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<blockquote data-quote="maddman75" data-source="post: 448867" data-attributes="member: 2673"><p>Hey, I'll give it a shot, why not. </p><p></p><p>1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?</p><p></p><p>I've ran Greyhawk and Ravenloft in 3e, FR, Planescape, and spelljammer in 2e. For the most part I prefer epic 'go and get the whatits or kill the whosits to save the world' games, but have gone for intruige before as well.</p><p></p><p>My current campaign is a Ravenloft game, set in the advanced society of Dementlieu. I'm going for a mix of John Carpenter's Vampires, Sherlock Holmes, and Buffy the Vampire Slayer.</p><p></p><p>2. Why do you think you are a Rat-Bastard? </p><p></p><p>Well, I did say I ran Ravenloft, didn't I? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'm a Rat-Bastard because I know the only time the characters are at their best is when I'm at my worst. My players have been doing this for a long time, and I've got to be able to outwit and outplan seven people. They almost never fail to suprise me though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition). </p><p></p><p>There is no limit on length; however, you don’t want to bore us so keep it reasonable. </p><p></p><p>Pirate Ship</p><p>Quaal's Feather Token</p><p>Saddened Half-Orc </p><p>Windmill</p><p>Succubus</p><p>Skeleton Key</p><p></p><p>I've never done one of these before, but the idea is to come up with an adventure idea based on these things, correct? Well, here goes:</p><p></p><p>Synopsis:</p><p>Along the craggy coastline there is an mill called the Mill of the Gods. It seems ageless and no storm can batter its ancient blades or crack its base. The door is magically sealed. Peasants in the nearby villages think its a place of ill luck. In truth, it is a gateway to the planes, both good and ill. What plane you reach depends on what you grind in the mill, and in what proportion.</p><p></p><p>To enter the Mill, one needs they Key. It is a magical key designed by wizards of an ancient age. In addition to opening the Mill, it adds +10 to the open locks of any character who attempts to open it. It is highly prized by theives and scoundrels who are largely ignorant of the Key's greater purpose.</p><p></p><p>Background:</p><p>The adventurer Algon Red-Eye, a mighty half-orc warrior, had found the key, along with the journal of Mystopei, a seer of great skills. He had written his daughter, Sasha, of all his adventures and the great treasures he had found with the Quaal's Feather Tokens that he favored for getting messages to his friends and kin. He was coming home to celebrate, and Sasha was to go on her first adventure with him, into the Mill.</p><p></p><p>Unfortunately, when he finally returned, his ship was attacked by the pirate ship Zalthiir. All aboard were killed, and the Zalthiir left behind her colors on the mast as a grim calling card.</p><p></p><p>Vouros, the captain of the Zalthiir, has been mulling over both the journal and the key, certain that it led to a great treasure. He can't figure out the passages, so he has returned to the coastal villages where Algon was bound to see if anyone there knows anything.</p><p></p><p>Hook1 - The characters arrive in the village. Sasha sits at the bar, feeling sad and depressed at her father's death. If approached, she'll tell them about her father being lost at sea, and ask that the heroes go after the pirates. She has little money, but the pirates are very wealthy.</p><p></p><p>Hook2 - The local lord is hiring men to go after pirates that have been plauging the waters. They can earn ten gold a head, more for a famous pirate. Vouros has a price of 200 on his head.</p><p></p><p>Hook3 - The PCs see a group of pirates kidnapping the struggling Sasha. They are taking her back to their ship for interrogation</p><p></p><p>Event 1 - The Pirate Ship - With hook 1 or 2, the characters can find out the ship is docked in a protected cove a few miles outside the village by spreading around a little gold. The ship is full of pirates, and they know how to fight well. The PCs could fight their way in (though it would be tough - the pirates are most adept at climbing in rigging and such), sneak on board, or talk their way in. In the captains chambers in a locked box is the Key and journal, as well as several of Algon's feather tokens.</p><p></p><p>Once these are in hand, the characters can read the journal. It is hard to make out and largely symbolic, though Algon did mark prominent passages.</p><p></p><p>Event 2 - The Mill.</p><p>Upon opening the door to the mill, the characters see that it is much larger inside than outside. There is all manner of gears, levers, and switches, but most of the room is taken up by the huge grindstone. The characters may approach it and lay any item they want upon it to be ground.</p><p></p><p>Grinding an item opens a gate to one of the planes. Each plane is keyed to a different item.</p><p></p><p>As the characters start talking, they hear a woman crying out to them for help. It is coming from one of the upper catwalks. </p><p></p><p>At the top level is a beautiful woman with large wings and eyes of fire. She is Kai, a succubus that has been trapped here for centuries. She tells them that she only wants to go free. She is trapped within a cone of light. She was placed here by the last master of the mill as punishment for trying to seduce him.</p><p></p><p>First she will ask sweetly and demurely. Then she will try being sultry and suggestive. Then she will get angry and threaten until someone agrees to let her go. She will show them the secret books of the old master that describe how the Mill works.</p><p></p><p>If they agree, she says they need to reach the abyss and retrieve a handful of sand from the top layer. She doesn't know how to use the mill.</p><p></p><p>If the players look at the journal they found, here is a passage that Algon marked, saying 'This is it: This is the secret'</p><p></p><p><em>Passage to another world,</em></p><p><em>Is not often cheaply bought,</em></p><p><em>To see the place where devils rule,</em></p><p><em>Drop a sword, iron wrought,</em></p><p><em></em></p><p><em>Devils are cruel and harsh,</em></p><p><em>We should not shun the light,</em></p><p><em>Climb the mountain of peace and truth,</em></p><p><em>With a coin of gold so bright,</em></p><p><em></em></p><p><em>A thousand worlds of pain and blight,</em></p><p><em>Paradise to the damned,</em></p><p><em>The passage there is a drop of blood, </em></p><p><em>Turn back while you still can,</em></p><p><em></em></p><p><em>Forest down beaneath you, </em></p><p><em>And farmland in the sky,</em></p><p><em>Come here with a hand of wheat,</em></p><p><em>You'll never want to say goodbye,</em></p><p></p><p>This means that blood opens a portal to the abyss, as well as iron to the nine hells, gold to celestia, and wheat to bytopia.</p><p></p><p>Event 3 - the abyss</p><p>The characters must now find a sandy spot. They are on top of a large hill, and see a river with sand at the banks. A miniature glass windmill appears in the hand of one of the PCs. When shattered, it will create a portal back to the Mill. However, it is up to the PCs to figure this out.</p><p></p><p>They will find the Abyss a most inhospitable place. They will be assaulted by demons during the half day's march to the river. At the river they will be harrassed by think clouds of mosquitos that drain con points from them just before more demons spring from the water to drag them in. The water itself is cursed - any mortal touching it must roll a fort save or become paralyzed with fright for 1d4 round. Finally, the sand itself is made of razorsharp grains, slicing anyone who picks them up in anything but a mailed gauntlet. </p><p></p><p>Upon releasing Kai, they are shown to the secret chambers with the old master's notes. With time, they can learn not only passage to all the planes, but ways to mix teh ingredients to arrive at a paticular spot.</p><p></p><p>4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better. </p><p></p><p>Story hour is linked in the .sig</p><p></p><p>5. Your email address, if you don’t want this part public then email me, but still post your responses to the other questions here as all the members of the RBC will be judging your answers. </p><p></p><p><a href="mailto:maddman_75@yahoo.com">maddman_75@yahoo.com</a></p></blockquote><p></p>
[QUOTE="maddman75, post: 448867, member: 2673"] Hey, I'll give it a shot, why not. 1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'? I've ran Greyhawk and Ravenloft in 3e, FR, Planescape, and spelljammer in 2e. For the most part I prefer epic 'go and get the whatits or kill the whosits to save the world' games, but have gone for intruige before as well. My current campaign is a Ravenloft game, set in the advanced society of Dementlieu. I'm going for a mix of John Carpenter's Vampires, Sherlock Holmes, and Buffy the Vampire Slayer. 2. Why do you think you are a Rat-Bastard? Well, I did say I ran Ravenloft, didn't I? :) I'm a Rat-Bastard because I know the only time the characters are at their best is when I'm at my worst. My players have been doing this for a long time, and I've got to be able to outwit and outplan seven people. They almost never fail to suprise me though :). 3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition). There is no limit on length; however, you don’t want to bore us so keep it reasonable. Pirate Ship Quaal's Feather Token Saddened Half-Orc Windmill Succubus Skeleton Key I've never done one of these before, but the idea is to come up with an adventure idea based on these things, correct? Well, here goes: Synopsis: Along the craggy coastline there is an mill called the Mill of the Gods. It seems ageless and no storm can batter its ancient blades or crack its base. The door is magically sealed. Peasants in the nearby villages think its a place of ill luck. In truth, it is a gateway to the planes, both good and ill. What plane you reach depends on what you grind in the mill, and in what proportion. To enter the Mill, one needs they Key. It is a magical key designed by wizards of an ancient age. In addition to opening the Mill, it adds +10 to the open locks of any character who attempts to open it. It is highly prized by theives and scoundrels who are largely ignorant of the Key's greater purpose. Background: The adventurer Algon Red-Eye, a mighty half-orc warrior, had found the key, along with the journal of Mystopei, a seer of great skills. He had written his daughter, Sasha, of all his adventures and the great treasures he had found with the Quaal's Feather Tokens that he favored for getting messages to his friends and kin. He was coming home to celebrate, and Sasha was to go on her first adventure with him, into the Mill. Unfortunately, when he finally returned, his ship was attacked by the pirate ship Zalthiir. All aboard were killed, and the Zalthiir left behind her colors on the mast as a grim calling card. Vouros, the captain of the Zalthiir, has been mulling over both the journal and the key, certain that it led to a great treasure. He can't figure out the passages, so he has returned to the coastal villages where Algon was bound to see if anyone there knows anything. Hook1 - The characters arrive in the village. Sasha sits at the bar, feeling sad and depressed at her father's death. If approached, she'll tell them about her father being lost at sea, and ask that the heroes go after the pirates. She has little money, but the pirates are very wealthy. Hook2 - The local lord is hiring men to go after pirates that have been plauging the waters. They can earn ten gold a head, more for a famous pirate. Vouros has a price of 200 on his head. Hook3 - The PCs see a group of pirates kidnapping the struggling Sasha. They are taking her back to their ship for interrogation Event 1 - The Pirate Ship - With hook 1 or 2, the characters can find out the ship is docked in a protected cove a few miles outside the village by spreading around a little gold. The ship is full of pirates, and they know how to fight well. The PCs could fight their way in (though it would be tough - the pirates are most adept at climbing in rigging and such), sneak on board, or talk their way in. In the captains chambers in a locked box is the Key and journal, as well as several of Algon's feather tokens. Once these are in hand, the characters can read the journal. It is hard to make out and largely symbolic, though Algon did mark prominent passages. Event 2 - The Mill. Upon opening the door to the mill, the characters see that it is much larger inside than outside. There is all manner of gears, levers, and switches, but most of the room is taken up by the huge grindstone. The characters may approach it and lay any item they want upon it to be ground. Grinding an item opens a gate to one of the planes. Each plane is keyed to a different item. As the characters start talking, they hear a woman crying out to them for help. It is coming from one of the upper catwalks. At the top level is a beautiful woman with large wings and eyes of fire. She is Kai, a succubus that has been trapped here for centuries. She tells them that she only wants to go free. She is trapped within a cone of light. She was placed here by the last master of the mill as punishment for trying to seduce him. First she will ask sweetly and demurely. Then she will try being sultry and suggestive. Then she will get angry and threaten until someone agrees to let her go. She will show them the secret books of the old master that describe how the Mill works. If they agree, she says they need to reach the abyss and retrieve a handful of sand from the top layer. She doesn't know how to use the mill. If the players look at the journal they found, here is a passage that Algon marked, saying 'This is it: This is the secret' [i]Passage to another world, Is not often cheaply bought, To see the place where devils rule, Drop a sword, iron wrought, Devils are cruel and harsh, We should not shun the light, Climb the mountain of peace and truth, With a coin of gold so bright, A thousand worlds of pain and blight, Paradise to the damned, The passage there is a drop of blood, Turn back while you still can, Forest down beaneath you, And farmland in the sky, Come here with a hand of wheat, You'll never want to say goodbye,[/i] This means that blood opens a portal to the abyss, as well as iron to the nine hells, gold to celestia, and wheat to bytopia. Event 3 - the abyss The characters must now find a sandy spot. They are on top of a large hill, and see a river with sand at the banks. A miniature glass windmill appears in the hand of one of the PCs. When shattered, it will create a portal back to the Mill. However, it is up to the PCs to figure this out. They will find the Abyss a most inhospitable place. They will be assaulted by demons during the half day's march to the river. At the river they will be harrassed by think clouds of mosquitos that drain con points from them just before more demons spring from the water to drag them in. The water itself is cursed - any mortal touching it must roll a fort save or become paralyzed with fright for 1d4 round. Finally, the sand itself is made of razorsharp grains, slicing anyone who picks them up in anything but a mailed gauntlet. Upon releasing Kai, they are shown to the secret chambers with the old master's notes. With time, they can learn not only passage to all the planes, but ways to mix teh ingredients to arrive at a paticular spot. 4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better. Story hour is linked in the .sig 5. Your email address, if you don’t want this part public then email me, but still post your responses to the other questions here as all the members of the RBC will be judging your answers. [email]maddman_75@yahoo.com[/email] [/QUOTE]
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