Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

Tuesday, November 26, 2013

Dragon Fountain

Bought a cheapo $1 dragon at the dollar store.  Cut off its head.

Made a 4"x4" tile with walls to go with my Dwarven Forge Game Tiles.

Liberal amounts of flexible modeling paste.  Toilet paper roll for fountain.

Painted it black and drybrushed with grey.  The "acid" is white glue mixed with green and yellow paint.

"Maybe the henchman could get us a bottle full?" said the hobbit.

Thursday, June 14, 2012

DM Prep Page [4 of 9]

This page contains a WHOLE BUNCH OF RANDOM STUFF.  I found it out there on the interwebs and I made random tables out of it.  :)

Here's a look at the page:
Here's each section in detail:
This section contains a randomized version of Risus Monkey's DungeonWords.  That is an excellent resource if you've never seen it.  Go grab a copy!

Also some Tricks.  I think I pulled this list from -C's Tricks and Traps document as well as from the back of the 1st Ed. DMG.  -C has made an excellent document, go get it!

Next section:
A bunch of Disarms and Activations.  Don't remember where I pulled them.  :(

Next:
"What color is the potion?"
"What color are the runes?"

Here's your answer.  I'm almost positive I used Google Sets (now defunct) to generate these.

More Multi-part Disarms.  From where?  Not sure.  Sometimes I circle different parts on different lines and connect them like a flowchart, if I like that better or if that makes more sense to me.

Final quadrant:
A bunch of containers.  Good places to hide stuff.  :)  

METHOD OF USE:

What I typically do before sessions is I go out and get a little something to eat.  I have a Burger King and a Subway near my house, so those are the usual suspects. 

I grab my DM Pages and a pencil and I head out.

While I'm eating (just prior to the game) I will read through the random stuff that the sheets have on them.  I will circle items that strike my fancy.  These are some of the ideas that I have "pre-configured" in my head.  I will use these during the game IF the necessity arises.

Here's a copy of my (barely) marked up page.  Some days I'm more inspired than others.  :)
You can see that I've identified a multi-part Disarm that I like as well as a couple more ideas in the upper right.

Thursday, September 29, 2011

"Finding Stuff" in my games

There's been some talk around the blogs, some by Mike Mearls and Monte Cook especially, about how to handle player vs. character when things are hidden and need to be found.

The system that both of these gentlemen propose is workable, I suppose, but I believe it has a fatal flaw.

The DM.

You see, if characters have a perception of "Good" or "Awesome" or 10 or or whatever, the DM knows what that number IS.

She can set the value of the hidden object to be Above, At or Below the value of the character skill.
Do I want the characters to find the item easily?  Set the value low.
Do I want the characters to roll some dice?  Set the value equal to their ability.
Do I want them to miss the item unless they search?  Set the value high.
In the end, the game is controlled by the DM and she can decide, up front, how the search is going to go...
They find it, they roll some dice to find it or they don't find it.
Here are the ways I work the system and how you might want to work it too.

If I want them to find the item, I just put it out there.  If they say "we search the room," they find the item. Easy peasy.  This is the same as setting the value low.  This seems too easy, I know, but anyone who has been running a game for awhile will attest to the frequency that players forget to search rooms.  Maybe they are running from a monster.  Maybe their characters are hurt.  Maybe they just forget.  This isn't necessarily a gimme, in other words.  :)


If I don't care one way or another, I roll the dice.  A large group of people searching for secret doors (or hidden stuff) can be simulated by one percentile roll.  See this post.  It takes one turn and I roll for wandering monsters.  They can try again if they'd like.  Takes more time and another wandering monster check.

If I want them to work to find the secret, I don't leave it to a random roll.  I rely on player skill in a couple of ways: keywords and puzzles.

Keywords
Say the secret word and you find the vorpal sword...
Let's say that the key that unlocks the chest is hidden in the teeth of the idol in the corner of the room.  I mention the idol.  They need to ask about the idol.  I'll then describe it in more detail, including the detail about its big teeth.  They need to say that they "touch the teeth" or "search the teeth" or "pull on the teeth" or whatever... if they do, they find the key.

Puzzles

If I want things to be especially challenging, I create puzzle for them to solve.  You might want to use the method I've created for Knockspell #6 (go get a copy!  I don't get any kickbacks!)

I've also used the Soma cube puzzle (got it from my Grandpa years ago...)

Lastly, you can actually create a procedure that the players must describe their characters performing.
For example, in a recent game, there was an engraved displacer beast carved into the wall around a secret door.  The secret door was apparent to the elves in the party (I rolled dice) but it wouldn't open.  The players said they would search the other walls in the room.  Lo and behold, kitty-corner (!) from the displacer beast was another displacer beast carving.  Pressing upon the tentacles of the second carving opened the secret door behind the first.
Well, that's how I do things. YMMV.

Wednesday, March 9, 2011

A Couple More Additions to My OSR Collection


I printed up a copy of -C's Tricks booklet.  Do yourself a favor and do the same.  It's chock full of goodness.

I also took the JD Jarvis' tables over at Aeons & Auguries and made a little "Dungeoneer Cache" booklet.

I used Limpey's art from here as the cover.

Great stuff!

Tuesday, October 26, 2010

...and our Intrepid Heroes come upon some Strange Wells...

The Dollar Tree by my house sells "Pirate Compasses" in a four-pack (I ruined one).  They seemed like just the thing to confound the heroes...

You gently take the gold needle out (pull straight up) then you take the compass rose out.  Using the point of a knife, you can flip the cardboard right out.  Flip it over and draw "mystic runes" on it.  I chose ABC, DEF, XYZ just for ease of communication.  I also chose only 3 per well so that the needle could clearly be oriented to one rune only.

It cost $1.08 with tax and I think they will supply plenty of dungeoneering fun for my players...