Welcome to April!

Well, here we are, April 1 – the fool’s day, and I have no prank for you. I had ideas, but decided against it. There will be plenty elsewhere to see and read about so we’ll just leave it at that.

This is going to be an exciting month. Unfortunately last month was slower than I had hoped as I was in the middle of a number of things. I was (still am) being interviewed for a few different gaming related publications, and was also contending with the merger of dndcraft.com (now the “Inspiring” section) and dndfiles.com (now the “Files” section) with lastlands.com. All of that is mostly out of the way now however, and I am ready to get this thing rolling again.

On top of the inspiration stuff I have lined up, you will also be seeing some new things here and there. I have some new files in the works, and also some new articles – the first one of which will be a mini series that I just posted the first of this week called “From Duck Tales to D&D“. In it, I extract various bits of inspiration and campaign ideas from episodes I watch and share ways they may be applied to a game of your own.

So yea, thanks for hanging out, checking up on the site, following the feeds and sending me feedback, I really appreciate it! Stay tuned for more!

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From Duck Tales to D&D, Part 2

Season 1, Espisode 2:
Treasure of the Golden Suns Part 2/5 – Wrongway in Ronguay

After foiling the Beagle Boys, Scrooge and his nephews decipher the strange marking on the map, which leads to a sunken treasure ship in Ronguay. However, Flintheart Glomgold (in his animated debut) and El Capitán are out to stop them at every turn. The story is loosely based on legends of Spanish Galleons being found in the SW American desert and Northern Mexico.

From Duck Tales to D&D

From Duck Tales to D&D

In this episode we meet Flintheart Glomgold! El Capitan contacts him for his support in helping him hunt the treasure. This adds another layer to the villainy, as I talked about in Part 1. Good stuff! Oh yea, so where was I…

Geography with a Twist

In the episode, their map of a series of “Islands” is making no sense to them in the desert. But, as the monsoons begin and flooding occurs, everything becomes clear… the map was made during a time when the area was flooded.

This could be translated a number of ways into your game. For example, the players could have a map to the ruins of a desert city but when they arrive, there is nothing but sand. Soon they discover that a yearly sandstorm exposes the city and they must simply wait. Maybe they learn this from a nearby tribe… or perhaps the sandstorm begins just as they are losing hope.

This idea is one that could involve a skill challenge as well. History could play a big part here, as well as Nature even – something to help them realize why it is that their map is not immediately accurate. Get your players thinking!

From the Episode: “Liars! …Thieves! …Politicians!” – Scrooge McDuck

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Goodbye March!

Trapped, by daniellieske

Trapped, by daniellieske

I thought I would end March like it began – with an image from Daniel Lieske. On to April!!

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Weem’s 4e Companion Character Sheet

This D&D Sheet from Weem can hold up to 2 newly created Companion Characters built for Dungeons and Dragons, 4th Edition.

Companion Characters are great at filling gaps in your players’ party. They are easy to manage by players who already have a full character of their own, or DM’s needing an NPC with the firepower to stand with his/her players in combat. With Weem’s 4e Companion Character Sheet, you now have a  great way to reference a Companion’s abilites during the game, but also keep and maintain them outside of the game.

Download: 4e Companion Character Sheet [1mb PDF]

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Monday Morning Wake Up Call

What a smack in the face this morning was.

I was gone all weekend, during which I slept very few hours. So when the alarm went off at 5:30am this morning, it took me a minute (or three) to figure out what exactly was going on. Fortunately, I prepare for such mornings (which feels like every morning really) and have a large stock of cold Mocha Frappuccino’s on hand at the office.

Anyway, much to do this week.

…This Wednesday, I’ll drop in with another “From Duck Tales to D&D” article.

…I will also be working on some new cards, and will be pulling in more files in general from dndfile.com. This means I will also be redirecting dndfile.com visitors over here to the files section at some point this week completing that move.

…”Inspiring” pieces will be worked on this week as well as I close out March. This was a light month for those formally dndcraft.com pieces, especially with the move and everything, but April will find them all back on track with a post a day!

I also want to thank everyone for their amazing feedback, and messages as well. I have received a lot of emails and forum messages over the last few weeks regarding appreciation for the files and inspirational pieces I provide. I really appreciate it!

Weem – aka Mike

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Dark Water Game #10

Returning to the ship with 6 new crew members in tow, the group found Eddie was there and doing just fine. Rayleena and Eddie let them know that they needed to go back to Havenshore for a new crystal. One of the 4 used to help power the ship had exploded and Strahld was the only one they knew of who had one.

The ship was slowed drastically as it was one crystal short, but it still moved faster than they could by walking to Havenshore, so they departed the next morning.

Eddie had calculated when they should leave based on their available speed in order to come into Havenshore at night, allowing them to remain somewhat hidden while they sought out Strahld and his workshop. It didn’t take them long to find him in his workshop, but it appeared as though it had been ransacked, robbed and even burned in some areas. He confirmed as much as he relayed the story of Red Mask paying him a visit recently.

The conversation was interrupted by a scream outside, and when the players investigated they discovered 3 bodies near the front of a building. The women who discovered them had screamed and was lead away. After some investigating, it was discovered that in the last few days, bodies had been appearing at random locations throughout the city. The Watchers had recently claimed that some bodies were identified as people who were missing when a portion of the city disappeared a week before.

Strahld seemed to not be surprised by these events, and interrupted to tell them that his brother Stroben provided crystals to him (which Red Mask had taken), so they needed to speak with… and he was coming with them. After all, he claimed, there was nothing left for him here.

They departed immediately for the Baronies of Ruin one day travel to the East. His brother owned a territory called the “Barony of Midstone”, a 3×3 mile area (smallest of the territories there) that had been in the family since before the time humans came. It was once much larger, but maintaining its borders over the years was never a priority of the family.

When they arrived, they found Stroben’s cabin to be abandoned and after investigating his paperwork discovered he had moved his workshop into the hills farther up – into a small series of caves where he would have more room. When they arrived here, they found the caves had been expanded at some point and had run into an ancient “vault” built around 1,000 years before. They immediately found Stroben here, but he was no longer living… nor dead. He had a harpoon pierced through his chest that was chained to a spike in the floor nearby. Barely coherent, he did not say much, but mostly stared off into the distance. They were immediately attacked by now undead former workers of Strobens, but put them down without too much strain.

After exploring the 5-6 rooms of this new workshop they discovered a number of things…

1. A large 5×5 foot sphere made of Dark Iron, from the Zayn Desert. It’s weight was estimated at 4-6 tons
2. A lot of paperwork about “arcane displacement” and sea vessels.
3. A scrying device (telescope of some kind) sticking halfway into a very small portal. In the view piece only darkness could be seen  and after pulling it out, it exploded in light.
4. An ancient Airship

The airship in particular was an enormous discovery. The group investigated it thoroughly and found that it dated from a time around when humans arrived in the Last Lands. It was also equipped with Radian sails, draws and everything else needed to operate it as an airship. This was odd as there are only 9 airships now, and the technology is considered brand new… yet here it was, at least 1,000 years old.

Finally, markings on the ship indicated it originated in a kingdom from the Old World. The only kingdom from the old world ever named in mankind’s historical records…

…The Kingdom of Karameikos.

(Did I mention my previous 4e campaign took place on Mystara?)

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From Duck Tales to D&D, Part 1

Season 1, Espisode 1:
Treasure of the Golden Suns Part 1/5 – Don’t Give Up the Ship

This is the introduction of the series, as Donald Duck joins the Navy and sends Huey, Dewey, and Louie off to live with their uncle Scrooge McDuck. Meanwhile, a mysterious man named El Capitán busts the Beagle Boys out of jail in order for them to help him steal an awkward treasure map in Scrooge’s possession.

From Duck Tales to D&D

From Duck Tales to D&D

Notorious Prisoners, Soon to be Villains

The inspiration to me in this episode is the idea of a villain (El Capitan) releasing other villains (The Beagle Boys) to do his dirty work. The “Boys” will be recurring villains throughout the series, so there are multiple levels of villainy at work. Even if the Beagle Boys are defeated, there is still El Capitan to deal with – unless he gets away and gets others to do more of his work.

In D&D, you can imagine the PC’s investigating how one or more notorious criminals were released from their prison, with clues leading towards the fact that they had help from the outside. In helping them escape, the criminals would be indebted to the one who released them. In fact, there could have been terms made before hand… a “I will get you out, but then you have to do something for me” kind of thing.

Another way to look at it is from the perspective of the players as the ones behind bars. Perhaps they are approached… they are thinking this will be a game about escaping… instead, they are offered a deal… they are released, but they need to work of the cost (whatever that cost is).

Giving a Clue

The boys (Huey, Dewey and Louie) find the map from the miniature ship, on the other side of which is a poster for a local theater. This reminded me of the movies, where the detective finds a phone number on a pack of matches… matches labeled from a local bar – thus giving them a place to start. Often times, giving your players clues can be a difficult balance between too much and too little information.

Providing a small clue that is connected to another small or larger clue can provide that extra tip needed to trigger an action. It could be an indecipherable line of text the PC’s need to figure out, etched into the hilt of an adamantine sword of whom there could only be one manufacturer.

El Capitan: “You haven’t won the treasure yet McDuck… bewaaaaaaaare”

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“Duck Tales” As Game Inspiration

Like many of you out there, I spent a large portion of time in front of a TV as a kid. As a young single parent, my mother had a lot to contend with including my brother and I – spending a lot of time in front of the TV was something we really enjoyed, and allowed my mom time to do many other things.

Oh, she hated the amount of TV we watched, but she really couldn’t help it back then. Fortunately for her, much of our time watching TV was spent on the Disney channel watching shows like Duck Tales, Tale Spin, Rescue Rangers and Darkwing Duck. If your kids are going to be watching a lot of TV, that was probably one of the better options.

The first of those two (Duck Tales and Tale Spin) were my favorite shows, particularly Duck Tales. Almost every episode found Scrooge and his three nephews out on one adventure after another. I really enjoyed the multi-part episodes and the abstract world in which they lived. The timeline seemed blurred, and real locations such as “Great Britain” could be turned into small and remote places to adventure in (in this case, Great Britain was an island with witches and other creatures protecting the lost work of William Shakespear).

Recently, I picked up this series for old times sake and have just started watching them again. The show is very inspiring, even today, and full of various elements that could be easily transported as-is into an RPG game, or can spur on other ideas for use in a campaign setting or game session.

I have decided I will extract from these episodes various ideas and inspiration for potential RPG uses in a multi-part series here at LastLands.com called “From Duck Tales to D&D”. I’ll share immediate ideas I get from an episode, as well as ideas that are inspired from things done in a given show, and more! I will be starting with the first 5 episodes as they are all parts of one larger episode, and from there I will be deciding whether or not to do more.

You will see these posted on each of the next 5 Wednesdays - I hope you enjoy em!

Weem

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The British Isles… hexed!

I was browsing RPG.net today and ran across a request for a hexed map of the British Isles. I had a few minutes to spare, so I quickly made up a version for him. I created the hexes in Illustrator, choosing to make them dashed (as opposed to solid) and semi-transparent so that the map could be seen easier and to make it appear as though they are part of the map, not simply something laid over it.

Here is a screenshot of the map. Only the screenshot has the zoomed section at the top right (to demonstrate the look of the hexes). A link to download the file follows the screenshot (a zipped 12mb PDF). The map is 11″ by 17″ and should print pretty well (incase you are interested in doing so)…

DOWNLOAD

(Zipped 12mb PDF file)

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Ambush!!

ambush, by Kerem Beyit

ambush, by Kerem Beyit

I’m a fan of action shots, and this one is such. I love the grunge style and simply the motion.

I had a game in my previous campaign where one of my players faced of with a leader of an opposing clan and it was on the floor of the clan council. It was less like an arena, and more like a large amphitheater, but for some reason this takes me back that game.

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