Need Help with Writers Block.


Homebrew and House Rules


So i've been feeling kinda blah the past week or so, specifically when it comes to finishing up my adventure so my friends and i can start gaming.

I've decided to see if the message boards can help me out of my slump.

The following is what i have so far. Any ideas, suggestions, critiques are greatly appreciated.

Adventure:
The Adventure begins... (Intro)

While traveling down the dusty Steelheart road, great tree's and shallow hills make up the countryside on the way to the small village of Falstaff, to meet with the Wayfarers guild representative: Torgrim Hargarrim.

The small village comes into veiw, its building simple and rustic, though they appear sturdy enough to survive the torrential storms that visit apon ascara's coast every year. As the town grows closer, the smell fine food and wet wood mix to create an interesting odor.

The posters for the wayfarers guild said to meet Torgrim in the Wayfarer Guildhall in Falstaff, a tall stony structure, which stands towards the middle of the village. Inside is a plush greeting room, refreshments laid out, pictures surrounding the walls, a fireplace crackling warming the room.

Upon entering a small tinkling chime rings, and a portly, well dressed dwarf enters the room. His face dominated by antiqueted looking glasses, a slight smile seems to play on his face as the party enters.

He quickly says "Come in, come in please, dreadful cold out there. Torgrim Hargarrim at your service." fixing his glasses he continues, "I would imagine your here about the flyers we have posted? Adventure, treasure, a chance to be a hero perhaps? all well and good, but at the moment what i really need is a chest delivered to a fellow seeker in Shores End." Torgrim explains to the party that he needs a chest of important goods and documents delivered to a fellow seeker in Shores End by the name of Dram Stonegarl. Torgrim informs the party he will pay 150 gp's per person for delivering the chest. He does warn that due to the sensative nature of the documents contained within, the chest is trapped and can prove very deadly to anyone who disturbs the it.

Torgrim can be bartered up from 150 gp's a head to 200 gp's with a successful DC 15 Diplomacy check. He informs the PC's that should they need anything else, the town does offer some small commodities by the way of the Silverfish Tradingpost.

Note: Any Item from the Players handbook can be found at the Silverfish trading post. Other items may be available based on the gamemasters discretion.

1.) Ambush on the Open Road -

A short time after leaving Falstaff, read the following:

"The steelheart road continues as you leave Falstaff behind you. The journey moves onward, the countryside peacful and calm as the sounds of the forests around you grow still, the whistling of a slight breeze your only companion." PC's can make Perception checks to spot the Bandits before they attack, DC equal to the bandits stealth rolls.

The bandits begin with ranged attacks. Melee characters move in afterwards to try and prevent the players from closing in with the archers. If the players made succesful Perception checks they can act normally, if they failed the bandits gain a suprise round.

After the initial attack one of the bandits, a rough and tumble ranger by the name of Radcliff the rogue, demands that the players hand over the chest or he and his bandits will kill them to the last man standing.

If the players agree to surrender, Radcliff makes mention of "leaving no witnesses" to one of his fellow bandits.

Players can either try and run or stay and fight the bandits. Should the players manage to defeat over half the bandits, or if Radcliff himself falls, the rest of the bandits flee into the woods losing their taste for battle.

If Radcliff is captured alive, players can find out little information from him, as he and his crew were hired recently by an unknown party to wait for travellars bearing a chest very similiar to the one the players are carrying.

The players can take Radcliff with them, as he is wanted by the local authorities for banditry and murder, and the militia at Shores End will gladly take him off the players hands.

2.) Arrival at Shores End -

The rest of the journey to Shores End is uneventful (unless G.M. feels otherwise) , when the players arrive close to Shores End, read the following.

"Shores End comes quickly into view, the tips of the harbor poking over the towns wall's, the distinct odor of the sea carried on the wind along with the sounds of this bustling port."
When the characters arrive they are stopped by the town guard at the gates: two sturdy looking guardsmen dressed in simple leather armor, spears by their sides. The guards call out to the players,
"Stay where you are! mandatory inspection is required of all persons entering the town. It will take just a moment." If the players explain that they are on a mission to deliver a chest of sensative documents to Dram at the local Wayfarers guild the guards quickly say "Our apologies, please head in, Dram is waiting for you at the wayfarers guild hall." If not the guards do a quick inspection and send the players on their way.

Inside the city the players can find all kinds of merchants and sights. Note: The city will be fully described later.
When the players are ready, have them find their way to the wayfarers guildhall, located down by the towns harbor.
"The wayfarers guildhall is an impressive structure, a tall gothic-cathedral looking building, its singular tower thrusted towards the sky. people of several different races can be seen coming and going from the guildhall. The double-doored entryway into the guildhall reveals a large expansive hallway, books and maps littering the tables and floors, scribes and scholars diligently working while others run about." The players can easily find Dram inside the mainhall of the guild, talking with a young man dressed in a leather jerkin reminiscent of the town guards they met with earlier, a longsword strapped to his hip. As the players approach Dram's companion coughs slightly and directs Drams attention towards the players and Dram turns welcoming the players. "You made it, good, the roads have been rough lately and i was worried a regular courier would not make it. My name is Dram, and this is Xanovar, the Captain of the guard for Shores End." Xanovar nods his greetings, "So to business then, im assuming you want to be paid for your troubles?" Dram pays the party their due for delivering the chest and asks one of the scribes to take it to his office. He continues shortly after "I know you came looking for adventure and possibly the chance to be a seeker, at this moment though myself and Xanovar are up to our necks in dealing with several local problems. If you might be able to provide aid, i could see what i might have to offer." There are several different avenues the players can go in at this point as the town has run into many different problems over the past few months and some of them just within the last few days. The players can ask Dram and Xanovar about what is going on, and they describe the situations in as much detail as they can.

Old Fishing Village -

A.) "Recently counciler Gavin Halls son and a young barmaid from the Gutted Pike ran off together after his father disproved of their union. Normally this would be a triffling matter, however, the couple was last seen near Fishermans Sorrow, an old fishing village several miles south of here. The village is reported to be haunted and fell place after it became infested with green sorrow, and the counciler is worried about his son. He has been missing for several days now and gavin is breathing down my neck to send someone out to find him." The counciler is willing to pay 500 gp's for the safe return of his son James and Kilia.

B.) Xanovar explains this one himself, showing a particular interest, "The lighthouse, Sirsiers light, has gone out and we need to send someone to investigate. If you feel your up to the task, the lighthouse is several miles southwest of here. Its important we get that light shining again, without it we're going to have a lot more wrecked ships and a lot of dead men and women. Venthana is the keeper of the lighthouse, she's old even by elf standards, so it would mean a lot if you could find out what happened."

C.) "Tinette, the owner and proprietor of The White Star Apothecary, dissapeared a short time ago. She was last heard heading to the Skinktail Swamp to gather some local herbs. Her husband Conall is worried sick about her and will pay what he can if someone will find out her whereabouts."

After the players are done asking any questions, Dram continues, "If you can help me with any of these i would be eternally grateful, creator preserve me. Normally i would have a one of the seekers, or the town guard handle these problems. We have had several disapearences over the past few months, and our man power is stretched thin trying to investigate them." He looks nervous as he continues, "When you get back i might having something more to offer. Good luck and fair travels."

If the party wishes to ask for money up front for supplies, Dram is willing to provide the party with an additional 150 gp's on top of the money they were just paid. He recommends heading over to the Traders Gate or the Red Archers Forge if they need anything. He also provides the party a map of the surrounding countryside, courtesy of the Hogbrook Catographers Guild.

3.) Three ways to adventure.

Fishermans Sorrow -

A once prosperous fishing village, it lived up to its name several decades ago when the village became overrun with the Green Sorrow. A mistlike substance that causes all caught within it to break out into boils and lesions before dying. There are those who are granted a fate worse then death, rising again as one of the undead.

The village was quickly put down once it became infected, and has been avoided by locals ever since. When the mayors son and his Fiancee ran away, kilia suggested they hide in the old village, in order to throw off any pursuit. Unknown to the mayors son james, Kilia is really a cultist of Zahhak, and she plans to feed james to the undead that stalks the village in hopes of appeasing her undead master. Kilia is also working with the Emerald Cultists in Krackarells mine, and she hopes to use james in order to raise a skeleton warrior.

The Village -

The Village is a shamble of its former self. Buildings have become dilapitated, roofs caved in and wood rotted. Time and weather having taken there toll.

In the Village three buildings still stand: the Church to Morrikal, the harbor Warehouse, and the harbormasters estate, though all show signs of wear.

1.) New Faces in Town

As the players enter the town read the following:

"The town of Fishermans Sorrow is a dilapitated wreck. Buildings appear rotted, roofs caved in with sicky looking moss and weeds growing everywhere. Three buildings appear to be still standing: A church of in the distance, a stately manor to the west of the town square, and a warehouse near the towns dock. No sound comes from the town, except for the occasional creaking of wood and whistle of wind through broken glass."

As the players enter town, roll Perception DC 12 or the characters stealth check, to see if the ghouls notice the players entering the town. If the ghouls notice the initial entry of the players several ghouls attack the players.

(2) Ghoul CR 1

(3) Ghoul children CR 1/2

This family of ghouls was originally a group of settlers heading towards Shores End seeking a better life. They were ambushed by the Ghouls living inside the church of Morrikal, and quickly became not only a meal for the ghouls but also new allies. They do not go inside the church and stick to the outskirts of the former village.

2.) Church of Morrikal

The Church is rundown much like the rest of Fishermans Sorrow, though the central ampitheater is still intact. Here rest three ghouls who managed to avoid the purge of the village 30 years ago.

More Adventure Stuff:
Krackeralls Mine -

Old mining station several miles from Shores End. Taken over by a large clan of mites, it is now being used as a staging ground for the Orcs of the Tuskspire to kidnape and enslave the people of Shores End.

Dungeon Setting -

Mining Caverns connected to the Darklands and a series of underground sea caverns.

Monsters -

Mites
Giant Crabs
Euraptyrid
Orcs
Skeletons
Zombies
Cave Fishers
Rusted Clockwork
Skeletal Champion
Kobolds

Monster Politics -

Kobolds originaly captured the mine from the dwarves several decades ago. They lived in relative peace until they were attacked by a large tribe of mites from below. The mights used their vermin empathy ability to control the various vermin living within the mine and interconnecting sea caves to attack and enslave the kobolds.

Shortly there after a group of orc warriors and a shaman came to the ancient mine in hopes of using it as a forward base from which to attack and enslave the town of Shores End. Led by an agent from the Sidiros Trade Company, the orcs made quick work of enlisting the mites help, whether the mites wanted to or not.

Currently the mine and subsequent caverns are filled with mites and their vermin allies. Kobold prisoners work the mines and forges, toil to create weapons and armor for the mites and their new found Orc and human "Allies".

The Orcs have also made a discovery, an ancient fortress buried deep within the earth, though they have been unsuccesful in plunging its secrets as its defenders are very much "alive" if not a bit rusty.

As the orcs try to figure out the sentries and how to gain access to the ancient fortress; they send the mites out to capture more of the townsfolk from Shores End to use as slave labor in digging deeper into the fotress. Dreams of riches and conquest filling their minds, while the town of shores end has a traitor in its midst.

Power Tier:
Orcs - Sidiros Agent
|
Mites
|
Kobolds
|
Shores End townsfolk

Note: Orcs possess an outpost several miles from shores end which they are using as a staging point and a resupply base. The orcs leader is stationed here, an Orog by the name of Trolg (Orog Brb 2 NE).

Note: Old Fishing Village several miles from Shores End. Rumors of it being a ghost town. Mayors son has gone missing in the village along with a local girl.

Traps -

Note: Secret Port beneath the mine which has a series of sea caves which connect to the open ocean several miles from Shores End.

Natural Terrain -

Rocky terrain - requires 2 moves to move through

Stalagmites - Provide partial cover

Fungus stalk, medium - Provides partial cover

Fungus stalk, large - provides full cover

Terrain features -

Worked Cavern's - reinforced ceiling, lanterns.

Natural Caverns - Uneven footing (+2 DC to any Tumble or acrobatics check), poor lighting

Dwarven Living/Working area - Tiled flooring, Sconces, smooth walls

Temple areas - tiled flooring, sconces, smooth walls

Common doorways - Thick reinforced wooden doors.

Sea Caves - Slick footing, Slick walls

Underground Port - Stone buildings

There is a fair amount of text to both. Any help is appreciated.

Frustrated DM


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I tend to get writers block quite often, and while I can't be of more help to you in curing yours, I can offer you a tool that's helped me get past mine.

The Adventure Generator found here is great. I usually refresh it until something catches my eye. Hope it helps.


Writer's block is a catch all term for a few very different situations. One is that you are a lazy bum, but if so, solve it. The others are more interesting. One is that you have focused too long on this, and you need something fresh. The answer here is to get new experiences some way. Try doing something you don't usually do. Try ballet, museums, concerts, sports events, movies, read a new kind of book, whatever gets you in a new mood. You may also need some rest from it, so take a day or two off. The last real cause is that you are doing something wrong. Your mind is telling you something already done doesn't work. Try retracing your steps, see if writing something differently helps. And, of course, it may be a signal that you don't want to do what you are doing. Honesty is a very good policy with writer's block.


Summarize this adventure in a sentence or two. You have quite a list here but do you know where this is going to end up?


All valued suggestions. I think i have something to think about.


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Another thread regarding writer's block and the advice given.


Everything has helped out a lot. Thank you all, i think i might be able to get back into it.

Might draw myself a dungeon map or two...


Everything written as "Homebrewed" is up for grabs. You can cherry pick the Cleaves topics for missing traps, monsters, rooms, magic items, ect.


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There is the "work through it" approach, which doesn't work... Until it does work, something in your brain changes, and you learn how to work through writers block.

There is the "walk away" approach, which accomplishes nothing, but does give you perspective when you come back to the project in the future. This has helped me when I get too attached to something I have created. When I come back I am less attached and can be more objective.

Find inspiration wherever you can find it. I am an electrician, and since I don't have a niche I get to work in many different kinds of environments. Once I was working under a house built on pilings at the shore (Golden gardens on the Puget sound in Seattle). The house actually exists 100% above the water, but the front door is right where the land ends. Pretty cool and very $$. Anyways, I was on a pontoon boat installing conduit, so we had to follow the tide charts, because the tides... Well you know. While I was there looking at the piling and cross beams and barnacles, I devised the seeds of a gaming world city on the shore, where half of the city was on pilings, because people just built further and further out. Eventually, a powerful thieves guild arose and dominated the watery under city. But thats another story.

My point is that you should go out and look at new things.


That's really cool, Cieran - both the means by which you were inspired, and the result.

I did finally think of one thing that might help. I often "sleep" on it. It may sound weird, but if something gives me a lot of problems, be it math, mechanics, or whatever, I almost chant the issue in my head while trying to work through it as I'm laying in bed. Usually, when I wake up the solution is the first thing I think of and I keep a notepad next to our bed to write things down.


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I believe drams function as a way for the brain to process the things we have put into it through out the day. That method also works, but since it happens every day, I seem to take it for granted.


Just wanted to say thank you to everyone who posted here. You all were incredibly helpful in overcoming my problem.

Thanks again and happy gaming!

P.S. I will be posting the initial adventure background for the adventure I'm working on. i find it helps (for me) to write the adventures in some sort of format. I tend to use Paizo's when I'm writing (don't know why, just seems to help).


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JadedDemiGod wrote:
LOTS OF STUFF

First of all; wow, that's a lot of stuff.

Secondly: do you read all that to your players during play? Do you memorize it?

The reason I ask is not as critique, but genuine facination. Myself I work on a completely different way:
I think of a high concept for a game (van helsing with fantasy stuff, sprinkled with personal horror.)
Then I start getting specific (an ancient vampire, some cult stuff, corrupt gouverment),
I detail it ( the first vampire - created during the last great war against the elves wakes up to reclaim pld powers and weapons. A seemingly peaceul land teeming with cults an secrets under the surface)
Adding to them as I go (names, goals locations)

Then I stop.
Shift focus.
And ask: what's the First story?
I detail it ( a haunted house story, an ancient evil escapes)
Ask all the why, how, wheres I can think of.

As we play I am always one or more stories ( averaging on 3 maybe) in front of my players and I always make sure each story is modular so they can be played out of sequence. I don'y make stats untill a week before the game. I keep a pile of bookmarks and dogtags on npcs in books and online for quick grab if I need an unexpected statblock

And I never write dialogue.

Grand Lodge

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Sissyl wrote:
Writer's block is a catch all term for a few very different situations. One is that you are a lazy bum, but if so, solve it. The others are more interesting. One is that you have focused too long on this, and you need something fresh. The answer here is to get new experiences some way. Try doing something you don't usually do. Try ballet, museums, concerts, sports events, movies, read a new kind of book, whatever gets you in a new mood. You may also need some rest from it, so take a day or two off. The last real cause is that you are doing something wrong. Your mind is telling you something already done doesn't work. Try retracing your steps, see if writing something differently helps. And, of course, it may be a signal that you don't want to do what you are doing. Honesty is a very good policy with writer's block.

I'm going to back Sissyl on this one. The creative process operates very differently with different people. Some folks like Issac Asimov can produce like assembly line machines, others spend years torturing themselves on a single work.

The key to getting out of whatever your personal block is honest and complete self-examination. There different methods for doing this, including but not limited to meditation.

Only you ultimately can find a path to your destination, or honestly admit that you are at a dead end.

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