• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

when the unimportant details are a little too interesting...

These are good problems to have. :)

What if it's not just a ruined cabin but a burned cabin? There's places where the stone and the brush on the island is scorched and melted, although here and there the green has come back? While there, the PCs discover that they can add flame to their attacks and spells (like a d6 or something). Who doesn't want a free special ability? The PCs leave and start having dreams about burning things, about the smell of roasting flesh, hair, and clothing? Their powers grow. Build it up slow while you decide upon exactly what it is?
 

log in or register to remove this ad

I should post my "Order of the Stars" to show how similiar our "guilds" were written.

Since you run 3E you may want to make being a member of the Guild semi PrC like and give them a feat or two over the course of their membership.
 

This is written up for Castles and Crusades, so some of the pricing may need to be changed, but most of it is Generic enough to be adapted to 3E, or any other system.

Inspired by my reading of the Lejendary ADventure books and the orders there in I decided to write some up for my C&C game.

This is the first of my attempts. Let me know what you think. Whats too good/powerful, what other benefits could be listed, etc...

If nothing else let me know if you like it and think you'll use it as a template for your own games.


Order of the Stars Guild (Wizards)
Dues: Annual Dues are 10 GP per level, paid on annual anniversary of joining.
Benefits:

Novice: First to 4th level, Titles: Novice of the Stars, Novice of the Twin Stars, Novice of the Tristar, Novice of the Quadrant. Levels one through 4 respectively.

Get use of libraries to cut research time on new spells by 25%, so 5 days per level. Access to libraries can also allow you a +20 to all knowledge checks per day of research for common types of questions, +20 per week for uncommon/complex questions, and +20 per month for rare and very complex/esoteric questions. (CK's call)

You also are given a room and 2 meals a day any time you stay at a Order residence. Simple foods, like water, bread, and a bit of cheese, maybe a piece of fruit, etc...


You can also assemble your new spellbooks at half cost. Spellbooks normally cost 500 GP per 100 pages, +100 GP per spell level, one level per page. So with the guild those costs are cut in half to 250 GP+50GP per page/level.

Plus, whenever you attain a new rank the Order will make two new spells available to you, of your choosing.

You may also use the Order as your "bank". They will keep however much of your wealth that is non magical safe for you. The cost will be 1% of the highest total you have over the course of the year. The year will run from anniversary to anniversary of the date you first started banking money with the order. Why bank with the Order? Because they are likely the safest "banks" in all of the land, and you can withdraw funds from the nearest chapterhouse. Magical communication may be required to confirm you have deposited funds equal to what you asked for, so it may take an hour or two to have the funds actually given.

Low interest loans are also possible.


Perhaps the most important guild service is helping you replace lost spellbooks. As long as you have it on record with a particular Order Library, the librarian will allow you to copy any common spell you are on record for having in your spell book. Unique or rare spells will only be recoverable if you left a useable copy with that particular Chapter House, or they have it from other means, and you are known to have also had it. Plus you get to replace the books at half cost. If you are broke the order will allow you to replace books on the basis of a loan. Typically you have one year to repay the loan, which is the full price of replacing the spellbooks, not half.

Failure to pay will result in expulsion from the order until three times the defaulted loan is paid, and five years worth of dues, all up front.

Mage Ranks: 5th to 8th Level, Titles: Nova of the First Star, Nova of the Bi-star, Nova, Full Nova

Benefits:

You can use the libraries to research Potion formulae and to make scrolls for 50 GP per level less than normal, or by half, whichever is higher. You may also start to research the making of magic items in preparation for becoming powerful enough to cast Permanency. You also can use the Order labs for making potions, cutting your costs in half, as long as you don't break anything. The cost of raw materials is still your responsibility. Plus the cost of anything you break/ruin. So typically potions you make are 25% of listed book price.

You may buy Potions and scrolls from the Order at 20% off of their "normal" prices when you don't have the time to make them yourself.

Food is now of good quality. Fresh meats, good ale, and special treats like coffee, cinnamon, and chocolates. Your bed is now made with the finest linens and feathers, and you have an attendent to clean your room, make your bed, and to bring you your food. Usually an apprentice.

Costs: Your dues are now 20 GP per level per year (So 100 to 160 GP). Plus the donation of one potion and one scroll, per year.

Mage ranks: 9+, Nova Prime (9th Level), Gold Nova (11/12th Level), Molten Nova (13/14th level), Super Nova (15/16th level), Black Star Nova (17+)

Benefits:

You can use the Order labs to manufacture items of magic. However, your first item made at each Rank is to be given to the order to sell or use as they see fit. You decide what it is to be, but requests may be made of you. The cost of these items are to be covered by you. Use of the orders labs and libraries just saves you the thousands of gold pieces needed to build such facilities. Plus it allows you to make all items at half of the "normal" prices (IE book value in the M&T). You can buy any arcane item you wish at 75% of book price if the order has the item available. 1 to 50% chance, depending on many factors, such as level of spells in the item, caster level of the item, etc... (CK decides probability and rolls, if chance not rolled must wait a year or so for a new chance to be available. CK is always free to say it is available, irregardless).

Plus there is a 80% chance the Order has any special materials you may need to make any given item, such as solar feathers, gorgons breath and blood, Faerie wings, etc... Especially if the requesting member has donated such materials in the past. Such items will be provided at very low cost.

Members of these ranks can buy Potions and scrolls at 30% below "book".

Food is now of top quality, finest meats, finest fruits and vegetables, finest pastries and sweets, fine ales, wines, liquors, and hard drinks, all prepared by top chefs and the best distilleries in the lands.

Plus you have your own private apartments on the Orders Grounds, which are usually just a bedroom and a common room, where you eat, entertain company in private, perform secret/private research. These private quarters are only at one specific location, not at every order. However, when travelling, you will have a room made available to you, and the food will still be of the finest qualities.
If you wish to maintain such private quarters you may do so at a cost of 200 GP per location, per year.

You beds will be made with fine silks, and of colors of your choosing, you may still have someone to clean your room and be a general servant if you wish it. IF you have a spouse they may live in these quarters as well.



General Information about the Order of the Stars.

Its current "Master of the Order" lives in New Aenoch in the capitol city, Ascalon. He is also currently the Arch Mage of New Aenochia in service to the Empress. His level is whatever the CK desires, but in this writing is assumed to be 18 to 20th level. He is a half elf of elven heritage, however he does have three full Primes, not two. He definitely possess' a Staff of the Magi and wears Robes of the Archmagi, his alignment is Lawful Neutral, but definitely favors good over evil.
His titles and name is Black Star Nova Ektor Milren, the Green Mage, Archmage of New Aenoch.

There are Orders located in the cities of: Vilshofen, Ihlsa, Affersholm, with the stronghold of the Lunar Knights hidden in the Aenochian Forest (Members of the Order know how to get here), among the Gnomes living in Grundliche Hohle, and anywhere else in Airhde the CK wishes to reveal. Typically in capitol cities of every land and peoples that are not evil, as well as major sea port and trade cities.

Expected general conduct of members of the order:

In general Wizards are expected to keep their membership in the order secret, even from other members below you in rank, but above the levels of Novice. Novice Rank members will know mostly of only other Novice's and only Librarians of Order Houses they have visited, and whomever they were trained by as apprentices. They may know of others by sight, but unlikely to know them by name. Only the Master of the Order (in formal capacities called the Master of the Stars) definitely knows all members of the Order, or at least has such information recorded somewhere. It is likely a few other Black Star Nova's, Super Nova's, and maybe even Molten Nova's know most, if not all, of the members of the order. They are likely only those trusted by the current Master of the Stars, or were trusted by a former Master of the Stars. Librarians would also know a fair number of order members just due to their jobs.

Order members are allowed to hold many belief's, but are not allowed to support evil, or to perform evil acts, unless necessary to achieve a greater good, such as saving more lives than would be lost, protecting the order, etc...

Members will be called upon to explain such actions when known. Members who are found to have "forgotten" to report such acts will be closely scrutinized, including stripping themselves naked and allowing themselves to be subjected to any kind of divination. Refusal to do so will result in expulsion from the order, and likely result in being hunted down and slain. Being found to be evil will likely result in death as well.

You are also expected to use spells responsibly. Being found to have fireballed innocent bystanders, burning down buildings, villages, towns, cities, forests, etc... will definitely get you in trouble.

You are also expected to fight and eradicate evil whenever possible, especially when it involves evil minded Wizards and other spellcasters. This is not expected of you if they are obviously more powerful than you. You are expected to make the Order aware of such persons and creatures as soon as your able.

You are also expected to collect supplies for the Order. Whenever you kill, or are able to capture, magical beasts, such as Gorgons, Medusa, Dragons, Faerie, or find uncommon or rare flora and fauna, or metals and minerals, you are to collect as much as possible and bring it to the order to be stored and used by Order members.

You are also encouraged to donate items of magic, or at least offer to sell it to the Order first.

You are also expected to perform services for the Order when requested, such as finding needed special materials, negotiating a trade supply agreement for the Order, or whatever else comes up that a senior member requests your help in doing.
 

Rechan said:
I have had similar problems. Running an investigation game, and the PCs just get the wrong idea nad just keep running with it and running with it and I have trouble steering them back.

Why not let their wrong ideas become the truth?
 

diaglo said:
Player 1: "what do you mean there are no secret doors in this room? i search again."
DM: "You find nothing."
Player 2: "Aha, you said 'nothing'. Describe this 'nothing'."
DM: rolleyes. "It is a 10 foot by 10 foot room at the end of a corridor. There is a bed..."
Player 2: "You described the room already. Now describe the nothing."
DM: "You describe it. I don't think you get what I mean when I say nothing."

Diaglo, what's with all the capital letters? I'm disappointed.
 

EricNoah said:
I am running a homebrewed campaign that is highly plagiarized and intended to be a fuzzy, not-too-developed backdrop to some standard D&D adventuring.

However, the more I tinker with the setting's details, the more it distracts my players from the adventures! :)

Hi Eric,
If you are looking for free details to fill in places, try the free downloads at www.lythia.com
Good luck with those players!
Dan
 

Lord Zardoz said:
"The tavern is warm and lively, and bustling with activity. The barkeep is shouting to the barmaid to hurry up. The raucious and drunken dwarves in the corner shout at every throw of their dice, winning and losing gold on every toss. A pair of elves sit at one table, talking amongst themselves. A balor sits in the far corner enjoying a fine beer. The band is playing a lively tune, and a well dressed Bard in wearing a yellow cloak is singing a ballad about a fallen hero. The song is great, and some of the patrons are dancing".

There is no way you can mention that to your players without them wanting to know more about the Balor. You may have decided he is just a Balor who likes to have a decent pint of beer from time to time. He is non hostile, and has nothing to do with the plot. You may have even told the players to go to this tavern to look for a Bard in a yellow cloak. None of that matters any more because YOU PUT A BALOR IN THE BAR!
So tell us about the damn balor already! ;)

EN, it sounds to me like you let your players go where they want, which is a good thing. Now all you have to do is avoid becoming a victim of your own DM'ing success, so to speak.

Maybe you should plan for a less-linear style of gameplay. Just prepare the "evil druid" encounter as if it could stand alone, then plug it in wherever the players go: Chopper's Island, Deserted Spooky Grove, Burnt Building's Hidden Basement, etc.

This is somewhat along Ryan's overlapping circles diagram, only there aren't as many possible results; many choices lead to the same result.
 

EricNoah said:
I am just afraid that I may disappoint them if they show up at Chopper's Island and all there is is an uninhabited ruined cabin. On the other hand, if I "plot it up" too much, that will just lure them further into a plot strand I really don't intend to pay off.
I'd let them go wherever their blessed little hearts desired and then hit them with the adventure I had prepared anyway. Possibly I'd even look for a way to link the two. It's not railroading if they never see anything but the passing scenery - it's only railroading when the see the rails and the engineer going, "Toot! Toot!"
 

EricNoah said:
Anyone here run adventures in Sandpoint? Did the players want to go to Chopper's Island, and if so what cool things did they encounter there? I'm thinking maybe the evil that he wrought might still haunt the area, maybe compelling one of the PCs to go back to town and set something on fire...

I don't know Sandpoint, Eric, but if you have a copy of Erik Mona's RPGA scenario "River of Blood" it has some interesting potential to tie in: it's a follow-up on a serial killer, and the PCs are exploring the killer's abandoned home (and can find some interesting stuff within...).
 

Why not just ask the players what they want/intend to do? I'm sure you are a more than capable DM but I must ask, is the reason they are picking up on what you wanted to be just dressing because the other story-lines aren't strong enough or catching their attention and perking their interests?
 

Into the Woods

Remove ads

Top