- Medusa: A nicely proportion gal with looks that can kill.
- Beholder: It's smart, it's evil, and it can Nerf casters with a glance.
- Gas spore: a worthless monster other than psyching out those players who memorized the Monster Manual.
- Crypt Thing: It' looks like a lich, but more chatty. Once you honk it off it will "disintegrates" a party member by teleporting them a thousand miles away (or paralyzing them and making them invisible).
- Rust Monster: I love seeing the Fighter types scream and move to the back of the party when this cute little beast shows up.
- Lich:Undead arch mages or high priests, great behind the scenes villains, and hard core combatants when prepared.
- Shuggoth/Gibbering Mouther: I was privileged to have the First Edition Deities and Demigods that contained the Cthulthu Mythos. The Gibbering Mouther is an obvious nod to the truly frightening Shuggoth: 10 tons of Jello sprinkled with eyes, mouths and limbs that just want to give you a full body hug.
- Drow: A late addition to the OD&D school, but very capable opponents with no real weaknesses. I also enjoyed the "take back" effect that their equipment had. The DM could hand out tons of +5 magic items only to have them become worthless in the surface world.
- Xorn: Treasure eating, trilateral symmetric, intelligent rock. Aside from the Gibbering Mouther it's the most alien of the OD&D creatures.
- Flesh Golem: Frankenstein's Monster in D&D form. Strong, largely invulnerable, but can get a little crazy every now and then.
2009/02/27
My Top 10 Favorite Monsers
Several other blogs that I read have been doing the their top ten favorite monsters (here, here, here, and here). Not being one to miss a meme I present to you mine. (Though most are OD&D).
2009/02/26
My Game Prep
I am blessed to be a part of a consistent gaming group that has a bounty of GM's (no less than 4), so we frequently alternated between two different games: Currently we are going between a GURPS adaptation of Mass Effect and my 4E intro; Previously it was 3.5 D&D using classic modules ; Everquest; A home brewed 3.5 setting (soon to be published) ; Starwars and so on.
Regardless, this alternation allows me some luxury in terms of prep time: On the odd weeks when I don't run, I get to explore, experiment, and play with ideas. On the weeks that I do run, I knuckle down and generate content. All the while I turn ideas over in my head.
When prepping I try to keep 3 rules in mind:
- Keep it fun
- Don't over prep
- If the players don't see it (or it's effects), it might as well not have happened.
So learning CC3, Dungjinni and The Gimp are fun. But I am only creating what I need to run and only what the players will "See".
When I set up encounters I only create 3-4 of them (that is about all the group will get through in the 2-3 hours of productive play that we have). Though I do keep in mind what might be coming.
For "Grand Plots" I will make notes, but no plot is set in stone until I bring them to the table.
I do this because I am a firm believer in the dual edged quantum nature of plots: If players don't observe a plot it doesn't exist. However, until the players observe the plot it can be anything I want it to be, thus I can change it as I see fit. This allows me the luxury of not having to figure out everything in advance and the adaptability to match step with the players interest.
I have learned the joys of "Filing off the serial numbers" on creatures, especially in 4E where no-one has memorized the Monster Manual. So an Orc, goblin or Hobgoblin becomes a "Wig", Or a Kobold becomes a "Claw Foot". I have grabbed stat blocks off of DDI and renamed as I see fit. So what was a Thuggish Cultist now be came a Wig Devote.
On the previous off week:
I produced some Photo Comps of the Temple and a near by village
Gave thought to the social implications of a Glyph based language, and Mechanically affected Immortality on a small, elite, yet diverse population.
Worked on local maps in CC3 (still trying to get good at that).
During the on week I:
Generated some encounters with Asmor, only 4 of them.
threw together some battle maps in Dunginni.
Made scant notes about how I though things may play out.
Printed chits and maps.
Enough rambling, I need to find a Magic item suitable for a bard...
2009/02/25
Playing with Campaign Cartographer
Here is what I've done while following this set of video tutorials for the second time.
They were instructive and reasonably easy, it helps that I had done
some playing on my own.
2009/02/24
Quick Memorable Names
As a good GM I try to have list of NPC names handy when I run. I've used imdb, looking up genera relevant movies and mixing Actor and Character names (Though Mark Skywalker didn't work so well, but Luke Hamel did); I've used census data and name generators to modest success; I jumbled sounds/letters together with less success.
I recently hit upon a naming scheme that seems to work so far:
Take the name of anyone you know (co-workers, classmates, relatives) and remove the first letter so that Smith becomes Mith; Carter becomes Arter; Tim becomes Im and so on.
The nice part is that I can remember them latter when I write up my notes.
Snork
2009/02/17
Asmor's Instant Dungeon: 9th level Time of War, Part 1
The premise with this adventure is that the Players are assigned to protect a Defensible position outdoors such as a mountain pass or a bridge. The waves will come one after another with a little control by the players. Minions abound in this one so I made heavy use of the generator's advanced options to force the settings.
Treasure:
Tips:
Treasure:
Development: After the battle a successful hard Perception check will allow the successful players to see the "Observer" a non-distinct humanoid figure watching the battle just out of missile range.
Give the Players a short Rest and then continue with:
Encounter 2: 9th Level, 2100xp: Second Wave
Tips:The Hellguard will move in phalanx formation with a rabble of Zombies around them. When close enough the Hellguard will attempt to bypass defenses by teleporting into flanking positions and will bull rush targets so that they fall into the Zombie mass.
Treasure:
Development: The observer moves to the edge of vision and opens a firery gate.
Encounter 3: 9th Level, 2200xp: The Probing Feint
Tips: The Kalaka race forward (followed by some additional Zombie stragllers), when within range 5 they will use their "Unexpected Reneforcements" to teleport past the immediate defences or to flank targets. They full well expect to use their Spewing Death abliltiy and will manuver to maximize the effect.
Treasure:
Encounter 4: 9th Level, 2100xp: The Wall Breakers
Tips:As the Archon close the horrid Devourer will arise from the pulpy mess of the Zombie Corpses. The Archon's have been charged to distroy enough of the barrier to allow passage, ignoring any harm to them selves. The Viscera Devourer will plauge the heros untill distroyed trying to grab any who have fallen.
Treasure:
Encounter 5: 10th Level, 2675xp
Tips:Loremasters close to range 20 and unleash Acordant Vision on three targets and then move to range 10 and bombard with Changing Ray. When a majoritity of the defenders are affected the Ghoul and Vampire spawn scale up the wall and rend at the defenders. Once the Ghoul and Spawn are in place the Loremasters will close to Range 4 and release Changing Wave to effect the maximum number of defenders.
Treasure:
Development: The Observer closes the gate and appears to retreate.
The long rest that follows should end when the defenders hear a horrid cackling comming down the pass tward them precced by a thick mist (concelement).
Encounter 6: 10th Level, 2600xp: The Terror Squad
Tips: The Displacer Beast will arrive first and will try to grab targets with it's tenticles. The Rot Claw charges in on the next round and scales the fortification to harm the defenders in the most savage way possible; The Gibbering Mouthers slime to either side of the fortification (and attack it directly); With the Farspeaker trying to break the barrier down the middle.
Treasure:
Encounter 7: 10th Level, 2600xp
Tips: The Firelashers will use whirlwind dash to close with the defenders as the Fithrichen scale the fortifications. Once on the wall the Fithrichen's will drop darkness and disgorge spiders before joining in melee.
Treasure:
Development: When the last of the observers attackers fall, over the rise comes 2 Boneclaw Guardians 2 Korned King's Knights on one. The observer throws back her cloak and joins another horned knight on the back of the other Boneclaw.
Encounter 8: 12th Level, 3800xp: Last Chance for Defeat
Tips: The Horned Knights will charge with lances drop them after an inital attack and join melee. If two targets dare "double up" on a knight a "Mark of the Beast" will be set upon them (once for each knight).
Treasure:
Major Quest 9th Level: 2,000xp
Notes: The exact defenseive position is left up to the DM but additional skill chanllenges should be allowed to repair damage to the structure in a "quick and hasty manner".
The Treasure parcels should be front loaded for the most part with additional healing made availible.
Treasure:
- [Level 13 Magic Item]: Orb of Drastic Resolutions +3 (Player's Handbook, page 238 [Orbs]) (DDI)
- [Level 12 Magic Item]: Thornwalker Slippers (Adventurer's Vault, page 130 [Feet Slot Items]) (DDI)
- [Level 11 Magic Item]: Survivor's Belt (Adventurer's Vault, page 167 [Waist Slot Items]) (DDI)
- [Level 10 Magic Item]: Lens of Discernment (Adventurer's Vault, page 174 [Wondrous Items]) (DDI)
- [2352 gp]: 1343 gp, 81 sp, 90 cp + 1 fire opal (1000 gp)
- [2100 gp]: 19 pp, 196 gp, 34 sp, 60 cp
- [1428 gp]: 1424 gp, 30 sp, 100 cp
- [1428 gp]: 420 gp, 70 sp, 100 cp + 1 emerald (1000 gp)
- [672 gp]: 669 gp, 28 sp, 20 cp
- [504 gp]: 38 sp, 20 cp + 1 aquamarine (500 gp)
| 1 | Chain Devil (Kyton) (DDI) | Level 11 Skirmisher | 600 | Monster Manual, page 62 (Devil) |
| 7 | Unattached Soulrider Devil (DDI) | Level 10 Minion | 125 | Dragon 370, page 8 (Dangers of the Demonweb) |
| 3 | Legion Devil Hellguard (DDI) | Level 11 Minion | 150 | Monster Manual, page 64 (Devil) |
Treasure:
Development: After the battle a successful hard Perception check will allow the successful players to see the "Observer" a non-distinct humanoid figure watching the battle just out of missile range.
Give the Players a short Rest and then continue with:
Encounter 2: 9th Level, 2100xp: Second Wave
| 8 | Legion Devil Hellguard (DDI) | Level 11 Minion | 150 | Monster Manual, page 64 (Devil) |
| 6 | Warped Grimlock Zombie (DDI) | Level 11 Minion | 150 | Dungeon 161, page 94 (Touch of Madness) |
Treasure:
Development: The observer moves to the edge of vision and opens a firery gate.
Encounter 3: 9th Level, 2200xp: The Probing Feint
| 4 | Kalaka (DDI) | Level 9 Soldier | 400 | Dragon 369, page 31 (Demonomicon of Iggwilv) |
| 4 | Warped Grimlock Zombie (DDI) | Level 11 Minion | 150 | Dungeon 161, page 94 (Touch of Madness) |
Treasure:
Encounter 4: 9th Level, 2100xp: The Wall Breakers
| 2 | Fire Archon Emberguard (DDI) | Level 12 Brute | 700 | Monster Manual, page 18 (Archon) |
| 1 | Viscera Devourer (DDI) | Level 12 Controller | 700 | Monster Manual, page 68 (Devourer) |
Treasure:
Encounter 5: 10th Level, 2675xp
| 3 | Loremaster Accordant (DDI) | Level 11 Artillery | 600 | Forgotten Realms Campaign Guide, page 265 (Order of Blue Fire) |
| 1 | Greater Ghoul (DDI) | Level 10 Soldier | 500 | Dungeon 156, page 63 (The Haunting of Kincep Mansion) |
| 3 | Vampire Spawn Bloodhunter (DDI) | Level 10 Minion | 125 | Monster Manual, page 259 (Vampire) |
Treasure:
Development: The Observer closes the gate and appears to retreate.
The long rest that follows should end when the defenders hear a horrid cackling comming down the pass tward them precced by a thick mist (concelement).
Encounter 6: 10th Level, 2600xp: The Terror Squad
| 1 | Displacer Beast (DDI) | Level 9 Skirmisher | 400 | Monster Manual, page 70 (Displacer Beast) |
| 1 | Destrachan Farspeaker (DDI) | Level 11 Controller | 600 | Dungeon 161, page 103 (Touch of Madness) |
| 2 | Gibbering Mouther (DDI) | Level 10 Controller | 500 | Monster Manual, page 126 (Gibbering Beast) |
| 1 | Rotclaw (DDI) | Level 11 Brute | 600 | Draconomicon: Chromatic Dragons, page 205 (Undead Dragons, Draconic Zombie) |
Treasure:
Encounter 7: 10th Level, 2600xp
| 2 | Fithrichen (DDI) | Level 12 Controller | 700 | P2: Demon Queen's Enclave, page 18 (Shunned) |
| 2 | Firelasher (DDI) | Level 11 Skirmisher | 600 | Monster Manual, page 104 (Elemental) |
Treasure:
Development: When the last of the observers attackers fall, over the rise comes 2 Boneclaw Guardians 2 Korned King's Knights on one. The observer throws back her cloak and joins another horned knight on the back of the other Boneclaw.
Encounter 8: 12th Level, 3800xp: Last Chance for Defeat
| 4 | Knight of the Horned King (DDI) | Level 11 Soldier | 600 | Dragon 369, page 30 (Demonomicon of Iggwilv) |
| 2 | Boneclaw Guardian (DDI) | Level 12 Soldier | 700 | Dungeon 157, page 76 (In the Depths of Avarice) |
Treasure:
Major Quest 9th Level: 2,000xp
Notes: The exact defenseive position is left up to the DM but additional skill chanllenges should be allowed to repair damage to the structure in a "quick and hasty manner".
The Treasure parcels should be front loaded for the most part with additional healing made availible.
2009/02/15
Playing With Gimp: part 2

Over the last few weeks I have improved my Gimp'in skill to the point that I am producing Photo Illistrations for my game.
Here are a couple examples:
This first example is a view to the south looking at the Thread (or Great Tower as the locals know it.) (this image was built from my photos from Ireland)
The second one is of the Temple:
Tree back ground from: Axel-D

Field from: CatDancing
Path From: Ana Carol Mendes
Temple from: Koshyk
Clouds by: Kevindoley
Both Images are released under the Creative Commons 2.0
Snork
2009/02/08
Playing with Gimp
2009/01/15
Gimp Mapping-Fu
Using the photo I posted yesterday I have been practicing my l33t mapping skills in gimp following RobA's tutorial Using GIMP to Create an Artistic Regional RPG Map at Cartographers Guild.com I thought I would post the result of too many hours of practice. (click the thumbnail for a larger 1.4 Meg version.)It is still not where I want it to be, but it is getting much closer.
Though the mountains and forests look pretty good, the grass/land needs improvement; I still haven't added the city and forest of glass on the southwest Continent on the river delta; I need more labels for things; The islands need help and the sea texture is a bit too coarse; I also need to add a compass rose, scale and other eye candy.
Snork
--
Snorkey: all I see are masks, bump maps and textures.
2009/01/14
World Building on a Battle Mat
My group has been conducting a world building exercise for my new 4E game (which starts Jan 29) using the Dawn of Worlds rule system. When we started we were using a 81/2 x 11 graph paper, however, after creating a different world on a battle map I decided to transfer the small map onto something a little larger.
On the whole it took about 3 hours to do.
2009/01/13
Asmor's Instant Dungeon: 8th level Garden of The Ghoul Lord
The Ghoul Lord, a resurrected foul soul that not even Hell could contain, has been given dominion over a garden of torment here in the world.
Treasure:
Tips:The Abishai will fly and sting, close and Claw Fury or Claw the next round. It will use Blinding Flames when an enemy shifts. The Galeb Duhr will Hurl Stones and set off a shock wave when targets close with it.
Treasure:Lot #9
Encounter 2: 8th Level, 1750xp
Tips:The Cultists and Razorguards, followers of the Ghoul Lord, will take the front line pelting the party with shortbows/longbows until the party gets to melee range OR one of them have fallen, then they switch to Shortwords/longswords and Deft Strikes. The Razorguards will use Razor Storm ath their first opportunity. The Elemenalist with start with Acid Rain and then Lighting Until she can use her Icicle Spray and Dragon Breath (Fire) combo. She will use Winging Wind to escape the first melee hit against her, especially if she can push the attacker into the Cultists or Bladelings.
Treasure: Lot #4
Encounter 3: 8th Level, 1700xp
Tips: The Maw is hunting the Elephants, but easily distracted by smaller, shinier prey. The Elephants are trapped here and are in a panic. Assume that the Maw's Breath weapon needs to be recharged before it can be used upon the party.
Treasure: (Note the Elephants may be calmed using a Level 8, complexity 2 (6 successes before 3 failures) skill challenge in place of combat (though the Maw may be less than accommodating); otherwise none.
Encounter 4: 8th Level,1750
Tips: Much like the previous encounter, the Bladeling is hunting Boar. The Boar have been reduced to bloodied status and are in a pannic. They could be calmed with a level 6 Complexity 3 (8 success before 3 failures) Skill challenge, but the Ironmage will not stand for its sport being taken away. In combat it will use it's shrapnel burst on the tightest cluster of targets in range. It will then close with the softest looking targets, Daring them to hit (which will then release the Improved Razor Storm.) The Ironmage prefers to make melee attacks will use the Short Sword in preference to the Razor Dart ranged attacks. If the Shrapnel burst recharges OR it is confronted by an opponent with some stamina it will spend it's action point to move away (and preferably tward softer targets).
Treasure:None
Encounter 5: 9th Level,2100xp
Tips:The Dragonborn are followers of the Ghoul Lord and will punish the transgresses with Battle Surge and an occasional Vile Strike/Dragon Breath Combo. The Trogs are behind partial cover and will make Javelin/Impaling Shots as possible. They are reluctant to enter actual melee combat.
Treasure:Lot #3 and #8
Encounter 6: 9th Level(hard), 1950xp
Tips:The Troll is in command of the other two and will instruct them to impede the balance of the party as it goes toe-to-toe with the most heavily armored or armed PC, before moving on to the next strongest looking PC. If a second PC moves to flank the Troll it will use it's Smackdown on the flanker and growl "I'll get to you later", or "Wait your turn, back stabber". The heads are in a friendly competition for who does the most damage to the hero's.
Treasure:Lot #7
Encounter 7: 9th Level (hard), 2100xp
Tips:The Underboss will help the Cambion's get into position and shuffle them into flanking configurations from it's perch atop a dead tree (throwing daggers as needed). The Briar hag disguised as a young human woman, will cut off escape or approach with Call Briar. Dancing (and singing) amongst blinding scattered PC's with her Rake the Eyes attack. The Hellswords live for the fight and will charge (Whirlwind Charge) any cluster of PCs.
Treasure:Lot #6 and #2
Encounter 8: 11th Level, 3240xp
Tips:The Ghoul Lord is more than willing to "Chat" with the PC's as the Fang Body guards eye them hungrily. The Bone Naga is curled around it's lord's feet. When negotiations break down, all but the Naga will boldly approach the party and dive into melee. The Naga will close the gap enough to catch PC's in it's Death Sway, which it will repeat until forced to do otherwise.
Treausre:Lot #1, #5 and #10.
Major Quest: 8th Level, 1,750xp
Treasure:
- [Level 12 Magic Item]: Gem of Colloquy (Adventurer's Vault, page 141 [Head Slot Items]) (DDI)
- [Level 11 Magic Item]: Blacksmelt Weapon +3 (Adventurer's Vault, page 64 [Weapons]) (DDI)
- [Level 10 Magic Item]: Shared Suffering Armor +2 (Adventurer's Vault, page 51 [Armor]) (DDI)
- [Level 9 Magic Item]: Lifetapper Rod +2 (Adventurer's Vault, page 99 [Rods]) (DDI)
- [1904 gp]: 1903 gp, 100 cp
- [1700 gp]: 1699 gp, 100 cp
- [1156 gp]: 1149 gp, 61 sp, 90 cp
- [1156 gp]: 154 gp, 15 sp, 50 cp + 1 emerald (1000 gp)
- [544 gp]: 537 gp, 63 sp, 70 cp
- [408 gp]: 202 gp, 55 sp, 50 cp + 2 garnet gems (100 gp each)
| 1 | Inferno Abishai (DDI) | Level 8 Elite Soldier | 700 | Draconomicon: Chromatic Dragons, page 211 (Abishai) |
| 2 | Galeb Duhr Earthbreaker (DDI) | Level 8 Artillery | 350 | Monster Manual, page 114 (Galeb Duhr) |
Treasure:Lot #9
Encounter 2: 8th Level, 1750xp
| 2 | Cultist Thug (DDI) | Level 8 Skirmisher | 350 | Dungeon 157, page 75 (In the Depths of Avarice) |
| 2 | Bladeling Razorguard (DDI) | Level 8 Artillery | 350 | Manual of the Planes, page 116 (Bladeling) |
| 1 | Dragonborn Elementalist (DDI) | Level 8 Artillery | 350 | Dragon 365, page 34 (Ecology of the Dragonborn) |
Treasure: Lot #4
Encounter 3: 8th Level, 1700xp
| 1 | Squamous Maw (DDI) | Level 10 Elite Soldier | 1000 | Draconomicon: Chromatic Dragons, page 231 (Squamous Thing) |
| 2 | Elephant (DDI) | Level 8 Brute | 350 | Adventurer's Vault, page 12 (Mounts) |
Treasure: (Note the Elephants may be calmed using a Level 8, complexity 2 (6 successes before 3 failures) skill challenge in place of combat (though the Maw may be less than accommodating); otherwise none.
Encounter 4: 8th Level,1750
| 1 | Bladeling Ironmage (DDI) | Level 10 Elite | 1000 | Manual of the Planes, page 116 (Bladeling) |
| 3 | Dire Boar (DDI) | Level 6 Brute | 250 | Monster Manual, page 35 (Boar) |
Treasure:None
Encounter 5: 9th Level,2100xp
| 2 | Dragonborn Exemplar of Tiamat (DDI) | Level 7 Elite Soldier | 600 | Draconomicon: Chromatic Dragons, page 214 (Dragonborn) |
| 3 | Troglodyte Impaler (DDI) | Level 7 Artillery | 300 | Monster Manual, page 252 (Trogolodyte) |
Treasure:Lot #3 and #8
Encounter 6: 9th Level(hard), 1950xp
| 1 | Ogre Savage (DDI) | Level 8 Brute | 350 | Monster Manual, page 199 (Ogre) |
| 1 | Two-Headed Troll (DDI) | Level 10 Elite Brute | 1000 | Dungeon 161, page 78 (The Temple Between) |
| 1 | Corroded Helmed Horror (DDI) | Level 11 Soldier | 600 | Dungeon 161, page 109 (Touch of Madness) |
Treasure:Lot #7
Encounter 7: 9th Level (hard), 2100xp
| 1 | Briar Hag (DDI) | Level 12 Controller | 700 | P1: King of the Trollhaunt Warrens, page 18 (Hag) |
| 3 | Cambion Hellsword (DDI) | Level 8 Brute | 350 | Monster Manual, page 39 (Cambion) |
| 1 | Lost One Underboss (DDI) | Level 8 Controller | 350 | Dungeon 160, page 29 (Den of the Destroyer) |
Treasure:Lot #6 and #2
Encounter 8: 11th Level, 3240xp
| 1 | Abyssal Ghoul Pack Leader (DDI) | Level 12 Elite Skirmisher (Leader) | 1400 | Dungeon 156, page 64 (The Haunting of Kincep Mansion) |
| 1 | Bone Naga Guardian (DDI) | Level 12 Elite Controller | 1400 | Dungeon 157, page 74 (In the Depths of Avarice) |
| 5 | Wicked Fang Recruit (DDI) | Level 8 Minion | 88 | Dungeon 160, page 53 (Den of the Destroyer) |
Treausre:Lot #1, #5 and #10.
Major Quest: 8th Level, 1,750xp
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