Tuesday, November 24, 2015

Non-Combat Magical Item - Gold Dagger of the God-Killer

Master of Dungeons Blog just released a deck of cards based of our ongoing series of Non-Combat Magical Items. The deck is available here at DriveThruRPG. If you want to support Master Of Dungeons, or just want a unique but cheap Christmas present, then I encourage you to check it out. The upcoming item is a more in-depth look at an item available in the deck.


Gold Dagger of the God-Killer

Wondrous item, legendary

Like all Non-Combat Magical Items on MasterOfDungeons this article should be taken as inspiration, not a rule of law. Non-Combat Magical Items can be used in combat, they just aren't as simple as a +3 sword of cutting stuff. You are the master of your own dungeons and you should modify and change anything to fit your table and your world. You could modify this dagger so that it works only on a specific god or fiend. Or that it contains multiple gems that are the source of its power and each gem must be collected from around the planes. Each god could own their own dagger that can only be used on themselves, and they guard it with all of their power. Always try to modify any RPG ideas you find, it will make you a better Master of Dungeons, as well as make everything better suited for your players.

I list the Gold Dagger of the God-Killer to humour the extremists who believe that a mortal can become a god, not because I believe this item truly exists.  - Lougwa's Manifest of Magic Artifacts

This item appears to be an exotic, gold, gem-encrusted, ceremonial dagger. It is extremely rare, with many religious and magical scholars doubting that it truly exists. Legends says the dagger can kill a god. Variations of the legends say it can be used not just to kill a god, but a demigod, demon-lord, fiend, titan, ancient, or any incredibly powerful celestial or demonic being.

A god who is killed by being stabbed in the heart by this dagger is permanently destroyed, preventing all resurrection and immortality that gods are capable of. The dagger only works when used on the actual god, and not an avatar or manifestation. The dagger acts as a channel for the godly powers of the dead god, transferring all powers into the attacker. All planes or realms under the dominion of the dead god are transferred to the attacker, as well as all abilities, and godly titles.


Some say that the dagger works no matter what state the god is in, but most agree that the god must be reduced to a severely weakened state (0 HP) before the dagger is used. If this dagger does exist, it is interesting to theorize whether any of the existing gods gained their power through this or a similar 

This item could be an interesting relic to give to your players. If they don't encounter a god then it will likely be useless. It could also be a powerful artifact that a campaign is built around. If you introduce this item in your games please let me know, either in the comments, Google PlusFacebook, Twitter or email at MasterODungeons@gmail.com

The write-up of the Potentially Sentient is obviously far more in-depth than what can fit in the deck on the face of a playing card. If you pick up the Non-Combat Magical Items Deck from DriveThruRPG (and it would be a fantastic way to support this blog). I recommend that you use the items as a jumping off point.

Friday, November 20, 2015

On Being a Hero

In the last blog post I discussed Flaws and why they are important to characters and character development in RPGs. I then went on to list ten example flaws that you can use on NPCs or Player Characters. As this is a blog tailored more towards DMs, the list wasn't necessarily populated with only flaws that would be a good idea to pick as a player character.

A lot of comments seemed to think many of the flaws would be a bad choice for a player to pick, as they can slow down the game or cause major problems. Other comments thought some of them were bad because they were flaws that you wouldn't think would belong to a hero. Flaws that would likely prevent a character from picking up the mantle of a dangerous adventurer. Lastly, others thought that the flaws were fairly generic. This last one I will concede, I hadn't thought very creative flaws would be best for that blog post, but I will try to think of some for this one.


Flaws That Interrupt The Game


It is my opinion that anything that can interrupt a game is more the fault of the player and dungeon master, than that of the character. I will use the Lazy flaw from my last blog post to explain, although I think this applies for any character aspect that doesn't lend itself well to going with the flow of the group and DM.

A lazy character might not want to hike ten miles to save the princess, or will insist on sleeping until noon before starting the day's adventuring. This can cause conflict between the characters who want to just get things going, and the players who just want to move the story forwards. Some would argue that a lazy character would cause the game to constantly grind to a halt, as the rest of the players have to convince and motivate them to move forward with the party. I agree that something like this is possible, and maybe even likely, depending on the skill of the player. However, a skilled player knows when to throw a fuss for role-playing purposes, and when to move the game forward. A skilled Master of Dungeons knows when to let a conflict take place, and where to insert a hand-waved time-lapse, that allows the characters to stay true to themselves, while keeping the game fun.

Skilled players and DMs still need to control the game to ensure that it doesn't turn into "convince Player 3 to join the game simulator", but it isn't as hard as you might think, and can be easily accomplished with some Out-of-Character communication.

Characters that slow the progress of the party can be a source of story and role-playing opportunity, not just a hindrance. Someone who sleeps late may cause the party to miss the last passenger barge out of a port, causing them to pay a seedy smuggler to transport them. A character that complains about a long travel might find himself left alone in the comfortable tavern, that suddenly seems less of a welcoming, safe environment now that he is all alone with bags full of treasure. 

As you can see, characters that you might assume would only create a boring game, can be a source of conflict, drama, and story. This brings me to my next point....

Flaws that Create a "Bad Hero"


Some readers after the last post made an argument that was close to: "Why would a character with Flaw x become a hero?" This applied to a few of the flaws, but was most relevant to the Easily Scared flaw. Heroes are impossibly powerful beings who travel the world going on adventures and saving the world, why would a coward become such a thing, when the life of a farmer or butler would be so much better suited to them?

Luckily, we can turn to fiction to find all sorts of Unlikely Heroes. Dungeons and dragons is largely based on the work of Tolkien, so I think a great example would be Bilbo Baggins. Bilbo was easily scared by many of the monsters and situations he encountered on his adventure, but he kept going and adventuring. By the end of his adventure he was quite the hero, and no one would have expected it at the beginning. He was no Conan the Barbarian, but the entire story is set up to show the reader that heroes can come from even the most unlikely of people.

No one is saying that players should create a character that runs from every single encounter and never participates in the game. Even incredibly scared people realize when it is important to fight. The players, as well as the Dungeon Master can move the story forward and create real drama around a character that isn't particularly well-suited for the life of a hero.

I'm tired of seeing the same Drizzt clones in all of my games. Create a character that isn't very impressive and see where the story goes. It might be a little bit of work, and might be different from what you're used to, but I think the rewards will greatly make up for it. 

Of course you may still disagree with me, please leave a comment on FacebookTwitter, and Google Plus, telling me how wrong I am (or how right), or leave a comment on Reddit.

And since I promised earlier, here are some flaws that are a little more creative than the ones I posted yesterday:

  1. Doesn't believe in magic - This skeptic knows that there are hucksters around every corner, and has learned not to believe their eyes. Never believing that any of the magic they see around them is anything more than a clever trick.
  2. Multiple Personality Disorder  - Through a magical accident they have absorbed one or more other consciousnesses into their own. They find it very difficult to make a decision, or to relate to people. Some personalities may or may not remember what the others experience.
  3. Literal - They come from a culture with no metaphors. They take everything anyone says at face value, having a very difficult time understanding hyperbole and metaphor.
  4. Superstitious - This character has a plethora of rules to follow to prevent bad luck. Always knock three times on your helmet before a fight or the enemy will do it with their weapon, stab each fallen enemy in the throat after a battle where you've sustained damage or the wound won't heal, don't step on a crack or you'll break your mothers back.

Master of Dungeons has recently put out a deck of cards containing 32 Non-Combat Magical Items, inspired by the ten or so that have been posted on this blog. They are available here at DriveThruRPG. They are on sale for $5.99 for one more day and it would go a long way to supporting an independent blog. I'll be able to create much more content if I can raise some funds from this, maybe even hire an artist. 
































Wednesday, November 18, 2015

Flaws

Master of Dungeons Blog just released a deck of cards based of our ongoing series of Non-Combat Magical Items. The deck is available here at DriveThruRPG. It is currently on sale for $5.99, but only for a few more days before it goes up to $7.98. If you want to support Master Of Dungeons, or just want a unique but cheap Christmas present, then I encourage you to check it out. 


Flaws

Flaws are what make any role-playing character unique. Players and NPCs can and should both have flaws. No one is perfect (unless you're making a Mary-Sue), and that is why I think all characters should be created with a flaw. Flaws give your character depth, and prevent only min-maxing. If real people have flaws shouldn't your characters?

Some flaws are better than others, if you want a very severe flaw you could try something like playing a blind character, who has heightened sense of smell and hearing, but would be disadvantaged at many types of dexterity check. Perhaps an amputee who can move slowly and easily get knocked down. Flaws create great role-playing opportunities, and while they don't usually make your character stronger, they can make the game more interesting and your characters more real.

Here are ten flaws that you can either roll from, or use as inspiration:
  1. Racist - Against any particular race (dwarves, elves, humans, half-breeds), or all other races. 
  2. Alcoholic - Can't stop himself when it comes to drinking. Skill checks and saving throws may become disadvantaged, not to mention any embarrassing situations they are placed in.
  3. Shy - Can't talk to strangers, may start to stammer or go silent entirely. Alternatively the character might be shy just towards a specific gender.
  4. Cultist - A member of an obscure cult, with many practices and beliefs that may be abhorrent to the average person.
  5. Easily Scared - New things easily scare this character. They like their normal routine, and anything out of the ordinary can send them running for the hills.
  6. Bleeding Heart - A kind soul is usually a positive characteristic, but in some people it's over-the-top. This character has to stop and help anyone in need, making it incredibly difficult to accomplish anything. The most minor problems with even the least empathetic stranger can cause this character to drop everything to help them out.
  7. Hypochondriac - Adventuring can be a dangerous life, but usually not for the reasons this character thinks. Hypochondriacs rush to the nearest doctor or cleric with every minor scratch and bruise. Even a slightly rude look from an old woman will leave them believing they been cursed.
  8. Lazy - This character is completely content to stay in the castle or caravan. It is hard to convince them to get their armour on and start adventuring.
  9. Doesn't Speak Common - Many adventurers have a knack for picking up languages, but not always. This character doesn't speak common, and most likely only speaks the language they were born speaking. Communication will be very difficult.
  10. Greedy - This character can never have enough money. Everything that they can get their hands on has value to them, and it is difficult to get them to spend even the most modest amount of it.
Let us know what flaws you can think of as a comment on FacebookTwitter, and Google Plus.

Master of Dungeons has recently put out a deck of cards containing 32 Non-Combat Magical Items, inspired by the ten or so that have been posted on this blog. They are available here at DriveThruRPG. They are on sale for $5.99 for two or three days more only and it would go a long way to supporting an independent blog. I'll be able to create much more content if I can raise some funds from this, maybe even hire an artist. (And to be honest, there haven't really been many sales and it is a little discouraging.)

Tuesday, November 17, 2015

Non-Combat Magical Item - Potentially Sentient Sword

Master of Dungeons Blog just released a deck of cards based of our ongoing series of Non-Combat Magical Items. The deck is available here at DriveThruRPG. It is currently on sale for $5.99. If you want to support Master Of Dungeons, or just want a unique but cheap Christmas present, then I encourage you to check it out. The upcoming item is a more in-depth look at an item available in the deck.

Potentially Sentient Sword

Wondrous Item, Very Rare

Much has been written on sentient swords, their personalities, strengths, and faults. But where do these independently-minded weapons come from? While there are certainly multiple reasons why a weapon might become sentient, the recently discovered Potentially Sentient Sword is likely one of the more common ones.

When an adventurer attunes to a Potentially Sentient Sword, it doesn't yet contain a mind of its own. Over (hopefully) years of use, the sword will bond with the adventurer, copying the energies and patterns of the soul. As the hero grows in power, the sword too can become more powerful, fearing being replaced,  the sword might destroy a more powerful sword, gaining its strength.

The sword will change in appearance to match the personality and alignment of its owner the longer it is carried. A good person may have the sword change to radiant and angelic, while an evil person may have the sword become demonic in appearance. This is an oversimplification, as other aspects of a person's personality can be reflected as well. A greedy, fancy carrier may wake up to find their sword covered in gold and gems, a musician may find the sword has sprouted lute-like strings.

When the carrier dies, the final aspects of the person's soul are copied to the sword. The weapon becomes sentient, with the personality and mind of its former owner. Some may despair upon waking after death and finding themselves as an inanimate object, while others may rejoice at the chance to spend eternity in battle, or defending their descendants. 

The write-up of the Potentially Sentient is obviously far more in-depth than what can fit in the deck on the face of a playing card. If you pick up the Non-Combat Magical Items Deck from DriveThruRPG (and I would very much like you to). I recommend that you use the items as a jumping off point. For example, for this item you may want to think about whether a person can be raised from the dead after being transferred into the sword, whether they are trapped in there, or if it is a duplicate.

Monday, November 16, 2015

Non-Combat Magical Item Deck

Hello all, it has been a while since the last blog post. I've gotten married, gone on a honeymoon and dealt with real estate agents and lawyers to buy a house. I should have had more blog posts in the bank to post the past few weeks but I hope to be back now.

To celebrate the return of normal blog-posting (hopefully) of Master Of Dungeons blog, we have released our first commercial product. This product is somewhat of a test. There is no money in the Master Of Dungeons coffers, so there is no fancy artwork to speak of. However we believe that this product will improve your time at your table, regardless of what edition or game that you play.

The Master Of Dungeons Non-Combat Magical Item Deck


After reviewing the fantastic Encounter Decks 3 we realized the benefit of using physical printed cards at the table. They don't take up very much space, are easily shuffled and randomized, and they can be split up easily, even given to a player as a handout if necessary.

Master of Dungeons has had the ongoing series called Non-Combat Magical Items since our inception. For those of you unfamiliar with the blog, or those who need an update, we define non-combat magical items as items that aren't specifically created with combat in mind. Non-combat magical items can be used in combat by a crafty player, anything can be turned into a makeshift weapon and these are no different. The DM shouldn't limit the creativity of the players. Non-combat magical items however, are not typically weapons or armour, so they don't have stats for damage or armour. If this becomes necessary in some way a DM should be able to figure out what to give it.

In 5th edition Dungeons and Dragons, the introduction of "bounded accuracy" means that players shouldn't be given loads and loads of +3 weapons and armour. Otherwise, they may become incredibly overpowered. It still seems like most blogs and even the Dungeon Master's Guide itself focus on weapons and armour. Players still thirst for magical items, but that doesn't mean we should overpower our players, what we need is a new class of weapon: Non-Combat Magical Items.

Now that you've been primed on what Non-Combat means here at Master of Dungeons, lets get to the cards. The product, Non-Combat Magical Items Deck contains 32 different Non-Combat magical items. A huge increase over the 10 or so that have been posted on this blog. 

Since the items are contained in a physical deck of cards, they can easily be given to a player when they receive the item, allowing easier item management. They can be shuffled instead of using a roll table, and they can be mixed in with any potential future decks put out by Master of Dungeons (which will only happen if this one is successful).

Enough jibber jabber. Lets get to the 4 free cards to give you a taste of the deck. 
















































I would super appreciate anyone picking these up. Head on over to DriveThruRPG if you're interested. They will sell for $7.98 but for the first week it will be on sale for $5.99