Hail and well met, everyone. So to preface this post, I’ve never properly GM’ed a TTRPG, but ICRPG lured me in with its brilliantly straightforward rules. Because I’ve never ran a game before, advice and critique is welcome here.
A while ago I made quest cards, little ideas for adventures. Here’s a link to that thread if anyone’s curious: Putting the index cards in Index Card RPG.
Before diving into the GM notes here are some notes about the fantasy setting I’m putting all this in.
- Genre: Fantasy with modern-ish amenities similar to the setting of The Adventure Zone (a D&D podcast by the McElroy family), specifically their first campaign: Balance
- Races: They’re mostly for role-play flavor rather than offering any mechanical bonuses, instead all players allocate 6 points to stats, 4 points to efforts, and 2 bonus points to either
- Humans - Relatively short lived and organic
- Elves - Immortal and gender neutral
- Dwarves - Long lived and carved out of stone or sculpted from clay
- Gorks - Goblins + Orcs, an alchemical experiment that grew out of control and now they have a society
- The Questing Agency: A sort of fantasy odd-jobs craigslist type thing
- Their HQ is sort of like Howl’s Moving Castle, the door dial especially, basically they have magic doors that can open up into almost any other door in the world which is how you travel to job sites, travel is typically one way, but there are magic keys that can open any door and lead back into the Questing Agency HQ
Ok now for the GM notes for The Gardens of Glass.
A group of Elves has been tending to their garden for centuries, but something is wrong. Gemma has contacted the Questing Agency because an inventive pest has taken hold of The Gardens of Glass. Your job is to exterminate the infestation of Glass Blower Spiders, which are currently melting down the stained glass flora of the gardens to weave webs of molten glass.
Side note: So because this is my first time, I looked at GM notes from Kane’s Kiln to use as a sort of template.
Scenes:
- Garden Gates
- Glass Labyrinth
- Egg Sac Grove
- The Web Tunnel
- Aftermath
Garden Gates:
The PCs arrive at the entrance to the garden, Gemma’s assistant takes them to her office, on the way there she’s talking about the history of the gardens. The PCs also pass by a small gift shop, because why not? Once in Gemma’s office she explains the job details. She explains that the glass plants in the garden are razor sharp, and now they’re melting so they’re really hot. She grants the PCs protection from the hot blades of glass for 12 ROUNDS (world timer). And then she sends the PCs into the garden.
Glass Labyrinth:
- TARGET = 10
- INT / WIS challenge: get through the glassy hedge maze
- TREAT: The warmer a path in the maze feels, the more likely it is to be correct
- THREAT: The wrong path may contain a hatchling
- Hatchling: , +2 All Rolls, Bite (Weapon Damage), Molten Web (All CLOSE roll CON or suffer WEAPON damage to themselves or their equipment)
Egg Sac Grove:
- TARGET = 12
- DEX challenge, don’t shatter the egg sacs, lest you alert their father
- THREAT: Glass Blower Spider
- Glass Blower Spider: , +2 Stats, Climb (walks on any surface), Bash or Bite (both do WEAPON damage), Molten Web (All CLOSE roll CON or suffer WEAPON damage to themselves or their equipment)
- TREAT: If the PCs pass through the grove w/o shattering an egg sac, they get a moment to heal up a bit
The Web Tunnel:
- TARGET = 15
- Combat challenge
- The PCs make their way through a series of tunnels (if mapped out it resembles the shatter patterns of glass or a spider web) and enter a central chamber containing the Glass Blower Queen (THREAT)
- Glass Blower Queen: , +4 Stats, +2 Efforts, 2 Actions per TURN, Climb (walks on any surface), Bash (WEAPON), Molten Vine Whip (WEAPON with FAR range), Venom Spit (DEX save or MAGIC damage)
- TREAT: PCs can lure the Queen into the tunnels, which can collapse, blocking her pursuit & dealing 5 HP of damage to her
Aftermath:
Once the Queen is defeated the PCs can make their way out of the garden where they’ll be greeted by Gemma. She sends in her gardeners to clean things up. The PCs are free to browse the wares of the gift shop. And then they can return to HQ
And that’s it! What do y’all think? Any suggestions or critique of my notes?