Skip to main content

I'm the Map!

 Day 5 of GLoGtober brings us an interesting look at maps. In most D&D games I've been a part of, the map is usually something that gets handed out or shown off at the beginning of a campaign and is rarely used again (not unlike the ubiquitous map at the beginning pages of any handful of your favorite fantasy novels). Let's see if we can find a way to spice them up. 


Coffee stains that kinda look like a map? 

1d12 Map-Based Plot Hooks / Seeds

  1. The King hands you a map with living ink that dynamically tracks every Adult Dragon within 100 miles, but reveals several to be located within the Castle itself. 
  2. The cultists hand over the map....that's tattooed to the back of a frightened child that doesn't seem to share any languages with you. 
  3. A noble who got robbed by street urchins hires you to recover a map that is a bag of marbles that when dumped out forms the shape of the continents and reveals the location of an island previously thought to be a myth. 
  4. A githyanki runaway hides a map that leads to a flock of astral leviathans inside your second most recurring dream. 
  5. You are gifted a mysterious map with an X marked on an unknown location. Rumors reveal that this map will either lead to its owners demise or greatest desire. 
  6. Chaos wizards complete a ritual that destroy every map in the world, and prevents new maps from being drawn without glaring inaccuracies. 
  7. The party finds a map to untold treasures that can only be read by undead. 
  8. You find a map that leads to other maps. It's maps all the way down. 
  9. You come across a bag of ashes that smells of sulphur and brimstone. A pinch of it thrown into an open flame causes the flames to reveal a map of the Plane of Fire. 
  10. For your efforts, the djinn awards you a Sentient Map that can reveal the location of ancient and powerful artifacts, but is also rather moody. 
  11. The Emperor hires the party to capture a demon that travels through maps as if they were gates in hopes of learning or using its power for the Defense of the Empire. 
  12. The God of Cartography offers promise of glory and riches to any who can find and map the Edge of the Material Plane. 

If you want to get into it, here's the list with links to previous days: 

1 Guns

2 Blood

3 Goblins

4 Swirling rainbow vortices

5 Map

6 Food

7 Adventure

8 Mystery

9 Region

10 Mechanic

11 Space

12 Armor

13 Tribe

14 Table

15 Orb

16 Country

17 Bird

18 Biome

19 Quirky Magic Item

20 Dice

21 Artifact

22 GM tip

23 Hell

24 Disease

25 Myth

26 City

27 Villains

28 Orb, again

29 Gods

30 Crime

31 Candy

Comments

  1. Harrah's Resort Southern California - Mapyro
    Information, 인천광역 출장샵 directions, 춘천 출장샵 and reviews for Harrah's Resort Southern 제천 출장샵 California, Funner, CA.Casino Type: Land-basedOpening 의왕 출장샵 date: December 진주 출장안마 22, 1994; 16 years agoPhone Number: 760-751-3320

    ReplyDelete

Post a Comment

Popular posts from this blog

More Than a Bucket of Bolts

Next up on my journey through solo rpg space is a little zine called Bucket of Bolts ( buy it here ), where you take on the POV of medium sized spacecraft, and explore its journey through time and space, cataloging adventures, upgrades, and a timeline of several Captains that have the privilege of being at the helm. It's based on another rpg called Artefact (in which you write from the POV of a sentient magic item or weapon). I had enjoyed  Artefact before, so I was excited to try this one out.  Source:  abduzeedo The game starts with you describing your ship; writing about some basic details like the type of ship, the model and make, the crew who designed and built it, as well as some defining traits like if it's sleek , or powerful , or intimidating .  My particular ship for this game was nicknamed Ladybug, and was the mid-range value model of Hyperion Industries called the Prospect-QX . Sporting the same engine and basic design as their flagship luxury spaceship line, the Pr

Lichdom - A Reflective Ascent to Power

 I recently sat down and resolved to start tackling the mountain of rulebooks and rpgs that seemed to be growing by the week before me. That, paired with a sort of terse relationship with video games at the moment, lead me to tackle some of the solo roleplaying games that I had begun to subconsciously collect. I had played one or two before, most notably the famous and award-winning Thousand Year Old Vampire , which was a surreal experience at the least (and a profoundly introspective jaunt at its best).  Source: Dungeon Crawl Classics (seriously great game, check it out too) This week I decided to try one of the newer ones I had picked up: Lichdom (buy it here) . Thanking the past version of me that had the foresight (or the money burning a hole in my digital wallet) for backing the Kickstarter that came with the hardcover and a custom deck of themed playing cards, I cracked open the cards, uncapped a new pen, and creased the spine of a brand new journal to start playing.  Lichdom is

Knave-Knacks

Knave is a great chassis of an rpg for modding and hacking, and it seems that the first thing that most game designers see is a need for class customization in an otherwise classless system. I'm no different. Here's a stab in the dark at trying to add a little more character customization. Knacks As characters level, they reveal themselves to either have obtained or show a natural knack for different aspects of dungeoneering. At levels 3, 6, and 9, instead of increasing three abilities by one point, they increase a single ability by one point and roll on one of the following tables. (I guess your players can pick one if they want, but rolling is usually more fun, and that's what matters).  Fighting       +1 boon on attack rolls        +1 boon on stunts        Deal damage equal to your Strength on a successful stunt       Ignore losing 1 point of quality on armor or extra damage when an attacker rolls a 20 (or you roll a 1 to defend).       When wielding tw