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Meta Thursday: Confessions of an Evil GM (Sandbox vs. Railroading)

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When I started playing RPGs, railroading was the only way ahead. Then something called a sandbox came along. I initially thought, “isn’t that where children play and cats do their business?” That’s only partly accurate; sandbox design is a way of making the campaign world more alive. More alive? I just wanted to kill things […]

Weird Wednesday: The Eternal Torment

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The Eternal Torment Aura none (medium abjuration and medium conjuration, see text); CL 7th Slot none; Weight 800 lbs. The Eternal Torment is always a beautiful marble statue of perfect proportions, slightly larger than the creature it portrays. The face is contorted in pain but otherwise an aura of beauty surrounds the artwork. Upon careful examination, however, the […]

Weird Wednesday: The Count’s Carriage

The Count’s Carriage     CR 9 XP 3,200 CE haunt (10ft. x 70ft. roadway) Caster Level 9th Notice Perception DC 25 (to hear the faint neighing of galloping horses) Hp 14; Trigger proximity; Reset 1 day Effect A sickly florescent green horse-drawn carriage with ghostly tendrils trailing after it hurtles down the forested roadway. The curtains have been drawn and the interior […]

Magic Item Monday: Golden Dentures of the Noble

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Golden Dentures of the Noble Aura moderate divination; CL 9th Slot none; Price 22,850 gp; Weight — This set of perfect dentures are all that remain of a long-dead noble, the sophisticated craftsmanship rare even among enchanted items. Only the wealthiest would wear such ostentatious golden dentures to show their opulence to friends and rivals alike. The owner of a […]

Maddening May: Bolghar’s Despair

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Bolghar’s Despair     CR 8 XP 1,600 CE haunt (30 ft. radius) Caster Level 8th Notice Perception DC 22 (to hear the repeated whispers of “kinslayer”) Hp 8; Trigger proximity; Reset 1 day Effect: When entering Bolghar’s burial barrow, the anguished haunt manifests. A dwarf clad in rags with pieces of dated armor screams incoherently about dishonor […]

Six Tips for running a Scene in Social Scenarios

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  1) Small Sandbox Most social encounters in a game happen within a very small area, which is also the case with this week’s upcoming Sidequest Saturday. The Veresovich Manor is easily laid out in your head—ballroom, several antechambers, kitchen, a dozen bedrooms, library, and so on. First of all, decide which of these areas […]