I hope everyone had good holidays!
Picking up from the last “S is for Sandbox”
column, we are looking at the creation of a sample minor adventure site. As previously discussed, setting up such a
site has several goals, including both speedy play (the average minor site
should be explorable in a session or so), reusability, and usefulness in
pointing toward other adventuring sites.
I did some initial brainstorming on
Christmas Eve, and decided that the site would be the ruin of a temple, mostly
lost to time, beneath which remain a smallish dungeon area. In order to meet my goals, I considered the
following:
(1)
The temple was once that of a good deity, but the high priestess turned
to evil. She is still imprisoned in the
dungeon as a powerful undead spirit.
This spirit can communicate with the living through her preserved skull,
and her knowledge of the area is extensive (if out of date). Part of her reasons for communicating with
the living is to trick them into freeing her, which requires three
objects. She knows where they were kept
in her lifetime, but one of these objects has been moved beyond the initial
starting area in the intervening years.
The purpose of this character is
threefold: First, she supplies a link to
three other sites in the starting area, encouraging characters to seek out
three specific treasures for her own fell purposes. Second, she supplies a reason (information)
for returning to the ruined temple. By
occasionally restocking the area with new inhabitants, both malevolent and
benign, I can make additional use of my original design work. (You may recall the importance of this goal –
every hour of prep should result in a minimum of two hours of play!) Finally, she supplies a potential Epic
Endgame (or Midgame) if released.
(2)
A major treasure will be hidden in the temple dungeon, in an area
unknown to the high priestess. This area
will be hard to discover without additional information, and a map in another
adventure site will indicate where to look.
This gives the players another motive to return here if they have
already “cleared” the site, and will give the players a motive to come here if
they have not already been here, thus potentially bringing the skull into play.
(3)
The upper ruin is inhabited by a hermit who has dealings with the
inhabitants of two other adventure sites…let’s say, a group of goblins
inhabiting a nearby cave system, and a group of pirates in a major adventuring
site consisting of a fort, the dungeons beneath, and a series of sea
caves. The hermit helps both groups
fence stolen loot, and members of either group may be present at any given
time. Obviously, for the most fun, both
of these groups dislike each other.
The hermit needs a contact in the closest
thieves’ guild, and can certainly help PCs deal with their own stolen goods, if
he believes them trustworthy. If not, he
can pass information about the PCs on to the pirates and the goblins. Likewise, if the PCs take on either the
goblins or (especially) the pirates, clues/documentation may lead them to the
hermit. (Goblins do not keep good
records, but they may treat the hermit as a religious figure, and wear the same
holy symbol, for example.)
It should also be noteworthy that the
hermit may have a fair amount of treasure available to him at various
times. Whenever either the goblins or
the pirates are particularly active, the hermit will have booty to fence. PCs looting the hermit at this time will
acquire this booty – stolen goods that may serve to connect them with either
group if sold/displayed indiscriminately!
The hermit has no interest in exploring the
dungeon area, and calls himself the “caretaker” of the ruin. He will ask for donations for its upkeep
(although there is no sign of actual upkeep), and may be able to give the PCs
some support in terms of minor healing, simple food, rough accommodations,
etc., after any foray. Of course, he has
better food and accommodations for himself, but he is loathe to let anyone
learn of them.
Requirements
From the above outline, born of simple
brainstorming over the holidays, a clear idea of what is needed to make the
site useful is clear:
(1)
Maps of the upper ruins, the dungeon area, and the surrounding
terrain. The upper ruin must include an
area for rough accommodations, a semi-hidden better area for the hermit, and a
place for stolen goods to be hidden. The
dungeon area must include a space for the skull, and a place for the hidden
treasure.
(2)
Statistics for the hermit, the skull, goblin visitors, and pirate
visitors. The fence probably sends a
cart to the hermit to pick up goods, and so there should be statistics for
these folk as well. I can get away
without statistics for the undead high priestess immediately, but I need to
know roughly what she knows about the area, what the three items are she needs
to be released, and where she believes them to be.
(3)
Potential hoards for treasures ready for fencing, both from goblins and
pirates. The hermit’s personal hoard of
luxury goods, and his hidden cache of better food.
(4)
A signalling system whereby the hermit can let the fence know to send
the cart. This signal system might
eventually be penetrated by the PCs, allowing them (potentially) to uncover the
fence, recover stolen goods, etc. It is
therefore sensible that the signal is only sent after “guests” (including
adventurers, goblins, and pirates) have gone away.
(5)
Odds of pirates, goblins, cart, and maybe other adventurers or
travellers being present at any given time.
Who those other travellers will be.
Possibly a very simple random encounter chart for the dungeon area.
Once these basic needs have been dealt
with, I can key the actual maps.
Preferably, each adventuring site in the starting area is outlined in
this fashion, the basics are done for each site, and then actual keying begins
for each site. What this ensures is
that, if the Game Master is forced to “wing it”, it is at least possible to do
so with consistency.
Notes
The format for this series of posts,
detailing a minor adventure site, came about because simply presenting such a
site doesn’t actually demonstrate the steps (or thinking) leading to the end
result. At first I was thinking that I
could just present a finished product, but that doesn’t actually accomplish the
same thing. Nor does a “now you finish
stocking it” ala B1: In Search of Adventure. Ideally, you want to supply not only a
completed (and usable) adventure site, but also the process that went into
creating it.
Note also the focus on not determining what
will happen at the site, but rather with making a site rich in possible
happenings. That way, the interests of
the players at the table, rather than the interests of a single designer (even
if the GM) more strongly shape the course of play.
Finally, although as I admire Mr. Gygax’s
hermit encounter in B2: Keep on the Borderlands,
the inspiration for the hermit here is Peter Butterworth’s excellent portrayal
of the Monk (aka the Meddling Monk) in the Doctor Who story, The
Time Meddler. The Monk later
appeared in The Daleks’ Masterplan, but only a portion of the footage of
that story still survives. In TTM, the
Monk has stationed himself in a ruined abbey, pretending to be seeking quiet
contemplation, while pursuing a very different agenda. The Monk is also the first Time Lord seen in Doctor
Who apart from the title character (and, possibly, his granddaughter,
Susan).
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