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GM’s Tricks of the Trade

ARMOUR EFFECTS crowbill, hammer or some such similar weapon strikes


the character's armor/shield with such force that it
#1: Twisted Helm. Direct the blow, whatever weapon penetrates the metal/leather/wood and becomes
used, to the helm. The blow has such force to it that it lodged there. The attacker discards the weapon stuck in
twists the helm a half inch to the left or right or down. the character, pulling another. But now with a weapon
It's just enough to partially obscure the vision, rip the protruding from their breast plate or shield the
scalp and force blood into the eyes and mouth, or cause character has to take some type action or suffer heavy
a ringing in the ears. Any and all of which give them a -1 to hit penalties. They can fall back and dislodge the
to their hit rolls and a -1 to dexterity checks. weapon by pulling it out or knocking it to the ground.
#2: Shield Strap Fails. This has to be one of my favorites. Either way they are tangled up for a round or two.
A blow lands on the edge of the shield, driving it up or
down with such force that the inner strap or handle
breaks. They are now holding the shield by one hand GETTING THE TABLE’s ATTENTION
only and as a consequence it swings down a few inches.
They either have to really concentrate to keep it even, #1: Something Flying Overhead. Describe a shadow
applying extra force or it slides, some bumping their passing across the sun, or moon, or better yet a shadow
that passes over the party as they are doing whatever
knees and interfering with their ability to fight. In either
case they suffer a -1 on to hit rolls and the shield has they are doing. Make it a large creature, but very high,
so they can't quite make it out. They are quite likely
become cumbersome.
going to assume it's a dragon, because people always
#3: Pack Strap Strapped. If they fail to drop their packs assume the worst and the game is very much centered
before combat, a blow severs one of their shoulder around dragons... even if you don't use them very often.
straps, either through blade or blunt force. Once that Allow the creature to pass over, and then turn, doing a
strap gives way, their pack now swings like a pendulum slow pass back over, obviously investigating the party.
to the left and right as they continue the fight. They This works almost anywhere but underground, whether
either have to take a round, fall back and discard the in the open plains or a break in the canopy of a dense
pack or suffer a minus (1 or 2) on their AC and to hit jungle.
rolls. If they have stuff hanging on the pack and all off it
I give them a little extra minus until discarded. Side Note: #2: Children Laughing. Whatever the situation, describe
The C&C Adventurers Backpack has some 50 odd backpacks in slightly hushed tones the sound of a child's laughter
with contents included. This attack technique is so common somewhere in the distance. It is clear, filled with an
that most of those backpacks come with a quick release clip unrestrained joy and carries further than it should. It is
that allows the wearer to discard immediately. short lived and seems to go further away. We are
hardwired (most of us) to respond to children,
#4: Buckles Break. Similar to the pack straps, a blow
especially those we deem are in need. This plays on that
smashes the buckles on their armor. The armor falls
emotion. At the very least, the strangeness of it will
away exposing the coats underneath or the flesh. In any
serve to capture their attention, making them think that
case, the wearer suffers a -4 to their AC. They can
some ominous threat is nigh upon them.
continue to fight without penalty, aka Conan the
Barbarian, but now at an increased risk of being hit. The #3: Make the Simple, Dangerous. Take whatever
armor, too, will eventually have to be replaced or situation they are in, whatever they are doing, whether
repaired at considerable expense. walking down a path, drinking ale in a tavern, buying
goods at the general store, into something very
#5: Hanging in There. So this is my favorite I think, as it
dangerous. Monster books are filled with all kinds of
makes such a cool visual in my mind. It's used against
creatures that can turn the mundane into the
armor or shield. A weapon, often a military pick,
extraordinary. The gibbering mouther comes to mind,
GM’s Tricks of the Trade
the mimic, any number of slimes or elementals, fey and know only a little about and can only pique the
other creatures. Anything that can hide itself in plain character's curiosity. These lands were once occupied
sight. One of my favorite encounters that ended up in by a powerful wizard and he built his tower in the forest
Heart of Glass, involved a grocer who kept a pet to the west. Or, giants built stone rings to the north
gibbering mouther in his basement. His game was to ask where they worshiped their strange gods. Or, this was
shoppers to go down and fetch something from the the land where the griffons hunted before they were
basement for him. Whatever you do, once violence rooted out by the rangers (or maybe the still hunt). This
explodes into the party's sphere, all the players are is really background noise and flavor, something to
likely to jump on board... and in the future, hopefully, pique the curiosity of your players and perhaps fire the
pay a little more attention to the table for they'll never interest of their characters.
know when evil shall strike.

#4: Unleash the Unusual. Following in the wake of


"Make the Simple Dangerous", take any mundane #2: Let it Rain. Create a local weather pattern for
ambiance and consistency. Does it rain a lot here, or
situation and make it a little unusual. Perhaps they are
eating food at a tavern and it is all spoiled, or each finds snow? Is it dry or humid? Borrow from you own local
weather if you have to, or poke around on the internet
maggots in their food. They are riding along a path and
stir up a swarm of yellow jackets that hound the party until you find an area much like the one you've
developed and see what their local weather is like. Bring
for some miles. Perhaps the grass they bed down in
smells of blood. Maybe there is a ringing in the air. this in to play and try to be consistent about it. Take
into account mountains and plains that might actually
Anything that you can think of that is happening, where
it shouldn't be happening, or that changes the normal impact the way the weather behaves. You can find loads
of information on the internet about the weather. But
into something other than. First one, then another, then
another is caught in a nearly invisible spider web, it don't worry about being too technical or true to earth's
own weather, as your world is beyond our own and
brushes their head and clings to their hair. How are they
to know that these are but strands of silky web drifting possibly affected by things far greater than the gulf
stream.
from a nearby tree? Anything that makes the mundane
unusual, will usually capture their notice.

#5: An Abandoned Wagon or Cart. Whether #3: Follow the Road. The roadside tavern or small
underground or overland, having the party stumble village that played host to your campaign is probably
upon an abandoned wagon or cart will almost always going to be connected to some type of trade network.
make them stop and investigate. They'll look for Down the road should be a town. This is the source of
treasure or anything of value. They'll also look for clues the barley, salt and sugar, the rope, harnesses, tools
as to why it was abandoned. You can create a back story and implements and all the myriad things a settlement
for it, or not as you desire, put treasure there or not as needs to prosper. Down the road should be a town and
you desire, that is up to the GM. But the wagon itself some type of connection made with it. Perhaps
will serve enough of a curiosity to make everywhere caravans come once a week or once a month bringing
come back to the table. goods to trade and sell. Perhaps a few of the locals
gather together and travel to the town to purchase
A FEW FLESHOUT AREA/TOWN
their needs. Consider developing this in a few
#1: Legends. You’ve already begun envisioning what lies directions. Not just on the road. Maybe there is a band
beyond the horizon, now people it with a few legends. of halflings that live south beyond the valley who
Something that the NPCs in the settlement know. These regularly bring in pelts and foodstuffs. Perhaps a druid
should border on the mythic and hopefully integrate a dwells in the forest, a secretive individual that comes to
few local gods. Keep them simple, something the locals the settlement once in a awhile to bring herbs and
GM’s Tricks of the Trade
other treasures of the wild. Whatever it is, create a local people. They are generally leery of strangers, but they are
welcoming and friendly to those whom they know or whom they
trade network, something that brings life to the
believe bring them no harm or foul play. They are religious folk, all
settlement in one or multiple guises. adhering to the worship of the Og Aust, th Great Tree, and they hold
their forest to be one with the Eastern Wood, the Eldwood. They
have concourse with the rangers of the Ranger’s Knot and the druids
in the Order of the Oak.
#4: Going to Town. Create a town as part of the trade The village is walled with a simple palisade 12 feet high, with gates
network. It shouldn't be anything huge, but it should be on either end at the road. It is largely designed to keep out animals
a place that the characters can get big ticket items, like and other simpler monsters. Most people live within the walls, but
heavy armor, horses, uncommon weapons. There some live without in small, stout buildings. Greenbriar consists of
several dozen close knit houses, the Long House inn, and a large
should be skilled blacksmiths and other trades to
communal barn. They have cleared the forest for several acres
develop some depth to the town. You'll also want to around their town and cultivate potatoes, carrots and other small
create some type of governing body, this can be a yield crops. They free range small herds of hogs and a few cattle.
simple mayor, appointed or chosen, to an oligarchy of There are plenty of dogs about the town that give warning should
the need arise. Their houses are stout affairs of thick wood,
merchants. Whatever it is, keep it simple and give it a
plastered with waddle. They lock their doors at night and rarely
somewhat friendly face. Characters coming and going open them for anyone. They all have cellars in which they hide in
should be welcome... they bring in money and treasure times of danger, or if the threat is overwhelming, they flee into the
that makes everyone's life a little richer. Also remember Thicket to the north of town, hoping that the Og Aust will look after
to people it with different demi-humans. This does not them.
Total Population: 250-300
have to be a massive hand written affair, a few notes
Human: 250-280
will suffice. Refer to the template below, that is taken Gnome: 10 +/-
from one of our Aihrde Expansions: The Darkenfold. Halfling: 4-8 +/-
Dwarf: 0 +/-
Elf: 4-8 +/-
Government: The town is governed by the heads of the 11 families
#5: The Polity. Once the town is imagined, you're going who either originally settled the town or have a vested interest.
to want to take a step back and take a look at the bigger These determine the town's small tax for upkeep of the wall and
help maintain peace and the upkeep of the roads within. No one is
picture. You don’t have to flesh anything out, just get an
particularly forced to adhere to edicts of the council, however,
idea of what the surrounding area's polity is. You have banishment is a punishment meted out to some.
many choices: monarchies, anarchy, feudal realms, Military: They have no militia to speak of, generally relying on their
republics, city states, and so on. All you need this for is forestry skills to keep them safe, however if pressed they can put
background noise, something to feed the players as together a small fighting force of about 75 men and women,
decently armed with bows, spears and similar weapons.
they wander farther from the settlement. And
Economy: Small trade exists with Petersboro and Ends Meet, largely
remember no government is just as good as any in foodstuffs, wooden items carved in town and furs and the like.
government. I almost always begin adventures in the They also do a decent trade with travelers and the tinkers who
Darkenfold, a wilderness in Aihrde with no real wander the roads of the Darkenfold.
Religion: People adhere to the Og Aust, the Great Tree, and the
governing bodies but the sword. All this does is gives
forest itself. Many pay homage to the Naiads of Lake Altop.
you fodder to feed the players. Language: The Vulgate
Major Guilds: There are none.
Next Week: Involving the players and their characters in
the setting's development.

SAMPLE TOWN
GreenBriar [3]
Greenbriar sits astride the Old Post Road, upon the banks of the
Westerling River. Populated predominately by humans, it is a
community that survives through farming, a little animal husbandry
and living off the bounty of the forest. Her folk are a hardy, stout
GM’s Tricks of the Trade
CHANGING UP COMBAT orcs doing it they’ll follow suit, so that if you have an
arm pinned by the press of orcs, they can use their
#1: Use Mechanics. The gist of this is: Use bonuses and shield to smash a foe or even grab another orc and hurl
minuses every round. Change them up every round as them into the press. Remember the fight in the first
the situation dictates. But make sure you give MORE Bourne movie where he uses a pencil to kill the bad
than you take. For example, if a fallen orc causes the guy? Same principle here. Anything is a weapon, well
ground to be slick, Davis might suffer a -1 to his attack almost anything. There is nothing like a fight that
but he gains a +2 to damage as the orcs are practically devolves into a blood match of people just hammering
impaling themselves on his blade. See more examples each other with whatever comes to hand. Keep in mind
below. But change 'em up every round as the situation there are going to be tons of weapons lying about with
demands. This will help fuel the chaos. the dead orcs.
#2: Chaos Reigns. In a mad fracas where bodies are #4: Destroy or Scatter Equipment/Redirect Damage. I
tumbled up against one another in a desperate bid for bring this up a lot, but for mass, chaotic combat it is
victory, it is utter chaos. Weapons and shields become especially important. Instead of doing 8 points of
tangled, dropped, thrown, seized, pinned and whatever damage to the second level character, break the straps
else happens in the fray. Make it so. This can be tough on the shield, cut the backpack strap, notch the mace
GMing but describe the mad press of bodies and gear as handle, knock off the helmet. Whatever it is, whether
those orcs are rushing forward, pushing their comrades you deflect damage or not, chew up the equipment.
into the party members, grinding gear up against gear This will help play into #2 and encourage them to scoop
and making the whole a tangled mess. The ruin of battle up anything and use it as a weapon. Gear, weapons and
makes it worse, as bodies pile up and the ground armor scattered about is just fun.
becomes slick with blood. "The orcs surge forward, the
press of them crushes armor and flesh against you, #5: Crowd the Characters. This one is fun and easy. Push
pulling and clawing at you every moment; all this the characters up against each other. Have the orcs
mingles with the stink of their unwashed bodies and the swarming around and just the weight of them forces
wretched filth of their ruined flesh that makes the the characters to fight back to back or to get tangled up
ground slick with blood and ichor." Try to throw chaos with each other. Make it real. "Davis, the sheer weight
in everywhere. Do it with your monsters MOST. Have of orcs pushes you up against Tim and your shield grinds
them drop weapons, fall down, get tangled, up, claw into his arm. Tim, you suffer a -1 to your attack this
over one another to get to the party members. Make it round, but gain a +2 on your AC because Davis is
madness. It's hard, but very doable. Just keep up the blocking attacks on you." The tangle just adds to the
tempo. To bring that home, use mechanics. Don’t chaos.
incapacitate your player’s characters. You are better
served throwing around minuses on swings and #6: Factor Spells In. This one is an addendum to all the
above. Make sure you have enough monsters to survive
damage. Change it up every round. "Davis you suffer a
-1 from your swing as this orc trips forward into your the fire ball and lightning bolt that the spell caster is
going to land on your horde. Don’t worry about the
knees. You can swing at him or another." If he's smart,
he’ll swing at the one laying at his feet and gain a +10 losses, just have enough to spare so it doesn’t end the
battle before it begins! This makes it crazy fun for the
for prone attack. Whatever you do, keep it rolling.
spell caster without detracting from the madness of the
#3: Anything is a Weapon. To build on the above. Make battle.
sure you show the players that anything is a weapon.
You can do this with your orcs easily enough. Have one
drop a blade, but pick up a fallen helmet and smash the
player in the face for a point of damage. Once they see

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