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Showing posts from October, 2018

50 MORE Adventure Hooks To Swipe For Your Game!

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John Popper of Blues Traveler once sang, "The hook brings you back. On that, you can rely".

Was he wrong? Here we are again with a sequel to the extremely popular "50 Adventure Hooks To Swipe For Your Game". Hooks are usually there to entice players into following along with a story. These are a bit different. These hooks are for the Game Master and are designed to flick that little switch in your brain that lets your imagination run wild off a simple idea.

We shall see some scintillating, scandalous, sickeningly simple story seeds so sufficiently straight-forward, some should see themselves seriously sold on the subsequent scenarios, surely.

1. Just outside of town is a Wizard's Tower. Strange, it wasn't there last night.

2. A wave of burglaries sweeps through town around the same time as a band of strange-looking street performs make their presence known.

3. A sinkhole opens up near the center of town. At the bottom of the hole appears to be a set of sto…

3 Halloween Horror-Themed One-Shot Ideas

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Well hello, boils and ghouls. It is I, your ghostly host with the most; Dread The Bard. 'Tis Mid-October, a time for changing leaves, carving pumpkins, and terrifying your players with a grisly one-shot in the theme of All Hallows Eve. Why a one-shot? Because, as much as we would all like to run Curse of Strahd, most of us only have time for a couple of game sessions before we are forced to abandon the candy corn and bad Halloween puns and subject ourselves with being bludgeoned over the head with Christmas decorations.

Just a fair warning: I am from Maine. Stephen King country. Trust a guy who literally lives in the town "It" takes place in, I know my horror. Some of this is going to get weird, spooky, and downright disturbing. If you are squeamish, easily frightened, or are triggered by death or murder (possibly child-related), I urge you to find a different article. I can say with no small measure of confidence that doing the research of this article has probably put …

GM Advice: Running INTELLIGENT Villains

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The iron-bound door shatters as the paladin, resplendent in his gleaming plate armor, forces his way into the massive stone room. His companions soon fan out behind him as they stare down the dreadful necromancer Mort Nomicon.

Mort: Aha, we meet again, at last!

Paladin: Your reign of terror ends now, necromancer! We are here to foil your plan!

Mort: Curses! How did you fools find my hidden lair?!

Paladin: Hidden? You are in a black tower in the middle of an open field. The tower is adorned with skulls. How could we miss it? You all but hung a sign out front that said "Evil: Inquire Within"

Mort: So you found my lair. So what? My nefarious minions no doubt taxed you weak bodies and weaker souls! Surely the walls of my lair ring with the laments and anguished cries of precious comrades that fell before the might of my--

Paladin: --undead? Probably shouldn't have advertised that whole "I'm a necromancer" thing. We came with a keg of holy water and enough holy symbol…