuspecting players? Are you looking for more weird and wonderful effects that you can throw into a game quickly to add an extra bit of fun?

Here are 6 more weird effects that you can add to any potion, curse or magic effect table:

1. You become a rock. You are aware you are a rock, you can feel that you are a rock and you can see the world around you, from your new position on the floor, standing at about 2 inches tall. You are rock for 1d10 minutes. You are just a rock, however, you can be used as a throwing weapon (1d4 damage).

2. Something is calling your name at night, but only you can hear it. Something is walking in the shadows, but only you can see it. Something is sliding its hands around yours and your comrades throats when you all sleep, but only you can feel it. You constantly hallucinate a figure out to get you and the other players. You develop severe paranoia and insomnia for 1d10 days. Take a penalty to intelligence and dexterity rolls and a bonus to any role that requires perception or scrutiny. 

3. You see everyone as barnyard animals wearing farm clothes. You have a strange hatred of pigs. They are still speaking English, but they are now animals. This does cause you some confusion and to question your sanity. This lasts your current (not total) HP in days.

4.  You can speak to plants. This is rather useless, as plants don't have much to say. 

5.  Once per day you reach to a loose flap of skin running down your chest. You peel it aside and reveal a chasm within your body. This acts as a bag of holding nestled between your ribs. You may wish to be careful and remember this, as this effect only lasts as long as a D20 roll in days. If you still have objects inside you when this wears off... you will explode, split apart by the objects you decided to neglectfully store away. Shame on you.

6.  You are convinced you are now the Champion of a small ragtag nation of discriminated against creatures who are killed without being truly understood. These creatures are at the Game Masters discretion. If you come across one of these creatures you will try to champion for it, and/or try to befriend it, no matter how deadly.



Friday, 19 June 2015

10 Weird Effects - Table-Top Tips

10 Weird Effects

Weirdly Dangerous Potion or Magic Effects For Stumped Game Masters

Are you struggling to fill out that potion table or magic effect table? Want something that might just randomly kill your players and add a new level of suspense? Are you finding it hard to throw in some role-play fluff or fear for your players? Do you want your players to have a good laugh as well as experience a serious moment of terror?

Below are 10 Weird Effects I have tested as a game master, and experienced as a player, which have ended in strange or bizarrely epic role-playing moments.

 I am a fan of your players being near death frequently, giving their powerful characters a healthy reminder that they are mortals in a chaotic world of monsters.

  1. You grow a beard rapidly. This beard whispers to you, it tells you secrets, it wants you to take over the world. If you attempt to shave this beard off you will take 1d6 damage

  2. One of your eyes starts to leak maggots from the tear ducts. You are in incredible pain. Slowly, a swarm of maggots pushes the eye from its socket and spill out over your face. The maggots stop pouring after a few seconds but you cannot heal the gaping hole where your eye had once been.

  3. No matter your gender, you are suddenly 1d4 months pregnant. What you are giving birth too is entirely at the GM's discretion. 

  4. For 1d6 days, every time you hear someone say a colour you get woozy. If you fail a save vs. magic/Will, you faint. 

  5. An alien parasite is growing in your chest. The only way to transfer this beast is to successfully seduce someone and transfer it with a kiss. If you do not do this within two days, the parasite will claw its way out of your chest and attack the nearest player. You, of course, will be dead and no one will hear you scream.

  6.  You are not satisfied with normal food or water which turns to ash in your mouth. From now on, you are only able to sustain yourself by consuming rotting animal meats or fresh human flesh.

  7. You are absolutely convinced that you have experienced a traumatic childhood which was shared with another party member (GM's Choice) although they do not recall it (as it never happened). This traumatic experience has given you a phobia and if a similar situation arises you will be frozen in fear Save VS. Paralyze/Will.

  8. Save VS. Poison or you will explode in a radius of 5ft resulting in 1d4 damage to anyone nearby. Death.

  9. You cannot see anything in mirrors or the surface of water. Instead, you yourself standing in a twisted realm of gore and darkness, surrounded by the horrors of another dimension. Phobia of reflective surfaces. 

  10. You collapse to your knees and vomit out your own heart. It is still beating. As long as you keep your heart safe upon your person (perhaps in a jar of dirt?) you will continue to exist and any direct hits to your chest will be softened. If your heart is lost or destroyed, you will die.

  I hope you enjoy these odd encounters, whether they be from a magic mushroom, a putrid potion or a suspicious spell.