From: lucifer <[l--i--r] at [infernal.demon.co.uk]>
Newsgroups: rec.games.frp.dnd
Subject: DM FAQ 4/4 [LONG]
Date: Fri, 22 Dec 95 17:26:42 GMT


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                          The FAQ's About DMing
                            Updated 09.dec.95
                              Version: 2.03

                               Part 4 of 4                               

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              Example Adventures and Miscellaneous Subjects

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CONTENTS (global)

 Part 1: An Introduction  
 Part 2: The Frequently Asked Questions About DMing AD&D
 Part 3: The Place, The People and The Plot
 Part 4: Example Adventures and Miscellaneous Subjects

CONTENTS (local)

 10 Adventure Ideas.           (A quick paragraph for each idea)
 5 More Adventure Ideas.       (Based on films, books, etc)
 5 Taverns.                    (Example taverns)
 5 Towns.                      (The makings of a town) 
 5 NPCs.                       (5 really annoying NPC's)
 Common House Rules            (Some of the more common rule variants)
 Fantasy Name Generation.      (Simple method to `roll' emergency names!)
 
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10 ADVENTURE AND ENCOUNTER IDEAS


For more adventure ideas see the net.plot.books, which provide a lot more 
plots. I am told these are available via FTP from ftp.cs.pdx.edu in the 
directory /pub/frp/general. Here are some to be getting on with:

   - One of the PC's starts losing strength, there is only one antidote...

   -  "This sword!? It spoke to me!.."

   - One of the PC's see someone who looks like him, follows, and sees the
     look-alike get killed. The killers say "that's three, two more to go."

   - Someone comes up to a PC and tells him that he is now the next in line
     to the throne of Zlah-bun, because the previous heir has gone missing.
     After a bungled assassination of the PC, they find out the previous heir
     has been kidnapped by the 3rd in line.

   - As the party go over the crest of the hill to look at the city, they
     find it is gone. Not destroyed, but actually removed, leaving a perfect
     symmetrical hole.

   - The island has been shrouded in a cloud ever since the battle between 
     two evil wizards 100 years ago. Somewhere on this island is the egg of
     the Quetzal-Xuateal, needed for...

   - A noble says "look after my daughter"...

   - "I can see the birds can not fly through the rain, and the livestock 
      try to hide from the thunder, but they find no rest because the ground 
      swallows them whole. I can see the parents choke on the smoke, as they 
      watch their children burn in the fires of the volcano. Watching them 
      is a lone rider, dressed in darkness. The name of the rider? Death.."

   - It was a strange new religion. As it's priests walked the land, the
     worshippers spread like wild-fire. Their god spoke to their inner
     desires, their greed and their hate. The priests gained power, respect,
     and soon the avatar would be upon us.

   - "Take them to the arena..!"


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5 MORE ADVENTURE AND ENCOUNTER IDEAS


Get ideas from films, tv, history, books, landscape. There is a BIG list of
good media listed in the r.g.f.d FAQ.

   - (Alien) The PC's are taking a boat trip, during the night their boat 
     bumps into a `ghost ship'. They board it, and find all the crew are 
     dead, and the whole ship is covered in cob-webs. Later, when they are 
     eating, one of their crew-mates coughs up some spiders...

   - (Unforgiven) "Can you read? Or did you just not see the sign? NO 
     WEAPONS. You look familiar.. were you the group who slaughtered the 
     whole encampment of orcs? Their families turned up here,.. begging for
     food.." (The players are surrounded by crossbow wielding sheriffs).

   - (Terminator) And so it was that the mages wanted to create the ultimate
     defence. They gave up there magical essences and put them into the
     automaton. Soon, with all of the thaumaturgical energy, it started to
     evolve and became sentient. It analysed the threat, and decided it was
     humanity... (And you get to invent the `mercury golem' for T2!)

   - (Die Hard) The party have gone to a ball held in the castle (no weapons
     allowed obviously). One of the kings aids takes them to collect a small
     gift. Meanwhile the entertainers downstairs are not quite what they seem
     and the kings coffers will look very empty unless.. (potentially good
     for a high level adventure).
 
   - (Stargate) Need I say more..


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5 TAVERNS


It's normally inevitable that the characters will end up in a tavern at some
point. If each tavern has is different it can improve a normally mundane
aspect of the game. If there is a main tavern that the players use, put in
more `pub personalities', and remember, even the same pub has different 
customers depending on the day of the week.

 THE ORCS BLADDER.   (So called because of the authentic sign)

 Location: Middle of nowhere. Battered looking, but warm glow.   
 Rating:   None. Bad food, bad service, the drink is strong and home brewed.
 Rooms:    2 small rooms, 1 large room with a fire. No stable.
 Landlord: Jameth, middle-aged, human, fat, big and mean! (also the cook) 
 Landlady: Alasia, middle-aged, human, fat, big and mean!
 Barstaff: Kaidra, halfling female, treated like dirt by everyone, timid.
 Clients:  Entirely human, fight every night, especial if non-human present,
           but are usually without weapons. Most are hunters, trappers, 
           woodcutters, and a few farmers. Often used as a neutral ground for
           smugglers.
 Quote:    "Well, if it ain't one o' dem pointy ears, in OUR pub!"

 THE COME ON INN.

 Location: Halfway house, on well used road. Large, clean, warm.
 Rating:   **** Cheap, common food and drink, but large servings. Provide 
           free hay and grooming if staying the night, large stable.
 Rooms:    5 medium size rooms with fires, 2 small rooms without.
 Landlord: Erik, middle-aged, human, fat, friendly.
 Landlady: Delia, young, half-elven, pretty, flirty.
 Barstaff: Josh, human, young, cook. Simon, human, boy, stable-hand.
           Selia and Natasha, human, female, maids.
 Clients:  Almost any type of character found here.
 Quote:    "Oh yeah! Well I caught one THIS big!"

 THE CAT `N' BUCKET.

 Location: Middle of a small village. Small, but warm.
 Rating:   *** Cheap, common food and drink, but large servings. Large `self
           help' stables,
 Rooms:    3 medium sized, 1 small, all with fires.
 Landlord: Gamry, very old human male. Grumpy.
 Landlady: Amy, middle-aged, cook (Gamry's daughter). Friendly, but plain.
 Barstaff: Calabar, `dashing-young-wanna-be-a-swashbuckler' type, elven.
 Clients:  Locals, farmers, priest, etc. Clear segregation between the card
           playing elders and the young "I'm gonna go to the city me.."
 Quote:    "Crop rotation, pah! I jus' lets me `orse crap on it. Crap rota.."

 THE BULL'S MILK      (Don't ask!!!)

 Location: Near a port. Small and cold.
 Rating:   ** Variety of food and drink, but food is badly cooked. No
           stables.
 Rooms:    6 very small rooms, no fires.
 Landlord: Kris. Old ugly human. Wierd.
 Landlady: none.
 Barstaff: Two female twins, Tabatha and Mariella, flirty, heavy make-up.
 Clients:  Sailers, traders, smugglers, others. Illegal business is normal.
           Fights here are quick and with weapons.
 Quote:    "If tha's what ye want, I can get it for ye cheap.."

 THE DRAGONS TAIL

 Location: Near a merchants guild. Huge, warm, segregated stables.
 Rating:   ***** If you've got the money of course.
 Rooms:    4 small, 4 medium, 2 large, all with fires.
 Landlord: Thalamos, middle aged, been-there-down-that look about him.
 Landlady: Sheadra, slender, attractive middle age. Mind like a knife.
 Barstaff: Too many, and they don't seem to have names!
 Clients:  Merchants and Nobles. Security on the door prevents weapons.
 Quote:    "My word, they let anyone in here these days!"


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5 TOWNS


Towns and cities will crop up throughout the game. Why do they exist, who
lives there, what do they do, why is it the size it is, how old is the
town, who runs it if anyone, does it use the rules of the country or does
it have its own laws?

A small description upon entering a town can make all the difference, smells,
sounds, sights, etc.

 DEEPWATER

 Your horses take you over the crest of the hill, and the city before you 
 sprawls across your vision. Hailed as the jewel of the civilised world you
 realise it is more like coal then a diamond. Dreary shanty building cling
 to the outskirts of the city, the walls crumbling, serving no further use.
 The smell of the sea, and the stench of Deepwater pervade your nostrils and
 you gag upon its intensity, reminding you of distant spices mixed together
 in a burning food. Even at this distance the noise is like a soft whisper,
 industry and commerce at their best...
 Population:     120,000
 Army:           20,000 0th level militia (un-trained city folk), no armour.
                 5,000  0th level standing army, poor armour.
                 1,000  0th level town guard, poor armour.
                 500    1st level elite mounted calvalry.
                 25     2nd level commanders, mounted, good armour.
                 (Most merchants also put up some of their guards if city is
                 seriously threatened.)
 Leaders:        Mechants guild. Money equals power.
 Quote:          "Meat ina Bun, Getyer Meat ina bun `ere..."

 TALONROACH KEEP

 You notice the distant shouts of orders, and hear the rumble of a thousand
 boots walking in time, before you clasp a look at talonroach keep. Guards in
 brightly polished steel stand around a forboding wall. The ominous spires of
 the keep loom above the tree line, and you feel your movements are being 
 watched from the ditant windows...
 Population:     35,000
 Army:           20,000 0th level standing army, good armour.
                 2,000  1st level elite troups, mounted, good armour.
                 25     3rd level commanders, mounted, great armour.
 Leaders:        Strict military structure.
 Quote:          "Are you eyeballing me boy? EYES DOWN! don't look at me..."

 XAK-ZSATHAR

 The only sound you hear is the call of a lone swallow (european-unladen), 
 and the cry of crickets. As you tread on the rocky ground you slowly realise
 that the stone forms shapes. Walls, houses, buildings long since destroyed..
 population:     367 undead.
 Quote:         "Whoooaaaaooooooo!"

 WELLFORD

 The long road winds past a field of wheat, and in the distance you can hear
 the steady beat of metal upon metal and the high voice of children as they
 play in the harvest sun. Slowly the shape of four small buildings become
 clearer as you enter Wellford...
 Population:     1,200
 Army:           600 militia, pitch forks, etc
 Leaders:        No-one.
 Quote:          "Ar, it'll be a tidy step, that'll be."

 SILVAN-HOME

 You become aware that you are being watched as movement flitters around the
 various trees. The voices of the forest creatures becomes dim as if the
 sense you invading their territory. Instantly the forest seems to disappear,
 into a clearing containing a quite lake. The feeling that you are being 
 watched is proved when several arrows land before your feet...
 Population:     45,000
 Army:           20,000 0th level, longs swords and bows.
                 5,000  elite 1st level troups, chain mail.
                 1,000  commanders 2nd level, chain mail.
                 200    leaders, 3-7th level, elven chain.
 Quote:          "Jarath, tor starak loi ta-bereth!"


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NPCs


 THE COMPANY OF THE FLYING SQUIRREL

 This is not one NPC, but an adventuring group of similar size and power to
 the players. They have a habit of going on the same quests as the players,
 and just hovering behind them, while the PCs get into all the fights.
 Quote: "And now gentlemen, I think _we'll_ take that!" 

 [Alternatives, are the party amushes other adventurers but don't kill them,
 e.g. in Indiana Jones I, he keeps having his treasure stolen]
 
 CARLA DU-WHIT

 A pretty young female orphan, who used to work in an inn that the party 
 used. She loves one of the party members and follows him everywhere, 
 although she is totally inept.
 Quote: "I don't care if I get killed. I LOVE you.."

 [Alternatives, the boy who thinks the characters are his heroes and wants
 to be like them.]

 "THE BLADE" 

 "The Blade" is a high level thief, who is no longer alive in the truest
 sense. He has used a magic-jar and he now resides in the gem in the hilt of
 his magical dagger. The ultimate assassin. He allows the players to kill
 him so that one of them (there is always one greedy one) picks up the blade, 
 which because the players have been invited into a private party allows him
 enterence. During the night he takes control of the body and kills a 
 prominent noble, then transfers himself (and the blade) to someone else.
 The player must prove his innocent. They meet him occasionally in later
 adventures, much to his amusement.
 Quote: "If you look into the darkness, it is my face you see."

 [Alternatives, others who just use the players and drop them. e.g. a nobles
 wife sleeps with a player to make her husband jealous..]

 JOHN PAPERSMITH

 John is the guard at the main gate. He likes his job. He likes it when 
 things run smoothly and properly. Any trouble and you can spend the night in
 jail. His marriage is breaking up and he's not in a good mood. Bloody 
 adventurers, always think they can carry weapons openly. Any trouble AT ALL
 and you spend the night. Have you paid tax on that? He works there all the 
 time.
 Quote: "That `familiar' as you call it must go into quarantine!"

 [Alternatives, the tax-man comes round a lot and wants to know about the
 treasure they have, or else they answer to the Kings Justice]

 SIR DAGGERSDALE IV

 He sees the players as moving in on his position within the court, trying
 to gain the affections of the King. Yes, he's even noticed the way the Queen
 looks at that warrior. Now the king doesn't stop talking about his new 
 friends, he has no time for his old. Well, that's just going to stop, if I
 have to discredit them myself...
 Quote: "Of course, you wouldn't know that with your upbringing."
 
 [Alternatives, a guild member sees the wealth the characters are assuming
 may give them political power, and the fame they are begining to get is
 giving them some sway with the populace. MY populace, MY political power..]


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COMMON HOUSE RULES


Many DMs do not use the standard rules exactly as printed. Here are a few of
the more common changes, and the reasons for doing them.

   - At first level (only) the players have maximum hit points. The reason 
     for this is simple survival, and to help the players enjoyment. A 
     character with 1 HP will not be a lot of fun.

   - In addition to the rules of "knocking on death's door", whereby a PC
     is unconscious between 0 and -10 hitpoints, there are changes such as
     making that between 0 and half (or even a third) CON. The reason is to
     make it more varied and more character specific.

   - The stoneskin spell is often restricted in some way. Methods include
     making the duration 1 day, or only dealing with one "hit". The reason is
     simply to help in making it more of a challenge to the PCs.


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"FANTASY NAME" GENERATION


Roll d6+1 to see how many letter groups you will have. Then roll the prefix
group, soft group, hard group, soft group, etc, up to the number you rolled.
[C code is available upon request]

Prefix group - roll with a d50.
1     K       11    Lh      21    Pr      31-50   No prefix
2     Th      12    X       22    Sp
3     Sh      13    Sc      23    Cr
4     Cl      14    P       24    Sl
5     R       15    T       25    Tr
6     Qu      16    L       26    Fr
7     M       17    N       27    St
8     J       18    F       28    Gr
9     G       19    D       29    S
10    B       20    Br      30    Pl

Soft Group - roll with d20
1     a       11    ai
2     e       12    ya
3     i       13    io
4     o       14    oo
5     u       15    ui
6     y       16    ou
7     ee      17    a
8     ai      18    e
9     ae      19    i
10    ea      20    o

Hard Group - roll with a d50         
1     h       11    lh      21    pr      31    ch      41    pp
2     Th      12    x       22    sp      32    fr      42    nm
3     sh      13    sc      23    cr      33    tch     43    mn
4     cl      14    p       24    sl      34    ph      44    j
5     r       15    t       25    tr      35    tz      45    w
6     qu      16    l       26    fr      36    vr      46    dl
7     m       17    n       27    st      37    rr      47    mr
8     j       18    f       28    gr      38    ss      48    rt
9     g       19    d       29    s       39    tt      49    lp
10    b       20    br      30    pl      40    ll      50    bl

Example:

Roll for number of groups (d6+1), 3. I roll for prefix (d50), 5. I roll
soft group and hard group (d20 and d50), getting 1 and 37. This makes the
name "Sharr".

This will produce silly names, but usually they will be OK. It's good to roll
up a few `emergency names' before each session just in case, but to create 
names for main characters yourself.

Note that surnames were rarely a long running family name, but a profession.
Hence if Sharr was a blacksmith the name would be "Sharr Smith", or if Sharr
was an adventurer the name might be "Sharr Swiftblade". Likewise, if Sharr 
was a very stupid thief, the name might be "Sharr Pickpocket"! :)

Another historical method is to take the fathers first name. For example if
Sharr's father was called "Branma", Sharr would become "Sharr Branmason" 
(this still happens in some countries, which makes telephone directories a 
pain).


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 w `o'              [l--i--r] at [infernal.demon.co.uk]      (The Dark Abyss)
 |--O-'             Give a doller to charity, you know it makes sense.
 | / \____^         A hundred to be exact.. :)

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