The Alexandrian

Posts tagged ‘d&d’

This article was written in 2002 and originally published in Campaign Magazine.

101 Curious Items - Music BoxThe worlds of a D&D campaign should be places of myth and mystery. There comes a point in, time, however, when a sense of complacency can begin to haunt your players: Orcs are no longer monstrous brutes, but a matter of routine; skeletons have become curious tactical problems without the faintest hint of horror about them; and even dragons may have acquired a certain taint of the mundane.

Sometimes what you need to reinvigorate a sense of wonder in your world can be found in the smallest of packages: A rune-inscribed parchment which describes the fall of an ancient city belonging to an empire which has been lost to the annals of history; fairy lights within the forest which escape description or explanation; a broken sword inscribed with the names of ancient heroes in the elder runes of elfish script.
For your consideration, then, we offer 101 curious items. Some of these might be used as the key to unlock deeper mysteries, explore unknown depths, or provide the seed of untold adventure. But, if nothing else, they will serve as a reminder to character and player alike that the worlds in which we game are places of pervasive magic, ancient history, and limitless wonder…

1.     A miniature crystal – small enough to lie upon the outstretched finger of a halfling child – glows softly, and pulses whenever an object colored red is brought near.

2.     An ancient, leather-bound volume written in an archaic script describes the composition and arrangement of the Outer Planes. Strangely, a rather substantial section of text – consisting of an entire chapter if you are translating the numbering correctly – has been torn out of the book. Despite this fact, you can detect no obvious gaps in the volume’s coverage of its subject matter. What unknown plane did that chapter describe?

3.     A tattered, and sadly unusable, scroll fragment, inscribed with a spell unknown to any living mage.

4.     A plain, and otherwise unremarkable, stone room contains one remarkable feature: Upon the floor shattered, multi-colored shards of glass have been carefully arranged into a perfect circle.

5.     A weatherworn wooden board, inscribed with patterns which make it clear that it was once used for a game whose rules have long since been lost to time.

6.     A clock which regularly keeps time… just not the time of this world. Although it is clear that the clock works to a clear pattern and purpose, attempts to decipher the method of its madness fail – as if it had been crafted upon rules of logic which no human mind can comprehend.

7.     A blood-stained dress which, despite being found in ruins which have lain undisturbed for centuries, is still a vibrant, stunning blue.

8.     An elegantly carved comb of oak, engraved with the name Aethelren and decorated with twin dragons. Elsewhere, a similar comb of ash, engraved with the name Ilthorien and decorated with twin unicorns, can be found.

9.     What appears to be the original, handwritten manuscript of the Saga of the Warrior Prince Augustin – a classic ballad composed by the legendary bard Dathorn, famous for its lyrical quality and epic subject matter. A careful perusal of the text, however, reveals strange differences from the version of Augustin known to the bards of today…

10.     A broken holy sword, inscribed with the name of a legendary Paladin.

11.     A ruby the size of a man’s fist which sparkles and gleams with the promise of untold wealth in the faintest of lights, but which crumbles to dust upon the lightest touch.

12.     A child’s poppet which is normal in all respects, except for the third eye to be found upon its forehead.

13.     A long, black lock of woman’s hair, tied with a scarlet ribbon. When touched by human or elf, however, it changes color to match the holder’s own hair color. When touched by a dwarf, a scream of utter agony and anguish fills the air.

14.      The holy symbol of a god long thought dead and gone. Although wrought in iron, it resists any normal attempts to damage it.

15.     A map of a city which claims to be of a city the PCs know well, although the pattern of streets and names on the map are utterly different from the city of today.

16.     A collection case holding fifty spent wands – crafted by the finest craftsman and enchanted by the mightiest wizards of a bygone age, but now reduced to mere wood, bone, and glass.

17.     A small, granite pebble which registers faintly to detect magic and similar spells, but which is otherwise wholly unremarkable.

18.     A cane of the purest white ivory, decorated with runes unknown to modern scholars, and topped with a handle of polished amber. Trapped within the amber is a strange creature unlike any the PCs have ever seen before.

19.     A miniature, mechanical model of a city. When properly wound, its complex mechanisms set its tiny inhabitants into motion, simulating for them a rotating cycle of activities which last for seven days before seamlessly repeating.

20.     A telescope of jade and banded with bloodstone. A character looking through the telescope sees not the world around them, but a strange, alien vista which – nonetheless – follows the motions of the telescope.

21.     A large snow globe, with a sturdy base of polished oak, depicting a small farmhouse in the midst of a forest clearing. Shaking the globe causes the snow to gently fall, and as it does miniature figures exit the house and begin performing chores about the farmyard. The figures return to the house as the last flake falls.

22.     A wood chip which acts as a magnet, despite its non-metallic nature.

23.     A broken music box which still plays a hauntingly familiar, but unrecognizable, tune if it is wound beneath the rays of the full moon.

24.     A complex set of interlocking gears which, if followed by the eye, seem to… twist at some point, as if they were not strictly bound by the geometry of this world. Although the device functions as a perpetual motion machine, it is not magical in any way.

25.     A finely crafted compass of gold and silver, decorated and labelled with ornate, dwarven and draconic runes. Once every 1d4 hours it randomly changes the cardinal direction to which its arrow points.

Continued tomorrow…

Golden ChaliceIt’s interesting watching PCs (and their players) slip through a varying appreciation of cash. The same folks who will cheer at a 100 gp payout at 1st level will gradually become far more jaded towards their bank accounts as the levels tick past.

“I’ve only got 2,000 gp!”

Ah, yes. You poor dear. You’ve only got as much money as the average person makes in two lifetimes.

Of course, this might all be funnier if it didn’t happen in real life and with real money all the time.

Scrolls: Bonds of Power

May 20th, 2011

In the beginning there was the Word.

And the Word had Power.

Many laypersons believe that arcane sigils are a language which describe power. But true wizards know that the symbols are the power. Wizards know full well the dangers of unleashing such runes in the open tablets of their minds, but they also know the great advantage of it and are willing to wrestle with the words for possession of their own sanity.

This is the great art of the scroll-writers: To trap primeval energy, ethereal spirits, and astral constructs in the ancient bonds of ink and parchment. If one were to carelessly copy such writings — to treat them like any scribbling to be trivially transcribed — one would be fortunate to merely waste their time. Far worse would be to mimic rites without perfecting them; to attract spirits without binding them.

Photo by Henrik Sendelbach.

The malero (meaning “the taking of sin”) is a religious ritual of cleansing.

Its origins lie in the auto da fes performed during the Years of Heresy by the Imperial Church. In these public processions, those found guilty of heretical crimes would be marched through the streets of a city before being led to a place of judgment where many would be tortured or executed.

The first bearer of the malero was Saint Alesia of Malthusta, who received a holy vision to lift the burden of sin from her town and bear it herself before performing a mighty geas to cleanse her own soul of its weight. Similar maleros were performed throughout the Years of Heresy, allowing those accused of heretical crimes to instead go free.

The practice of malero continues today in a lessened form: Holy warriors and knights are given tasks by the church in order to periodically cleanse their communities of the “vestige sin” which accumulates wherever men gather in great numbers.

More rarely, a malero be assumed in an effort to lift a curse or blight from a particular region.

THE MALERO IN YOUR CAMPAIGN

A malero can serve as a convenient scenario hook. Knights, paladins, and clerics associated with the church may be called on directly to perform them. In other cases, churches may put out a general call for anyone willing to undertake a malero. (This is particularly true for smaller churches with more limited resources.)

Notably, maleros are often called for in the wake of great tragedies. Have the PCs just captured a serial killer? We’ll need a malero to cleanse the community of such weight sin. Did they just save the village from some natural calamity? The gods must be cursing us with such times of trouble because of our sins; must be time for a malero.

A failed malero is a particularly weighty manner. If Sir Godric has taken on the community’s sin and has fallen before it could be cleansed, that means that the sin has merely been concentrated and is now free to roam once more. Who knows what mischief such sin might get up to? Once the players are familiar with the concept of the malero, you can use a failed malero to crank up the stakes for them.

You shouldn’t forget to play up the ritualistic component of the malero, either. Functionally it may not be much different from a guy hiring them at the local tavern; but the devil is in the details, and you can imbue the malero with a lot more unique flavor than that: Anoint them with oils. Make them swear a holy oath. Let them receive a proper blessing.

Make the malero significant.

 

Go to Part 1Go to Map

The key posted over the last several days for the Ruined Temple of Illhan represents the temple as it was discovered by my players. If you’re interested in running through the temple in the days after that hardy group of wanderers passed through it, you’ll want to make the following changes:

AREA 9: The secret door has been wedged open with iron spike.

AREA 20: The stone block has been propped up with three iron chests, holding it far enough off the ground for halflings and unarmored characters to crawl under.

AREA 21: Portcullis has been raised (using the control level in area 23).

AREA 26: The ceiling of this room has collapsed, leaving behind a solid wall of rubble in the doorway.

AREA 30: The iron chests and treasure have been removed.

AREA 36: Spear has been removed.

AREA 43: All of these doors have been chopped through with axes.

Thanks again to Dyson Logos for giving me permission to share his re-keyed map. I very much recommend checking out his site; he’s got a plethora of terrific stuff over there ripe for pillaging.

The Ruined Temple of Illhan - Dungeons

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.