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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
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
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 WildenThe 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
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 WordsWhen 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 GaspsThese are good for a few moments thought from the PCs, and maybe a giggle or two.
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 ShardmindIn 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
9 Unnerving Habits
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