Random Table: Goblet Descriptions

Goblet CrystalThis week’s table for Random Table Thursday brings us goblets! Goblets are everywhere – treasure hoards, at the local tavern, or at the King’s table. Today’s post includes 20 random goblet descriptions to liven up your descriptions. The King no longer drinks from a goblet, he drinks from a goblet of daggers!

As always The Iron Tavern welcome suggestions for next week’s random table. If you have suggestions for next week’s table feel free to leave a comment to this post or over on Google+!

 

Roll (d20) Goblet Description
1 crafted from smooth black and red marble, the thick stem rises to an oversized bowl
2 slender and smooth pewter colored base rising to thin crystal glass
3 crafted from intricately carved wood the goblet depicts a cluster of feathers forming the stem holding a bowl appearing as a nest of twigs and straw
4 pewter colored metal form the base and stem, giving way to a crystal glass bowl clutched by a trio of crow’s claws
5 crafted of white bone, possibly human, the stem appears as three femurs intertwined, topped by a bowl embossed with dozens of human skulls
6 made of a blue-toned metal, the stem rises to a bowl depicting a great sailing ship on heavy seas
7 made of a blue-toned metal, the stem rises to a bowl depicting a great sailing ship on heavy seas
8 dark metal comprises this goblet, the stem is fashioned to look liked a dozen daggers point up balancing the smooth bowl
9 made of polished silver, the goblet is devoid of any engravings save for the initials ‘LZM’ at the base of the stem
10 green tinged copper depicts two serpents entwined at the stem of the goblet, spiraling upwards to form a coiled bowl
11 the base material of this goblet is gold, though the entire vessel is covered with gems of a myriad of colors obscuring the underlying material
12 made of blown glass, the base and stem fade from an orange hue to a deep black bowl
13 made from resin covered woven fabric, this goblet stands 6″ in height
14 silver goblet with wide bowl engraved with a repeating series of triangular shapes
15 crafted from a ram’s horn, the goblet follows the natural curve of the horn with white and black marbling
16 a thin skeletal hand rises as the stem, grasping an ivory bowl with carvings of carrion birds circling it
17 stem of goblet carved to look like a wolf howling upwards, bowl balanced on wolf’s open maw
18 faded to time, dulled gold forms the goblet, a series of rubies circle the center of the bowl, two of which are chipped
19 a wide base moves up into a slender stem and barely expanding bowl, made of polished purple-hued crystal, a silver band covers the lip of the bowl
20 a black metal forms the bulk of the goblet with a gold elk on either side of the oversized bowl

 

Awarding XP

MathI have seen several discussions on how people award experience points for their system of choice. Some dole out the experience points by their system’s guidelines. Some make tweaks to the system or do it in a manner completely their own.

When I got back into gaming after a decade long lapse, I came with with D&D 3.x. I followed the experience point system religiously. Calculating challenge ratings, encounter levels and then handing out the appropriate amount of experience. A decent portion of my prep time was being spent with an experience point calculator so I could hand out experience points “correctly”.

My comeback as GM ended after about 6 months thanks to a TPK at the hands of an arachnid mouther. One of the other guys, a long time GM, in the newly formed group took up the reins as GM. He didn’t assign XP. He just told you when it was time to level up. It took just a little bit of getting used to, after all we were so used to recording experience points and watching that progression from week to week. But once we got used to this level up when the GM says, it worked out just fine.

The next time I GM’ed I ran a Paizo Adventure Path. I did not award XP at the end of each session. This alone frees up a good amount of time from bookkeeping. Time that can be better spent in other weekly preparation tasks. Of course with an Adventure Path this is a very easy method to use. Each installment of the AP tells you what level the characters should be at the beginning and at the end. This makes it very easy to keep pace without all of the overhead of calculating XP from week to week.

I adopted this same method for the Dungeon Crawl Classics game I am running online. I do not track XP there either. Characters hit 1st level once the 0-level funnel was complete. From there they level when I say it is time to hit the next level. We’ve been playing since late July, early August and they are 3rd level at the moment.

This method seems to have worked well for this DCC RPG group as well. It saves me a lot of time that can now be spent prepping fun things for the sessions instead of accounting tasks.

The Future

As I continue my closer look at several other OSR type rule systems it appears I may need to change my ways. With character classes frequently reaching their level advancement points at different XP amounts it will be a little harder to tell everyone to level-up at the same time.

I suspect as I finally settle in on an OSR system (or my own unique blend of them) I will end up handing out XP once again. I do not see myself going back to the meticulous accounting I used back in D&D 3.x, but a quick eyeballing, counting of treasure, and roll from there in handing out XP.

Finding this happy medium between arbitrary leveling up and meticulous accounting of XP I think the blend will help give players a feeling of achievement while still keeping my overhead as GM down.

I would much rather spend my limited time prepping the fun parts of adventures than playing accountant via complicated XP systems!

Random Table: Helm Descriptions

Art by Johnny Automatic

Art by Johnny Automatic

Helm descriptions. That is this week’s random table. The descriptions below can be used to give the Gamemaster a quick description for either a magical or non-magical helm. Maybe you just need an identifying feature about the castle guard to spice up your description. Or maybe the heroes have just found a great magical helm that needs some extra flavor.

Have suggestions for next week’s table? Feel free to leave some ideas in the comments of this post or over on Google+!

Roll (d20) Helm Description
1 silver, open-faced helmet with engraved, spiraling design etched into the metal
2 thick metal helmet, nose protecting band, band around the base with carved dwarven runes
3 goldish-hued helm with caged visor.
4 bronze helmet open-faced helmet with layered waffle pattern
5 helmet made of elk’s skull minus antlers, brown with discoloration
6 dark gray helmet, conical in shape with gold trim around base edges
7 open-faced metal helmet, plume made of black horse hair
8 wooden helmet, iron band around base and across the top
9 black visored helmet, visor fashioned into shape of skull
10 bright, mirror-like metal helmet, full-faced
11 boiled leather helm, studded iron band around the base
12 full-faced helm with ornate engraving of an eagle on each side
13 pewter colored metal, open-faced with band to protect nose
14 chain helmet, drapes to shoulders
15 boiled leather helm, a snake has been engraved into the leather, wrapping around the helmet
16 black metal open-faced, helmet, reinforced banding with raised gold decoration around edges
17 full-faced pewter gray helmet, visor has horizontal slits for and edged with black leather
18 battered metal helm, detachable chain face covering
19 boiled leather helm, thick leather bands with low profile metal studs
20 blood red full-faced helm, metal studs dot the helmet

 

Map: Wishing Well Cave

I have several irons in the fire at the moment, so today’s post will be short! But, given this is Wednesday and Wednesday has become a semi-regular map day, I present a micromap!

This map was originally done on a Post-It note. I used Sharpie Pens for the inking. The Post-It was scanned in and subsequently manipulated in Gimp and Inkscape for the final result. I have a whole collection of these micromaps, but I have not quite decided what I am going to do with them yet.

We’ll call this one The Wishing Well Cave…

Wishing Well Cave

Review: Interludes – Brief Expeditions to Bluffside

brief_exp_bluffside_coverThe Iron Tavern received a copy of Interludes: Brief Expeditions to Bluffside (IBEtB) last week to review. This is a supplement for the Castles & Crusades system published by Samurai Sheepdog and written by Jeff Quinn and Peter Schroeder. This product is a conversion of the original supplement for the Bluffside setting which was d20 D&D 3.x compatible.

The PDF is 42 pages in length, including appendixes and OGL license information. The product is in black and white. The adventure is designed for 2nd level Castles & Crusades characters.

The product includes an extensive Table of Contents. Every major encounter area, NPC, and player handout is included in the table of contents. Each clickable to jump right to the correct location.

Next follows the adventure summary and background and then a course of the adventure section. These are quite handy for a CK to quickly see the flow of the adventure and make reading the rest of the adventure a little easier by having this overview in mind. The adventure centers around a kidnapping of a family from a small village named Kirkwood. The PCs will be investigating and tracking down just who orchestrated this kidnapping.

The rest of the book is broken up into three main sections. Kirkwood, The Holy Grove, and The Crossroads. Each area is well detailed with buildings, NPCs, and maps throughout. The level of detail makes the area feel more like a mini-campaign setting than a single adventure. The detail has both good and bad points, though the bad points can be easily turned into good depending on the CK’s approach the module.

After reading this adventure I felt like there was almost too much going on and this product would be better marketed as setting than an adventure. With the amount of detail and NPCs for even the village of Kirkwood a CK could easily use it as a base of operations and an instantly populated town with interesting people and rumors. The main adventure almost felt secondary.

The adventure arc was good, it just felt a little lost amongst the other detail. A kidnapping with a twist and one that ties a couple of power groups together. I felt the adventure was very solid and would be an enjoyable play.

The module strikes me as better if the CK goes into it with expectations of it being a mini-setting with an already provided adventure with several additional plot-hooks and suggestions for future adventuring in the area. Kirkwood could provide many, many sessions of adventuring between the as written adventure, rumors, and suggested adventure opportunities.

The product is lightly illustrated with a handful of graphics appearing within. There are numerous maps of the area, buildings, and such. The maps suffice, but I think they could have been of higher quality, the resolution seems a little low for several of them. It does not impact the usability of the map though, just the overall appearance.

Overall the product seemed a little rough around the edges, but given just a little bit of work and prep from the CK offers an excellent starting point for a campaign. The town of Kirkwood is wonderfully detailed. There are plot hooks sprinkled throughout via rumors and there are numerous NPCs for a CK to use to generate building their own. While it appears the PCs are meant to pass through the village, it seems like a good place for low-level PCs to call a base of operations.

If you are need of a lower level C&C adventure and possibly a place for your PCs to call home for a bit I think Interludes: Brief Expeditions to Bluffside is a good purchase. Just be aware that it needs just a little polish from the CK to really make it sing and make it your own.

Random Table: Ship Names

Art - Johnny Automatic

Art – Johnny Automatic

This week’s random table is a list of ship names. This is certainly not the first random table of ship names or even the biggest. But the ship names here should all drop easily into a campaign. So the next time your characters are looking for passage or simply strolling along the docks, you have some handy ship names at hand!

Roll a d20 on the below table and the ship in the harbor has a name!

Have suggestions for next week’s table? Feel free to leave some ideas in the comments of this post or over on Google+!

Roll (d20) Ship Name
1 Wolf of the Waters
2 The Swimming Rat
3 The Oaken Cask
4 The Shimmering Sea
5 Green Emerald
6 The Three Mistresses
7 The Lillian McKursky
8 Angel’s Asylum
9 The Twilight Star
10 Fawnra’s Pride
11 The Plying Pauper
12 The Two-Hearted Mermaid
13 Wayward Siren
14 The Lucky Albatross
15 The Whispering Sail
16 Adelaide
17 The Tempest Tempter
18 The Trinity
19 Silver Sea Spider
20 The Raging Prophet

 

G+ Event Banners

I started converting some of the maps I have drawn into G+ Event Banners for my own games. I think they came out looking pretty good and more banners for use in scheduling your RPG related events is always a good thing!

To use these banners for your own events right click and save the image to your own computer. When creating your G+ Event you can choose Change Theme and select the Upload option. Drag the uploaded image to the box or browse to the location you downloaded the map banners to.

Enjoy!

G+ Event Banner 1

G+ Event Banner 2

G+ Event Banner 3

G+ Event Banner 4

G+ Event Banner 5

G+ Event Banner 6

Lesser Gnome Games Swag

Lesser Gnome LogoMy Lesser Gnome Games swag arrived late last week! Lesser Gnome Games had a presence at Gary Con this year, but circumstances prevented me from attending as I had hoped. Instead Zach of Lesser Gnome Games shipped me a T-shirt for his upcoming Kickstarter, Whisper & Venom, and the Thopas the gnome mini!

If you haven’t heard of Lesser Gnome Games or their upcoming Kickstarter, Whisper & Venom, it is well worth following what they have in the works.

The Kickstarter for Whisper & Venom is coming in June of 2013. The product is a boxed adventure bundle for use with fantasy RPGs. The adventure and setting will not be system specific, but it seems it will have old school sensibilities.

From the Facebook page for Lesser Gnome Games:

“Whisper & Venom is a small setting and adventure that describes the coming of a great evil to a pastoral village in a remote valley. The signs of danger are subtle, but as a intrepid party of adventurers makes a investigation, great mysterious and terrifying secrets reveal themselves.”

Included in the Deluxe box set will be an Adventure Book, Setting Guide, Poster Maps, unique miniatures, and more.

Folks are getting more leery of Kickstarter these days, but I think this is going to be one to watch, especially with the OSR crowd. Zach at Lesser Gnome Games has been planning the execution of this Kickstarter for many months now, hence the June 2013 launch on Kickstarter. The Facebook page notes the adventure has already been written, so this is not a case of put the Kickstarter up and then write the project. Commissions for the artwork has already begun as well as Lesser Gnome Games gets everything lined up.

Lesser Gnome Games has also wrangled in some big names for some of the work inside this Boxed Adventure Bundle.

Jeff Dee is doing the cover and illustrations. Jeff is in that first-generation D&D artist group having done art in the early days of AD&D. The gnome in the pictures below was done by Jeff Dee.

Alyssa Faden is doing the full color poster maps. Examples of her work can be seen on The Cartography of Alyssa Faden Facebook. Excellent work and nearly guarantees the Poster Maps will be awesome looking!

Center Stage Miniatures is doing the 28mm figures for the set. The gnome (pictured below) was done by them and it looks great.

I will be keeping an eye on this one as it unfolds, so I am sure we will see some more about Lesser Gnome Games and their Kickstarter here as it evolves. Make sure you get the news straight from them though, their Facebook page is active and is great way to follow their progress as June nears. For those that prefer Twitter you can follow them @lessergnome.

The Iron Tavern also happens to have an extra mini that I plan on giving away in a contest. I just need to figure out what that contest will be! But keep an eye out for the contest announcement in the coming weeks to win a Thopas gnome mini!

And finally – a closer look at some of the swag. My good camera is in a box somewhere, so  please bear with the cell phone pictures.

 

 

Random Table: Boot Descriptions

bootsThis week’s random table is a list of random boot descriptions. Use these descriptions to spice up your next set of Boots of Speed or Boots of Elvenkind or any other type of boot in that treasure stash. Or maybe you just want to add a little more description to the NPC the party meets at the local tavern. The following table has you covered!

Roll a d20 on the below table and a boot description awaits you!

Have suggestions for next week’s table? Feel free to leave some ideas in the comments of this post or over on Google+!

Roll (d20) Boot Descriptions
1 light brown leather, with black stitching
2 mid-calf leather boots, brown with black and red stitching depicting a phoenix on each boot
3 brown leather boots, oval “vents” along the sides, stitched in red thread
4 green and black reptile skinned boots, toes of boots have fangs engraved on them
5 suede boots, stained dark in several places, 3″ wedge heel
6 black leather, silver stitching forms crescent moon amidst many silver stars on the sides
7 reptile scaled skin boots, mid-calf length, very soft to touch
8 mid-calf boot, green upper with a pattern of leaves engraved in the uppers, mid-brown lower with thick sole
9 ankle high, dark red leather boots, thick, gold stitching, initialed DN
10 solid black boots, knee high with soft, supple leather
11 black leather boot, 1/2″ spikes protrude from various locations of the boot
12 heavy leather boots with six wide buckles, mid-calf
13 knee high boots, a pair of buckles secure them at the top, dark brown leather with black stitching
14 hobnailed boots, dark brown, ankle high, light brown stitching
15 boots border on tall moccasins, light brown suede leather, solid sole, a trio of white and black feathers hang from each boot strap
16 dark brown boots with metal rivets as trip along the edges and seams
17 over the ankle leather boots, leather woven together forming a “waffle” pattern
18 black and brown reptile skinned boots, an image of snake is depicted wrapping around the upper portion of the boot
19 gray leather boots with thick silver buckle across the ankle and smaller silver buckle at the top
20 mid-calf black boots with white fur lining them

 

The Cut-Scene Funnel

TombstoneCharacter Death

Character death is inevitable in Dungeon Crawl Classics RPG. The 0-level funnel DCC RPG games start off with practically guarantee it. These early campaign deaths are easy to deal with as the game is just getting started. The 0-level funnel helps form the psyche of these want to be heroes and is a valuable formative part of these adventurers.

As characters level-up it does become increasingly more difficult to “kill” a character. Between the luck mechanic, bleeding out rules, and recovering the body rules, even fights that go south quickly are frequently survivable with a little luck. Despite that there will be continued character death in a DCC RPG campaign, sometimes things just get a little crazy and luck is not with the player as their character fails a luck roll.

We have been trying to find a way that works well for our group for introducing new characters to our DCC RPG campaign. This post covers the path to what will be our upcoming experiment – the cut-scene funnel.

My Campaign

I have been running a DCC RPG campaign on G+ Hangouts for a little over six months now. The characters in the party are now 3rd level and have been there for a couple of sessions. We have three characters that were in the original 0-level funnel that have lived to continue adventuring.

Along the way we have had several opportunities to experiment with how we add new characters to the campaign. We are still trying to figure out the best way (well, the way that works the best for our game) to add these new characters to the campaign. The method that works best seems to change as the levels of the main characters increase.

Early Attrition

In our campaign the character deaths that occurred early in the game seemed to happen to players that still had two characters from the funnel. This led to not much needing done when a character died in the low levels as the player would still have a character to continue playing.

For the exceptions to this I would have the player roll up three new 0-levels, choose their favorite and then level that one to a matching level – in this case, 1st level.

This method seemed to work well as the main characters weren’t that far out from the funnel. The new characters were still early enough in their adventuring career that missing the funnel was not hugely detrimental.

During this phase of the campaign we also added a new player to the mix. For the new player I had him generate three 0-levels and play them. This worked out well too. In fact I could have easily swapped this method for the advance one 0-level to first level with no issue.

2nd Level Era

Eventually the group reached 2nd level with their main characters. Here 0-levels were already feeling a bit too far out of a reach for our group. A lot of the characters that we introduced during this stage of the game were brought in via the generate three 0-levels, advance your favorite to 1st level and join the party.

This seemed to work mechanically, but the new character seemed harder to get a feel for. They had not had a 0-level funnel experience for the formative stage of their character. Most of these characters eventually “gel-ed” with the group, but it seemed to take more effort to do so. Luckily I have a great group of players, but I could see this being an issue for some groups.

3rd Level Era

My campaign has only been in the 3rd level stage for a couple of sessions. At this point the players were realizing having a stable of characters to draw from might be worthwhile. We discussed how to do this and at first settled on bringing in 0-levels to complement the existing characters. Our group feels the 0-level play is what really turns a character from a cardboard cut-out to something with experience and formative events.

This experiment did not pan out very well for us. The 0-levels accompanying the 3rd level characters on an appropriate level adventure really didn’t stand a chance to survive. Using them as “trap detectors” was pretty much instant death. If they found themselves too close to an enemy, one hit was certainly all that was needed to put an end to them.

The 0-levels we introduced in this fashion all met their fate in the very first session.

Phoenix_DrawingWhat Now?

This led to more discussion on how we were going to introduce new characters to our DCC RPG campaign. We’d tried several methods along the way, some of which worked well mechanically but left us feeling disjointed story-wise and others that seemed to lack mechanically as well.

I offered the idea of a cut-scene funnel. What I proposed was that we would shelve the main characters for a session or two and “cut away” to a trio of 0-levels for each player. I will run these 0-levels through a special funnel session independent of the main characters. Once that session is finished we will have the surviving characters leveled up to main character level minus one. So in this case, the survivors will be allowed to advance to 2nd level.

These 0-levels are from the same area, “The Great City” in our campaign, and likely have even been hearing tales of the heroics of the main characters. Eager to find fame and success of their own and possibly catch the attention of the main characters with their own heroics, these 0-levels will set off to make a name for themselves.

There are several reasons for trying this approach. First, everyone in my group enjoys the funnel. They have a good time playing it, we get a lot of laughs and we all think it is a shame we only get to do it at the start of the campaign. So this new trial will let us play the funnel again without scrapping the whole campaign.

We also think the funnel really helps develop a character. So now the stable of characters we build will have actually played through a funnel and get the opportunity to play in this “development” adventure.

The first session of the experiment will be happening this week. Once we finish the experiment I will post more details of how it played out. Be sure to check back if you are curious about the results!