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Results for tag: Random thoughts
Posted by: Peter.S on May 6, 2010 at 08:52:25 AM

I've posted another drabble of random thoughts over on the D&D group page.

Posted by: Peter.S on May 6, 2010 at 08:51:30 AM

I’m Hurt, Doc

Heroes take lots of punishment. Lots and lots and lots, really: Every PC gets bloodied in just about every fight, and it’s not unusual that one drops to zero and needs some help getting back up. And at the end of the day, that’s good for the game. It defines the threat and brings the sense of danger closer to the heroes. But “I’m bloodied” and “that drops me” are repetitive. The DM can use this list of descriptive damage to spice up wounded monsters, or to bang up the PCs a bit more. Players can even use it themselves.

8 Wounds to Take When You are Bloodied

  • A broken nose. It’s bleeding furiously and it needs to be set, unless you want a fighter’s nose structure.
  • Dislocated finger. Shove it back into place on your next turn.
  • A nick off the ear. It bleeds
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Posted by: Peter.S on Apr 29, 2010 at 08:45:17 AM

You can find another random few thoughts at the D&D group page blog today.

Posted by: Peter.S on Apr 29, 2010 at 08:44:18 AM

Where Did That Come From?

Adventurers find unknown magic items and relics all the time in the course of their adventures. A mysterious dagger in the emperor’s chamber, a strange map of an unknown land in the abandoned library, a mysteriously empty box in a dragon’s lair? All those things are expected in concept, if not in form. They might be interesting, but finding them is no surprise. So what about objects the heroes find on their own persons? Discovering something strange where you expect everything to be normal is much stranger than it would be in a lost temple.

8 Things to Find in a PC’s Pockets

  • An egg. It is still warm and resists breaking.
  • Dried fish, when the PC haven’t been buying or eating any.
  • A pair of gloves, black with blood-red thread.
  • A skin of a drink the PC has
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Posted by: Peter.S on Apr 22, 2010 at 08:31:30 AM

You can find the newest Random Thoughts on the D&D group page.

Posted by: Peter.S on Apr 22, 2010 at 08:29:01 AM

Act Like a Wilden

The wilden are a mysterious people. They are too new to be familiar to anyone, and the world hasn’t sorted out its wilden stereotypes just yet. As an expression of the Feywild’s self-preservation, they are naturally conservative when it comes to taking risks. This can manifest itself to strangers as a reluctance to express themselves unambiguously, which is why some wilden speak frequently in confusing metaphors. For this reason, the below phrases are accompanied by rough translations.

9 General Statements

  • We see you as we see the rising sun. (I’m genuinely glad to see you!)
  • When two travelers meet on the road, it is a coincidence. (Hi. I don’t know why you’re here.)
  • We see you as the fern sees the shade-giving pine. (Thanks!)
  • The tree does not shift its roots
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Posted by: Peter.S on Apr 15, 2010 at 08:37:54 AM

You can find another few of my random thoughts on the D&D group page, this time concerning the last words out of NPCs' mouths.

Posted by: Peter.S on Apr 15, 2010 at 08:34:19 AM

Curious Last Words

When an NPC or monster dies, the last words out of its mouth are usually “Guhhhhh,” or “Mlehhhch,” or sometimes the sound of sloshing guts and blood. When you feel like injecting some additional flavor into your game, you can grant some of the PCs’ victims a few curious last words. Use the copious ellipses below as a guide to hamming it up.

10 Flavorful Dying Gasps

These are good for a few moments thought from the PCs, and maybe a giggle or two.

  • I love you, Matilda!
  • Where did I leave… my… keys?
  • Thank… you.
  • My death is proof of my devotion!
  • When you join me in death, I will be laughing.
  • I was too much… a coward to do it… myself.
  • It tastes… like chocolate.
  • I always hoped to die… at sunset.
  • Funny. I always thought… it would be the drugs that did
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Posted by: Peter.S on Apr 8, 2010 at 11:25:01 AM

You can find my latest random thoughts on the D&D group page blog.

Posted by: Peter.S on Apr 8, 2010 at 11:18:07 AM

I've been asked to collect my random thoughts on Thursdays rather than Fridays, so here they are:

Act Like a Shardmind

In most parts of the world, shardminds are curiosities, almost freaks. People don’t understand them or their motivations. The Living Gate is incomprehensible to most people shardminds meet, and the psychic powers shardminds gravitate toward are strange to these people. To help you live up to this legacy, here are some sayings and habits you can include while playing a shardmind.

5 Introductions

  • This one acknowledges your existence.
  • Greetings, unique individual.
  • Salutations. Of what shattered astral construct are you a part?
  • This one awaits proof that you are sapient.
  • This one wonders why you do not share thoughts with me.

9 Unnerving Habits

  • Refuse to speak. Use telepathy
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