monster ecology
Jul. 11th, 2022 09:41 amWhile chatting with
fayanoraI got reminded of something from a story or RPG.
"Vampire" grass. Something that looks like your typical wild grass, but that can attack and kill animals unfortunate enough to get too close I don't recall details from the source, but we started playing around a bit.
I think the original had enough mobility to ensnare critters. Entangling combined with blood sucking and maybe a a toxin that kept them from fighting for too long.
So I figured there'd be patches of "grass (probably fairly tall grass) on the prairies and savannahs, etc that conceal the bones of the animals that have fallen victim to the grass.
unfortunate herbivores that grazed in the wrong spot, or ones fleeing from predators. And predators that were too intent on the chase.
possibly some animals that are immune to the attacks, but draw in predators who then fall victim to the grass.
There'd likely be some insects (ants, various worms and grubs, etc) that'd help things along by speeding up the breakdown on the animal bodies. Some would eat the flesh, others might bury some of it. And their wastes would be much easier for the plants to access. Everybody benefits. :-)
And given evolution, animals would learn the colors or scents of the grasses to avoid them, and the grasses with different enough colors/scents would get more prey, thus selecting for not being recognized and thus getting more prey.
Likewise, there would be other grasses that happen to resemble the vampire grasses and thus would benefit by not getting grazed on as much.
and these are just first order effects of the existence of such a plant. Thinking about the ecosystems that something will create or is likely to create can flesh out a world nicely.
Thinking like these also avoids ridiculous "uber-predators" that would in a real world mess the ecosystem up horribly because they don't actually *fit* into the system.
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
"Vampire" grass. Something that looks like your typical wild grass, but that can attack and kill animals unfortunate enough to get too close I don't recall details from the source, but we started playing around a bit.
I think the original had enough mobility to ensnare critters. Entangling combined with blood sucking and maybe a a toxin that kept them from fighting for too long.
So I figured there'd be patches of "grass (probably fairly tall grass) on the prairies and savannahs, etc that conceal the bones of the animals that have fallen victim to the grass.
unfortunate herbivores that grazed in the wrong spot, or ones fleeing from predators. And predators that were too intent on the chase.
possibly some animals that are immune to the attacks, but draw in predators who then fall victim to the grass.
There'd likely be some insects (ants, various worms and grubs, etc) that'd help things along by speeding up the breakdown on the animal bodies. Some would eat the flesh, others might bury some of it. And their wastes would be much easier for the plants to access. Everybody benefits. :-)
And given evolution, animals would learn the colors or scents of the grasses to avoid them, and the grasses with different enough colors/scents would get more prey, thus selecting for not being recognized and thus getting more prey.
Likewise, there would be other grasses that happen to resemble the vampire grasses and thus would benefit by not getting grazed on as much.
and these are just first order effects of the existence of such a plant. Thinking about the ecosystems that something will create or is likely to create can flesh out a world nicely.
Thinking like these also avoids ridiculous "uber-predators" that would in a real world mess the ecosystem up horribly because they don't actually *fit* into the system.
Gilligan's Island as FRP
Feb. 8th, 2022 08:11 amSilly idea, but should be amusing.
The Professor is obviously some sort of magic user. Handicapped by unfamiliar materials and lack of spell books.
The Howells? Maybe nobles, maybe something else.
Ginger is likely a bard (entertainer and famous)
Marya Ann?
The Skipper?
And finally Gilligan.
I'm interested in ideas,m but serious and silly.
The Professor is obviously some sort of magic user. Handicapped by unfamiliar materials and lack of spell books.
The Howells? Maybe nobles, maybe something else.
Ginger is likely a bard (entertainer and famous)
Marya Ann?
The Skipper?
And finally Gilligan.
I'm interested in ideas,m but serious and silly.
Not so harmless
Jan. 6th, 2022 06:22 amCame up with a weird idea while half awake.
Gypsy style wagon. Drawn by flamingos.
Ok, weird, maybe some nice local color. Then I remembered that pic of a T-Rex skeleton covered in lawn flamingos (caption: A flock of flamingos can strip a T-Rex to the bone in 90 seconds)
Suddenly that wagon isn't silly...
Gypsy style wagon. Drawn by flamingos.
Ok, weird, maybe some nice local color. Then I remembered that pic of a T-Rex skeleton covered in lawn flamingos (caption: A flock of flamingos can strip a T-Rex to the bone in 90 seconds)
Suddenly that wagon isn't silly...
magic rules
Sep. 28th, 2021 03:58 pmI've read a number of "magical academy" stories, and my brain wandered off on an odd tangent. Something reminded me of skyclad... and then my brain veered off to the magical academy stories.
So I had the thought of the potential mess if being skyclad was required for magic *and* you had teenagers learning it in a mixed gender school. Oy.
But *that* lead to anevil interesting idea. Instead of a school, use the concept in an FRPG or just a fantasy storuy.
So, to cast spells, enchant items, etc you have to be skyclad. Casting a spell with a duration on someone does not require *them* to be skyclad, nor is it required to use magic items.
Ok, this makes magic users even *more* vulnerable in battle than in classic D&D. If it applies to clerics, they get pretty vulnerable as well.
It'd make many magic items a lot more valuable. For example rings of protection. And magic scrolls (you could cast from the scroll while clothed).
I can see the mages wearing sandals and a satchel. The sandals to protect their feet while able to be quickly kicked off (if they count against being skyclad). and the satchel to carry gear while being able to both quickly access items and quickly drop it so they can cast.
Obviously not a game you want to play with sophmoric types, nor stories for children unless carefully written. But they could be fun.
So I had the thought of the potential mess if being skyclad was required for magic *and* you had teenagers learning it in a mixed gender school. Oy.
But *that* lead to an
So, to cast spells, enchant items, etc you have to be skyclad. Casting a spell with a duration on someone does not require *them* to be skyclad, nor is it required to use magic items.
Ok, this makes magic users even *more* vulnerable in battle than in classic D&D. If it applies to clerics, they get pretty vulnerable as well.
It'd make many magic items a lot more valuable. For example rings of protection. And magic scrolls (you could cast from the scroll while clothed).
I can see the mages wearing sandals and a satchel. The sandals to protect their feet while able to be quickly kicked off (if they count against being skyclad). and the satchel to carry gear while being able to both quickly access items and quickly drop it so they can cast.
Obviously not a game you want to play with sophmoric types, nor stories for children unless carefully written. But they could be fun.
Random inspiration
Aug. 15th, 2021 02:21 pmToday's Oglaf had a new-to-me tag above it "disrespect magical books, get papercuts"
That sent my mind off on a tangent.
The first (and most obvious) was "vampire books". Which led to memories of books in comics and stories that got activated by blood.
That led to it having to be *fresh* blood. And having blood be a trigger for or magic items/symbols/etc.
This seems to be an area worthy of exploration.
It also led to the idea of hidden needles in the hilt/grip of weapons to draw the blood to activate the spell (or more likely, curse).
That led to the idea of the needle injecting something like green slime.
After a bit of thought, I realized that for best results you'd want something more fluid (to spread via the veins), a bit slower to act, and that dropped tiny bits as it travelled.
Call it pink slime. It'd be thin enough to get picked up by the blood, even in capillaries, and flow with the blood as droplets.
It'd leave behind cells or smaller droplets as it spread. They'd latch onto some tissue and start growing and (mostly) releasing new droplets in to the bloodstream.
When the concentration got high enough to indicate that they'd spread throughout the host, they'd switch to attacking the surrounding tissues aggressively.
So the unfortunately person/creature would feel a tiny prick, then be ok for a period of time from minutes to hours. and then start dissolving into goo as the slime attacked all thru their body.
That sent my mind off on a tangent.
The first (and most obvious) was "vampire books". Which led to memories of books in comics and stories that got activated by blood.
That led to it having to be *fresh* blood. And having blood be a trigger for or magic items/symbols/etc.
This seems to be an area worthy of exploration.
It also led to the idea of hidden needles in the hilt/grip of weapons to draw the blood to activate the spell (or more likely, curse).
That led to the idea of the needle injecting something like green slime.
After a bit of thought, I realized that for best results you'd want something more fluid (to spread via the veins), a bit slower to act, and that dropped tiny bits as it travelled.
Call it pink slime. It'd be thin enough to get picked up by the blood, even in capillaries, and flow with the blood as droplets.
It'd leave behind cells or smaller droplets as it spread. They'd latch onto some tissue and start growing and (mostly) releasing new droplets in to the bloodstream.
When the concentration got high enough to indicate that they'd spread throughout the host, they'd switch to attacking the surrounding tissues aggressively.
So the unfortunately person/creature would feel a tiny prick, then be ok for a period of time from minutes to hours. and then start dissolving into goo as the slime attacked all thru their body.
Water, dexterity and silliness
Jun. 29th, 2021 10:36 pmAny fan of the BC comic strip is familiar with Clumsy Carp and his incongruous ability to make water balls.
In a fit of silliness, I once added them to my D&D game. the PCs, came across a room with a stack of spherical objects with a light coating of dust.
They seemed to be semi transparent. And of course, when one them them tied to pick one up, it opped and they wound up with droplets of water on their hand and tracks in the dust on the rest of the stack. plus a small puddle on the floor.
Took them a few to figure out what happened. :-)
No real point to it, just a bit of whimsy to make them wonder.
In a fit of silliness, I once added them to my D&D game. the PCs, came across a room with a stack of spherical objects with a light coating of dust.
They seemed to be semi transparent. And of course, when one them them tied to pick one up, it opped and they wound up with droplets of water on their hand and tracks in the dust on the rest of the stack. plus a small puddle on the floor.
Took them a few to figure out what happened. :-)
No real point to it, just a bit of whimsy to make them wonder.
gaming silliness
Mar. 11th, 2021 09:07 amThis is what happens when my brain free associates.
I have to present this more or less in order for full impact.
First, we've all heard of pink slime (yuck) the stuck they make out of ;eftover bits of alleged meat.
Second, D&D has a monster called green slime.
Third, most gaming depictions of orcs make them green.
So... Is green slime what left over after a evil mage/cleric is done harvesting the "useful" parts of orcs?
Another unrelated set of thoughts was triggered by one of those "player in VR game suddenly winds up in another world" stories.
In this case one her her first, "this isn't a game anymore" moments was when she needed to pee.,.. bodily functions not being something that games worry about much.
That got me wondering what rules for that sort of thing would look like.,
Then I realized that would open a can of worms most players would want no part of given the number of evil GMs out there. Just think of the monsters and traps that might be triggered by urination or defecation!
Cindiru fish might seem trivial in comparision
I have to present this more or less in order for full impact.
First, we've all heard of pink slime (yuck) the stuck they make out of ;eftover bits of alleged meat.
Second, D&D has a monster called green slime.
Third, most gaming depictions of orcs make them green.
So... Is green slime what left over after a evil mage/cleric is done harvesting the "useful" parts of orcs?
Another unrelated set of thoughts was triggered by one of those "player in VR game suddenly winds up in another world" stories.
In this case one her her first, "this isn't a game anymore" moments was when she needed to pee.,.. bodily functions not being something that games worry about much.
That got me wondering what rules for that sort of thing would look like.,
Then I realized that would open a can of worms most players would want no part of given the number of evil GMs out there. Just think of the monsters and traps that might be triggered by urination or defecation!
Cindiru fish might seem trivial in comparision
Attention evil GMs
Mar. 1st, 2021 06:15 amSomething reminded me of a wonderfully pervertible bit of geology.
Have a large courtyard with a gong and striker hanging there. The courtyard is unpaved just surfaced with some sort of damp clayish stuff.
if the gong is struck it produces *much* stronger (and deeper) vibrations than you'd expect. The vibrations cause the thixotropic clay to temporarily liquefy. Better hope bedrock isn't to far down!
This could also work in an underground chamber.
If you want to be more fair, have a sign in a language *not "common tongue that says "do not strike gong"
Have a large courtyard with a gong and striker hanging there. The courtyard is unpaved just surfaced with some sort of damp clayish stuff.
if the gong is struck it produces *much* stronger (and deeper) vibrations than you'd expect. The vibrations cause the thixotropic clay to temporarily liquefy. Better hope bedrock isn't to far down!
This could also work in an underground chamber.
If you want to be more fair, have a sign in a language *not "common tongue that says "do not strike gong"
Odd FRPG idea
Feb. 17th, 2021 03:37 amSomething reminded me of the old Fritz Lieber story A Pail of Air. And by more obscure than usual though processes I came up with an idea for an FRPG campaign.
Picture your typical "medieval plus magic" world. Now have an analogous disaster befall it.
So daylight is rapidly getting weaker and things are getting colder and colder.
At first the underground dwellers won't notice much, nor will deep water dwellers. And a number of magical critters won't notice at all.
First really bad point will be when all the rivers and lakes freeze over. Ditto for parts of the seas.
That kills some forms of transit, kills water power, and is likely the far end of the demise of normal agriculture. Also make getting water a lot harder.
Deep wells will keep working until the freeze gets deep enough. After that, it'll pretty much be magic only to get water unless you are willing to burn even more fuel than you are already.
Eventually the oceans will be completely frozen over (unless you have some extra odd oceans :-)
At the second tipping point is when gases start freezing out of the air. CO2 will go first. So it'll be snowing dry ice flakes. Be careful about tracking that inside. You could suffocate everyone.
When the oxygen freezes out, any survivor without magical aid, will be doing the "Pail of Air" bit. And only surviving because there are large enough stores of food and fuel left behind by those who weren't as lucky.
Folks with access to magic of the right sorts willbe doing ok, though they'll be using a *lot* of it for just survival.
Different GMs will come up with their own ideas from this sort of starting point.
A campaign set there *before* the start of the Unending Cold Time offer all sorts of challenges coping with the apparent "end of the world".
Or you could start a campaign after it's gotten to the frozen air point. Things would be stable, but very very different.
Then there's the old evil GM standby of having a "normal" party get dumped there. Obviously they'd need to wind up somewhere they can survive for a while (deep dungeon, abandoned stronghold with the "life support" still runing, etc)
Picture your typical "medieval plus magic" world. Now have an analogous disaster befall it.
So daylight is rapidly getting weaker and things are getting colder and colder.
At first the underground dwellers won't notice much, nor will deep water dwellers. And a number of magical critters won't notice at all.
First really bad point will be when all the rivers and lakes freeze over. Ditto for parts of the seas.
That kills some forms of transit, kills water power, and is likely the far end of the demise of normal agriculture. Also make getting water a lot harder.
Deep wells will keep working until the freeze gets deep enough. After that, it'll pretty much be magic only to get water unless you are willing to burn even more fuel than you are already.
Eventually the oceans will be completely frozen over (unless you have some extra odd oceans :-)
At the second tipping point is when gases start freezing out of the air. CO2 will go first. So it'll be snowing dry ice flakes. Be careful about tracking that inside. You could suffocate everyone.
When the oxygen freezes out, any survivor without magical aid, will be doing the "Pail of Air" bit. And only surviving because there are large enough stores of food and fuel left behind by those who weren't as lucky.
Folks with access to magic of the right sorts willbe doing ok, though they'll be using a *lot* of it for just survival.
Different GMs will come up with their own ideas from this sort of starting point.
A campaign set there *before* the start of the Unending Cold Time offer all sorts of challenges coping with the apparent "end of the world".
Or you could start a campaign after it's gotten to the frozen air point. Things would be stable, but very very different.
Then there's the old evil GM standby of having a "normal" party get dumped there. Obviously they'd need to wind up somewhere they can survive for a while (deep dungeon, abandoned stronghold with the "life support" still runing, etc)
very silly "adventurer vs monster" video
Apr. 30th, 2020 11:45 pmMany years ago in my weekly D&D campaign the party had gotten pretty chewed up. As I recall, no one died, but most of them were pretty low on hit points.
They'd left the ruined castle proper (everything above the ground floor was gone, and there was a partially water filled *crater* in part of the ground floor. An *elliptical* crater). They were heading across the large open area between the keep and the outer wall.
The gatehouse passageway was *huge* (as I recall, something like 50 feet across and 150 feet long). They'd just entered it when they encountered a small party of clerics heading in. From their symbols it was obvious they were of the evil variety.
Being as beat up as they were, the player party would just as soon not have another fight. They'd have almost certainly *won*, but they really didn't need the extra damage that'd ensue.
So some shouted negotiations took place as the two parties faced each other some distance apart. They'd just managed to agree to use opposite sides of the passage (at 50 feet, that was enough separation for both sides to feel mostly safe)
Then it occurred to one of the players that even *evil* clerics have cure spells. And it'd be nice to get healed some before they got back to town.
Since the dungeon was on a large island in a lake and the town was on another island over a mile away, this was actually a good idea. They might encounter some other problem before they got back to their boats, or encounter something while rowing back to town.
So, more negotiations. They wanted to buy some cure serious wounds spells. Much discussion amongst the evil clerics.
"Ok, it'll be a thousand golds apiece."
"A thousand! That's outrageous. They'e only 500 in town!"
The cleric shrugged. "So go to town. We're here, the price is a thousand each."
Much arguing but the player party gave in. Everybody watched carefully as the worst injured got healed. They were somewhat better, and the parties went on their ways. The player party got back to town ok and got healed up and everything.
A couple of months later, they hear some folks laughing themselves silly in a tavern. So they ask what's so funny.
Seems that the story was about how some priests of [????] had swindled some adventures. They'd charged them for cure serious but only cast cure light.
The players were *not* happy, as a cure light (in town) was only 100 gold. So they hadn't paid double the price, they'd paid *ten times* the price.
And this, children is how my players learned a painful lesson about the difference between player knowledge and character knowledge. Among other things.
It was hard keeping a straight face while negotiating that scene. And it was hard to wait all those weeks before I let the players find out. But *oh* was it satisfying. :-)
They'd left the ruined castle proper (everything above the ground floor was gone, and there was a partially water filled *crater* in part of the ground floor. An *elliptical* crater). They were heading across the large open area between the keep and the outer wall.
The gatehouse passageway was *huge* (as I recall, something like 50 feet across and 150 feet long). They'd just entered it when they encountered a small party of clerics heading in. From their symbols it was obvious they were of the evil variety.
Being as beat up as they were, the player party would just as soon not have another fight. They'd have almost certainly *won*, but they really didn't need the extra damage that'd ensue.
So some shouted negotiations took place as the two parties faced each other some distance apart. They'd just managed to agree to use opposite sides of the passage (at 50 feet, that was enough separation for both sides to feel mostly safe)
Then it occurred to one of the players that even *evil* clerics have cure spells. And it'd be nice to get healed some before they got back to town.
Since the dungeon was on a large island in a lake and the town was on another island over a mile away, this was actually a good idea. They might encounter some other problem before they got back to their boats, or encounter something while rowing back to town.
So, more negotiations. They wanted to buy some cure serious wounds spells. Much discussion amongst the evil clerics.
"Ok, it'll be a thousand golds apiece."
"A thousand! That's outrageous. They'e only 500 in town!"
The cleric shrugged. "So go to town. We're here, the price is a thousand each."
Much arguing but the player party gave in. Everybody watched carefully as the worst injured got healed. They were somewhat better, and the parties went on their ways. The player party got back to town ok and got healed up and everything.
A couple of months later, they hear some folks laughing themselves silly in a tavern. So they ask what's so funny.
Seems that the story was about how some priests of [????] had swindled some adventures. They'd charged them for cure serious but only cast cure light.
The players were *not* happy, as a cure light (in town) was only 100 gold. So they hadn't paid double the price, they'd paid *ten times* the price.
And this, children is how my players learned a painful lesson about the difference between player knowledge and character knowledge. Among other things.
It was hard keeping a straight face while negotiating that scene. And it was hard to wait all those weeks before I let the players find out. But *oh* was it satisfying. :-)
D&D strangenesss
Jun. 3rd, 2017 04:34 pmA few (sort of) D&D related things.
Long ago, the Sticks & Stones microgame gave me the idea of "Stone Age" D&D. Neolithic would be interesting, though Paleolithic might be workable.
Obviously the classes would be a bit different. Of the basic four (fighter, cleric, mage, thief) fighters wouldn't change a lot. Mostly a matter of fewer armor and weapon choices.
Clerics would pretty much be limited to some sort of shaman. And their spells would likely be more limited
Mages are a trickier fit, and they'd *definitely have their spells more limited.
Thieves would be *way* different, probably more scouts and hunters to keep the "sneak around" skills.
Monsters would still exist, though a lot of them would be more limited just due to the lower populations.
Dwarves require some thought, but other than tech limits, shouldn't be too much of a problem. Halflings aren't a problem. :-)
For the "evil" races, orcs & goblins aren't a big problem. Kobolds probably aren't either.
Elves of all sorts are a problem. Their long lives might be a problem on several levels, and just how much of advantage they'd have both magically and technologically is gong to greatly affect things.
Another fun thought is if you are running several "independent" campaigns, the results of the stone age campaign might show up in the more "usual" period games as myths and legends. :-)
And now for something completely different.
I'm wondering what sort of "properties" a certain infamous puzzle box would have in D&D. What sort of magic folks think it should detect as, whether it detects of evil, as cursed, etc.
I'm thinking specifically of the "Lament Configuration" box from Hellraiser.
What do you folks think?
Long ago, the Sticks & Stones microgame gave me the idea of "Stone Age" D&D. Neolithic would be interesting, though Paleolithic might be workable.
Obviously the classes would be a bit different. Of the basic four (fighter, cleric, mage, thief) fighters wouldn't change a lot. Mostly a matter of fewer armor and weapon choices.
Clerics would pretty much be limited to some sort of shaman. And their spells would likely be more limited
Mages are a trickier fit, and they'd *definitely have their spells more limited.
Thieves would be *way* different, probably more scouts and hunters to keep the "sneak around" skills.
Monsters would still exist, though a lot of them would be more limited just due to the lower populations.
Dwarves require some thought, but other than tech limits, shouldn't be too much of a problem. Halflings aren't a problem. :-)
For the "evil" races, orcs & goblins aren't a big problem. Kobolds probably aren't either.
Elves of all sorts are a problem. Their long lives might be a problem on several levels, and just how much of advantage they'd have both magically and technologically is gong to greatly affect things.
Another fun thought is if you are running several "independent" campaigns, the results of the stone age campaign might show up in the more "usual" period games as myths and legends. :-)
And now for something completely different.
I'm wondering what sort of "properties" a certain infamous puzzle box would have in D&D. What sort of magic folks think it should detect as, whether it detects of evil, as cursed, etc.
I'm thinking specifically of the "Lament Configuration" box from Hellraiser.
What do you folks think?
Looking for D&D spell
Dec. 28th, 2015 02:57 pmI'm looking for the specs on an old D&D spell. I was able to check my set of original D&D books, and it wasn't in any of those, so it's probably from AD&D first edition. But those books are pretty buried.
Anyway, it was a moderately high level spell, and let the caster summon(?) an extradimensional 10x10 room. I think he had to cast it on a doorway or other opening which became the door to the room.
At higher levels he got bigger rooms.
He could put stuff in it, and it'd be there when he opened a door to the room again.
Anyway, if it sounds familiar to anyone, I'd like the spell name and any other info you can dig up including verbal somatic and material components if any as well as the restrictions.
Thanks in advance.
It'll help with a story idea.
Anyway, it was a moderately high level spell, and let the caster summon(?) an extradimensional 10x10 room. I think he had to cast it on a doorway or other opening which became the door to the room.
At higher levels he got bigger rooms.
He could put stuff in it, and it'd be there when he opened a door to the room again.
Anyway, if it sounds familiar to anyone, I'd like the spell name and any other info you can dig up including verbal somatic and material components if any as well as the restrictions.
Thanks in advance.
It'll help with a story idea.
While reading a fantasy story on the net, I had an odd idea.
Picture a typical Fantasy world, say Conan, or Fafhrd & Gray Mouser. Now, add an ice age (never mind how it is that they couldn't stop it)
So. the ice age is ending. The glaciers are retreating. And I'm wondering what would survive to be exposed as they do. I think even a wizard's castle (unless it had *really* strong magic and the magic was being maintained) would lose to an advancing ice sheet. Cities, towns and villages, not a chance.
But what about all those underground labyrinths, catacombs and "dungeons"? Would they survive?
If they do, how easily would the entrances (or the entries to lower levels if the upper levels got scraped off by the ice) be found?
Most of the denizens would have likely died over the centuries or millennia that they were sealed off by the ice. But some might survive. and some of those might have opened up the entrances from below. Woe to the party of adventurers who fail to note the signs of the entry being opened from below.
And, of course, entries that do get exposed will attract new tenants. Plus the orcs, goblins and what not may find entrances while digging for other reasons. Not sure that dwarves and the like would be incautious enough to go digging where there are signs of old work, given what might be lurking. Then again, there might be gold...
So you could have new "monsters" in the "dungeons" as well as ancient and long forgotten horrors. And the new tenants won't know the secrets of the delvings, but the old ones might.
Might make for an "interesting" setting.
Oh yes, I can see some magic items being durable enough to be found in the rock and gravel deposits left behind by the retreating ice. Maybe some precious metals and gems (though most would have been ground to powder).
So there'd be reasons to go prospecting in those deposits. A wise man might be wary of mysteriously intact statues, building stones or metalwork they find. But how many prospector types are all that wise?
Even if I was still gaming, I'm not sure I could pull this one off. Especially since I haven't a clue how to figure out how justifiable having the "dungeons" survive is.
Probably just file this away like my old thoughts about doing "stone age" D&D (Clan of the Cave Bear with magic and elves? :-)
Picture a typical Fantasy world, say Conan, or Fafhrd & Gray Mouser. Now, add an ice age (never mind how it is that they couldn't stop it)
So. the ice age is ending. The glaciers are retreating. And I'm wondering what would survive to be exposed as they do. I think even a wizard's castle (unless it had *really* strong magic and the magic was being maintained) would lose to an advancing ice sheet. Cities, towns and villages, not a chance.
But what about all those underground labyrinths, catacombs and "dungeons"? Would they survive?
If they do, how easily would the entrances (or the entries to lower levels if the upper levels got scraped off by the ice) be found?
Most of the denizens would have likely died over the centuries or millennia that they were sealed off by the ice. But some might survive. and some of those might have opened up the entrances from below. Woe to the party of adventurers who fail to note the signs of the entry being opened from below.
And, of course, entries that do get exposed will attract new tenants. Plus the orcs, goblins and what not may find entrances while digging for other reasons. Not sure that dwarves and the like would be incautious enough to go digging where there are signs of old work, given what might be lurking. Then again, there might be gold...
So you could have new "monsters" in the "dungeons" as well as ancient and long forgotten horrors. And the new tenants won't know the secrets of the delvings, but the old ones might.
Might make for an "interesting" setting.
Oh yes, I can see some magic items being durable enough to be found in the rock and gravel deposits left behind by the retreating ice. Maybe some precious metals and gems (though most would have been ground to powder).
So there'd be reasons to go prospecting in those deposits. A wise man might be wary of mysteriously intact statues, building stones or metalwork they find. But how many prospector types are all that wise?
Even if I was still gaming, I'm not sure I could pull this one off. Especially since I haven't a clue how to figure out how justifiable having the "dungeons" survive is.
Probably just file this away like my old thoughts about doing "stone age" D&D (Clan of the Cave Bear with magic and elves? :-)
While dreaming last might at one point I was watching a game D&D or some other RPG. I had an idea based on the fact that the players were attacking into a room.
In the light of day, it's a bit sillyish, but what the heck.
Sort of like a large die (as in the singular of dice). It has concave/recessed faces, with raised pips. Much like dice for the blind.
the pips are actually something like BBs. You toss it into a room and the faces detonate one at a time propelling the pips like bullets.
As I said, in the light of day it's more silly than neat, but what the hey.
In the light of day, it's a bit sillyish, but what the heck.
Sort of like a large die (as in the singular of dice). It has concave/recessed faces, with raised pips. Much like dice for the blind.
the pips are actually something like BBs. You toss it into a room and the faces detonate one at a time propelling the pips like bullets.
As I said, in the light of day it's more silly than neat, but what the hey.
at Orycon I came across some most curious dice.
One was the Koplow "Ten Commandments" die. Yep, each face has a shortened version of one of the commandments on it. I'll refrain from speculating on what evil a GM (or player) might do with such a thing. :-)
The other was a d12 with: the following on it:
1's
10's
100's
1000's
10 000's
100 000's
ones
tens
hundreds
thousands
ten thousands
hundred thousands
It's taken me a few days, but I finally came up with the right search terms to let me find a source online:
http://www.enasco.com/c/math/Math+Manipulatives/Dice/Place+Value+Dice/
And there are even some other almost as neat d10s there. Having d10s marked with all those extra zeros would be handy oin gaming. But have the one I originally search for to give the "magnitude" of what you are rolling for should strike fear into the hearts of your players.
One was the Koplow "Ten Commandments" die. Yep, each face has a shortened version of one of the commandments on it. I'll refrain from speculating on what evil a GM (or player) might do with such a thing. :-)
The other was a d12 with: the following on it:
1's
10's
100's
1000's
10 000's
100 000's
ones
tens
hundreds
thousands
ten thousands
hundred thousands
It's taken me a few days, but I finally came up with the right search terms to let me find a source online:
http://www.enasco.com/c/math/Math+Manipulatives/Dice/Place+Value+Dice/
And there are even some other almost as neat d10s there. Having d10s marked with all those extra zeros would be handy oin gaming. But have the one I originally search for to give the "magnitude" of what you are rolling for should strike fear into the hearts of your players.
How to make a prisoner talk...
Feb. 6th, 2011 04:14 pmHad a flash of a bit of scene for something. Maybe a story, maybe a gaming session.
Guy wakes up after losing a fight. He's still in his armor, but tied quite securely.
Someone steps into view with an unsheathed dagger.
"We have a few questioned we'd like answered.."
The man with the dagger bends down and casually and apparently effortlessly cuts the straps holding the armor together.
He then picks up one of the smaller plates and glances at the prisoner again.
"As I said we have some questions."
As he speaks the prisoner's eyes bug out. Because his captor is *whittling* at the steel plate with that dagger.
Guy wakes up after losing a fight. He's still in his armor, but tied quite securely.
Someone steps into view with an unsheathed dagger.
"We have a few questioned we'd like answered.."
The man with the dagger bends down and casually and apparently effortlessly cuts the straps holding the armor together.
He then picks up one of the smaller plates and glances at the prisoner again.
"As I said we have some questions."
As he speaks the prisoner's eyes bug out. Because his captor is *whittling* at the steel plate with that dagger.
Ancient gaming stuff
Feb. 3rd, 2011 04:40 pmOn the off chance folks might be interested, I've put a bunch of gaming stuff I dug out of storage up on eBay. The *newest* is 20 years old. Some of it goes back to the mid 70s.
http://shop.ebay.com/kengrx/m.html
ETA: another 25 or so items (mostly Car Wars, and Metagaming Microgames) is going up in a couple of hours.
http://shop.ebay.com/kengrx/m.html
ETA: another 25 or so items (mostly Car Wars, and Metagaming Microgames) is going up in a couple of hours.