I found this interesting quiz the other day.
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVE TIME: Any
INTELLIGENCE: Genius (17-18)
ALIGNMENT: Lawful good
Gold dragons are wise, judicious, and benevolent. They often embark on self appointed quests to promote goodness, and are not easily distracted from them. They hate injustice and foul play. A bold dragon frequently assumes human or animal guise and usually will be encountered disguised. At birth, a gold dragons scales are dark yellow with golden metallic flecks. The flecks get larger as the dragons mature until, at the adult stage, the scales grow completely golden. Gold dragons speak their own tongue, a tongue common to all good dragons. Gold dragons usually parley before combat. A gold dragon has two breath weapons: a cone of fire 90 long, 5 wide at the dragons mouth, and 30 wide at the end or a cloud of potent chlorine gas 50long, 40 wide, and 30 high. At birth, gold dragons have water breathing ability, can speak with animals freely, and are immune to fire and gas. They can also polymorph. Gold dragons can eat almost anything, however, they usually sustain themselves on pearls or small gems. Gold dragons who receive pearls and gems from good or neutral creatures will usually be favorably inclined toward the gift bringers, as long as the gift is not presented as a crass bribe. In the latter case, the dragon will accept the gift, but react cynically to any requests the giver makes. Gold dragons can live anywhere. Their lairs are secluded and always made of solid stone, either caves or castles. These usually have loyal guards: either animals appropriate to the terrain, or storm or good cloud giants. The giants usually serve as guards though a mutual defensive agreement. Advanced Dungeons&Dragons 2nd Addition Monstrous Manual
Brave Adventurer, what be you?
I make no bones about it. I’m fascinated with magical items in any setting. I like making up curses to place on magical items. Once a month, Ye Olde Shoppe of Magick is going to gather together ten of the best magic items we can find on the blogsphere and offer them to you.
From right here at the Database: The Infinity Rings – They sound good but were made by a wizard with a sense of humour.
Not really a magical item but useful none-the-less
From Inkwell Ideas: The Random Inventory Generator for your Magical Shop – just what it says.
There you go ten magical items. Ye Olde Shoppe of Magicks will gather together another ten in July.
Welcome back to Dungeon Dramas, my ongoing series of plot hooks as developed by the random roll of my Story Cubes.
Today’s roll: a word balloon, flames, a hand, a bee, a fountain, a tree, a flower, a lightning bolt, and Earth.
VS: The war of the gods has breached the heavenly planes and threatens the entire planet. Enchanted lighting falls from the skies and burns everything it strikes, flora and fauna alike, The PCs are warned in a dream from their patron Deity that the only way for them to quench the magical flames is to get water from the fountain of life.
PIT #3: Picking flowers on Earth, a sudden storm brews. Trees are uprooted, the PCs discover that one of the trees was a guardian to a dimensional portal. Investigating the portal, the PCs are sucked though the portal to a land of sentient bees who breath flames.
PIT#2: Lightning strikes and sets fire to a forest. The Golden Bee comes to pollinate flowers in the forest. Discovering his forest gone, the Bee consorts with the dark forces to destroy everything else. It’s up to the PCs to stop the Bee.
Another article in my Order of the D30 series.
This list inspired by page 14. The honest to goodness “Barrel of Monkeys”, I list it here as number one. I have tried to balance the list out with good and bad items.
1. Barrel of Monkeys, when opened PC must save vs. spell or be turned into a white ape. Regardless of the save vs. roll on white per turn climbs out of the barrel until remove curse is applied to the barrel.
2. Ton of Bricks, single brick that can be carried by hand. However when used as a weapon and thrown, victim his hit by the apparent force of 2000lbs of bricks.
3. Ace Up Your Sleeve, an enchanted playing card that alters probability in the PCs favor. This card must be kept secure in the PCs sleeve for the affect to work.
4. An Apple a Day, an enchanted miniature tree that grows one apple every day. The PC who consumes the apple is immune to all disease, poison, and other physical ailments for 24 hours.
5. An Axe to Grind, this axe is always dull. Attempts to sharpen it do not work. However the PCs nemesis suffers 2d10 psychic damage when the axe is sharpened.
6. Sword Beaten into a Ploughshare, this seemingly innocuous ploughshare was actually once a warforged sword. When in the PC’s possession enemies will seek a peaceful solution to the problem if not attacked first.
7. Candle Burnt at Both Ends, a two wick’d candle. When lit from both ends the PC has a burst of energy and does not need rest. Effect lasts until the candle is gone.
8. Midnight Oil, special oil for your lamp that actually grants energy to the whole party when burned in one of the party’s lamps.
9. A Can of Worms, when opened the PC has unleashed the absolute worst the dungeon can throw at the party. There is no avoiding anything. They WILL find every monster or be found.
10. The Cat that Got Your Tougne, petting this cursed feline statue requires a save vs. spell, failure means you’ve lost your voice.
11. Cat Nap, petting this cursed feline statue requires a save vs. spell, failure and the pc falls asleep for 1d6 rounds. Upon awakening, however PC has regained the same number of HP.
12. Bag of Hammers, The PC is dumber than this bag (no matter how high the INT score). Ask this bag any question (only once) and you will get the correct answer. For fun the DM can chose to answer a really innocuous question to reveal its existence.
13. Dry Bone, throwing this bone at any body of water will cause the body of water to dry up long enough for the PC to get across.
14. The Silver Lining, the actual silver lining of a cloud. If kept the PC will have incredibly good luck, but lousy weather will follow the party. The weather will worsen to the point the PCs will WANT to return the silver lining. However, they’ll have to put it back into the cloud.
15. Eye and Tooth Amulet, this charmed amulet with an embossed eye and tooth will cause any wound given to the PC to appear on the attacker as well.
16. Fly by the Seat of Your Pants, enchanted knickers that will allow the PC to levitate.
17. Fly on the Wall, this enchanted statue will allow the PC to see through the eyes of any fly in any room of the dungeon the PC has already visited.
18. The Frog in My Throat, picking up this statue needs a save vs. spell. Failure causes one frog per round to emerge from the PCs mouth until someone cast remove curse.
19. The Glimmer of Hope, when all seems lost this amulet will cause a faint glow to appear around the clue the PC needs to solve the dilemma.
20. Glasses of 20/20 Hindsight, when wearing these glasses the solution to the problem will become clear after failing once.
21. Hit of the Book, when smacked upside the head with this tome, the Knowledge contained within is transferred to the PC. It only work if someone else smacks the PC with the book.
22. It’s in the Cards. This RARE magical item is a D&D deck of Gambling with NO black cards. Each member of the party pulls one card and then the deck vanishes.
23. It’s in the Cards 2. The other half of the deck. same rules.
24. Jack’s Toolbelt, you know Jack, he’s good at everything. Well there was a reason why he had this magical toolbelt that gave better chances at success on ANY project. He lost the belt and you’ve found it.
25. The Unturned Stone, this looks like a normal smooth skipping stone with the exception of a mystical rune carved on one side. Turning this stone over will reveal any treasure (unless concealed by a wizard of a higher level than the PC) in the current room.
26. The Pot from the Land of Milk and Honey, this pot always contains just enough sustenance to ward off starvation.
27. Elephant Memory Charm, this amulet with an inscribed pachyderm will allow the PC to remember (even if the player doesn’t) any clue dropped by the DM. The DM should remind the PC of the clue when needed but tell how the clue solves the puzzle.
28. The Bad Apple. picking up this peice of cursed fruit spoils ALL foodstuffs in the party’s stores.
29. One Man’s Garbage, this seeming pile of trash is really on closer examination a pile of treasure.
30. The Needle in The Haystack, finding this needle in the haystack is an accomplishment. The runes inscribed on this needle grant the PC the increased ability to find secret doors.
Night at the Museum 2: Battle for the Smithsonian as reviewed by the family:
The Night at the Museum movies are set in our modern world. There aren’t any superpowered beings. Larry, the night watchman, is a normal guy who happens, according to his son, have the coolest job in the world. The whole kernel of inspiration in both movies is an extended dungeon crawl. The one unique thing from this film series is the tablet of Ahkmenrah.
The tablet of Ahkmenrah, however, is a pretty powerful artifact. Based on the events of the movies, the table brings to life mummified remains, skeletal remains, stuffed remains, sculpted representations of living organisms, paintings and sculptures. The tablet also turns photographs into portals to the period being photographed. Properly used it can open other portals as well.
Having statues come to life is nothing new to D&D. This concept has been used by more than one DM, I’m sure. However you could send your PCs out on a quest to recover the tablet. Some evil wizard may want it for his own nefarious purposes. Or a Lawful/Good wizard may want to safeguard this powerful artifact. Whatever you as a DM decide, make SURE that the PCs enter the dungeon housing the artifact after the sun goes down.
Tablet of Ahkmenrah: A Magical Artifact
After sundown the Tablet of Ahkmenrah is capable of bring to life the remains of any living creature. Skeletons will become animated. Stuffed and mummified remains will regain their full undecomposed bodies. Manufactured, carved, or constructed representations of life, will be given a sentient personality.
All creatures/humanoids revert to their “unliving” state when the sun rises. The life cycle is similar to our wake/sleep cycle, for all intents and purposes, daylight is when they sleep. Constructed representations of specific entities retain the knowledge of the entity they represent as well as the knowledge of what they actually are. It is unknown whether a representation of a superhero or a monster would have the abilities as the original.
Artistic representations become animated and interactive.
Photographs (if they exist in your setting) become portals to the era/place/time being photographed. Residents of the photographed period are not aware of the portal but can and will interact with the PCs once they have entered. It is unknown what happens to the PCs if they do not return through the portal before sun-up.
I KNEW there was a reason I liked Nevets. Nevets Belin is 9th level Fighter/Cleric in our AD&D campaign.
I Am A:Lawful Good Gnome Cleric (5th Level)
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron’s vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity’s domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric’s Wisdom score should be high, since this determines the maximum spell level that he can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Last week I was trying to figure out why Edition Wars are cropping on the Blogshpere. I am not emotionally tied to any one edition of D&D and wanted your thoughts about the “superiority” of one edition over another. What I discovered is that Dungeons & Dragons has loyal followers in whatever edition is played.
Orginal D&D: The main consensus is a nostalgic love of the game. Lots of folks waxing enthusiastically about the games they used to play. Lots of folks stating they’d play this game today if there were any games being run.
(Hey Wizards, you might have a market for reprints of D&D Classic)
Advanced D&D: What surprised me about AD&D as the like/dislike of the sheer amount of material produced for the game. Folks loved the voluminous settings produced for this ruleset. Folks disliked the number of splat books produced.
(Hey Wizards, Maybe it’d work better to release campaign settings as opposed to multiple editions of the core rulebooks)
D&D 3.5: The clear consensus is that the current revitalized state of the industry can be directly attributed to the OGL of 3.5. 3.5 fixed some inherent problems introduced with AD&D but broke some things as well.
(Hey Wizards opening up 4e to an OGL might not be a bad idea)
D&D 4e: The biggest complaint I’ve heard is “It’s not the way we’ve played D&D before,” (or some variation). This is a semi valid complaint that I’ll address shortly. The other complaint is that combat takes too long in 4e. “There’s not enough time for RP.” “It’s all kill monsters and lot their treasure.”
Why did Hasbro/WotC publish 4e in its current form? Honestly I think it’s a very astute business decision on their part. Mike Blanchard (owner of The Core) has noticed that although there’s still a market for comic books and RPG amongst my generation, very few of us are passing our love for the game onto the next generation. That’s not to say every Geekdad is failing to pass on love of the game to his kids, just that most teens that come through the door come through on their own.
Hasbro has produced a game that emulates the MMORPGs and first person shooters that teens are playing. The business model follows suit with the CCG and collectible minis games that teens have recently been playing (though according to Mike that market has gone somewhat soft). Hasbo/WotC is trying to market a game they think will play into what today’s teens want to play. Is it your Father’s D&D? no. Is it D&D? yes, get over it.
The other complaint about combat taking too long? We just started a brand new 4e campaign with 1st level characters and found that not having to keep track a whole multitude of unfamiliar feats and powers sped up combat tremendously. The other thing that our DMdid to speed up combat was to use an assistant whose sole responsibility was to keep track of initiative. While Nick (DM) was dealing with the PC who’s turn it was, Mike (assistant) was informing the next PC that they were on deck so they could KNOW what they were doing on their turn.
Is D&D 4e D&D? Yes, Hasbro has decreed it to be so. Get over it. 4e isn’t going away. If you don’t like 4e, grab an earlier edition and play that.
Another article in my Order of the D30 series.
Magical items are not everyone’s cup of tea. Some gamers have gone so far as to tell me they’ll never play a game where magic is used. Less alarmist gamers view magic and magical items as a crutch that a PC will use instead of actual battle.
One way to balance the use of magic in your game is to place curses on the magical items. “That’s great,” you say, “but where do I find some really cool curses?”
Have no fear, just roll on this handy table and viola` instant curse.
1. The Fleas of a Thousand Camels – Any attempt to use this item summons the fleas from a thousand camels. The fleas find that the PC is an acceptable new home.
2. Cortez’s Curse of Immortality – Keeping and using this treasure will grant you the same immortality from Pirates of the Caribbean.
3. Alethia’s Curse of Veritas – The Greek goddess compels the user of this item to NEVER lie. You can’t lie. There is no saving throw. Your alignment determines how much stress you are under when telling the compelled truth.
4. Eternal Night – Users of this item are cursed to live in darkness. They need torches to see in broad daylight.
5. The Curse of Eternal Shedding– You lose all your hair and it never grows back as long as the item is in your posession.
6. Haud Sapor Victus– If you have this cursed item in your inventory and eat anything without thanking your deity for the food, the food tastes like cardboard.
7. The Curse of the Monkey Poo– Using this item summons a baboon that adopts your party. If any PC does something stupid (GM discretion) the baboon flings poo at that PC.
8. The Curse of the Velico Requiro – This item curses one of the PC’s weapons at random. If any roll misses it’s target to hit by 10 or more, the miss is critical.
9. Darlington Stripe – Any vehicle the PC is operating now has a tendency to veer towards an obstacle and brush up against it.
10. Taste the Rainbow – After any rain storm the owner of this item is pelted with small colorful orbs.
11. The Curse of Lucky the Leprechaun – Everyone else is determined to wrest ownership of this item from you.
12. Atractivo Para los Gatos– Cats suddenly find you irresistible. They NEVER leave you alone.
13. Perro Orinar – Canines suddenly seem to think that your PC is a tree (if you catch my drift).
14. Levis Negotium – You are all knowing. But only really useless knowledge.
15. Carcer Extraho Carmen – You are unable to talk. You must sing everything.
16. The Curse of I.B. Flemming– Every adventure one of your pieces of gear breaks.
17. Perpes Erroris – If you fail a task with this item in your possession you will continue to fail that task on every subsequent attempt.
18. Rapio Vestri Informatio – Any idea the PC has is considered a bad idea by the party, however really good ideas are immediately suggested by another party member.
19. Molestus Sonitus – Off key music follows the party wherever the party goes.
20. Parvulus Sermo – The PC is reduced to “baby talk” for 1d6 days.
21. Amicabiliter Inconcinnus – The PC is unable to articulate themselves to the next 1d6 members of the opposite gender.
22. Parvulus Singulus Cornu – The party is adopted by a bad luck baby unicorn.
23. Iners Secuutus – The PC acquires a lower level follower. However this follower suffers from inability to do ANYTHING with any degree of success.
24. Amplus Creatura– PC is turned into a Bullywug for 1d6 days
25. Deus Non Hic– Any prayers to your deity are answered with an automated, “We’re sorry your Deity cannot answer right now.”
26. Incompertus Populus – For 1d10 days your race is completely forgotten.
27. Viagra Enzyte – Every treasure map acquired by the PC leads to bogus male enhancement potions.
28. Samson’s Saeta Fatum – If the PC ever gets a haircut his strength stat is at 10% of normal until his hair grows back to normal length.
29. Incendia Incommoditas – Fire attacks now do double damage to the PC.
30. Glacies Incommoditas – Ice attacks now do double damage to the PC
There you go 30 curses ready to use.
Steve Omega is the last Bullywug in the Steve Series one of the many, at least. The sorcerers made it all the way to Steve Phi before they finally realized it was impossible to craft a perfect Bullywug. After the Gamma failure, the sorcerers realized they might have accidentally discovered a new path towards Bullywug perfection. Trying a new tactic, they tried to reverse the bad hand that nature dealt the poor bullywug by slowly increasing the Bullywug’s native intelligence.
The sorcerers who formed the core of the Steve project watched in glee as the increasing intelligence of the Bullywugs caused them to want to live in a better environment. They began to rethink their experiment as the +Healing for killing a Bullywug began to disappear from the genetic make-up of their test subjects. Omega was able to pass all the rudimentary skills tests of intelligence. Awash with the heady elixir of a partial success, the sorcerers began their plans to breed a completely new race of Bullywugs using Omega as their main breeder.
Unfortunately before they could begin they breeding program, the tower was overrun by a band of marauding barbarians. Escaping the mayhem and simultaneously releasing the other Steves, Omega banded together four of the more remarkable Steves. The Five Bullywugs named Steve now patrol the countryside defending the innocent, righting the wrongs, robbing from the rich and giving… (no wait that’s another group). Defending the innocent and protecting the countryside, The Five Bullywugs named Steve, are unlike any group of Bullywugs you’ve ever met before or are likely to meet again.
How was Omega able to survive the attack on the tower? How was he able to rescue his fellow bullywugs? How did the Barbarians know to attack this particular tower? The answer is quite simple. Omega having his intelligence raised well beyond what nature intended for a Bullywug realized one very important thing that no one else in his plane of existence has realized…. Do not attempt to defeat the dungeon as that is impossible. Rather realize that there IS no dungeon.
An Infinity Ring gives it’s wearer it’s infinite ability as long as the ring is worn. The Infinity Rings are listed below. These rings were forged by a wizard with a strange sense of humor, a very strange sense of humor. The rings have impressive sounding names but don’t usually provide any help to the wearer. The rings are magnetically repulsive to each other and as such a wearer is only allowed to wear one at any time. In fact if the PC is wearing one of the Infinity Rings any of the others will be pushed out of reach. The rings are made out of solid gold and the distinctive infinity symbol adorns each ring. There have been many forgeries made throughout the years. If you find one for sale, it’s probably a forgery, probably. Some of the forgeries have even been enchanted in order to fool lower lever magic users.
Roll on the table for which Ring the PC found. The PC should NOT be aware of which ring they have found.
The Ring of Infinite:
1. Trivia Knowledge – i.e. The PC knows that the artifact was forged by an armorer whose middle name is Warren, but the knowledge doesn’t actually help the party.
2. Appeal – Animals love you, all animals.
3. Spectrum – Every day your skin is a new color.
4. Pockets – Every day something random appears in one of your pockets, always the same pocket. If the item is not removed it vanishes (Item is at GM discretion and must physically fit in the pocket).
5. Stupidity – No matter how intelligent the player’s suggestion is, the other PCs will believe it to be a stupid idea. The smarter and more intelligent the idea, the dumber everyone will believe it to be. Highly intelligent PCs will eventually figure out the correlation.
6. Sidekicks – A young squire feels compelled to follow the PC at the beginning of the quest. He is destined to die horribly before the quest is over. There is nothing the PC can do to save him. A new one will follow after the squire dies.
7. Pancakes – All you can eat pancakes whenever the PC stops at a tavern.
8. Awareness – PC is no longer able to be surprised.
9. Contact – The PC runs into the same NPC everywhere.
10. Awkwardness – The PC is no longer able to articulate themselves around members of the opposite sex.
11. Smoothness – The PC is able to charm the opposite sex with a bonus to any applicable roll.
12. Surprise – Something strange and wonderful happens to the PC each session.
13. Explosions – At least once per session something explodes due to the PC’s efforts.
14. Beer – One of the PCs canteens is now a bottomless fount of beer.
15. Backfire – Magic users standing next to the PC have their spells go harmlessly wonky.
16. Death – The PC dies horribly at the end of each session. However at the start of the next of the next session the PC is back all XP and inventory intact.
17. Weather – The PC is now able to accurately predict the weather but only if the PC is being sarcastic about the forecast. If the PC states it’s probably raining in the dungeon, it is.
18. Pets – The PC gains one new swarming pet each session.
19. Healing – PC can no longer be taken to complete death, at least one hit point will remain. At the point of 1 hit point the pC falls into a coma until 10% of full HP is recovered.
20. Negative Misunderstanding – NPCs will constantly misunderstand the PC with negative results.
21. Positive Misunderstanding – NPCs will constantly misunderstand the PC with positive results.
22. Invisibility – At will the PC can become invisible, only the PC. Clothing and weapons are still visible
23. Light – Rings casts of small glow in the dark as long as PC is awake. Does not dispel magical darkness.
24. Fire – PC is able to light campfires or torches but not much else.
25. Status – PC is perceived as royalty by peasants and as high-ranking nobility by royalty but the perception is equated to the alignment of the royalty of the land. Unless the PC is Royalty than they are perceived as lowly status
26. Lookout – PC now has a sixth sense about any attack. Just enough of a warning to duck.
27. Geckos – Every encounter ends with a talking Gecko attempting to sell the PC insurance.
28. Impact – At least once per session the PC rolls percentiles. Beating the DM high something good hits the PC on the head. Missing low, something bad like an anvil falls. (Thanks to Dr. Checkmate for the name for this one).
29. Goat Witness – No matter where you are or what you are doing, when you look over your left shoulder a goat is watching you. (Thanks to Bob Schafer for this one)
30. Forgery – I never said there were 30 rings did I. The ring is mildly enchanted to grant the PC some minor magical ability but it isn’t a Ring of Infinity.
My thanks to Quest for the Staff of Genesis players for some of these ideas.