Roleplaying Tips Weekly E-Zine Issue #307
100 Waterborne Encounters
Contents:
This Week's Tips Summarized
100 Waterborne Encounters
- 100 Waterborne Encounters
Readers' Tips Summarized
- Little Helpers For Busy GMs From: Mike Bourke
- Know Your Spells From: Helpful GM
- Saving PCs With Surprise Items From: Sam
- Comments On Diceless From: Sam
- Alien Language Resource From: Minstrel
- Great Name Links From: Milan Cirovic
- Resource For Faking Runes From: VTKuga
- Making Battles Interesting From: Devon
Return to Contents
New Titles in World Building Library!
Check out Expeditious Retreat Press' World Building Library,
a series of inexpensive articles and works of public domain
for the world builder in us all! We have released additional
titles concerning Tibet and India as well as a series of
articles on Fantasy Racial Foods.
www.xrpshop.citymax.com
Return to Contents
A Brief Word From Johnn
Website & E-Mail Sketchy This Week
I'm in the process of changing web hosts, so the website and
my e-mail might be down over the next few days. Then again,
it might not. If you do experience e-mail issues, feel free
to reach me at:
johnnfour -at- gmail dot com
Battery Day
Last week we hit Daylight Savings Time, which was a good
excuse to declare it battery day. We put all our new
batteries in a box, walked around the house, and replaced
dead batteries as needed. It's a pretty fast and efficient
way to keep the clocks running.
This isn't a roleplaying tip, but I thought you might get a
charge out of it anyway. :P
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Dungeon Raiders E-ZINE
Created by RPG fans for RPG fans.
Featuring Plot Hooks, NPCs, Adventures,
and Maps in every issue!
All game systems and genres welcome.
Check it out now!
www.dungeonraiders.com
Return to Contents
100 Waterborne Encounters
This sunken treasure chest full of water related encounters,
hooks, and snippets of detail is brought to you care of the
GMMastery Group. Thanks to everyone who contributed their
ideas! Use the following list as inspiration, in-game
encounter seeds, or backdrops when your group next sets
sail. Ahoy!
- Fallen tree along the shore - branches a haven for birds and fish
- Rogue wave rocks ship
- Bird circles ship overhead and follows
- Dolphins race ahead
- Wreckage spotted
- Whale sighting
- Sea monster sighting (kraken, giant turtle, sea serpent)
- Short squall passes over, drenching all
- Ship hull burned to water level in the distance
- Lone rock covered in gulls
- Large bird nest spotted in tree along shore
- Flying fish
- Life preserver floats by
- Secret compartment found on board; Captain mystified
- Shark fin sighting
- Buoy marking a sunken crab trap or shallow ground
- Fishing lure dredged up
- Debris crashes against ship
- A box floats past
- Iceberg in the distance
- Wind picks up
- Clouds form and skies darken
- Sea lions
- Large school of fish at the surface of water cross ship's path
- Rigging comes loose
- Food supplies are destroyed by vermin
- Someone gets seasick
- Tide of coloured seaweed/kelp
- Gull droppings bombard one person over the course of several days
- Smoke in the distance
- River/wave carries the ship miles past it's intended port
- Wave grounds ship
- Port closed due to plague
- Captain develops dementia
- A female crewmember finds she is pregnant
- A foundering, plundered ship
- Shipboard pet constantly steals small items from one PC
- A sailor who "plays a bit of flute" challenges a PC bard to contest
- Ship hits a Sargasso Sea, weeds choke movement
- Other stuck ships are visible, some with rotting sails
- Ship is boarded and searched by the Navy
- Sky fills with immense flock of migratory geese that stream by for five minutes
- Surface of the water is covered with an oily, coloured film
- Random rubble along sea floor resolves in your mind as a pattern of roads
- Ruins appear beneath the surface of the water
- An iceberg calves or a cliff face shears off and tumbles into the water
- Boat swept into a localized current flowing contrary to intended direction
- A low dark cloud appears and sweeps in your direction to engulf the ship
- Approaching low bank of fog is actually a swarm of insects
- Columns of kelp float on the surface while passing through what should be deep water
- Dull grey waters become strangely crystal clear as the< sun zeniths
- Bioluminescent algae float in the water, giving off< faint light and revealing dark shapes
- Your hair stands up as the rigging coruscates with electric blue light while balls of lightning move overhead
- A rain of stinging jellyfish falls from the sky; a waterspout roils water in the distance
- The navigator muses about two new stars that move each night
- Aurora Borealis in the night
- Globes of light move beneath the surface of the water
- Animals along shore migrate in the same direction, visibly agitated
- Unchecked forest fires burn along the shoreline
- Water calms, humidity rises to 100%, temperature climbs, you are driven mad with unquenchable thirst, the sun seems to stand still
- As a tentacle wraps itself up the side of the ship, though not over the railing, the ship lists until the suckered arm detaches
- A black cloud roughly the size of your boat is fixed above you, emptying sheets of rain in a permanent squall
- A flag pole protrudes from the water ahead of the ship--it is the top mast of another ship, submerged but upright, having achieved neutral buoyancy at this unlikely depth
- Alone on high seas, you are overtaken by another vessel under full sail but without a soul on deck
- Approaching port, no ship responds to your hails, and doors and windows are hung with black cloth; a single solid yellow flag flies from the end of the pier
- A rogue wave travels under the ship, lifting then dropping it
- A rogue wave crashes upon deck
- A floating, watertight chest knocks up alongside--it might contain a relic, philosopher's journals, or junk
- The classic "message in the bottle" arrives
- One of the sails tears loudly
- A shipmate goes harmlessly insane, spouts prophecies
- A shipmate gets hit by the mast and slips into a coma
- An artist paints or carves in wood a portrait of a sunset
- Someone drops and chases something valuable that slides across deck
- A fishing net catches something valuable
- Someone is stealing rations from the ship's supplies
- There is a stowaway that nobody knows about
- Snow or a freezing rain storm causes slippery decks
- Someone plays a prank
- Beautiful coral reefs
- Something big and heavy falls and rolls across a deck
- Something absurdly large is discovered in the hold; nobody realized they were transporting it (large mammal, ancient statue, fountain)
- Decayed body floats by
- Ship tilts to one side and corrects itself before anyone finds out why
- Nets or fishing lines are pulled by something massive, dragging ship along
- A gust of wind brings vomit back over the rail to hit someone
- Crew experiences scurvy
- Crew experiences communicable diseases picked up at port
- Whirlpool grabs ship, spins it, then ceases
- Navigation charts/equipment are lost causing the crew to navigate by
- more primitive methods
- Eclipse of the sun or moon
- Smell of flowers comes on the wind and lingers
- Bird drops dead on ship
- Bird lands on ship carrying an unknown plant
- Clouds appear that are unmistakable representations of crew members, then fade
- Whole crew falls asleep
- Cargo is discovered to be different, but of equal value
- Fisher man seen fishing with dynamite (or fireballs)
- Dragon catching fish
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D&D SoloQuest - Brothers By Blood by Kenzer & Co.
In Soloquest - You Are The Hero!
In the bay city of Zoa, two deadly thieves' guilds war over
territory. You are a young member of the Shadowed Fist
guild, and must try to save your brother who is dying from
poison.
As well as many different paths for adventure, this book
includes:
- Basic and Advanced Rules
- Pregenerated or Custom Characters
- Dice Tables
- Quick Reference Tables
D&D SoloQuest - Brothers By Blood at RPG Shop
Readers' Tips Of The Week:
1. Little Helpers For Busy GMs
From: Mike Bourke
GMs have a lot of work to do, and many take advantage of
random generators to help share the load. However, just as
many don't realize there are a lot of other options
available, and those options are what this tip is all about.
- Day Planners
- Address Books
- Task Organisers & Planners
- Web Page Editors
- Recipe Collection Software
- Database Software
Most of these fall into the general category of Business &
Productivity Software, which is _not_ the place most people
look for GM tools.
1) Day Planners
Don't use these just for yourself; use them for your major
NPCs as well. Block out who's doing what and when. When is
the changing of the town guard? When do the markets open?
When do the inns close? When are the town gates barred?
Mapping everything related to a town or significant NPC
gives you a wealth of information, but don't stop there. Use
them for your random encounters as well. Are there orcs at
the guard post in the day? Is there a wyvern flyby at 7PM?
Do the kobolds only come out when the orcs are eating?
Using a day planner for every room of your dungeon or every
business in town is excessive, but doing some general ones
can bring a location to life.
Use one that lets you save the day's schedule to a text file
so you can replace the date information (usually at the top)
with a brief statement of who or what the schedule is for.
Instead of planning what the PCs will encounter on their
next shopping trip, simply let them wander and describe what
they see.
2) Address Books
These can hold a wealth of character details. Use one that
lets you export a text file of contacts. Just because the
field is labelled "Phone Number" doesn't mean that's what
you have to put there. It could be stats, or class and
levels as email addresses: "Fighter@7," "Thief@4."
Use a phone book to generate summaries of the PCs and NPCs
in your campaign. Use the address to indicate where the
person is and perhaps what they do. "Blacksmith, 12
Petticoate Lane Sewer, Lower Scratchenbury."
Use the postal code to point to the numbered page in a book
or diary where you keep track of what interactions that
character has had with the party, his equipment, and his
daily schedule. The software doesn't care what information
you type so long as it fits the format. It always keeps the
list alphabetical, except for those address books that let
you organise the entries by address, so all the Blacksmiths
in Lower Scratchenbury are listed, and then all the
Candlestick Makers, and so on.
This can even be used for encounter ideas. Is the guide the
party just hired related to the innkeeper they cheated 4
adventures ago and three towns over? They have the same
surname....
3) Task Organisers and Planners
The most versatile of the lot. Don't just use these to keep
track of what you need to do before the next game session.
Use them to track the villain's master plan. Use them to
plan your scenarios. Assign each random encounter check as a
subtask. You can even use these to plan your whole campaign
(the PCs need to be 14th level by the time they reach Lake
Scrimshaw, so that's at least two encounters on the way).
Think about what the software can do, not what it's designed
to do. This is a case in which older versions are probably
more useful than the current ones-older versions might not
automatically get the date from the system clock, it might
let you enter it manually.
You can use your project planning software and make back-
dated entries to compile a campaign timeline of events: "PC
X made 5th level," "Robber baron ousted from castle,"
"Encountered goblins, rescued maiden", and so on.
4) Web Page Editors
Make a personal web page for yourself every time you need to
do a menu for a tavern, or a price list for a store, or a
decree from the King, or just about any document you can
think of. Then print it from your web browser.
Not only will it (usually) add the filename to the top of
every page, but the date and time and the page number.
Remember, a web page is just text and graphics over a
background - so if you use the right background, you can
make just about anything!
5) Recipe Collection Software
Wonderful for spell lists with effects (in the instructions
section) and material components (in the ingredients).
6) Database Software
Make a database of people: who they are, what they do, where
they were encountered, and what happened to them. Do another
one for towns and communities. Another one for random
encounters will stop you from becoming predictable by always
pulling out your favourite monsters.
There are many other such examples out there. Again, don't
look at the purpose for which the software was designed,
look at what you can do with it, and ask yourself if that
will save you work in the long run or improve your game.
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2. Know Your Spells
From: Helpful GM
One of my favorite speed-up-combat rules is "Know Your
Spells!"
It started with just spells, but it really means "know the
rules that apply to the thing you want to do." As a tip in a
previous issues suggested, players have several turns to
think about what they want to do. They also have all that
time to read up on the mechanic if they're not 100% clear
about it.
I'm still a tad soft on this rule because my players try;
they're just not adept at it. In my ideal world, it'd be
something along the lines of, "if you can't explain the
mechanics of what you want to do in 10 seconds, you have to
either do something else or delay until you figure it out."
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3. Saving PCs With Surprise Items
From: Sam
Dear Johnn,
Thanks for the weekly feed of Roleplaying Tips in a game-
scarce time for me. I enjoy every single line!
I was reading the issues on single player campaigns and I
had an idea how you might keep the inexperienced or simply
unlucky player from sudden and early death: use items
instead of familiars and henchmen for players who are
unwilling to take those with them.
For example, during character creation, give the player a
small necklace, seemingly worthless so they don't sell it.
It could be a gift from someone special. The item could then
have some enchantment or charm, like an alarm spell, some
healing, or other protection.
There are many ways to incorporate this. Perhaps a friendly
spirit lives in the item, or the one who gave it to the PC
is dead, but can appear as a ghost to the one who wears it.
This item could also provide a side quest or hook. Think how
would your player react when his only help in the dangerous
wilderness suddenly goes missing. >:')
I hope this is helpful. Cheers and smiles to all the
readers.
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4. Comments On Diceless
From: Sam
Hello,
I just read the topic 'Why Go Diceless?' and as a fan of
play-by-post RPing I thought I'd give my view. IMHO, leaving
dice out results in a more realistic environment. Rather
then trust the roll, you rely on your common sense.
The best thing about going diceless is it leaves more space
for character development and focuses less on levelling.
Sure, as you go you'll get better, but levels can be no more
than a rough indicator to compare the skills of two
characters (PC or NPC). That doesn't have to mean a lesser
skilled character will loose, but instead of the dice and
some luck deciding the outcome, it will depend on the
character's actions.
I think it's also a way of stimulating more descriptive
actions. If you have a character who "attacks his opponent,"
it's hard to figure out what will happen. How does he
attack? Is there a follow up? What are his plans for
defensive actions?
Another major part of character development is character
motivation. Nothing you do is without motivation. Even
spontaneous actions are motivated.
I'm not saying you should be giving a motivation for every
tiny thing, but I believe it's a necessity for the larger
stuff. What's wrong with a peaceful orc, or a necromantic
faerie? Unusual, but possible. I believe, in such cases,
there's a need for decent background.
Also, it's not because your PC doesn't know the reasoning
behind his action that you, as player, don't. What your PC
claims, what he really thinks, and what you know the reason
to be, can be three different things.
Some other related articles, by Rich Burlew, can be found
here.
These can be used both by players to flesh out their PCs and
by GMs to flesh out their NPCs, regardless of the presence
or absence of dice. In their absence, however, players might
find it easier to focus on motivation and good choices,
rather than racing for experience.
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5. Alien Language Resource
From: Minstrel
Hello, Johnn,
Each week I am more and more amazed how one newsletter can
make my GMing better and my campaigns more fun. I have a
small tip for GMs searching for an alien language for their
sci-fi or fantasy game. If you have a (preferably extinct)
civilization that could think five or more times faster than
man, and you need to supply players with some writing
samples, look up this address.
The language is called Ithkuil, and even its creator, John
Quijada, has never mastered it. Its script is so alien and
elegant it would be ideal for any Ur-Quan-like civilization
set out to confuse and baffle spacehardy adventurers. Look
in "The Script" chapter for a large database of characters
for all the puzzling symbols you will ever need.
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6. Great Name Links
From: Milan Cirovic
- Ancient Names Galleria
- Medieval Names Archive: Collection of articles on medieval and renaissance names.
- Kate Monk's Onomastikon: Very big collection.
- Lists of monarchs.
- Regnal Chronologies: The study of king lists.
- Behind the Name, the Etymology and History of First names:
English, French, German, Italian, Spanish, Arabic, Indian,
Irish Names Mythology, Biblical, African names, and more.
- Onomastics (the study of names):
About names, mostly linguistics, with very good lists of
Celtic names.
- A Collation of Viking Names: "This paper is an attempt to collate all the different
proper names of Vikings from various sources such as the
sagas, rune stones and extant Viking artifacts."
- EBoN-Everchanging Book of Names by Sammy Pyorre: Generate
lists according to your own list of names. There are
approximately 350 different chapters on the home site.
- NameMage
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7. Resource For Faking Runes
From: VTKuga
A wonderful resource that covers all (as far as I can tell)
writing methods:
Great for the DM who doesn't want to spend time designing
his own text cipher. Confound your players with notes
written in Khmer, the language used in Cambodia, or even
Tectonese from the ever popular film and TV series, Alien
Nation.
Script away!
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8. Making Battles Interesting
From: Devon
In combat I like to give my PCs the chance to shine and to
help me speed things up. I do this by giving them finishing
moves. It's pretty much a diceless description of the
gruesome particulars of an enemy's death. This works best if
the enemy is low on health, and it may not be useful for all
situations.
I'll give you an example:
In one game, a close friend was playing a gladiator and
facing off against a few lizardfolk in a match. The last,
pitiful foe rolled well, but could only reach his legs, so
he stabbed his dagger straight through the PC's foot,
pinning it to the ground. Without missing a beat, my friend
did a spin kick to impale said lizard in the head with his
own knife. I decided to just allow it, and that's how that
got started.
Another idea is to allow for various applications of each
character's unique abilities. I often have players who like
to pick a few non-combat skills, like knowledge, craft,
perform, etc. I always try to use those in combat
situations, making a unique challenge that makes the player
glad he went out of his way to take that skill.
Along the same lines, I often try to litter battlefields
with high ground for archers, thieves, monks, and wizards. I
like to implement more natural surroundings for druids and
rangers, even in big cities. And I always make my fighters
and such useful for more than just soaking hits up.
In one combat, a party of three met a group of bandits in a
busy city street. The assassin of our group started flipping
up to a roof, via a signpost, while our druid started
working on a nearby botanical store to entangle the enemy.
With poisoned arrows and knives raining on the few enemies
still free, our paladin was actually able to seek for the
enemies' surrender.
It can't always work out well for everyone, but I try to
make it so that everyone has a place in both combat and
roleplaying.
Return to Contents
To Duel With Dragons - For Monte Cook's Iron Heroes
Is nothing but a steel blade and an iron enough to defeat
the mightiest monster of all? In this all-new adventure
module for Monte Cook Presents: Iron Heroes, the PCs are
called to locate a missing child - the child of a dragon,
that is. They must explore an ancient dragon graveyard and
defeat a mighty evil wyrm using their wits and their
weapons. Like all Iron Heroes adventures, this one uses a
low-magic, high-action setting to give heroes a true chance
to become - Iron Heroes.
To Duel With Dragons at RPG Shop