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Showing posts from February, 2019

In Cauda Venenum

They're biting their tongues. The job went sour as soon as Sir Tarkington noticed the thieves arguing in his store room about shares of loot. The melodic chime of alarm bells contrasts the hectic scrambling of the party as they look for any kind of closet or cranny to hide in. One stands by the door, ready to make a bolt for it as soon as there is any sign of escape. Another stands in the middle of the room with a crossbow and a knife, they would rather die on their feet than live on their knees or in the forced servitude of Sir Tarkington it would seem. The last cowers behind a crate, looking for any boon or sign of good fortune. After a few hurried seconds of hectic searching, fortune smiles back in the form of a small glass vial with a skull and crossbones. Poisons and drugs are really weird to use. In my experience, it's kinda hard to use poisons without making an entire big set of rules about methods of ingestion, time limits, saves, and etc. On the other hand, I use Int

XXI: The World

Creating something from nothing is REALLY hard, especially when it comes to world-building. I've always ran with the platitude of "start small, think big later". When creating a setting or main adventuring area, I've got a process I run through that generally helps get the creativity flowing and that doesn't need to be performed in any real order: The History: This is just a general three-sentence description of the history of the setting or area the players are going to be adventuring in. It doesn't necessarily need to just be three sentences, but I've found that this is a good amount of space to let creativity branch out later. The Encounters: If you've been reading this blog for any amount of time, you'll probably know that I am a BIG fan of small tables . I generally like making a small table of encounters to gauge what enemies or allies may be seen when going through whatever fresh hell your players are going through. The Bestiary: Th