Game Mastering ~ Starting Pt. 1Preface
There is a lot of already existing written media on this subject, most notably in the core rule book(s) for each role playing game out there themselves. Unfortunately, as a warning, they aren't always in extreme depth or are only geared towards their specific game. This isn't bad if you have a little personal experience and/or plan only hosting that specific game.
By contrast the intended purpose of this column will only be about my personal opinions, experiences, tips, philosophies, and experiments that can be applied to all role playing games (I hope).
Where to start?
I'd suggest reading the provided materials in the core rule books of the chosen game. By doing so, you'll usually cover a lot of ground and will be informed on how to game master the game you want to host.
Then you can decided if the setting presented by the game is really interesting and is of a genre that your passionate about. If you can say yes to both of these then you're ready to go. I can't
Kitten SwarmHundreds of tiny, cute, fluffy kittens pour out of the doorway, engulfing to party, climbing up legs, mewing and purring.Kitten Swarm2 years ago in Profiles More Like This
N Tiny Animal (Swarm)
Init: +7 Senses: Lowlight Vision, Scent; Perception +5
AC: 15, Touch 15, Flat-footed 13 (+3 DEX, +2 Size)
HP: 16 (3d8+3)
Fort +4, Ref +8, Will +2
Defensive Abilities: Swarm Traits
Speed: 20', Climb 10'
Melee: Swarm (1d6)
Space 10' Reach 0'
Special Attacks: Distraction (DC 13), Demoralization (DC 15)
STR 2, DEX 16, CON 13, INT 2, WIS 13, CHA 8
Base Attack +2; CMB --; CMD --
Feats: Improved Initiative, Lightning Reflexes
Skills: Climb +7, Perception +6, Stealth +15; Racial Modifiers: +4 Climb, +4 Stealth;
Use DEX to modify Climb
Organization: solitary, lots (2-4 swarms), too many (5-8 swarms)
Flesh Golem WallFlesh Golem WallFlesh Golem Wall2 years ago in Settings More Like This
This is a strange wall created using necromancy magic. The wall consists of stitched together animated flesh and bones. A flesh golem wall can be any height or width, but is typically one foot thick.
Usually any ten foot square section of the flesh golem wall has about a dozen humanoid heads or faces, each screaming or moaning incoherently. Each ten foot section of a flesh golem wall is considered a separate monster and has the same stats and special qualities as a flesh golem (PHB p135). A ten foot section of the wall has bite attacks against any opponent approaching within five feet (only up to six mouths can attack any one opponent), +10 melee, 1d6 bite damage. The wall has no speed and can remain in only one place. Occasionally, the wall will have up to six appendages (arms and hands) that can attack anyone within five feet of the sculpture (one per opponent in range), +10 melee slam 2d8+5. Sometimes these appendage
Campaign IdeaOh, how about this idea? A campaign where a group of random PCs are magically transported into a vast dungeon together. They are forced to cooperate in order to find the way out. Each characters living body is one of the "talismans" required to open the final door. All must live, or all will die! So, the lawful good paladin has to frequently support and save the evil drow priestess and visa versa. The chaotic neutral half orc barbarian has to frequently stick his neck out for the elf bard. The only cleric type is the drow so.... Hah hah hahh hah.Campaign Idea2 years ago in Settings More Like This
Tapestry of SurveillanceTapestry of SurveillanceTapestry of Surveillance2 years ago in Settings More Like This
This is a magic tapestry that shows a scene from another area of the dungeon (typically another chamber). The image is actually stitched into the cloth of the tapestry. The image updates itself every round (changing the weave of the tapestery). The image changes to correspond to any changes in the area viewed.
Basilisks Behind Wall of Force SpellHere is a trick. Put a basilisk (or more than one basilisk) behind a permanent wall of force spell. The basilisk's gaze attack will still function through the wall of force. You could even put a curtain covering the wall of force. The curtain will open fully at some sort of mechanical or magic trigger. Alternatively, another creature (zombie or skeleton?) might open the curtain soon after the PCs enter the room. A magic mouth might be set to say something like "Gaze at the beauty to be seen behind the screen and find wisdom!"Basilisks Behind Wall of Force Spell2 years ago in Settings More Like This
Have fun with this one!
Spell WaterSpell WaterSpell Water2 years ago in Settings More Like This
The effect of magic mists within the Mist Filled Realm causes some bodies of water (pools, puddles, lakes, streams, waterfalls, or fountains) to become enchanted with a permanent spell. Any being directly touching the water will be subject to the spell as if it had been cast upon them. The save DC is usually DC20 for those spell effects allowing a saving throw to resist. Often, spell water can be identified by its slight shimmering glow (in one of various sparkly colors). One has to look closely to see this (Spot or Search DC20). The type of spell infused into the water can be determined with a successful Knowledge Arcana check DC30. Note: The magic only works at its natural source. The magic quickly fades from any water collected from a larger pool or stream. So bottling it and then using it later won't work. Also, spell water is usually only found in areas of chaotic or unstable magic,
Scary Levitating Stone BallsScary Levitating Stone BallsScary Levitating Stone Balls2 years ago in Settings More Like This
These are large (five feet in diameter) moss covered stone spheres that can be found here and there throughout Golfo's Labyrinth within the Mist Filled Realm. They are imbued with epic levitation magic and levitate ten to thirty feet above the floor. Usually, they are harmless dungeon dressing and do nothing but float near the ceiling in a room the PCs must cross. Occasionally, one is actually a falling boulder trap with a magical trigger. Stone Sphere from Ceiling: CR 8; magic trap; proximity trigger (alarm spell) ; automatic reset; Atk +12 melee (8d6, bludgeoning damage), reflex save DC20 for half; Search DC 30; Disable Device DC 30
Golfo Statue with Levitating Head and KeyholeGolfo Statue with Levitating Head and KeyholeGolfo Statue with Levitating Head and Keyhole2 years ago in Settings More Like This
This is a large magical stone statue of Golfo about fifteen feet tall and almost as wide. The head of the statue (a four foot in diameter stone) is detached from the rest of the statue and levitates up and down about five feet on a regular interval (more than once every round). When the head comes down it slams into the shoulders making a booming sound that can be heard a good distance off in the dungeon. The very bottom side of the levitating stone head has a recess (two feet wide and one foot deep). In the recess is a large keyhole. A large iron key (usually found somewhere else in the dungeon) fits this keyhole and when turned will activate a door or something somewhere else in the dungeon. Inserting the key into the keyhole at the base of the levitating stone head can be tricky and dangerous. Attempting to do so requires a DC20 Reflex save to avoid being crushe
Disappearing/Reappearing Gargoyle DoorDisappearing/Reappearing Gargoyle DoorDisappearing/Reappearing Gargoyle Door2 years ago in Settings More Like This
On an otherwise featureless stone wall a small gargoyle sits on a ledge about eight feet above the floor. Sometimes this gargoyle has a plaque with a numeral or pictographic symbol near its feet. This numeral or symbol will correspond to a button or lever somewhere else in the dungeon. A button or lever somewhere else in the dungeon will magically cause a doorway sized opening to appear below the gargoyle. This is actually a dimensional effect. The stone below the gargoyle actually teleports away, leaving an opening through the wall. The doorway leads to another passageway or chamber beyond. Before the button or lever is activated, no secret door exists and so cannot be found by ordinary means. A detect magic on the wall or gargoyle will reveal a magical aura of strong conjuration magic.
Pit of Crawling ClawsPit of Crawling ClawsPit of Crawling Claws2 years ago in Settings More Like This
This is a circular chamber that is twenty feet in diameter with a ten foot high ceiling. The walls are rough hewn stone. The room is lit by two continual flame braziers on the walls. In the center of the room is a fifteen foot wide circular pit (leaving a five foot walkway around the pits edge). The pit is ten (or maybe twenty) feet deep. At the bottom of the pit is an iron lever on the wall. When thrown, this lever activates two or more secret stone doors in the walls of the pit. These doors drop open emitting swarms of crawling claws (or some other hideous undead swarm, like undead rats). The secret doors may lead to passageways to other chambers or just to small spaces just big enough to contain the swarms.
Spell BombSpell BombsSpell Bomb2 years ago in Settings More Like This
This is a glass flask holding a spell that has been cast into a liquid form. When broken (as by being thrown like a grenade type weapon) it will release a 1st through 3rd level area of effect energy spell (typically fireball). Certain gnomish wizards of the Poopenpeeper clan are experts in the creation of spell bombs. Note: Carrying a spell bomb, or multiple spell bombs, can be dangerous as a spell bomb will release its spell if the flask is accidentally broken. A spell bomb costs twice as much as a spell scroll for the associated spell.
Character Theme: DragonguardCharacter Theme:Character Theme: Dragonguard2 years ago in Profiles More Like This
Dragonguards are those who have sworn to serve and protect all dragon kind. In the old days, they were trusted and loyal servants to a single dragon patron that chose them and they were used as emissaries to speak to the world outside their masters' lairs. Over the years, people have grow to despise them for destroying known communities for their dragons' wishes. After an intervention from the Platinum Dragon, Bahamut, the Dragonguards disappeared, faded away into the shadows of history with only a few who hid away in secret. Now, there has been rumors of training facilities devoted to teaching the old ways of becoming a Dragonguard and also providing somehting new.
Instead of just being servants to dragons, they have now become mutual partners. During training, a dragonguard must give up some of his blood to draw a rune onto a dragon's egg they have chosen. When the egg has hatched, both will bond for life, no known force can separate
Sleep BlossomSleep BlossomSleep Blossom2 years ago in Settings More Like This
These are large pink flowers that grow on vines in places within the Mist Filled Realm. The flowers resemble giant carnations. The blooms emit a strong, sweet fragrance. Any living creature coming within twenty feet radius of a sleep blossom must succeed on a DC15 Will save or become drowsy (-2 on skill checks and attack rolls). The drowsiness will last for as long as the victim remains near the blossom and for 2d6 rounds after leaving the area. There have been reports of large patches of sleep blossom. Living creatures affected by sleep blossom have a -2 on saves versus enchantment, charm and sleep effects.
Sonata.Will you be my Mozart?Sonata.2 years ago in Free Verse More Like This
With contrapuntal complexities,
your fingers run down my spine.
Turning my body into your concerto
fighting to keep all composure.
Will you be my Chopin?
With expressive emotions exploding.
Lips kiss waves of passion into my heart.
Making me weep with your romance.
Will you be my Beethoven?
With your vicious virtuoso,
feel my body crash with vibrations.
A reaction to your efforts.
Will you be my greatest composer?
I will be your ivory keys, your music sheet.
My heartstrings will always be yours to play.