Go Back   EN World D&D / RPG News > Blogs > Good Gaming Blog

A blog founded on principles... and laziness in updating a thread. Enjoy the randomly ramblings of Loonook about all things gaming.
Lazy DMing Articles to help DMs... we do all the heavy thinking so you don't have to.
Old

(Adventure Beginnings) A Cautionary Tale

Posted 21st May 2009 at 03:44 AM by Loonook (Good Gaming Blog)
Just writing this up as the beginnings of an adventure arc:

The players serve an elderly adventurer who has taken interest in a specific item from her youth. This item, a fidelia (or loyalty ring), was purloined when she was young. The players delve deeply into her past, finding a tale of love, loss, distrust, bigotry, (in/)justice, and debts long waiting to be repaid. The series of Adventures and sidequests are meant to take players from 1st through 6th level, and will include the following:

-1st-2nd level: The Hazards of Love: Eleanor Walstaff, a talented arcanist and wise woman in the town of Harback, has requested the aid of the players to retrieve a lost trinket of her youth. Using a sympathetic charm placed on the ring, the players are led to a Janilia Foxfend, a young lady of the evening in a city miles from Harback. The lady in question has found nothing but ill luck with the bauble, and the players must track down the lady's affairs and save her from a dangerous situation with a local ne'r'do'well and his lackeys.

-2nd to 3rd: A Heart Hangs: The charm seemingly disappears, and Janilia tells the tale of her father (the man who had given her the ring in hopes that its charm would find her love). The item is traced to its next victim, a man who has taken on too many interested parties. One of these parties, a cruel witchwoman, realizes the player's motives and sets her servants upon them in hopes of retrieving the token for herself.

-3rd to 4th: The Tale of the Rake: Having learned the trickery of the trinket and its fatal consequences, the players find themselves faced with one of its twists; a talented rogue and former acquaintance of Walstaff who is hunted by the spirits of his family. In uncovering the story of his trials, the players are pointed towards the true source of its enchantment.

4th to 5th: To Claim His Due: The story fully unfolds as the players race against the forces following the charm and its creator. The legend of the Walstaff line is uncovered, and the players face off against the true cause of this mess.
Loonook's Avatar
Registered User
Posted in Lazy DMing
Views 153 Comments 0 Loonook is offline
Old

The Great Conjunction Contest: First Stuff Written Up?

Posted 1st January 2009 at 09:58 AM by Loonook (Good Gaming Blog)
Cross-posted from The Good Gaming Blog:


Birth, Blood, Bone, Bile, Breath, and Bearing

Birth –
Monday's child is fair of face,
Tuesday's child is full of grace,
Wednesday's child is full of woe,
Thursday's child has far to go,
Friday's child is loving and giving,
Saturday's child must work for a living,
But the child that's born on the Sabbath day
Is fair and wise and good and gay

The effect of the place or time in which the character was born. Birth is a vital Statistic, but it is not numeric. In fact, Birth is the day of the week in which the character was born. Each day of the week possesses its own power, and certain special days or times may possess different effects as determined by the Talespinner.

Blood – The character's ability to take physical injury. Blood is affected by attacks which wound the body alone, including any mundane effects.

Bone – The character's last physical resort. Bone is damaged by great effects, when the body can no longer take abuse, or when the character has worn down his reserves in any ability.

Bile – The character's stamina, the will for the body to go on. Bile is affected by that which wears at the character's body, through hunger, disease, or curses.

Breath – The character's mystic power, the breath of life. Breath is also Spirit, and anything which would affect the spirit of a character draws out his Breath.

Bearing – The character's will upon the world around him. A character's bearing need not be positive; the wily old coot and the aide-to-camp may have equal amounts of Bearing. Bearing is a vital statistic to the power of effect which a character may take on.

Determining Attributes:

First, one should determine one's birthdate. The day need not be precise unless the player is determined to be bound to a specific day and gain the benefits of that day. A birthdate grants access to three basic Paths to life.

Monday – Monday's child is fair of face. Leaders and beauties, children born on Monday are looked upon favorably by their peers, but sometimes seem aloof from the ways of the more complex paths around them. The Debutante, the Groomsman, and the Bachelor all serve as archetypes of Monday.

Tuesday - Tuesday's child is full of grace. Faithful and fated, Tuesday imbues its children with forces of favor. Though each person who takes on the nature of the day goes in a different direction, children of Tuesday manifest their powers in several unique ways. The Vicar, The Hustler, and The Handyman are common archetypes of Tuesday.


Wednesday - Wednesday's child is full of woe. Feared for their constant obsessions, the children of Wednesday are usually misunderstood. Most children of Wednesday are melancholic, only truly happy when there is something going wrong for themselves or for others. The Hexer, The Hack, and the Hag are each archetypes of Wednesday.

Thursday - Thursday's child has far to go. The journey is what is important for the children of Thursday. Thursday's children prefer to fight the good fight and wander the world on paths that will lead them to the next town. The Hobo, The Warden, and The Gypsy are common archetypes of Thursday.

Friday - Friday's child is loving and giving. Whether giving of body, spirit, or lucre, Friday's children are happiest when doing something for their fellows. The Healer, the Ne'r-Do-Well, and The Lover are common archetypes of Friday.

Saturday - Saturday's child must work for a living. Builders, dreamers, and makers, Saturday's children propel the world through their hands and minds. The Artist, the Crafter, and the Poet are common archetypes of Saturday.

Sunday - But the child that's born on the Sabbath day Is fair and wise and good and gay. Supposedly favored, Sunday's children use their wits and their judgment to get them where they need to go. The Judge, The Straight-Arrow, and The Hero are all archetypes of Sunday's Children.

Holiday Children – A Child born on a Holiday usually have a destinies aligned with their holiday. The Patriot, children born on July 4th, or the Renewer, born on January 1st, are examples of Holiday children.

_-

The Five Bodily Attributes - Blood, Bone, Bile, Breath, and Bearing.
Choose – 4/3/2/1/0 and assign to each attribute. Use the Attribute rating as a bonus to any dice pool which would be associated with the following affinities:

Blood – Vitae, the force of life. Blood and Bone combined determine the amount of Health a character possesses. Blood also assists in Knacks which are associated with Protection, War, and Water.

Bone – Petra, the force of toughness. Bone and Blood combined determine the Health of a character. Bone also assists in Knacks which are associated with Durability, Earth, and Transformation.

Bile – Cholera, the force of will. Bile and Breath determine the top Talent of any Knack. Bile also assists in Knacks which are associated with Destruction, Cursing, or Command.

Breath – Spira, the force of creation. Bile and Breath determine the top Talent of any Knack, and Breath and Bearing determine the top Force of any Knack. Breath assists in Knacks which are associated with Creation, Healing and Joining.

Bearing – Portia, the force of self. Bearing and Breath combine to determine the top Force of any Knack. Bearing has effects on Knacks associated with Self.
Loonook's Avatar
Registered User
Posted in Lazy DMing
Views 527 Comments 2 Loonook is offline
Old

Lazy DMing: Minion Subtypes - Formulae and Wonderment Abound

Posted 26th December 2008 at 01:14 PM by Loonook (Good Gaming Blog)
We are back again, my friends. Christmas was... boring, but the lack of reliable net access delayed posting. 1000 Apologies... a million regrets.

Now, onto Minion subtypes. These subtypes are helpful for certain materials . . . here's how we can adjust these subtypes into an easy cost-benefit system.

To be honest, I've been using 'one-hit' minions for quite some time in 3.X, and their existence is great for the 4e DM who needs something to go off of. I usually use the following as a 3.X construct for minions: Minions are effects, not creatures.

Yes, I know, this may sound odd... but hear me out. One of the major fallacies of DM thought is that every creature is a full stat block. 4e remedies a bit of this with minion stats and the various elite/solo/minion types.

But when it comes to monsters, we can do better. Let us make an example:

---

A sharp-faced demon stands tall above the Lord of Pembroke. Weaving two of its tendrils through the air as if creating a tapestry, the demon smirks when the party wizard casts his first spell.

As the spell fizzles in purple sparks, the demon bares its teeth and the battle is truly begun.

---

This demon must be some great threat! It is a powerful lord of the manor, the power behind the throne!

Perhaps . . . but it is a condition more than a creature. Kill the condition, remove the protection.

Such a "Demon" is applied Spell Resistance. The Lord of Pembroke has a demonic watchdog, and it raises itself off of its haunches. The "Demon" has several solutions; banish it, turn it, kill it.

It is nothing more than HP and an effect. As an Aiding minion (it is not using its body, but its magic to defend the Lord) it should have enough HP to be somewhat threatening, but if all it does is protect its master . . . it's not engaged in combat. It's a walking Amulet of Spell Resistance, and the best way to break it is to break the demon involved.

---

The scream of ecstasy, the swing of the blade, the cultist storms forward. Even as you strike him down the haze falls over you . . . the choking sensation of spirit takes over, and you drop to the ground.

---

This cultist is a Suicidal Minion with a Hold Person/Monster effect. It dies, you get Held (or have the chance to be Held).

Get the picture? I have faith in your . . . imagination. Let us see how many such effects we can generate! Anyone who posts a minion type below will be recognized in the next post, and given the chance to guide the next Lazy DMing guide.

Enjoy, and Good Gaming,

Slainte,

-Loonook.
Loonook's Avatar
Registered User
Posted in Lazy DMing
Views 185 Comments 0 Loonook is offline
Old

Lazy Dming: Minions Pt. 3: In Pursuit of Playfulness (Bruiser, Defender, and Abused)

Posted 21st December 2008 at 02:13 AM by Loonook (Good Gaming Blog)
Updated 23rd December 2008 at 04:51 AM by Loonook
So, we've defined what minions should and should not be; let us define some of the important essences of minions by archetype. We'll start with three of the more common useful types of minions: Abused, Bruiser, and Defender Minions. To define (in my own words):

Bruiser – A Minion which serves an aggressive battle purpose. Most of these types are going to be found in situations where you need some protection. A hoard of martial bodyguards for a local shah? A couple of minotaurs who are breaking down doors and skulls in the path of their sorcerer liegelord? Yep, we just found bruisers. Good common example: Ogres, Minotaurs, etc.

Defender – A minion which provides a nice thick shield for the local softies. That group of bodyguards who lay down their life and throw themselves in harm's way for the local shah? A skilled mage-slayer who deflects spells for his Royal Highness? Defender minion. Good Common Example: Shield Guardians, creatures with Shield and similar abilities, members of the Bodyguard Advanced Class in d20 Modern.

Abused – It's really a hate-hate relationship here. Abused minions provide leverage and advantage based not on their skills, but what they provide in dying for the cause. Need cultists who boost spellcasting through sacrifice? How about a corpulent imp who, when brought to his death, explodes in a cloud of confusion and damage? Those are Abused minions. Common Examples: A group of creatures tied to the tyrant's armor listed in The Book of Vile Darkness, creatures with death throes and similar abilities, Thoon Infiltrators.

Now, minions come and go, but the usefulness of their stay is the measure the normal DM goes by. As minions serve to supplement and enhance the Big Bad's abilities, it is important to pick just the right minion for the right situation. Here are some basic 'template' abilities which prove useful rules-wise to give to each of these typical minion types:

Bruiser – High damage output, low threshold for pain. A Bruiser shouldn't become the focus of the party; they're there to wear down a target. Not all bruisers will wear down HP, however; if a villain is using attacks which function on Will Save, then a Bruiser who is equipped with Wisdom-affecting damage is going to be your best bet. In this situation a venomous creature may serve better than any ogre. Do not ignore the benefits of a few good hits, however; those poisons and effects will only be beneficial if the Big Bad can capitalize on it.

Defender – Damage is not as important as a good thick meat shield. Damage Reduction, Shield Other, and similar abilities will keep a Defender there. As stated before, a Defender serves a purpose; slow down PC reactions, and keep the soft Big Bad alive for his plans/spells/effects to 'get off' in the period. Defenders need to be able to attract and stand against the PC for a period, or be in proximity to protect their master directly for their purpose to be fully served.

Abused – A keen balance of cost-benefit defines the Abused Minion. Do the PCs kill the dangerous cultist knowing that doing so will unleash hellfire and a master whose abilities will increase in power? Balancing the Abused is a key element; they need to be just enough threat to make them ignore-proof, but not enough to feel like a screwjob when the PCs do eventually lay them to rest. A good rule of thumb is to make the Abused squishy enough to go down in one to two hits, but still dangerous enough to make the PCs want to bring them down quickly (even if their effect will boost their master and make for a harder fight. Abused are glass pistols to the Bruiser and Arcane Threat glass cannon; they do enough damage (in ways which are NOT necessarily aids to their master) to make them a danger, but they cannot be the main thrust of the spear (otherwise they will be an easy target). Abused are great for status-affecting and low-to-mid damage area effects, though it is up to your game whether these effects will stack or (in a case of chain reaction) cause other surrounding Abused minions to 'trigger' and get off their effects early.

In the next installment we will discuss three other types of minions: Aiding, Suicidal, and Arcane Threat minions.

As Always,

Good Gaming,

Slainte,

-Loonook.
Loonook's Avatar
Registered User
Posted in Lazy DMing
Views 157 Comments 0 Loonook is offline
Old

Lazy DMing: To Create a Minion Part 1: Faux Pas.

Posted 30th November 2008 at 05:54 AM by Loonook (Good Gaming Blog)
Updated 30th November 2008 at 05:58 AM by Loonook
Cross-posted on The Good Gaming Blog

Lazy DMing: To Create a Minion Part 1: Faux Pas.

Too often DMs become trapped in storyline and pacing. While these elements are essential to DMing, they serve a purpose if and only if players can become immersed through the use of interesting characters. Trust, interesting characters are what drive the story, but the next flaw which many DMs fall into regarding these ‘interesting characters’ is the idea that the ‘interest’ should apply mostly to the Big Bad Evil of your specific story arc. Yes, while in many cases a Big Bad will be the story’s driver, it is important to make flavorful minions that the PCs will remember for the rest of the campaign.

Now, this has absolutely nothing to do (necessarily) with 4e; minion, in this case, applies as a general term for any creature which serves a higher-ranking creature (the Big Bad in this case). These entries will cover a good ‘how to’ guide to what a good, memorable series of minions should be. These observations have been taken from games I have run or played in, along with discussions from others who have run or played memorable minion types.

First, we’ll cover the main flaws which players seem to have about the necessity of minions:

1.) Mooks need not be flavored. This one I have never understood until a few days ago when I was watching a long series of movies… one may know these movies, because, like D&D, there are a lot of glowing swords, monsters, and evil-doers dressed in black armor. Got where I’m coming from? Excellent. Now, the mooks which are presented as sort of the ‘endless shooting gallery’ of this epic are usually pretty flavorless; they dress in white armor, have pretty blasé weaponry, and generally don’t go into much interaction.

Don’t fall for this trap. Uniforms are great if you’re dealing with a military outfit, but even the most common minions in D&D will have a wide variety of things they do, and with that variety probably comes many different tactics. Let the minions have something different about them, something not necessarily unique but memorable . . . otherwise, you just have a bunch of guys marked with the scarlet M wandering about your setting.

2.) Mooks with a lot going on. We all want our minions to have a large variety of things to do; maybe each type of minion focuses on something different, or has a suite of abilities ready to fend off the heroes at every turn. While this is fine in theory, it becomes downright irksome in practice. Think of minions as hardware; would I rather have a device which does a hundred things poorly at an expensive price tag, or a sleek device which does a handful of things I need it to do well for half the price? Villains are spendthrifts after all; all of those hero slaying parties take up a lot of time and money on the schedule.

3.) Mooks go the distance. Yes, some minions may make it out with their hides . . . and if they see a chance they should retreat if they have a couple of brain cells to rub together. However, it is better to let players get the upper hand on the minions than let all of the minions run away and leave the players feeling screwed over. After all, the Big Bad hired these guys/girls/creatures ‘at will’, and usually that means they are expendable.

4.) Every mook is a Leader. No no no. Sometimes minions go down . . . loyal retainers aren’t really minions so much as they are cohorts (which will be discussed at a later period).

5.) The Exotic Russian Nesting Mook. Minions should be different than the Big Bad; cohorts and sidekicks can have similar powers, but a minion helps to fulfill a role which the Big Bad may not be able to do himself. For example, vampires and their spawn have certain weaknesses (light of day, stakes, getting their heads cut off) and they may need someone to protect or supplement their ranks with ways to overcome them. Renfields will probably still go down to a stake in the heart and their heads being chopped off, but at least they maneuver well in sunny Acapulco.

These are the five biggest thinking errors I see with minion builds; the next entry will cover ways to get around these issues, and hopefully present you some ideas to give those minions something to power themselves up with.

Good Gaming,

Slainte,

-Loonook.
Loonook's Avatar
Registered User
Posted in Lazy DMing
Views 849 Comments 2 Loonook is offline
And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 07:07 AM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.