d20 Goodman Games GM Gems.pdf
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GM GEMS VOLUME 1:
A COLLECTION
OF GAME MASTER INSPIRATION
TABLE OF CONTENTS
Introduction by Stephen S. Greer......................................... 2
CHAPTER THREE:
THE DUNGEON
Alternate “Wonders” for the
Rod of Wonder
by
Elizabeth Courts, Dave Hall, Tim Hitchcock, Rob Manning,
and Greg Ragland.................................................................40
CHAPTER ONE:
THE URBAN EXPERIENCE
Alchemical Mishaps
by Rone Barton, B. Matthew Conklin
III, Elizabeth Courts, Tim Hitchcock, Phillip Larwood,
and Greg Oppedisano ............................................................3
Empty Rooms Worth Describing
by Rone Barton,
B. Matthew Conklin III, Elizabeth Courts, Tom Ganz,
Tim Hitchcock, Rob Manning, Greg Ragland,
and Craig Shackleton...........................................................43
100 Dockside Events
by Rone Barton, Russell Brown,
B. Matthew Conklin III, Elizabeth Courts, and Hal Maclean
............................................................................................... 6
Familiar Creatures with Unfamiliar Faces
by
B. Matthew Conklin III and Elizabeth Courts......................46
Left Behind
by Hal Maclean................................................49
Local Folklore and the Truth Behind the Myths
by
Elizabeth Courts, Tim Hitchcock, and Hal Maclean .............8
New and Unusual Light Sources
by Adam Daigle,
John E. Ling, Jr., and Greg Ragland .....................................51
Memorable NPC Frills
by Russell Brown............................10
The Nose Knows
by Russell Brown.....................................53
Rites of Passage
by Lou Agresta, Rone Barton,
Elizabeth Courts, Ed Healy, and Tim Hitchcock.................12
Noxious Substances
by Lou Agresta, Elizabeth Courts,
Stefan Happ, Tim Hitchcock, and Greg Oppedisano .........56
Specialty Shops
by Ashavan Doyon....................................14
Short Encounters for Short Attention Spans
by Rone
Barton, Elizabeth Courts, Stephen S. Greer, and Tim
Hitchcock.............................................................................60
Unique Taverns and Inns
by Rone Barton, Russell Brown,
Elizabeth Courts, and Rob Manning....................................16
Unusual Holidays
by Rone Barton, B. Matthew Conklin III,
Elizabeth Courts, Ed Healy, and Tim Hitchcock.................19
100 Unique Treasures
by Rone Barton,
B. Matthew Conklin III, Elizabeth Courts, Stephen S. Greer,
Tim Hitchcock, and Greg Oppedisano................................62
What’s In Those Pockets?
by John E. Ling, Jr.
..............................................................................................22
CREDITS
Project Manager:
Stephen S. Greer
Project Developers:
Lou Agresta, Rone Barton,
B. Matthew Conklin III, Ashavan Doyon
Writers:
Lou Agresta, Rone Barton, Russell Brown, B. Matthew
Conklin III, Elizabeth Courts, Adam Daigle, Ashavan Doyon,
Tom Ganz, Stephen S. Greer, David Hall, Stefan Happ,
Ed Healy, Tim Hitchcock, Phillip Larwood, John E. Ling, Jr.,
Hal Maclean, Rob Manning, Greg Oppedisano,
Greg Ragland, Craig Shackleton, Patrick Smith
Editor:
Aeryn “Blackdirge” Rudel
Art Director and Graphic Designer:
jim pinto
Cover Artist:
William O’Connor
Interior Artist:
William McAusland
Publisher:
Joseph Goodman
Memorable Inns
by John E. Ling, Jr.
..............................................................................................23
CHAPTER TWO:
GETTING THERE
IS HALF THE FUN
A New Look at Caravans
by Adam Daigle, Stephen S.
Greer, Stefan Happ, Ed Healy, and Patrick Smith ...............25
Extraordinary Campsites
by Adam Daigle, Greg
Oppedisano, and Greg Ragland ...........................................27
Roadside Ruins
by Russell Brown and Greg Oppedisano
..............................................................................................31
Traveling Merchants
by B. Matthew Conklin III,
Elizabeth Courts, Stefan Happ, and Tim Hitchcock
..............................................................................................33
© 2007. Goodman Games. All rights Reserved
www.goodman-games.com
War Torn: On the March
by Russell Brown .......................35
Weathering the Storm
by Ed Healy, John E. Ling, Jr.,
and Greg Ragland.................................................................37
1
INTRODUCTION
The job of the Game Master, despite that which makes it so rewarding, is often a thankless and tedious task exacerbated by the
unpredictable nature of the average player. Even the most meticulous preparation takes you only so far when players throw an
unexpected monkey wrench into the works, forcing you to improvise to keep the game from grinding to an unceremonious halt.
That’s where
GM Gems
comes in handy.
This systems-neutral collection of tips, tables, and inspirational articles for the beleaguered Game Master was written by
some of the best known authors in the RPG industry, all of them veteran GMs, and the offerings found within its pages
provide immediate usefulness for a wide variety of situations. Whether the adventurers spend time in the city, trek across the
countryside, or explore the depths of a dungeon,
GM Gems
makes a Game Master’s task easier, and may dramatically increase
the quality of game play.
Chapter One: The Urban Experience
details unique inns and taverns that are sure to intrigue and
entertain your players, random items the sticky-ingered pickpocket may come across while
pinching purses in the city’s market square, strange unorthodox holidays and suggestions for
ways to use them in your campaign, rites of passage designed to add greater depth and meaning
to character advancement, and more.
GM GEMS
If you enjoy the contents
of
GM Gems
, please
tell us about it on the
Goodman Games forums
at
www.goodmangames.
com
or drop the authors
a
Chapter Two: Getting There is Half the Fun
explodes with a wealth of options guaranteed to add thrills
for any cross-country journey. It includes inspirational locales the characters may use as campsites,
ancient ruins, and unique traveling merchants with some very unusual wares, sinister secrets, and
intriguing rumors.
Chapter Three: The Dungeon
contains articles and tables sure to liven up every aspect of your players’
next dungeon crawl or wilderness expedition. From invigorating short encounters that will slap
the glazed stares off their faces when the game bogs down, and alternate effects to unleash
on your unsuspecting players when next they activate a
rod of wonder
, to 100 ready-made room
dressings you can use to make even empty dungeon rooms interesting and fun.
message
at
www.
werecabbages.com
.
Happy gaming!
This is a systems-neutral
sourcebook. It is designed
to be used with any role
playing game you choose,
in any edition. Most role
playing games share
certain conventions,
such as attack rolls,
saving throws (or their
equivalent), and magical
spells. We make reference
to these generic terms
where it helps to clarify a
point, but you should feel
free to apply them to the
game of your choice.
In short,
GM Gems
helps you run the best planned and most colorfully improvised game sessions
ever. It’s like having a team of Game Masters in your corner.
CHAPTER ONE: THE URBAN EXPERIENCE
ALCHEMICAL MISHAPS
When alchemy or potion-crafting fails, the event is usually glossed over or ignored. Why not add some fun to the next time
things go awry? The following table lists unusual and entertaining side effects resulting from alchemical efforts that missed their
mark, lab work debacles, or potions and tonics that have exceeded their shelf life. Select an appropriate effect to transform that
boring failed skill check or that umpteenth quaffed potion into a memorable experience.
d%
Alchemical Mishap
01
An attempt to create
dust of dimensional anchoring
opens an irresistible vortex to the Plane of Irony.
02
A potion evaporates, and the expanding cloud of golden mist turns all gold within 20 feet to lesh.
03
Vines spring from a lask and grow uncontrollably. All within 15 feet become
entangled
and become 1 year younger.
04
The alchemical admixture bubbles then desiccates, leaving behind gray pebbles. All creatures
within 10 feet become two years older.
05
An explosion of noxious green fumes causes anyone within 10 feet to vomit out a single randomly determined potion. Players may
collect the spew for later use.
06
All metal lab equipment corrodes, as if under attack by an invisible rust monster.
07
A potion’s material components sizzle and pop, leaving behind a chalky
ioun stone
that reduces body weight by 50 percent.
08
A spilt snifter of brandy sullies a powdered magic ruby. When used as a material component, the
ruby gives rise to a smoky void that, once dissipated, leaves behind a forever drunken homunculus.
09
Glowing blue vapors permeate the room, locate the single weakest magic item, and strip it of its powers.
10
The alchemist’s hand pulses with a violet glow and begins to hum. The emanations escalate to
unbearable extremes of light and sound. The effect appears permanent.
11
A small animal or wizard’s familiar drinks several potions, grows to Gargantuan size, and stays that way for 3d6 hours.
12
Old potions left out in the open spontaneously transform into tiny oozes. Select the ooze type
randomly.
13
An absentminded wizard’s assistant mislabels a number of potion bottles.
14
An unstable potion reacts like a carbonated beverage whenever it is shaken vigorously, such as in
the middle of combat.
15
Once uncorked, an old and unstable potion produces a random animal, as if it were a
bag of tricks.
The potion itself is undrinkable.
16
The potion produces the opposite of the intended effect.
17
The potion bottle turns out to be cracked and empty.
18
In addition to its normal effects, a sample of
sovereign glue
produces an effect similar
to
dimensional anchor
.
19
During a ight, a jostled tanglefoot bag explodes on the hero carrying it.
20
A vial of
universal solvent
unexpectedly becomes a permanent, but diminutive stationary
gate
to a random plane.
21
The potion bottle contains a small bit of parchment. Invent the message most likely to send your heroes on a wild goose chase.
22
After it is used, a vial of magical oil attracts felines as if the user were of the same species
and in heat.
23
The potion bottle screams when uncorked.
24
When activated, a malfunctioning sunrod lickers briely, and then dies out.
25
In the wake of a thunderstone detonation, the area is permanently
silenced
.
26
An overpowered thunderstone produces a
gust of wind
spell.
27
An ill-made tanglefoot bag has moldered into green slime.
28
Alchemist’s ire was improperly mixed with matter from the Elemental Plane of Air.
The ire burns cold.
29
The person to the character’s left just drank what he thought was a
cure light wounds
potion, but was, in fact, an
elixir of love
.
30
A curious-looking puddle of nearby chemicals acts like a
mirror of opposition
.
31
A dagger of alchemical silver hides a cold iron core.
32
Imbiber’s skin is dyed a random color, and won’t wash off!
33
The character’s skin thickens abnormally. (Temporarily gains a +2 natural armor bonus, but receives a –1 penalty to Dexterity.)
34
Potion causes hair to fall out.
35
The imbiber’s hair lengthens.
36
The imbiber’s hair shortens.
37
A limb becomes abnormally long.
38
A limb becomes abnormally short.
3
d% Alchemical Mishap
39 The character’s ingernails lengthen. (Temporarily gains a 1d6 natural claw attack.)
40 The potion causes the character’s skin to dry and crack. It is extremely painful to
do anything with her hands. (–1 penalty to all Dexterity-based skills and it requires a
Concentration check to cast spells with somatic components.)
41 The concoction dyes the character’s hair a random color, which won’t wash out!
42 When the character opens the lask, a viscous liquid bubbles over the lip. It has the
properties of
sovereign glue
and permanently bonds to anything it touches.
43 A burst of foul stench momentarily clouds the lab, and everyone inside smells like rotten mutton for 1d4 hours.
44 A bottle of highly reactive chemicals spontaneously combusts, setting a shelf on ire.
45 A slow leaking gas makes everyone in the lab sleepy.
46 A container of ashes is haunted by a ghost.
47 The character is missing an entire box of highly volatile chemicals. Be careful where you sit or suffer 1d6 ire damage from the
unexpected explosion.
48 A group of pesky pixies keep rattling the alchemist’s windows, breaking his concentration.
After which they lee, laughing hysterically.
49 Half way through a concoction, the alchemist discovers there are missing pages in his recipe book.
Pick another effect and—after 1d4 rounds—apply it to the uninished brew.
50 A collection of herbs has moldered into toxic fungus.
51 A sudden change of pressure shatters all ceramic and glass items in the lab.
52 A vaporous cloud disintegrates all leather items in a 20-foot radius. No save.
53 Two chemicals spill; creating a pheromone that attracts dozens of female rats.
54 All the alchemist’s potions have the side effect of making the imbiber extremely thirsty.
55 Touching the concoction gives the character warts.
56 The alchemist uses demon ichor as a secret ingredient, which corrupts good individuals
exposed to it.
57 A virulent liquid explodes, instantly crystallizing any living lesh within in a 10-foot radius.
58 A blast of vapor oxidizes any iron in a 10-foot radius.
59 After drinking a potion, the character belches up a Diminutive humanoid-looking construct that obeys the character’s command.
60 A freezing cold gas erupts from a beaker and sinks to the loor. Anyone standing in it gets
frost bite up to their ankles.
61 Unbeknownst to the character, he has created a random potion. Roll secretly in the
DMG
.
62 Amnesia. The alchemist loses 1d6 Craft (alchemy) skill points and forgets the nature of the
last concoction she brewed.
63 The alchemy lab equipment becomes a single and hostile Tiny, Small, or Medium animated object (GM’s choice).
64 The lab equipment becomes a single and hostile Medium, Large, or Huge animated object
(GM’s choice).
65 The potion vial becomes a
bottle of air.
66 The potion vial becomes an
eversmoking bottle.
67 The alchemist’s hair turns to snakes that start biting him.
68 The accident draws the attention of an ethereal ilcher. It steals a random object and
moves on.
69 A lash of light and the alchemist is affected by
permanency
and a random spell from the list below
(roll 1d8). The alchemist must also pay the XP cost.
1d8 Spell & XP Cost
1
Arcane sight
1,500 XP
2
Comprehend languages
500 XP
3
Darkvision
1,000 XP
4
Detect magic
500 XP
5
Read magic
500 XP
6
See invisibility
1,000 XP
7
Tongues
1,500 XP
8
Resistance
500 XP
70
A loud concussion and the alchemist is unable to speak for d100 hours.
71
The alchemist becomes color blind and tone deaf.
72
Alchemist’s hair transforms into dreadlocks.
73
Alchemist’s alignment becomes lawful.
74
Alchemist’s alignment becomes chaotic.
75
The alchemist is granted the divine rank of 0. This rank is only recognized by gnomes, who worship him accordingly.
76
The alchemist develops an unhealthy fear of potions (DC 10 Will save to open any bottle).
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