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		<title>Plot Hooks for Mass Effect</title>
		<link>http://www.gamestopica.net/2010/06/plot-hooks-for-mass-effect/</link>
		<comments>http://www.gamestopica.net/2010/06/plot-hooks-for-mass-effect/#comments</comments>
		<pubDate>Mon, 07 Jun 2010 06:57:46 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[seeds]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1385</guid>
		<description><![CDATA[<p>One of the best things about Mass Effect is the numerous plot hooks available, without needing you to delve too deeply into the lore of the game. Bioware did such a good job of presenting the world that the issues facing a mercenary or gun for hire are clear enough. Not just that, if you log into the Cerebus network, you are often fed interesting nuggets of short story that makes the game deeper and richer. A president who got her life extended &#8211; is she still eligible for office?  Corporations with their mercenaries fighting for control of worlds, plus a terrorism incident when space-crafts are crashed into habitats. There&#8217;s a lot of stuff to do be done in the Mass Effect world.</p>
<h1><span id="more-1385"></span>Cerebus</h1>
<p>There&#8217;s enough material on Cerebus to publish a thick sourcebook full of juicy information. A clandestine conspiracy group that infiltrates all part of the Alliance and any interests pertaining to Earth, able to steal the technology for a cutting edge military frigate without being discovered, and bringing the dead to live. Maybe they are the Delta Green of the future.</p>
<p><strong>Experiments: </strong>One of the side quests in Mass Effect touches on the horrible experiments which Cerebus was running. Jack <em>can&#8217;t</em> be the only one, so what else were Cerebus fooling with? One of the famous meme is that Cerebus was looking at grafting Reaper technology with human beings.</p>
<p><strong>Expeditions:</strong> They were examining a dead Reaper in the game. Other key locations for Cerebus to stick their foot in definitely include Protean ruins, anti-Reaper weapons and definitely anything which would give human an edge over the aliens.</p>
<p><strong>Conspiracy. </strong>The information given by Miranda (and EDI, after you release her locks) seems to imply that Cerebus operatives are everywhere. The question is &#8220;where else?&#8221; Giving the task to hunt down those operatives could make a good campaign (or what if the PCs are Cerebus Operatives infiltrating an Alliance experiment or research base?)</p>
<h1>Gang Wars</h1>
<p>For something darker, gritter and dirtier, just head down to Omega 4 and perhaps other seedier space-ports in Mass Effect world. (If you read the descriptions for some of the planets, they are ripe for such ideas). There you have various mercenary gangs involve in smuggling, human trafficking (perhaps not just for the Collectors) and involved in other illicit trade.</p>
<p><strong>Power Struggle: </strong>Mass Effect 2 players come across this when Shephard discovered a ploy by the other mercenary gangs to supplant Aria together. That can&#8217;t be the only place where such incidents are going on. The players may be involved in the efforts of removing a crime lord or preserving the status quo. Perhaps they even have aspirations to take over the entire place for themselves.</p>
<p><strong>Setting up Shop: </strong>Garrus did it, so why not the players. Players could form a mercenary gang or &#8220;righteous troubleshooters&#8221; and attempt to keep organized crime in check. Or give the Eclipse or Blue Sun a run for their money. They may be some powerful that they attract the attention of other parties which may need their help.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>One of the best things about Mass Effect is the numerous plot hooks available, without needing you to delve too deeply into the lore of the game. Bioware did such a good job of presenting the world that the issues facing a mercenary or gun for hire are clear enough. Not just that, if you log into the Cerebus network, you are often fed interesting nuggets of short story that makes the game deeper and richer. A president who got her life extended &#8211; is she still eligible for office?  Corporations with their mercenaries fighting for control of worlds, plus a terrorism incident when space-crafts are crashed into habitats. There&#8217;s a lot of stuff to do be done in the Mass Effect world.</p>
<h1><span id="more-1385"></span>Cerebus</h1>
<p>There&#8217;s enough material on Cerebus to publish a thick sourcebook full of juicy information. A clandestine conspiracy group that infiltrates all part of the Alliance and any interests pertaining to Earth, able to steal the technology for a cutting edge military frigate without being discovered, and bringing the dead to live. Maybe they are the Delta Green of the future.</p>
<p><strong>Experiments: </strong>One of the side quests in Mass Effect touches on the horrible experiments which Cerebus was running. Jack <em>can&#8217;t</em> be the only one, so what else were Cerebus fooling with? One of the famous meme is that Cerebus was looking at grafting Reaper technology with human beings.</p>
<p><strong>Expeditions:</strong> They were examining a dead Reaper in the game. Other key locations for Cerebus to stick their foot in definitely include Protean ruins, anti-Reaper weapons and definitely anything which would give human an edge over the aliens.</p>
<p><strong>Conspiracy. </strong>The information given by Miranda (and EDI, after you release her locks) seems to imply that Cerebus operatives are everywhere. The question is &#8220;where else?&#8221; Giving the task to hunt down those operatives could make a good campaign (or what if the PCs are Cerebus Operatives infiltrating an Alliance experiment or research base?)</p>
<h1>Gang Wars</h1>
<p>For something darker, gritter and dirtier, just head down to Omega 4 and perhaps other seedier space-ports in Mass Effect world. (If you read the descriptions for some of the planets, they are ripe for such ideas). There you have various mercenary gangs involve in smuggling, human trafficking (perhaps not just for the Collectors) and involved in other illicit trade.</p>
<p><strong>Power Struggle: </strong>Mass Effect 2 players come across this when Shephard discovered a ploy by the other mercenary gangs to supplant Aria together. That can&#8217;t be the only place where such incidents are going on. The players may be involved in the efforts of removing a crime lord or preserving the status quo. Perhaps they even have aspirations to take over the entire place for themselves.</p>
<p><strong>Setting up Shop: </strong>Garrus did it, so why not the players. Players could form a mercenary gang or &#8220;righteous troubleshooters&#8221; and attempt to keep organized crime in check. Or give the Eclipse or Blue Sun a run for their money. They may be some powerful that they attract the attention of other parties which may need their help.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>10 More Forms of a Dungeon</title>
		<link>http://www.gamestopica.net/2010/02/10-more-forms-of-a-dungeon/</link>
		<comments>http://www.gamestopica.net/2010/02/10-more-forms-of-a-dungeon/#comments</comments>
		<pubDate>Thu, 18 Feb 2010 02:56:40 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1376</guid>
		<description><![CDATA[<p>Apologies for the long break; I had to take some time off to recharge my brain and hopefully come up with new ideas for 101 Forms of a Dungeon. Right, now for number 71 to 80.</p>
<ol>
<li>A forest of executioner&#8217;s crosses, where the local law authority leaves criminals to die and to serve a somber warning to others.</li>
<li>A prison high atop a mountain cliff, only accessible by a crude &#8216;elevator&#8217;.</li>
<li>Wreck of a ship used as a prison. Where have all the prisoners gone to?</li>
<li>The ruins of arena designed for trial by combat</li>
<li>A half-built pyramid</li>
<li>A quarry where half-built statues form of rocks protruding from the hillside are everywhere. Those statues are colossal, from 4 metres tall and 2 metres in width</li>
<li>A goblin&#8217;s (or insert evil demi-human race of choice here) version of a slaughterhouse&#8230;intended for humans.</li>
<li>Ruins of a bath-house with technology comparable to what the Romans has&#8230;for use by giants.</li>
<li>Sites used for judgments by rituals</li>
<li>A gigantic &#8220;well&#8221; (really a deep shaft) which goes deep downward, with wooden platforms and side excavations (think the Money Pit)</li>
</ol>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Apologies for the long break; I had to take some time off to recharge my brain and hopefully come up with new ideas for 101 Forms of a Dungeon. Right, now for number 71 to 80.</p>
<ol>
<li>A forest of executioner&#8217;s crosses, where the local law authority leaves criminals to die and to serve a somber warning to others.</li>
<li>A prison high atop a mountain cliff, only accessible by a crude &#8216;elevator&#8217;.</li>
<li>Wreck of a ship used as a prison. Where have all the prisoners gone to?</li>
<li>The ruins of arena designed for trial by combat</li>
<li>A half-built pyramid</li>
<li>A quarry where half-built statues form of rocks protruding from the hillside are everywhere. Those statues are colossal, from 4 metres tall and 2 metres in width</li>
<li>A goblin&#8217;s (or insert evil demi-human race of choice here) version of a slaughterhouse&#8230;intended for humans.</li>
<li>Ruins of a bath-house with technology comparable to what the Romans has&#8230;for use by giants.</li>
<li>Sites used for judgments by rituals</li>
<li>A gigantic &#8220;well&#8221; (really a deep shaft) which goes deep downward, with wooden platforms and side excavations (think the Money Pit)</li>
</ol>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
		<series:name><![CDATA[101 Forms of a Dungeon]]></series:name>
	</item>
		<item>
		<title>Swords for the Dragon Age PnP RPG</title>
		<link>http://www.gamestopica.net/2009/12/swords-for-the-dragon-age-pnp-rpg/</link>
		<comments>http://www.gamestopica.net/2009/12/swords-for-the-dragon-age-pnp-rpg/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 16:00:04 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Dragon Age]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Weapons of Woe]]></category>
		<category><![CDATA[artifacts]]></category>
		<category><![CDATA[game-mastering]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1350</guid>
		<description><![CDATA[<p>The official Green Ronin&#8217;s GM guide to Dragon Age came with a few items; In preparing for my first game, I&#8217;ve decided to give the PCs some more items to play with, and have the idea of using existing items from the CRPG instead of coming up with my own. So today I would start with enchanted swords, and slowing move my way down. The list comes from the official Prima&#8217;s Strategy Guide, to give credits where it is due.<br />
<span id="more-1350"></span><br />
Also bear in mind that currently there are no rules for runes at all for enchanted items, so they are significantly weaker than they could be in the CRPG. GMs who wish to have a less emphasis on gears may want to keep it this way.</p>
<p>Until Green Ronin comes up with the various steel and metal used to forge weapons in the game, assume the enchanted weapons does base damage as usual. Generious GMs can give damage bonuses based on the material (for example, Iron -1, Grey Iron +0, Steel +1 and so on).</p>
<p>As the PnP system uses a curve instead of a linear system from the CRPG, I halved all stat bonuses by 2, always rounding up (lest some items become useless)</p>
<h2>Daggers</h2>
<p><em>Beastman&#8217;s Dagger</em>: +1d3 backstab damage<br />
<em>Crow Dagger: +</em>1d6 backstab damage<br />
<em>Darkspawn Dagger: </em>Requires minimum dexterity +1, reduces AR by 1 for this hit<br />
<em>Enchanted Dagger: </em>+2 Attack<br />
<em>Fang: </em>+6 Attack<br />
<em>Gift of the Grey: </em>+1 Stunt Point<br />
<em>Noble&#8217;s Dagger: </em>+1 electricity damage<br />
<em>The Rose Thorn: </em>+1 Dexterity, restores 1 HP every 2 round, +1 damage, +1 Stunt Point, +2d6 backstab damage<br />
<em>Thorn of the Gods: </em>+1 damage, reduces AR by 3 for this hit<br />
<em>Thorn of the Dead Gods: </em>+1 damage, reduces AR by 1 for this hit<br />
<em>Varathorn&#8217;s Dar&#8217;Misu: </em>reduces AR by 2 for this hit, +3 Attack</p>
<h2>Shortswords/Longswords</h2>
<p>If a name of an item below doesn&#8217;t have the word &#8216;longsword&#8217;, whether it is a shortsword or a longsword is up to the GM to decide.</p>
<p><em>Darkspawn Longsword: </em>Minimum Dexterity +1, reduces AR by 1 for current hit<br />
<em>Dwyn&#8217;s Sword: </em>Messy Kills (GM describes death in the most gory manner possible?), +1 to resist rolls vs. spells<br />
<em>Cousland Sword: </em>+1 Damage, +2 Attack, Warrior/Rogue only<br />
<em>Fine Dwarven Blade: </em>+1 Attack<br />
<em>Imperial Edge: </em>+1 damage, +1 Stunt Point, +3 Attack<br />
<em>Keening Blade: </em>Reduce AR by 2 for this hit, +3 Attack, +2 cold damage, Warrior only<br />
<em>King Mairc&#8217;s Blade: </em>AR 1 against cold damage, restoratve spells grant +1 Health per die rolled, Warrior only<br />
<em>Oathkeepr: </em>Reduces AR by 2 for this hit, restorative spells grant +1 Health per die rolled<br />
<em>Saw Sword: </em>+1 damage, 1 additional SP if dragon dice is odd<br />
<em>The Green Blade: </em>AR 1 against natural damage, +2 damage against beasts<br />
<em>Topsider&#8217;s Honor: </em>AR 2 against natural damage, +1 damage against spirits</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The official Green Ronin&#8217;s GM guide to Dragon Age came with a few items; In preparing for my first game, I&#8217;ve decided to give the PCs some more items to play with, and have the idea of using existing items from the CRPG instead of coming up with my own. So today I would start with enchanted swords, and slowing move my way down. The list comes from the official Prima&#8217;s Strategy Guide, to give credits where it is due.<br />
<span id="more-1350"></span><br />
Also bear in mind that currently there are no rules for runes at all for enchanted items, so they are significantly weaker than they could be in the CRPG. GMs who wish to have a less emphasis on gears may want to keep it this way.</p>
<p>Until Green Ronin comes up with the various steel and metal used to forge weapons in the game, assume the enchanted weapons does base damage as usual. Generious GMs can give damage bonuses based on the material (for example, Iron -1, Grey Iron +0, Steel +1 and so on).</p>
<p>As the PnP system uses a curve instead of a linear system from the CRPG, I halved all stat bonuses by 2, always rounding up (lest some items become useless)</p>
<h2>Daggers</h2>
<p><em>Beastman&#8217;s Dagger</em>: +1d3 backstab damage<br />
<em>Crow Dagger: +</em>1d6 backstab damage<br />
<em>Darkspawn Dagger: </em>Requires minimum dexterity +1, reduces AR by 1 for this hit<br />
<em>Enchanted Dagger: </em>+2 Attack<br />
<em>Fang: </em>+6 Attack<br />
<em>Gift of the Grey: </em>+1 Stunt Point<br />
<em>Noble&#8217;s Dagger: </em>+1 electricity damage<br />
<em>The Rose Thorn: </em>+1 Dexterity, restores 1 HP every 2 round, +1 damage, +1 Stunt Point, +2d6 backstab damage<br />
<em>Thorn of the Gods: </em>+1 damage, reduces AR by 3 for this hit<br />
<em>Thorn of the Dead Gods: </em>+1 damage, reduces AR by 1 for this hit<br />
<em>Varathorn&#8217;s Dar&#8217;Misu: </em>reduces AR by 2 for this hit, +3 Attack</p>
<h2>Shortswords/Longswords</h2>
<p>If a name of an item below doesn&#8217;t have the word &#8216;longsword&#8217;, whether it is a shortsword or a longsword is up to the GM to decide.</p>
<p><em>Darkspawn Longsword: </em>Minimum Dexterity +1, reduces AR by 1 for current hit<br />
<em>Dwyn&#8217;s Sword: </em>Messy Kills (GM describes death in the most gory manner possible?), +1 to resist rolls vs. spells<br />
<em>Cousland Sword: </em>+1 Damage, +2 Attack, Warrior/Rogue only<br />
<em>Fine Dwarven Blade: </em>+1 Attack<br />
<em>Imperial Edge: </em>+1 damage, +1 Stunt Point, +3 Attack<br />
<em>Keening Blade: </em>Reduce AR by 2 for this hit, +3 Attack, +2 cold damage, Warrior only<br />
<em>King Mairc&#8217;s Blade: </em>AR 1 against cold damage, restoratve spells grant +1 Health per die rolled, Warrior only<br />
<em>Oathkeepr: </em>Reduces AR by 2 for this hit, restorative spells grant +1 Health per die rolled<br />
<em>Saw Sword: </em>+1 damage, 1 additional SP if dragon dice is odd<br />
<em>The Green Blade: </em>AR 1 against natural damage, +2 damage against beasts<br />
<em>Topsider&#8217;s Honor: </em>AR 2 against natural damage, +1 damage against spirits</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
	
		<series:name><![CDATA[Dragon Age Magical Items]]></series:name>
	</item>
		<item>
		<title>Reversed Spells for Dragon Warriors</title>
		<link>http://www.gamestopica.net/2009/10/reversed-spells-for-dragon-warriors/</link>
		<comments>http://www.gamestopica.net/2009/10/reversed-spells-for-dragon-warriors/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 18:04:01 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Dragon Warriors]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1320</guid>
		<description><![CDATA[<p>The grimore of Dragon Warriors is not as thick as in other fantasy role-playing games. Sorcerers, Warlocks and Mystics get access to five (or four for the Mystic) new spells per level. The good thing is that you get all those spells automatically though. However, there is one way to quickly get about two times amount of castable spells, and this is by reversing them. Moonglow becomes Darkness, and so on. Presented below are the level 1 Sorcerer&#8217;s Spells, reversed. They are still considered as level 1 spells, but cost 2 MP to cost.</p>
<h2><span id="more-1320"></span>Level 1 Sorcerer Reversed Spells</h2>
<h3>Wyrmbreath</h3>
<p>As Dragonbreath, but unleash a blast of icy cold air with Speed 10 but doing 1d6 + 8 damage. If the GM is feeling generous, this can be used for some utility purposes (putting out fire, creating chill water and so on).</p>
<h3>Ghost Image</h3>
<p>Creates an image that is obviously false, but can be made to move around, though complex movement are impossible (no swinging of arms for a human person). Useful when you need to conjure floating daggers in front of potential usurpers.</p>
<h3>Pain Touch</h3>
<p>Does 2 points of HP damage to a person touched by the caster, or in other way in contact within 2m (such as through a weapon). This allows the target to make a Magic Defence roll. Armour does not protect against the damage.</p>
<h3>Lunar Eclipse</h3>
<p>Create a shade of darkness that plunge the surrounding area (5m in radius) into dimness. It is not completely dark (if it was dim before, then it is), but only those with darkvision could see clearly.</p>
<h3>Portal</h3>
<p>The original Portal spell is originally 2 spell in one (Close Portal and Open Portal)!</p>
<h3>Strengthen</h3>
<p>Grants the target (within 10m) +1 Attack and +1 damage in combat.</p>
<h2>Level 2 Sorcerer Reversed Spells</h2>
<h3>Hide Aura (expired when dispelled)</h3>
<p>Dampen the Sorcerer&#8217;s innate magical aura, making him more difficult to be detected as a Sorcerer. The aura can be extend by 2m in a sphere for every 1 extra MP used. It can also be cast on a magical item to prevent its true nature to be known. If a Sorcerer or any other magic-using profession attempt to use a spell to detect auras, treat the Hide Aura spell as a specialised Magic Wall. Magic cast within a Hide Aura, if its level is equal or lower than the MP invested in it, would not be picked up by any magic users.</p>
<h3>Mana Lash</h3>
<p>As Inflict Wound, but cause the opponent to lose 4 points of Mana instead of 5 points of HP.</p>
<h3>Veil Against Unnatural Eyes (Spell Expiry Roll)</h3>
<p>Range: 5m<br />
Area of Effect: 2m</p>
<p>Creates an area that is blocked from spells such as Peer and Scry.</p>
<h3>Lure Undead</h3>
<p>As Hold off the Dead, but this time it lures the undead towards the target, but if they fail their magical defence. This can be tactically useful in some instance, for unless the undead is intelligent, it would just move in easiest method to the caster. Even if there is a pit in front of it.</p>
<h3>Wither</h3>
<p>This clears a patch of vegetation equal 2m in radius within a range of 15m of the Sorcerer. Trees, weeds, undergrowth and bushes would just wither away, as if water is being siphoned out of them directly and crumble into dust. This spell has no effect on human and other living creatures. Good for removing thick cover quickly.</p>
<h3>Warrior&#8217;s Luck</h3>
<p>Instead of adding -2 to an attacking creature&#8217;s hit roll, the Sorcerer gains a +2 on all hit-rolls.  The Sorcerer may cast this spell and attack immediately.</p>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The grimore of Dragon Warriors is not as thick as in other fantasy role-playing games. Sorcerers, Warlocks and Mystics get access to five (or four for the Mystic) new spells per level. The good thing is that you get all those spells automatically though. However, there is one way to quickly get about two times amount of castable spells, and this is by reversing them. Moonglow becomes Darkness, and so on. Presented below are the level 1 Sorcerer&#8217;s Spells, reversed. They are still considered as level 1 spells, but cost 2 MP to cost.</p>
<h2><span id="more-1320"></span>Level 1 Sorcerer Reversed Spells</h2>
<h3>Wyrmbreath</h3>
<p>As Dragonbreath, but unleash a blast of icy cold air with Speed 10 but doing 1d6 + 8 damage. If the GM is feeling generous, this can be used for some utility purposes (putting out fire, creating chill water and so on).</p>
<h3>Ghost Image</h3>
<p>Creates an image that is obviously false, but can be made to move around, though complex movement are impossible (no swinging of arms for a human person). Useful when you need to conjure floating daggers in front of potential usurpers.</p>
<h3>Pain Touch</h3>
<p>Does 2 points of HP damage to a person touched by the caster, or in other way in contact within 2m (such as through a weapon). This allows the target to make a Magic Defence roll. Armour does not protect against the damage.</p>
<h3>Lunar Eclipse</h3>
<p>Create a shade of darkness that plunge the surrounding area (5m in radius) into dimness. It is not completely dark (if it was dim before, then it is), but only those with darkvision could see clearly.</p>
<h3>Portal</h3>
<p>The original Portal spell is originally 2 spell in one (Close Portal and Open Portal)!</p>
<h3>Strengthen</h3>
<p>Grants the target (within 10m) +1 Attack and +1 damage in combat.</p>
<h2>Level 2 Sorcerer Reversed Spells</h2>
<h3>Hide Aura (expired when dispelled)</h3>
<p>Dampen the Sorcerer&#8217;s innate magical aura, making him more difficult to be detected as a Sorcerer. The aura can be extend by 2m in a sphere for every 1 extra MP used. It can also be cast on a magical item to prevent its true nature to be known. If a Sorcerer or any other magic-using profession attempt to use a spell to detect auras, treat the Hide Aura spell as a specialised Magic Wall. Magic cast within a Hide Aura, if its level is equal or lower than the MP invested in it, would not be picked up by any magic users.</p>
<h3>Mana Lash</h3>
<p>As Inflict Wound, but cause the opponent to lose 4 points of Mana instead of 5 points of HP.</p>
<h3>Veil Against Unnatural Eyes (Spell Expiry Roll)</h3>
<p>Range: 5m<br />
Area of Effect: 2m</p>
<p>Creates an area that is blocked from spells such as Peer and Scry.</p>
<h3>Lure Undead</h3>
<p>As Hold off the Dead, but this time it lures the undead towards the target, but if they fail their magical defence. This can be tactically useful in some instance, for unless the undead is intelligent, it would just move in easiest method to the caster. Even if there is a pit in front of it.</p>
<h3>Wither</h3>
<p>This clears a patch of vegetation equal 2m in radius within a range of 15m of the Sorcerer. Trees, weeds, undergrowth and bushes would just wither away, as if water is being siphoned out of them directly and crumble into dust. This spell has no effect on human and other living creatures. Good for removing thick cover quickly.</p>
<h3>Warrior&#8217;s Luck</h3>
<p>Instead of adding -2 to an attacking creature&#8217;s hit roll, the Sorcerer gains a +2 on all hit-rolls.  The Sorcerer may cast this spell and attack immediately.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fingers, though dead, which yet still write</title>
		<link>http://www.gamestopica.net/2009/08/fingers-though-dead-which-yet-still-write/</link>
		<comments>http://www.gamestopica.net/2009/08/fingers-though-dead-which-yet-still-write/#comments</comments>
		<pubDate>Fri, 21 Aug 2009 12:41:33 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Fantasy Adventure Hooks]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[dragon warriors]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1274</guid>
		<description><![CDATA[<p>Those monasteries are located all over at the most inhospitable places of the realm. Nested against hills with no villages in mile, upon a storm-wrecked island or sometimes in a wing of a collapsed and abandoned castle. One visiting the place should take some heed and be braced for the sight that would greet them if they step into one. Only the caretaker of the monastery is alive. Inside, hundreds of skeletal monks, still in their robes, tirelessly makes copies of important treatises, tomes and religious texts. What magic keeps them going? Isn&#8217;t anyone particularly concerned about this? Why would adventurers need to go to such a place, anyway?</p>
<p><span id="more-1274"></span></p>
<ol>
<li>The Order of Saint Leondra is dedicated to perserving the history and lore of the True Faith, for they believe faith in the True Faith comes from knowledge and the words of the Saviour. The monks were (are?) holy men, and now cadavers, they persisted in their tasks even though long dead. They had been the source for religious texts (which were then sent to the churches to be distributed). A thing has happened of late, though. The Archbishop of Albion, seeking to soldify support for the unpopular King, wished to amend some of the old text. This, the Order of Saint Leondra, opposed. The Archbishop has declared that those &#8216;undead monsters&#8217; are to be wiped out and have been sending in adventurers in. Would the PCs be part of the cleansing, or help to preserve the order?</li>
<li>Those are not monks of a religious order, but actually the followers of an old god, a thing that walked between voids and blotted out the stars and sun when it did. The tomes which they are writing are actually teachings of a cult that worship the old god, and it was left to those undead monks because anyone who spent sufficient time writing those text would turn insane. Now they are writing it in quantities. Who is going to distribute them?</li>
<li>An important text which the adventurers need to further their goal was destroyed during a purging by witch-hunters. All copies of it were burned to ashes. But there is a rumor of a certain place where the library is stocked with all types of ancient tome, and its inhabitants work tirelessly to preserve all knowledge. Yet could the adventurers just marched into a monastery of undead monks and get away with it. What do dead people want from the adventurers in return?</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/dramatis-personae/" rel="tag">Dramatis Personae</a>, <a href="http://www.gamestopica.net/adventure_types/strange-situations/" rel="tag">Strange Situations</a></span><br/>

</div>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>Those monasteries are located all over at the most inhospitable places of the realm. Nested against hills with no villages in mile, upon a storm-wrecked island or sometimes in a wing of a collapsed and abandoned castle. One visiting the place should take some heed and be braced for the sight that would greet them if they step into one. Only the caretaker of the monastery is alive. Inside, hundreds of skeletal monks, still in their robes, tirelessly makes copies of important treatises, tomes and religious texts. What magic keeps them going? Isn&#8217;t anyone particularly concerned about this? Why would adventurers need to go to such a place, anyway?</p>
<p><span id="more-1274"></span></p>
<ol>
<li>The Order of Saint Leondra is dedicated to perserving the history and lore of the True Faith, for they believe faith in the True Faith comes from knowledge and the words of the Saviour. The monks were (are?) holy men, and now cadavers, they persisted in their tasks even though long dead. They had been the source for religious texts (which were then sent to the churches to be distributed). A thing has happened of late, though. The Archbishop of Albion, seeking to soldify support for the unpopular King, wished to amend some of the old text. This, the Order of Saint Leondra, opposed. The Archbishop has declared that those &#8216;undead monsters&#8217; are to be wiped out and have been sending in adventurers in. Would the PCs be part of the cleansing, or help to preserve the order?</li>
<li>Those are not monks of a religious order, but actually the followers of an old god, a thing that walked between voids and blotted out the stars and sun when it did. The tomes which they are writing are actually teachings of a cult that worship the old god, and it was left to those undead monks because anyone who spent sufficient time writing those text would turn insane. Now they are writing it in quantities. Who is going to distribute them?</li>
<li>An important text which the adventurers need to further their goal was destroyed during a purging by witch-hunters. All copies of it were burned to ashes. But there is a rumor of a certain place where the library is stocked with all types of ancient tome, and its inhabitants work tirelessly to preserve all knowledge. Yet could the adventurers just marched into a monastery of undead monks and get away with it. What do dead people want from the adventurers in return?</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/dramatis-personae/" rel="tag">Dramatis Personae</a>, <a href="http://www.gamestopica.net/adventure_types/strange-situations/" rel="tag">Strange Situations</a></span><br/>

</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Gardens Where No Man Should Tread</title>
		<link>http://www.gamestopica.net/2009/08/gardens-where-no-man-should-tread/</link>
		<comments>http://www.gamestopica.net/2009/08/gardens-where-no-man-should-tread/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 04:15:44 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Fantasy Adventure Hooks]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1270</guid>
		<description><![CDATA[<p>In the midst of a vast, sprawling city, its architecture dating back to years long ago and showing distictinve heritage of different empires, are ruins where squatters dwelled. And within the ruins, is a long untended gardens, it&#8217;s hedge wall overgrown, the smell of rotten fruits spreading from within, and the pavements leading to it cracked and broken apart by weeds and grasses.</p>
<p>No man, it is said, set foot within the garden and goes  into the depth and had emerged alive.</p>
<p><span id="more-1270"></span></p>
<ol>
<li>This is just a rumour spread by a secretive group of botanists who are experimenting with exotic flowers, weeds and grapes to devise potions of dubious purposes. Some gives its drinker moments of joy, but are higher addictive. Some are potent poison which are scentless and could easily pass for wine.  Needlessly to say, if the adventurers have any business there, it would be either for information, to acquire one of those mixture, or to destroy the garden. Though the adventurers should find out more about the nature of the operation. Are they impartial businessman? Do they have a bigger agenda in mind?</li>
<li>The garden is a living chessboard which 4 powerful wizards long ago used to sort out their differences (it was a much better alternative to seek out a desolate countryside and turn the whole place to cinder and ashes). Flowers, weeds and trees are aggressive, and they attack each other.  A simple gardener was brought in to design the landscape, ornaments and other decorations, to act as barriers, obstacles and basically, to make up the terrain of the game. Indeed, the ruins of those 4 wizards&#8217; towers are found at the four corner of the gardens. However, the enchantment holding the &#8216;living&#8217; pieces at bay is weakening. The &#8216;game&#8217; is spreading out into the ruins, and soon out to engulf the entire city.</li>
<li>When the House of Alarius commissioned the garden, it was more than just to &#8220;give something to society&#8221;. In fact, it is a covert operation to build a series of tunnels to underground hideouts, exits outside the city and to important locations of the city (near the barracks, just outside of the castle and so on). The merchant house was dissolved after nearly a century of business, then the thieves took over. This is the place to go if you wish to get a shortcut to a place you don&#8217;t usually get to go. However, the different factions trying to gain control of the garden has set up all sort of devious means to protect their turf &#8211; traps, ambushes and even the occasional druidic magic to bring trees to life.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/devious-schemes/" rel="tag">Devious Schemes</a>, <a href="http://www.gamestopica.net/adventure_types/perilous-places/" rel="tag">Perilous Places</a></span><br/>

</div>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>In the midst of a vast, sprawling city, its architecture dating back to years long ago and showing distictinve heritage of different empires, are ruins where squatters dwelled. And within the ruins, is a long untended gardens, it&#8217;s hedge wall overgrown, the smell of rotten fruits spreading from within, and the pavements leading to it cracked and broken apart by weeds and grasses.</p>
<p>No man, it is said, set foot within the garden and goes  into the depth and had emerged alive.</p>
<p><span id="more-1270"></span></p>
<ol>
<li>This is just a rumour spread by a secretive group of botanists who are experimenting with exotic flowers, weeds and grapes to devise potions of dubious purposes. Some gives its drinker moments of joy, but are higher addictive. Some are potent poison which are scentless and could easily pass for wine.  Needlessly to say, if the adventurers have any business there, it would be either for information, to acquire one of those mixture, or to destroy the garden. Though the adventurers should find out more about the nature of the operation. Are they impartial businessman? Do they have a bigger agenda in mind?</li>
<li>The garden is a living chessboard which 4 powerful wizards long ago used to sort out their differences (it was a much better alternative to seek out a desolate countryside and turn the whole place to cinder and ashes). Flowers, weeds and trees are aggressive, and they attack each other.  A simple gardener was brought in to design the landscape, ornaments and other decorations, to act as barriers, obstacles and basically, to make up the terrain of the game. Indeed, the ruins of those 4 wizards&#8217; towers are found at the four corner of the gardens. However, the enchantment holding the &#8216;living&#8217; pieces at bay is weakening. The &#8216;game&#8217; is spreading out into the ruins, and soon out to engulf the entire city.</li>
<li>When the House of Alarius commissioned the garden, it was more than just to &#8220;give something to society&#8221;. In fact, it is a covert operation to build a series of tunnels to underground hideouts, exits outside the city and to important locations of the city (near the barracks, just outside of the castle and so on). The merchant house was dissolved after nearly a century of business, then the thieves took over. This is the place to go if you wish to get a shortcut to a place you don&#8217;t usually get to go. However, the different factions trying to gain control of the garden has set up all sort of devious means to protect their turf &#8211; traps, ambushes and even the occasional druidic magic to bring trees to life.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/devious-schemes/" rel="tag">Devious Schemes</a>, <a href="http://www.gamestopica.net/adventure_types/perilous-places/" rel="tag">Perilous Places</a></span><br/>

</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The Danger of Prophecies</title>
		<link>http://www.gamestopica.net/2009/08/the-danger-of-prophecies/</link>
		<comments>http://www.gamestopica.net/2009/08/the-danger-of-prophecies/#comments</comments>
		<pubDate>Tue, 11 Aug 2009 07:29:36 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Fantasy Adventure Hooks]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>
		<category><![CDATA[game-mastering]]></category>
		<category><![CDATA[seeds]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1267</guid>
		<description><![CDATA[<p>A kingdom is falling apart because of a prophecy. Ancient ruling houses have began to war with each other. The sons of the king began to plot to overthrow their father, but first have to deal with each other. Meanwhile, merchant houses secretly began a covert war through the use of spies, assassins and adventurers. All are determined that they are destined to stop an ancient evil, become a glorious ruler and other grandiose dreams. What madness have stricken those people?</p>
<p><span id="more-1267"></span></p>
<ol>
<li>There are legends of a pool, located in a grove, bordered by forests of the faerie, where one could see visions and images of the times to come. A seeress once dwell there, and she was responsible for prophecies and advice that aid many in averting ruins to the kingdom. However, the seeress had died, and someone else has taken over her guise and now control the pool. She can command the pool to show whatever she wishes, and she is now using it to sow discord throughout the kingdom. Whatever her aims are, it is unknown, but strife and chaos is just one on her list.</li>
<li>The Tablets of Destiny, an ancient religious writing which was used by a group of priests to foretell the future, have disappeared from their temple. Badly copied versions of those writings have appeared, and someone is circulating them. Merchant houses, noblemen, bandit lords and group of adventurers have been getting fragments of &#8216;prophecies&#8217; which when interpreted, points to them as Messiahs of the world, glorious emperor, the harbinger of a new age. Those who follow the advice and heed the portends of those fragments of prophecies will have great initial success &#8211; and soon the doubting ones follow too. But the catch is that they are just following the fragments of an entire prophecy. The true prophecy can only be known if the adventurers manage to recover the Tablets of Destiny, or piece all the fragments together, and they would realise just how many are contributing to the ruin of the world.</li>
<li>A seer has been visiting those factions, and force compelling visions onto the leader of each of them. To one, they would say another is an obstacle to their goal. Then to the other, they would say the former is an obstacle as well, sowing discord and chaos in this manner. Who is this seer, and what is his real motive? And why are those given a vision are so fanatical in pursuing them? The seer has given them more than just a vision; an astral parasite has leeched into their mind as well, compelling them to believe in the visions and subtly controlling them.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/devious-schemes/" rel="tag">Devious Schemes</a></span><br/>

</div>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>A kingdom is falling apart because of a prophecy. Ancient ruling houses have began to war with each other. The sons of the king began to plot to overthrow their father, but first have to deal with each other. Meanwhile, merchant houses secretly began a covert war through the use of spies, assassins and adventurers. All are determined that they are destined to stop an ancient evil, become a glorious ruler and other grandiose dreams. What madness have stricken those people?</p>
<p><span id="more-1267"></span></p>
<ol>
<li>There are legends of a pool, located in a grove, bordered by forests of the faerie, where one could see visions and images of the times to come. A seeress once dwell there, and she was responsible for prophecies and advice that aid many in averting ruins to the kingdom. However, the seeress had died, and someone else has taken over her guise and now control the pool. She can command the pool to show whatever she wishes, and she is now using it to sow discord throughout the kingdom. Whatever her aims are, it is unknown, but strife and chaos is just one on her list.</li>
<li>The Tablets of Destiny, an ancient religious writing which was used by a group of priests to foretell the future, have disappeared from their temple. Badly copied versions of those writings have appeared, and someone is circulating them. Merchant houses, noblemen, bandit lords and group of adventurers have been getting fragments of &#8216;prophecies&#8217; which when interpreted, points to them as Messiahs of the world, glorious emperor, the harbinger of a new age. Those who follow the advice and heed the portends of those fragments of prophecies will have great initial success &#8211; and soon the doubting ones follow too. But the catch is that they are just following the fragments of an entire prophecy. The true prophecy can only be known if the adventurers manage to recover the Tablets of Destiny, or piece all the fragments together, and they would realise just how many are contributing to the ruin of the world.</li>
<li>A seer has been visiting those factions, and force compelling visions onto the leader of each of them. To one, they would say another is an obstacle to their goal. Then to the other, they would say the former is an obstacle as well, sowing discord and chaos in this manner. Who is this seer, and what is his real motive? And why are those given a vision are so fanatical in pursuing them? The seer has given them more than just a vision; an astral parasite has leeched into their mind as well, compelling them to believe in the visions and subtly controlling them.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/devious-schemes/" rel="tag">Devious Schemes</a></span><br/>

</div>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>An Ancient Ship at Bay</title>
		<link>http://www.gamestopica.net/2009/08/an-ancient-ship-at-bay/</link>
		<comments>http://www.gamestopica.net/2009/08/an-ancient-ship-at-bay/#comments</comments>
		<pubDate>Fri, 07 Aug 2009 20:50:52 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Fantasy Adventure Hooks]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1260</guid>
		<description><![CDATA[<p>The night before, there was a thick mist, a rolling fog that covered the entire dockside. The next day when the sun is out, a large ship, its kind never seen before, is out in the bay, it&#8217;s masts broken, its sail tattered, its hull encrusted with ice. A dead ship appearing at the bay, out of nowhere. Where did it come from, what is on it, and what does this portends? No one is willing to go near to the ship, and the adventurers are dispatched to find out what is it and to ensure that it is safe to approach it and towed it away.</p>
<p><span id="more-1260"></span></p>
<ol>
<li>Dozens of years ago, an expedition from this very port set out to explore the far north. They were supposed to return in three years time, but they never did. This is the last surviving ship to return, but when the adventurers boarded it, it is devoid of people&#8230;living or otherwise. However in the cargo hold there is an ancient stone sarcophagus. Whatever that was on that ship, it is long gone now &#8211; perhpas out in the port. There were tales of a tryant who practised blood magic, and to be killed he had to be staked through the heart. That he may never arose again, he was interned with a coffin of stone, and sent north in a ship&#8230;perhaps the resting place was found by the expedition, and the old tryant is back.</li>
<li>The ship is of massive size, and when the adventurers wandered in, they will find the ship devoid of life, but filled with shelves after shelves of surprisingly well-preserved scrolls, tomes and parchments. This was a &#8216;floating library&#8217;, and an order of scholars and sages traveled all over the known world collecting and recording histories, folklores and tales. It was lost over fifty years ago, and its sudden reappearance is a mystery. And this is when descendants of the order turned up, and demanded that the ship belong to them. Unfortunately, two such groups claimed rights. What should the adventurers to?</li>
<li>Along with the ship came an icy cold mist and wind, even though it is summer. Within the massive ship, more of an ark, are a race of fish-men hybrid. Housed within the hold of the ship is a ritual of power magic that would turn the entire region into an icy cold landscape. The creatures had escaped from their original homelands, perhaps exiled or driven out, and are seeking new places. Within 2 days the waters would have frozen, and the people would be powerless against the merciless cold, unless the adventurers could stop those half-men, half-fishes. Those creatures may be open to diplomacy, but they are impatient, for they have been sailing for more than 25 years.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/strange-situations/" rel="tag">Strange Situations</a></span><br/>

</div>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>The night before, there was a thick mist, a rolling fog that covered the entire dockside. The next day when the sun is out, a large ship, its kind never seen before, is out in the bay, it&#8217;s masts broken, its sail tattered, its hull encrusted with ice. A dead ship appearing at the bay, out of nowhere. Where did it come from, what is on it, and what does this portends? No one is willing to go near to the ship, and the adventurers are dispatched to find out what is it and to ensure that it is safe to approach it and towed it away.</p>
<p><span id="more-1260"></span></p>
<ol>
<li>Dozens of years ago, an expedition from this very port set out to explore the far north. They were supposed to return in three years time, but they never did. This is the last surviving ship to return, but when the adventurers boarded it, it is devoid of people&#8230;living or otherwise. However in the cargo hold there is an ancient stone sarcophagus. Whatever that was on that ship, it is long gone now &#8211; perhpas out in the port. There were tales of a tryant who practised blood magic, and to be killed he had to be staked through the heart. That he may never arose again, he was interned with a coffin of stone, and sent north in a ship&#8230;perhaps the resting place was found by the expedition, and the old tryant is back.</li>
<li>The ship is of massive size, and when the adventurers wandered in, they will find the ship devoid of life, but filled with shelves after shelves of surprisingly well-preserved scrolls, tomes and parchments. This was a &#8216;floating library&#8217;, and an order of scholars and sages traveled all over the known world collecting and recording histories, folklores and tales. It was lost over fifty years ago, and its sudden reappearance is a mystery. And this is when descendants of the order turned up, and demanded that the ship belong to them. Unfortunately, two such groups claimed rights. What should the adventurers to?</li>
<li>Along with the ship came an icy cold mist and wind, even though it is summer. Within the massive ship, more of an ark, are a race of fish-men hybrid. Housed within the hold of the ship is a ritual of power magic that would turn the entire region into an icy cold landscape. The creatures had escaped from their original homelands, perhaps exiled or driven out, and are seeking new places. Within 2 days the waters would have frozen, and the people would be powerless against the merciless cold, unless the adventurers could stop those half-men, half-fishes. Those creatures may be open to diplomacy, but they are impatient, for they have been sailing for more than 25 years.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/strange-situations/" rel="tag">Strange Situations</a></span><br/>

</div>
]]></content:encoded>
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		<title>Lights that Show the Way</title>
		<link>http://www.gamestopica.net/2009/08/lights-that-show-the-way/</link>
		<comments>http://www.gamestopica.net/2009/08/lights-that-show-the-way/#comments</comments>
		<pubDate>Tue, 04 Aug 2009 17:57:17 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Fantasy Adventure Hooks]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>
		<category><![CDATA[game-mastering]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1257</guid>
		<description><![CDATA[<p>It is well known that the forests and hills of Sandhornvale are haunted; the small folk called them &#8216;spirit lights&#8217; and they appear as small orbs of pale white lights. They danced at various spots and landmarks when midnight comes, and lingers for an hour before disappearing. A few believe they were ghosts or spirits that did not passed over to the after-world, while sages and sorcerers believed that there&#8217;s nothing supernatural about those lights at all &#8211; they are the creations of sorcery. What are those lights, exactly?</p>
<p><span id="more-1257"></span></p>
<ol>
<li><strong>Road to Hidden Gates: </strong>When faeries walk the world openly and mankind was still young, lanterns were used to light the way between the doorsteps of different fay domains. Those lights still remain, showing the way to a dormant fay realm. Many reasons would led the adventurers to walk this path &#8211; a missing young lord, tracking a rogue sorcerer who is using the realm as his hide-out or even the allure of treasures. The lights are within sight of each other, showing the way to the gate, but the journery in middle is not without its share of perils.</li>
<li><strong>Finding Rest: </strong>Long time ago, a murderer lurked within the region, killing young and old for his own depraved reasons. A paladin hunted him down and brought him to justice, but the bodies of the victims were never found. The paladin begged his patron deity for the means to find the bodies so that they may be put to rest, and there came the spirit lights. Each would guide an adventurer to a place where a victim of the loathed murderer. The paladin managed to retrieve two by following two of those lights, but he disappeared forever when attempting to find the third. Apparently, the victims were brought to a place of danger&#8230;</li>
<li><strong>The Path for the Journery: </strong>The people of Sandhornvale are of an interesting mix. It used to be a small village, when gypsies cameto dwell within the village because of wars and a plague. The toils of those times killed most of the gypsies, including those who know where to go next &#8211; it seemed that they were following a path laid down by their ancestors. The youngsters, lost and frightened, stayed with the villagers of Sandhornvale. Ever since them the spirit lights have appeared &#8211; and they are actually the route which the gypsies. Now their descendants are feeling a strange urge to follow those lights, but times have changed. Why did their ancestors follow those path? Is it necessary? What lurks along the way? Maybe a group of descendants wish to undertake the journery, but fearing danger, asks the adventurers as an escort. The reasons could rangome from bringing offering to their ancient ancestors to having to recite a ritual which ensure that a powerful enemy remained imprisioned.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/strange-situations/" rel="tag">Strange Situations</a>, <a href="http://www.gamestopica.net/adventure_types/suburban-adventures/" rel="tag">Suburban Adventures</a></span><br/>

</div>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>It is well known that the forests and hills of Sandhornvale are haunted; the small folk called them &#8216;spirit lights&#8217; and they appear as small orbs of pale white lights. They danced at various spots and landmarks when midnight comes, and lingers for an hour before disappearing. A few believe they were ghosts or spirits that did not passed over to the after-world, while sages and sorcerers believed that there&#8217;s nothing supernatural about those lights at all &#8211; they are the creations of sorcery. What are those lights, exactly?</p>
<p><span id="more-1257"></span></p>
<ol>
<li><strong>Road to Hidden Gates: </strong>When faeries walk the world openly and mankind was still young, lanterns were used to light the way between the doorsteps of different fay domains. Those lights still remain, showing the way to a dormant fay realm. Many reasons would led the adventurers to walk this path &#8211; a missing young lord, tracking a rogue sorcerer who is using the realm as his hide-out or even the allure of treasures. The lights are within sight of each other, showing the way to the gate, but the journery in middle is not without its share of perils.</li>
<li><strong>Finding Rest: </strong>Long time ago, a murderer lurked within the region, killing young and old for his own depraved reasons. A paladin hunted him down and brought him to justice, but the bodies of the victims were never found. The paladin begged his patron deity for the means to find the bodies so that they may be put to rest, and there came the spirit lights. Each would guide an adventurer to a place where a victim of the loathed murderer. The paladin managed to retrieve two by following two of those lights, but he disappeared forever when attempting to find the third. Apparently, the victims were brought to a place of danger&#8230;</li>
<li><strong>The Path for the Journery: </strong>The people of Sandhornvale are of an interesting mix. It used to be a small village, when gypsies cameto dwell within the village because of wars and a plague. The toils of those times killed most of the gypsies, including those who know where to go next &#8211; it seemed that they were following a path laid down by their ancestors. The youngsters, lost and frightened, stayed with the villagers of Sandhornvale. Ever since them the spirit lights have appeared &#8211; and they are actually the route which the gypsies. Now their descendants are feeling a strange urge to follow those lights, but times have changed. Why did their ancestors follow those path? Is it necessary? What lurks along the way? Maybe a group of descendants wish to undertake the journery, but fearing danger, asks the adventurers as an escort. The reasons could rangome from bringing offering to their ancient ancestors to having to recite a ritual which ensure that a powerful enemy remained imprisioned.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/strange-situations/" rel="tag">Strange Situations</a>, <a href="http://www.gamestopica.net/adventure_types/suburban-adventures/" rel="tag">Suburban Adventures</a></span><br/>

</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A Most Alluring Target</title>
		<link>http://www.gamestopica.net/2009/07/a-most-alluring-target/</link>
		<comments>http://www.gamestopica.net/2009/07/a-most-alluring-target/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 07:41:17 +0000</pubDate>
		<dc:creator>extrakun</dc:creator>
				<category><![CDATA[Content for Game]]></category>
		<category><![CDATA[Fantasy Adventure Hooks]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[adventure idea]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[fluff/inspiration]]></category>
		<category><![CDATA[game-mastering]]></category>
		<category><![CDATA[seeds]]></category>

		<guid isPermaLink="false">http://www.gamestopica.net/?p=1252</guid>
		<description><![CDATA[<p>It is the most disorganized, unruly and unprofessional convoy the adventurers have ever seemed. There are no forward scouts, the guards look ill at ease with their weapons and the route includes narrow valleys, thick forests and hilly paths. The leader of the caravan doesn&#8217;t seem to mind all these and jokingly dismiss any concerns the adventurers may bring up. And when the brigands attack, the order given is immediate. &#8220;Flee for your life!&#8221;</p>
<p><span id="more-1252"></span></p>
<ol>
<li><strong>A Different Sort of Delivery: </strong>A rebellion is under way, and the various merchant houses are conspiring with the outlaws, giving them supplies and the weapons they would need. A fake raid is their mean of transferring supplies and intelligence. The experienced adventurers may have been attached to the convoy to give a veneer of credibility or they are given orders by rightful authority to guard the convoy. Needless to say, any actions the adventurers may take to interfere with the brigands would be met with a surprise.</li>
<li><strong>The Bait: </strong>The foodstuff and grains carried by the convoy are poisoned. This is the new method which the various merchant houses have agreed on to deal with the brigands. That those brigands are intended on re-distributing those food to the nearby poverty stricken villages are none of their concern. Perhaps it would be of the adventurers.</li>
<li><strong>A Lesson In Humility: </strong>The leader of the convoy is a brash, inexperienced scion of a powerful merchant house, and he thinks too much of himself and disregard the adventurers&#8217; concerns. The brigands, however, are the men belonging to his father, and this raid is to teach the youngster a lesson. The adventurers are attached to ensure that the young man don&#8217;t do anything rash. Unfortunately, some enemies of his father have infiltrated the false raiding brigands, and what supposed to be a lesson about carelessness turned out be a real nightmare when the reinforcements the father has prepared never arrived.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/devious-schemes/" rel="tag">Devious Schemes</a></span><br/>

</div>
<div style="display:block"><small><em>by Extrakun <br />&copy;2012 <a href="http://www.gamestopica.net">GamesTopica.Net</a>. All Rights Reserved.from <a href="http://www.gamestopica.net">GamesTopica.Net</a></em></small></div>]]></description>
			<content:encoded><![CDATA[<p>It is the most disorganized, unruly and unprofessional convoy the adventurers have ever seemed. There are no forward scouts, the guards look ill at ease with their weapons and the route includes narrow valleys, thick forests and hilly paths. The leader of the caravan doesn&#8217;t seem to mind all these and jokingly dismiss any concerns the adventurers may bring up. And when the brigands attack, the order given is immediate. &#8220;Flee for your life!&#8221;</p>
<p><span id="more-1252"></span></p>
<ol>
<li><strong>A Different Sort of Delivery: </strong>A rebellion is under way, and the various merchant houses are conspiring with the outlaws, giving them supplies and the weapons they would need. A fake raid is their mean of transferring supplies and intelligence. The experienced adventurers may have been attached to the convoy to give a veneer of credibility or they are given orders by rightful authority to guard the convoy. Needless to say, any actions the adventurers may take to interfere with the brigands would be met with a surprise.</li>
<li><strong>The Bait: </strong>The foodstuff and grains carried by the convoy are poisoned. This is the new method which the various merchant houses have agreed on to deal with the brigands. That those brigands are intended on re-distributing those food to the nearby poverty stricken villages are none of their concern. Perhaps it would be of the adventurers.</li>
<li><strong>A Lesson In Humility: </strong>The leader of the convoy is a brash, inexperienced scion of a powerful merchant house, and he thinks too much of himself and disregard the adventurers&#8217; concerns. The brigands, however, are the men belonging to his father, and this raid is to teach the youngster a lesson. The adventurers are attached to ensure that the young man don&#8217;t do anything rash. Unfortunately, some enemies of his father have infiltrated the false raiding brigands, and what supposed to be a lesson about carelessness turned out be a real nightmare when the reinforcements the father has prepared never arrived.</li>
</ol>
<div id="yoast-taxonomy">
	<span class="taxonomy-adventure_types">Adventure Types: <a href="http://www.gamestopica.net/adventure_types/devious-schemes/" rel="tag">Devious Schemes</a></span><br/>

</div>
]]></content:encoded>
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