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The Ruined Fortress of the Evil Overlord

The Ruined Fortress of the Evil Overlord

This has been my project since the beginning of the new year and it is finally starting to spread its wings and fly. The concept is simple: a huge dungeon complex (of up to 99 levels) that can be plopped anywhere or used as a stand-alone campaign. The booklets contain one or more levels apiece, and can be used in conjunction, with plot hooks and other links between levels, or they can be used alone and placed practically anywhere.

The goal with these adventure modules is to create a lovingly hand-crafted printed product with usefulness at the gaming table being the paramount concern. To that end, the booklets are crafted using the finest paper with a thick detachable cover that contains the main maps (other maps will be included as a middle spread) and designed with a “generic d&d” ruleset intended to easily translate into most fantasy game systems. All dungeoneers should be able to find use for the Ruined Fortress of the Evil Overlord series, regardless of which edition or game system they use.

Just look at that hand drawn map!

Just look at that hand drawn map!

I hope to offer these booklets for sale once I perfect the printing and publishing, and get a few more levels done. Pricing is still up in the air but with the time, effort, and high cost of quality paper, it is settling into the 5-8 dollar range, printed and shipped. I do not foresee making these available as pdf, since my main goal is to produce a hand crafted booklet for table use. (I also need to learn how to set up a storefront on worpress which might be the biggest hurdle.)

Check out the snazzy interior design, with custom artwork, text boxes, and all the extras.

Snazzy interior design, with custom artwork, text boxes, and all the extras.

The first booklet weighs in at 28 pages, and is designed to be an introductory level for new or inexperienced characters. The booklet features new monsters and new magic items, wandering monster tables, and a complete dungeon with plot and story hooks, bosses both mini and mega, traps, hazards, and tons of opportunity for exploration, discovery, interaction, and epic battles in iconic locations. My philosophy is to remove the boring, and keep the awesome. The dungeons follow what some call Gygaxian naturalism, and are an attempt to make a funhouse gonzo dungeon that makes sense and could exist in a fantasy realm.

I am looking for volunteers who would like to playtest and review the product on their blog, message board, or website. If anyone is interested in doing that, I will be happy to send a complimentary copy for your perusal. Please drop me a line or make a comment. The next couple of weeks will be spent turning the prototype into a final draft, organizing the next three modules: level 0, level 1a, and 1b, and playtesting.

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surprisexl2Reaction

Many monsters in the dungeon will automatically attack until destroyed. This includes all undead and most animals and monsters. Smarter, wilier creatures will often hesitate or wait for the characters to make the first move, or even plan an ambush. The dungeons of the evil overlord are a gathering place for the scum and villainy of the surrounding lands. It is not uncommon for traditional foes to tolerate one another in the monstrous mecca. Likewise, erstwhile allies often tear each other apart in this chaotic environ. Roll on the Reaction Table whenever the initial response to an unexpected meeting is in doubt. Roll a d20 and add any modifiers that may apply.

Reaction Table (d20)
1 Enraged charge attack
2-5 Hostile, prepares attack
6-10 Hostile, threatening
11-14 Uncertain, defensive
15-17 Neutral , confused, or uninterested
18-19 Timid or careful, friendly approach
20+ Enthusiastic camaraderie

Morale

It may become necessary to check the morale of a creature or group. Individual or solo creature morale checks are typically made at first blood and when the creature drops below one quarter of its maximum hit points. Group morale checks are made after the first fatality, when half the group is down, and when there is but one remaining. Typically rolls are made on a d20, with 10 or higher passing. On a 1-9 the creature or creatures retreat. Retreat can vary from orderly, to free-for-all route depending on the roll. Cowardly or weak creatures should have a -2 penalty, and strong or brutish creatures should grant a bonus. Other situational modifiers can affect the roll, at the dungeon master’s discretion.

This is an excerpt from the dungeon complex The Ruined Fortress of the Evil Overlord Level 1: The Main Storey.

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surprise

A famous work of art by artist Leonard Elmore graces the Basic d&D rulebook. Decades later, another person uses it as inspiration, or even blatant copy, of the art, in a far inferior style. Is it the finest form of flattery, or copyright infringement? You decide:

(I am making a booklet that I will give away or maybe even sell, and want to include art, but lack funds or means to produce actual art, thus these insane scribblings, which I am hoping produces a feeling of a well-meaning, nostalgic nod to past eforts in place of anything actually good.)

surprise 1

This is pretty much the same image just using my inferior skills. Too close to the original?

surprise 2

surprise 2

In an effort to really differentiate, I totally changed it up, losing the monster and just leaving the trap, and also he is a dwarf losing his helmet which cracked me up. Still too close? My judgmental daughter the artist looks at my futile attempts and sighs despairingly…

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I’m working on a new dungeon project, The Ruined Fortress of the Evil Overlord, and thought I would share my first pair of drafts of level 1 of the dungeon. Feel free to use, abuse, or ridicule.
map1

With my second draft I tried a new type of “inverted” graph paper which looks really great in person but doesn’t scan very well. A few of the features are becoming more distinct in this version, and wll reach their full fruition in the final version.

Here be the Ruined Fortress Level 1, draft 2

Here be the Ruined Fortress Level 1, draft 2

The third version is the final version and will be used in the adventure module “The Ruined Fortress of the Evil Overlord – Level 1: The First Storey” with which I am soon to beat my group of players senseless.

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skull-mtn

There once was a rich valley protected by the embrace of the northern mountains. A single pass led into the northern wildlands and the folk of the valley, elves humans and dwarves, all worked together to build a fortress to guard them from the monstrous creatures who came down from the rough northern region. The valley grew ever richer in trade with the southern lands and the fortress grew ever more mighty. The goodness of the valley dwellers led them to build extensive prisons beneath the fortress where the pitiful creatures they captured could live out their natural lives. Even giants and dragons were brought to heel by this industrious folk.

Unbeknownst to the valley people, a war was brewing high above them in the astral sea. A demi-god fought for control of his realm against a usurper in an extra-planar battleship. The demi-god’s defense was successful and the battleship spun wildly through the dimensions to crash into the fortress, splitting the mountain open in its fiery descent and carving a hole into unknown depths. The fortress crumbled and the surviving monsters, humanoids, and fell beasts escaped from their prison cells, led by an orc called the War Duke.

The War Duke’s ever swelling army of evil descended upon the helpless valley and slew or enslaved all its people. from there, the Evil Overlord went on to threaten all the surrounding lands with unending bloodshed. The civilized world banded together and fought back over a war lasting many grueling years, until they finally beat War Duke back to his fortress, his prison. There he was slain, and the war brought to a close in a great bloody battle and the ruined fortress was ransacked and abandoned. Few people returned to the valley, and what survivors remained scratched out a meager existence.

Four great hordes, each led by an Evil Overlord, have erupted out of the northern mountains and claimed the ruined Fortress in the thousand years since the Valley Folk were defeated. Four times the world has teetered on the brink of unquenchable bloodshed.

Still the ruined fortress of the Evil overlord remains, a blight upon the world, as indestructible as the mountain itself. It is full of the wealth of a hundred plundered kingdoms, and vomits forth an endless stream of vile monstrosities.

Description: The low peak at the head of the mountain pass was carved into the shape of a helm, with the nose piece being long stairs leading to a three-tower castle built at its crown. Large open chambers like eye sockets, held siege engines overlooking the pass and stairs. The castle was composed of two smaller parapet topped towers leaning like wide shoulders against a tall central tower. When the demonic battleship crashed, it struck the mountain top at the base of the central tower, causing most of it to collapse into the hole the ship bore through the mountain. Over the years, the face of the mountain has been carved to more resemble the skull of an orc.

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Here are zombies. What do you do?

Here are zombies. What do you do?

The great inspiration for this campaign happened as we were sitting around the table towards the end of one game night and we started talking about what we wold do if there were a zombie apocalypse, like right now. Of course, many of us have had similar conversations, and when they happen around a gaming table, it is natural to take it to the next level: well let’s play it and find out. that is exactly what we set out to do.

This article, in lieu of a session retold in story form, will focus on what has gone wrong so far, of which a huge ruined pile grows ever larger week by week. However, to be fair, that is consistent with my style of sub-par dm’ing. It is only the resilience and fortitude of my long-suffering players that have enabled us to stagger on this long. This game is beginning to strain even those strong bonds, for completely ridiculous reasons that I probably should have thought of in the beginning.

1 — Pixel-bitching the real world

Look if you will, dear reader, at the above map, or if you can find it on google earth, zoom in to ridiculous levels, and try to find an escape route through a zombie infested wasteland. Yes it could take all night, and it did. Players at my table are always breaking out their electronics (going against the Luke’s Diner rule) and so I wanted to turn their evil to good, by allowing, nay, expecting the use of their tablets, laptops, and cell-phones. One of the ways in which they could utilize them was by using google earth to pinpoint their position in the real world. There are so many problems with this that my head threatens to explode just recounting them. The result of actually dealing with them was far worse.

First off, it takes forever to actually accomplish something direct on the internet as opposed to random browsing to amuse, so that the game ground to a halt for reasons such as page not loading errors, and mis-clicking, to name just a few of the headaches that go along with using a computer. The delays and confusion were unacceptable, and more distracting than playing facebook games while role playing.

Along with time consuming, the arguments and discussions that arise over particular land formations can completely derail the game in such a way that the humble ZM is not able to account for in real-time. For example, in the above map there is a railroad following a stretch of highway to the north. One would think that if the highway was full of zombies, it would be impossible to follow that railroad, but one would be wrong, if one were to discover that there is a chain link fence separating the two. It took a long time and a lot of arguing before it was settled that the fence and the steep embankment separating the road from the highway would make it a possible escape route.

The fact that it was a possible escape route was awesome, but it had the dual problems that it took forever to get there, and that it was far enough out of the scope of what I had planned that it was difficult to improvise. Half of my arguments about the fence were based on the issue of scrambling to cobble together an interesting night of adventure when all of my plans were about to be moot. Improvising is half the fun of dm’ing to me, but when they depend on real world data, it becomes unmanageable. Other examples of unamageability include using real world personalities; equipment, like what is in an ambulance; and how real world physics work, like the turning radius of a small plane. Sure these things can be looked up, and stuff like that was continuously looked up, but what I envisioned being a nice little sidetrack, became the all-encompassing focus of the game. What is the thickness of the road bed? How wide is the lane? Are there any breaks in the fence. At what temperature does dead flesh freeze? The list is endless.

People play games set in the real world all the time, and so this is an issue in any “modern” type of game, but for some reason, it has become an obsession that is hard to shake. Possibly the fact that the game is set in our home town at the current time (Dec 21st close enough) that it led to a sense of hyper-realism. It is an issue that seems to be fixable, by first setting the game world in a universe that is almost exactly a reflection of our own, but not quite (which is exactly how the default New World of Darkness game world is describe.) Im sure this is a cheat many game masters use to explain why certain inconsistencies pop up:

Player: Granny’s blanket was red, why are you describing it as green? Something must be wrong with granny!

GM: (who doesnt have a flying fuck clue as to what color was granny’s blanket): Nope, it is red in our world, here it is green, next.

Issue Solved. Here is another.

2 — Play as yourselves!

Nobody wants to picture themselves, or their friends and family, torn apart by zombies. No one wants to have it described to them either, and even though I, as an evil and wretched dm, get a kick out of describing the most awful of disembowlments, players are apparently discomfited when it is their own guts spewing forth. Understandable. The solution to this is to either play a more “heroic” type of game rather than a gritty tale where lots of disemboweling happens, or to play “throw-away” characters with little personal investment.

It seems to be an irrevocable conflict of interest, in which we are attempting to play a realistic game of zombie apocalypse, yet the characters cannot in good conscience be harmed if they play themselves, and if they play other characters (after they themselves die or instead?) then the character creation process, which favors personality and complexity, becomes too arduous to keep throwing them away as the corpses pile up and then come after you.

Playing as super successful SWAT team members might be one fun type of apocalypse scenario, but the inspiration for this one was to be normal people trying to make it as est they could, and that has a much different vibe than tradition “heroic” games, which we always played in the past. There are many adjustments to be made, but one of the main difficulties will be for the players and the ZM (me) to accept and really appreciate the different type of game we are going for. It is a zombie apocalypse, after all, so there will be zombies to fight, and there will be much bloodshed. The many zombie movies, comics, and television shows upon which this campaign game is based inform us of what to expect. The best solution to this problem is to have a continuous cast of pre-made characters ready to insert into the game.

Issue: hopefully solved with ready to go characters, and an on-going understanding of exactly what type of game we are playing, with a focus on keeping it fun. I love describing people being torn apart by zombies, that is why i am a dm, but the players need to decide if they have the stomach for a game where they are not invincible heroes, but just regular people, yet still trying to do great things (like survive) and then get on with it.

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Little People Invade Hogwarts

Chapter 1: The Little People Invade Hogwarts

Through a rift between dimensions, Adolf Hitler has made contact with an evil dwarf Warlord, who calls himself Shadow Hitler and together they trade evil plots and more as they each conquer their respective dimensions. EVIL FREAKING DWARVES invade Hogwarts Wizard academy on a rainy night in the spring of 1941.

The characters begin as 0 level first year students at Hogwarts Magical School during the “London Blitz” era of World War 2, the fall semester of 1940. Across the channel, France has capitulated and for months German Guns have been bristling along the French coast, aimed directly at England, and Hogwarts stands between the cannons and London.

By night, the students fight the endless drones of planes sent to fire bomb the cities, and the students learn their magic in the heat of battle, flying brooms and spells against fighters and bombers. By day, the students weave between a classroom schedule meant to raise their skills and ability scores in the areas that matter to them.

This story takes place before any Tom Riddles or Voldemorts, and the school’s head master is none other than Merlin, raised from his slumber to defend England in her time of need. The houses are arcehtypal: Gryffindor is for fighting and good, Slytherin is sneaky and evil, Hufflepuff are steadfast and loyal, and Raven Claw are mysterious and weird. There are six classes each based on an ability score and the skills associated with that score. In addition, each character has access to cantrips, but must roll arcana checks to cast the spells correctly. Hijinks ensue.

Meanwhile…

Shadow Hitler the Eightht Dwarf

Chapter 2: Shadow Hitler the Eighth Dwarf

In another dimension dwarven submarines and dive bombers assault Neverwinter led by the dwarven warlord Shadow Hitler. The city falls quickly, and becomes the Fantasy version of Paris, and also Shadow Hitler’s new home base, where he erects an iron pyramid in one corner of the ruined city. It’s symbol is the “Bearded Swass”

The night of the invasion (during first year finals) in the middle of it the players are alternate-dimensionized into fantasy version of themselves, as first level class and race of their choice. (They retain use of one favorite cantrip.) They need to find a way back to their own world, and not get caught by the EVIL FREAKING DWARVES who have conquered the land led by Shadow Hitler the Dwarf Warlord.

The strangers to the world need some sort of cover or concealment. Hearing the sounds of battle ahead, they find a group of humans and orcs that fought to the death over a wagon. It is full of costumes and musical instruments, and a gold filigree scroll entitling the bearers of the scroll to compete in the bardic band olympics, to be held in Neverwinter jewel of the north and judged by Shadow Hitler himself.

Yes, the players become rock band double agents of the EVIL FREAKING DWARVES.

As Shadow Hitler prepares a cleansing war against the humanoid monsterland gathering under War Duke Stalin’s iron fist to the north and east of Neverwinter, he also looks longingly to the civilized southlands, ripe for the plucking.

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By the time my first successful fortress fell to a goblin siege, I had hundreds unique chambers spread over about 34 levels. Each room told a story. Each was filled with goods, engravings, or furnishings that depicted its main use, and many were the items (including legendary artifacts) that an adventuring party would covet. While playing I constantly paused to imagine the goings-on as the dwarves went about their daily lives, trudging up and down endless flights of stairs, drinking in one of the vast meeting halls, or fighting denizens of the underworld as they came up into specially prepared murder halls. The levels each had their own themes, both in the material they were constructed from as well as the usage to which they were put. In short, I had built a mega dungeon, out of a working, thriving Dwarf Fortress.

For a few weeks now, I have been obsessed with the free independent game known as Dwarf Fortress. You can read my preview of it here, as well as my two part series detailing the Rise and Fall of Stasisgem. While playing the game, I was continuously struck by how much of the game could be used for a mega dungeon in Dungeons and Dragons. Then the idea hit me – why not put it to that use? My plan is to play a game of Dwarf Fortress with this end result in mind. I will use a roll of Gaming Paper to transcribe my fortress (once complete, and by complete I mean inevitably abandoned) and I will have the seed for an entire campaign ready to detail out and play.

The idea here is that an organically grown mega dungeon will be more realistic than one created from whole cloth. It will be useful that the needs of the dwarves are what lead to which chambers being carved, and that it will make sense to the future explorers, rather than being a random assortment of rooms and creatures. The adventurers will spend their time searching for the fabled treasure vaults, uncovering the giant mushroom farms, seeing the destroyed barricades down where the fortress penetrates the underdark ( underground caverns) and other inspiring locations, ALL BASED ON ACTUAL GAME PLAY.

Dwarf Fortress is a complex enough simulation that almost all the details of the game will translate well into D&D. There are legends, artifacts, treasures, monsters, heroes, villains, epic pets, ghosts, and everything else one associates with a dungeon. Nearby trading communities and enemies will provide above-ground opportunities, and the life and death of the fortress will help to re-populate the abandoned fortress for future dungeon delving.

Indeed, Dwarf Fortress already has an “Adventure” mode, where a player can take on the role of a hero and explore abandoned mines, fight monsters, and that sort of thing, in a computerized D&D-like manner, so this idea isn’t as far-fetched as it may sound. Bringing it to a role-playing source is more about taking it out of the computer and putting a real live DM (that’s me!) behind the screen. So what would a Dwarf Fortress mega dungeon campaign look like?

The Nuts and Bolts
First comes the playing. The Fortress must be built, must grow to appropriate size, and with a mind to the future, must be destroyed. It would be awkward to try and loot a thriving dwarf community after all! With that in mind, the next few weeks will see a series of posts on “Megadru the Hammered Pillars” a dwarf fortress in the northern highlands. Situated in a mountain pass that is the dividing line between a cold sandy desert and a pine forest, the Hammered Pillars will grow to become the Next Epic campaign I run for Dungeons and Dragons. (That is, if my dwarves survive. It may take a couple of tries before I get a fortress with sticking power.”

As the game progresses, extensive notes will be kept regarding notable events, personalities, and items. These notes will be used to create story elements, rumours, legends, and quests. For example, in the year of its founding, the brewer Lolor the Blind fell through the ice while plant harvesting. Not only are his whereabouts worthy of a quest, but the items he had on him could also be valuable. It could be that he had seeds, or a recipe for a now extinct brew of dwarf beer. Using these notes will help to provide a rich tapestry to weave into a campaign.

The basic premise is that the fortress Megadru was lost (unknown why at this time, though I suspect it will be goblins) and that after 100+ years, the abandoned fortress has been found. A pioneer town has built up nearby to cater to the increasing number of adventurers. This alone is enough to spark a campaign, but for Megadru, I want to go further, and embed certain over-arching campaign goals.

Each character will have the following goals, associated with them being a representative of their culture, come to reclaim what rightfully belongs to them:

Amass 1 million gold pieces. Personal wealth and items do not count toward this goal, it must be ‘banked.’

Retrieve certain artifacts from the Fortress (Each PC will have 2-4 items they are responsible for finding).

Determine the fate of each of the 200 dwarves who lived and died at Megadru.

If all these conditions are met, which I foresee taking 10-15 levels worth of adventuring, then the character can be assumed to have ‘won’ the game. I hope to come up with a few more goals, such as something including the engravings, or piecing together certain historical events. I would also like to add something for retrieving dwarven historical tablets, or steles. And in addition to these general goals, each character may have a set of specific class or race goals associated with the dwarf fortress.

The options are limitless, but the intent is to make this a pure dungeon exploration campaign with distinct, attainable goals. That is not to say that all adventuring is done in the fortress, there can be wilderness and other adventures, but they will (or should) relate to the primary goals outlined at the start of the game.

Having played for 4+ years in fairly non-linear open ended games, it will be interesting to have such a straight-forward campaign to play. And for any of my players reading this, do not worry about being forced to retire your 13th level characters any time soon. The game itself will take weeks to play out, and when it ends, the job of transcribing the results into a workable mega dungeon will begin. I see 3-6 months passing before the campaign is ready to kick off.

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The Keep on the Borderlands

One of my favorite views of the Keep on the Borderlands, recently appended to Restwell Keep, is this map by an artist who goes by the name “crazyred.” A version of this map appeared in the DnD Encounters Season 4 adventure Keep on the Borderlands: A Season of Serpents, and a keyed version appeared in Dragon 176 feature on the Keep. It was of great use during the adventure. and the two together combine to form an excellent dragon-filled introductory campaign.

Restwell Keep Tactical Map

This is a recreation of Restwell Keep done using the tactical maps from A Season of Serpents. The map is not perfect, and the most glaring change is that the bank has switched sides from the southern wall to be adjacent to the keep. There are plenty of minor differences as well, such as the complete lack of an inner bailey, but to throw down this almost 300′ wide town is still pretty impressive. It also makes a congruent town shape, where the outer edges become the outer stone walls. With the addition of some dungeon tiles, even more possibilities open up.

The map was made by first photographing the poster maps from above, and avoiding glare was impossible for me to achieve. Next I used Gimp (free graphics software) Perspective tool to square them up. I imported them as map tiles of the correct number of squares into Masterplan, and voila – Restwell Keep on the Borderlands.

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The crowd cheers at the spray of blood fountaining like rubies tossed into the sunlight. First one, then more and more of the clamoring throng rise to their feet as the stones of the arena itself begin to thrum with energy. He raises the ruby-weeping head high into the air and showers himself in gore. He is invincible.

Last year was the year of Dark Sun in our campaign, as the characters were transported to that post apocalyptic beach resort for the latter half of their heroic tier. In that time they experienced much that Dark Sun has to offer, and one of the highlights was the arena. We spent more than a few sessions in the arena, as the characters gained more and more notoriety by defeating the denizens who challenged them.

I wanted some kind of mechanic to allow for the affects of the crowd in the highly competitive arena combats that were taking place. It is well known in the real world that the reactions of spectators can have a big impact on the outcome of competition. Often this is known as momentum, and can be a game changing factor, with glory and accolades pushing a team towards victory, or setbacks and infamy causing the crowd to turn, hindering them. One only need to go to a modern sports event to realize what a huge impact a screaming crowd can have on the performance of a beloved or reviled team.

These cards are meant to represent crowd based boons or deprivations. The basic premise is that throughout a contest, the combatants will earn these glory and infamy cards. Some of them have immediate affects, some of them last the length of the combat, and some are powers. There are a number of ways to use them, and I have experimented with various ways of implementation. The current rules I use are that a Glory card is drawn any time an enemy is bloodied or slain, and any time a natural 20 is rolled. Also any time a character does something suitably awesome, the character can make a “save” and if successful, gets a card. A character can have any number of Glory cards in his hand, and some of them are one use, and must be discarded after using, while others can beheld onto for the whole battle. Also, if a character earns three or more Glory cards, they are allowed to keep one for use during the next arena battle.

An infamy card is scored much the same way. Any time a combatant is bloodied or knocked unconscious, or rolls a natural 1, they receive an infamy card. Again, some of these are held throughout the battle, while, others are discarded upon use. When a character receives 3 infamy cards, they may immediately get to draw a glory card. Currently there are nine cards for each type. When used, they add to the thrill of victory and the agony of defeat, ad can really give a cinematic quality to the fights. I like to really get the crowd involved in these contests, so I use them for role-playing hooks as well as immediate combat affects, and if the DM wants to allow it, the players can keep track o their infamy/glory running totals from battle to battle and get an idea of where they stand among thier fans.

The Glory and infamy cards can add a crowd factor to arena battles, and can help turn a string or series of arena fights into more of a “season” or sporting event, where some contestants become crowd favorites while others are reviled. The 18 cards I made can be downloaded as a PDF by following the link at the bottom of the page. I suggest playing around with them, and if you like the way they work, adding more to the set, as 9 can seem like too few if you are doing more than one or two battles. I had to print out 27 of each type during my bang up battles with 8 or more players partaking in the arena contests, and the lack of variety began to show. More cards would prove useful, so look for an update to these at some point in the future.

It is also very easy to modify when the cards are handed out, they can be based on more than just bloodying and critting. A contest might involve more than just killing, such as knocking opponents into or out of zones, or king of the hill, or flag-stealing, any number of otions, and the cards can be used in conjunction with these other goals. About the only cnstant with these cards is that they are intended to be based on crowd reaction, so if a character (or monster) does something the crowd likes – or hates – consider a card. The “save mechanic” is also a useful mechanism for really letting loose and givin a chance for glory or infamy for losts of reasons. There were many times when a player would do something JUST to try and impress the crowd, and I found the grandstanding to be an excellent side affect, and would often allow the player to roll for a glory card after such a display.

You can download the PDF containing the 18 glory and infamy cards here:
Arena-glory-infamy

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