Saturday, 9 July 2011

M is for Megadungeons (Part III)

Eventually, we have to consider specifics for a megadungeon.  In this case, we are looking at specific ideas of how some of our brainstormed material might be developed.

Overview

Balton Major was a town nestled in the hilly Greenshaw forest, along the River Ynde. It was founded upon (and largely built over) the ruins of Baltanus, an ancient city of a Romanesque people. Nearby, at the edge of the Greenshaw along the Ynde, was Balton Minor. Balton Minor still stands; it is a potential base of operations for PCs and NPCs alike as the explore the megadungeon.

Beneath Baltanus were many catacombs that led eventually to natural caverns, which in turn led into a mythical underworld unguessed by Baltanus’ citizens (and, perhaps, portals to other planes of existence). Baltanus also had a system of real sewers, which Balton Major did not. Baltanus was ruined due to humanoid incursions, and later subsidence buried portions of the old city. It was further subsidence, leading to an actual collapse of an entire cavern system, that brought Balton Major low roughly 300 years ago. Now much of the town is below ground, buried by rubble and time. 

The Upper Levels consist of the buried streets of Balton Major, including still-intact or partially-intact buildings, often twisted or lop-sided (to create fun three-dimensional areas) as well as the upper reaches of Baltanus. Water runs through the Upper Levels in places, making some of these structures appear almost cavern-like. Others are still open to the sun, at least dimly, and in their upper areas, not unlike steep-walled canyons, some dry and others swampy. Wider “canyon” areas are generally vegetated, and may include the odd plant monster.

Blothegrue’s lair is in the ruins of a warehouse near the largest of these open areas, which the dragon uses as a place to take flight and land. The “Name Treasure” hoard is Blothegrue’s, and it is still known as the “Merchant’s Hoard” because it is believed to have been culled primarily from the warehouses in and around the dragon’s lair.

The “Old Blood”

The vampire mentioned earlier predates Balton Major, and preyed on the town while it existed. It is a “survivor” of the Romaneque people (we will call them the Aetali). I am unsure at the moment whether “beautiful seductress vampire” or “creepy Nosferatu vampire” is more appropriate for the dungeon. It could, like Jack the Ripper, select its victims on the basis of some particular criteria, and be self-limiting in its progeny as a result. If it attacks only creatures it hates on some basis, then it may well destroy its own spawn.

Earlier, we had determined that there would be some orcs in the lower levels (the mythic underworld). Perhaps these are descendents of the humanoids who sacked Baltanus. In this case, the vampire may hunt those who show signs of “the orcish taint”. It would be a terror and a legend among local orcs.

The vampire knew both Baltanus and Balton Major as they were as living, thriving communities. It has existed within the megadungeon as a dungeon. As a result, it has knowledge which is invaluable to adventurers, if they can find some way to wrest that knowledge from its guardian.

Angels and Devils


The Wandering Library is occupied by a devil (something suitably human-looking) known as the Librarian. It is trapped here. The chained angel mentioned earlier was chained as the price for trapping the devil. The devil is trapped until the angel is released, and does much to cause this to happen, all under the guise of offering friendly advice.

The chained angel is bloody, with wings torn out and bones obviously broken. She is clearly in pain, but her eyes are lucid and her voice is clear. She is chained because she chose to be so, in order to stop the devil, and she does not regret her choice.

The Librarian is intelligent enough to know that it needs powerful heroes to release the angel (and thus itself), and so will attempt to aid heroes in gaining the experience needed to do so. It is willing to play the long game. However, it does reveal itself in fits of temper when pressed.

The Librarian can take either male or female form, and will use this ability to make it appear as though there are two Librarians, either of which may be away at any given time. The Librarian has been the lover (in either of its human guises) of several prominent (but foolish) adventurers over the centuries.

The devil will not mention the angel unless characters do first. It will then refer to the angel as “My bright sister”, claiming that the angel is cursed, and cannot ask to be released. Indeed, she will beg not to be. The devil will not admit to being trapped itself under any circumstances – doing so will obviously reinforce what the angel says (as she tells the truth).

If the devil is slain, the Library no longer Wanders, and the angel is instantly released and restored. In this event, she will grant some boon to her benefactors. Obviously, the devil must be more powerful than the angel, or she would have slain it herself. In RCFG terms, the angel will be a Messenger Angel and the devil an Abomination.

For 3e

Green Ronin put out a nice little sourcebook for Roman play, Eternal Rome. If you have it, or can get it, this sourcebook will give you some real options for the Aetali, as well as for statting out the aforementioned vampire. Monkeygod’s From Stone to Steel also has some things you might consider looking at, and is an excellent sourcebook of its own accord.

For 4e

Got tieflings? Consider making the “Angels and Devils” storyline more personal by having one or more PC tieflings actually related to the Librarian. (This can work in 3e or 2e as well).

Consider making the Aetali into an ancient Dragonborn Empire....but keep the name.

The Amber Courtyard

A region of honey yellow cobblestones and ruined warehouses near the River Ynde, the Amber Courtyard is open to the sky. Some of the attached warehouses are likewise open, their roofs having fallen in long ago, but this is certainly not the case for all of them. Tangled trees obstruct the roadways still leading into the Courtyard – some of these are now tunnel entrances – and provide homes for quick, agile scavengers. This is the home of the great yellow-gold dragon Blothegrue, and the location of the Merchant’s Hoard. Blothegrue is the daughter of the Cinderqueen, found far in the lower reaches of the dungeon. In fact, Blothegrue did not so much settle in the ruins as crawl up from below them to make this her lair.

(In RCFG, a dragon’s personal outlook and abilities are not tied to its colour – Blothegrue is a fire dragon with a venomous bite. In 3e, consider treating Blothegrue as a red dragon with a template to grant a venomous bite; in 4e do whatever seems best. The dragon should not be beatable using straightforward means until at least high mid-level.)

Blothegrue’s hoard contains a massive amount of trade goods (as befits its name), but it also contains somewhere within its vast bulk the fabled Ring of Artimax, an artefact created by the legendary wizard whose name it bears. In addition to being a powerful ring of rejuvenation, the Ring of Artimax is said to have seven gems set within it, each with a different power that is released when pressed.

It is recommended that the DM examine the 1e DMG for ideas as to what these powers might be, then weave them into hints and legends of the Ring throughout the campaign.

Blothegrue spends much of her time in the Amber Courtyard – she is not so active as she was a century ago – but enterprising players may attempt to pilfer the Merchant’s Hoard while she is away. Obviously, any such pilfering will be detected, and the dragon will do its utmost to wreak vengeance on the perpetrators, perhaps going so far as to lay waste to Balton Minor.

If the GM wishes, an NPC may eventually steal from Blothegrue, putting the PCs in conflict with the dragon whether they wish it or not (unless they leave the area entirely). This sort of conflict is a means by which the GM can eventually bring the Cinderqueen into play. As with Grendel’s Mother in Beowulf, the Cinderqueen does not take kindly to the slaughter of her offspring, no matter how much her offspring has provoked just such a reaction. Obviously, some care must be taken with this development, as the Cinderqueen will be a truly epic monster.

There is a group of kobolds in the upper levels, so we will link them with the Amber Courtyard as well, and call them the Yellow Claw tribe. The Yellow Claw worship and serve Blothegrue, maintaining pits and cages where captured beings are kept as ready meals both for themselves and for their dire mistress. Thus, low-level adventurers defeated by the kobolds are not immediately slain, but are in need of rescue or escape.

In some cases, meals may last months before being consumed. There should be plenty of time for rescue attempts, escape plans, or even negotiations (“A captured bear surely has more meat on it than one small halfling....”).

Most of the area occupied by the kobolds are ruined and buried (with some surface) streets. They are winding, narrow, cobbled, and dangerous. Rooms in this region are the interiors of old buildings, some of which have been connected together in ways they originally were not.

The scavengers in the trees include both stirges, and small monkeys with horrid skull-like faces.

Bandit’s Roost

This is a narrow chasm running from the surface down four levels of the dungeon, with tunnels and roofing beams criss-crossing everywhere, sometimes from one level to another. Bandit’s Roost was originally occupied by Ten-Penny Dick and his gang, but some 40 years ago Ten-Penny Dick was captured and hanged at the crossroads north of Balton Minor, and the remaining members of his gang were driven deeper into the Greenshaw.

The area is now occupied by a Parliament of Cats. The senior cats refer to themselves as “Senators”, with the Chief Cat being called the Lord Speaker. Cats do not have long lifespans, which is true even for these cats, but they do tend to live at least twice as long as the average cat. Some few of these cats may even have a limited form of teleportation, which only works when no one is watching. Certainly, they seem to have some mysterious ability to bypass doors and get into closed rooms.

The cats do not themselves keep treasure, but the bandits have hidden treasure in this region. The cats have no use for it themselves, and will not be upset if it is removed. They know about it, of course, but cats do not volunteer information, and seldom give a straight answer to any question (if they are willing to speak at all).

Where the interlaced beams go from one level to another, it is obvious that subsidence has caused a street to fall, so that it is now on more than one level. Some of these areas might still be unstable.

The cats hate the Yellow Claw kobolds, who view them as food, but have good relations with Caliomeus of Sphinxgate, sometimes giving her information on successful adventurers.

Bandit’s Roost is a good region for a lurk to be hiding as well. (A lurk is a fey creature in RCFG that can fit into impossibly small areas, loves shiny things, throttles people from behind, and likes to display its treasures in the moonlight.) The lurk and cats simply ignore each other. Of course, there must be a nearby area, open to the moonlight (but sufficiently lonely....perhaps a room with a fallen roof) where the lurk can display its treasures when it wishes to.

Repeated material:  

Many, many cats from miles around gather here for mysterious purposes of their own. And for this to work, the cats must remain mysterious, despite the players’ fervent wishes to learn their secrets! Some of these cats are just cats, others are tough (average 3 HD), and some may even have class levels. Cats can be found on any level of the dungeon. They have their paws in everything in all of the human, halfling, and elven communities for at least a league in all directions.

If the cats are treated well by the PCs, all is well. They simply watch. If not, the PCs find themselves haunted by cats everywhere they do. The cats meddle in local politics, and use their influence to wreak vengeance on PCs who attack them. The city gaoler has a cat. When the PCs are refused a room at the inn, the innkeeper’s cat blinks at them from atop the bar. Etc., etc.

Eventually, the cats may deign to speak to PCs that consistently treat them well, neither pushing their advances nor forgetting gifts of catnip or cream. Perhaps by the time the PCs are level 6-10.....though a PC with a cat familiar may be able to send said familiar to treat with the Parliament earlier than this.

The cats know (or at least seem to know) absolutely everything. And their influence can open doors that would otherwise remain shut to the PCs. Even the King has a cat.....

Blott

Found as a wandering monster, Blott is a gargantuan, inky-black, intelligent grey ooze with telepathic and psionic abilities. It makes an easy living as a scavenger in the ruins of Balton Major and Baltanus, and has no need of adventurers as a food source. It shuns the sunlight, however, and knows full well that leaving the ruins would make it prey for many creatures...especially adventuring types.

Blott is addicted to mallumas, a highly addictive plant-derived hallucinogen that sometimes awakens dormant psychic powers. It became addicted long ago, when it consumed an addicted adventurer, who was carrying a considerable amount of the drug. It was this incident which awakened Blott to its psionic potential, and changed it from the slate grey of its kind to the inky black colour it now possesses.

Mallumas, when consumed, can cause periods of torpor – nearly hibernation – as well as hallucinations of out-of-body experiences. When Blott is there is a 20% chance it is quiescent, and will take no actions unless attacked. When deprived of mallumas long enough, addicts can become extremely violent – there is a 10% chance that Blott will be in this condition when encountered, attacking anything and everything unless offered a dose of mallumas. The other 70% of the time, Blott combs the ruins, looking for adventurers who can purchase drugs for him in Balton Minor.

Should the PCs (willingly or unwillingly) become Blott’s suppliers, they will discover that the ooze has a vast knowledge of the upper levels. Blott can certainly point them to the easiest areas to explore, where they have the best chance of looting with the least chance of being killed. But Blott also wishes to protect its suppliers, and will lie to keep them away from what it views as “dangerous areas” (even if the party wishes otherwise). If the PCs do not make regular shipments, Blott becomes angry, threatening, and (eventually) violent. Of course, the ooze will not kill all of the PCs, even if it wishes to make an example. There must be someone to bring it more mallumas, after all.

The ooze offers no coin for its drugs, either, and each “hit” of mallumas costs 25 gp or more, as well as potentially causing legal problems for the purchaser. What Blott initially tries to sell as a mutually beneficial “partnership” is just a form of slavery. The ooze doesn’t care about the group’s goals, and – sooner or later – if they wish to be free of Blott, they must leave the dungeon forever, or kill it.

Circvs Minimvs

Somewhere in the lower parts of the upper levels is the fabled Circvs Minimvs of ancient Baltanus. This group of rooms is the buried remains of a coliseum, its related rooms and pens, and the sewers that once ran beneath it.

In the ancient days, the archmage Artimax discovered a means to reduce the size of creatures permanently, and then cause them to breed true at their new size. He then bred creatures for exhibition at the coliseum, which were intended as a curiosity. When Baltanus fell, the miniature creatures survived, and the normal-sized creatures died. The miniature creatures still breed true throughout this region, which has many areas that are magically lit (and thus has vegetation, and a whole ecosystem in...ahem...miniature). There are Diminutive horses, elephants, ostriches, lions, tigers, apes, and even rhinoceroses. In short, any animal the GM desires may have reduced members here. 

What Circvs Minimvs is famous for, though, is its many Fine trolls. These trolls are too small to offer harm to any PC, but their voices are loud enough to be heard, and they resent the intrusion of larger beings into their region. They especially resent that such beings can see farther than they do, and live in a larger world. They follow the PCs around, heckling them at every opportunity, trying to engage them in narrow-minded arguments, and in all ways trying to pull larger creatures “down” to their level. Moreover, they seek to convince any who will listen that Baltanus was always the ruin that it now is, that the larger creatures which lived here were no different than those that live here now, and that the coliseum was always buried beneath the earth. In short, things have always been as they are now. Any mention of Artimax brings snorts of derision, for they deny the archmage was responsible for anything, and claim that his accomplishments have long been eclipsed by their own modern accomplishments. Trolls are, they will point out, giants, whereas Artimax was merely human.

The Circvs Minimvs isn’t particularly dangerous for PCs, and may offer a safe place to rest, if one can ignore or eliminate the trolls.

Bremeni’s Copper Pool

Located in a great, cathedral-like done, Bremeni’s Copper Pool is a circular basin some 20 feet across, whose water looks coppery (possibly from reflecting the painted ceiling, possibly for some other reason) and tastes somewhat metallic. The pool always keeps the same water level, no matter how much is removed, and no matter how much matter is placed into the pool. How this is accomplished is unknown, but the pool radiates strong abjuration, alteration, enchantment, and conjuration magic. The water is cool (but not cold), and safe to drink.

Many creatures come here to drink. So long as characters remain in the cathedral-like dome where Bremeni’s Copper Pool is located, other creatures (including mindless creatures, such as vermin) offer no violence. Undead do not come here. Thus, this is a very safe place to make camp.

If characters use this area to ambush monsters coming to the Pool, they automatically get Total Surprise (RCFG term) for the first 1d6 ambushes, then Partial Surprise (another RCFG term) for the next 2d6 encounters. Thereafter, all creatures they encounter here become aware of their presence automatically, and are automatically hostile (Will DC 40 prevents) to the PCs, even if they would not otherwise be. 

As with all “Name” places and creatures, it is worthwhile to allow the PCs to hear about this place first, through rumours, other adventurers, or scrawled graffiti, so that they can seek it out, recognize it when they’ve found it, and actually get some use from it. Not everywhere in the megadungeon should be “challenging” – some areas should provide opportunity to rest, to gain allies, and/or to learn about the setting. 


Crypt of Red Markings

Once part of the catacombs of Balton Minor, the Crypt of Red Markings is a series of undead-haunted tombs, tunnels, and crypts. Scrawled upon the walls are occasional runes and glyphs drawn in blood. As one gets toward the center of the Crypt, the runes and scrawls appear more frequently and more densely. These are, effectively, the “spellbook” of Yl Nesrith, a transmuter whose ghost still haunts this area.

Most people who know of the ghost believe Yl Nesrith to be a necromancer, and it is certainly okay for the player characters to believe the same. Legend Lore, bardic knowledge, or historical research can all uncover the truth, however. Yl Nesrith has used his transmutation spells to create bizarre undead here, as well as cunning traps, all in an attempt to prevent his mortal remains (and treasures) from being pawed over by adventurers. Reburial in a modern graveyard, with all of his grave goods, will lay Yl Nesrith’s spirit to rest (at least until his grave is despoiled....).

A PC wizard (especially a transmuter) who is able to spend enough time here unmolested could potentially learn a great number of spells from the walls. It is even possible that a PC could become apprenticed to Yl Nesrith. However, although the ghost has altered some of the undead, it controls none of them, and cannot guarantee safe passage to anyone. It has animated some skeletons as constructs, however, that it does control. Some of the spells scribed on the walls are living spells, and are themselves dangerous to examine.

Crypt of Sleeping Dogs

This area of broken crypts and tunnels is in the middle upper reaches. It is occupied by the numerous feral descendents of the hounds of Balton Minor, which have developed darkvision and a natural immunity to ghoul paralysis. Statistically, they are otherwise identical to hyenas, having a heavy build and strong jaws for cracking bones. In appearance, they are huge black mastiffs with red eyes.

This area is rumoured to contain a fortune in grave goods, including the fabled Chainmail of Vraxgyg, but adventurers are warned to avoid the region. “Let sleeping dogs lie” is the common wisdom, although the Hounds of the Crypt are far more likely to be prowling in search of fresh meat than they are to be found asleep.

The ghouls of the Bonestrippers’ Guild would dearly love to see the Hounds done away with, so that they could claim and polish “them lovely bones”, but the ghouls lack both the power and the courage to destroy the Hounds. The kobolds of the Yellow Claw are terrified of the Hounds, and the Parliament of Cats would like to see the Hounds destroyed for their own reasons. Thus, the PCs have several potential allies in assaulting this area, although these allies are not all equal, and few alliances will survive the end of the Hounds themselves.

The Dripping Garden

A series of cobbled streets, with running water down the center of them, seem almost like natural caverns, trapping the moisture and making everything extremely damp. In places, there is no ceiling, so that lush vegetation can grow. In other places, roots push down from the ceiling, and/or there is a heavy growth of fungus. Plant monsters and vermin are found here in abundance. The Dripping Gardens also include the buildings lining the streets, whose doors have long ago rotted away, making the interiors easily accessible for all sorts of creatures.

The Yellow Claw kobolds hunt in the Dripping Garden, generally for vermin (for their own table, not that of Blothegrue). They will be happy to capture adventurers there as well. The kobolds speak of (and fear) Kyckbodimyk, an albino monstrous centipede of huge size that sometimes hunts the hunters.



Within a natural-seeming grotto off the main route of the Dripping Garden, the oracular nymph Eodora has taken up her abode. The kobolds know of her, and fear her, also, but they treat her as a goddess (rather as humans might fear and propitiate a goddess of death). Eodora doesn’t normally appear to the kobolds (who leave her, truth be told, disgusting gifts), but might prophesy to adventurers. Indeed, Eodora offers the GM the ability to ensure that players learn whatever information he wishes.

The Green Woman

This jade golem currently occupies a crossroads in the mid-upper levels. While it relentlessly pursues any who attacks it, so long as they remain within the dungeon, no one is certain what its other commands may be. It is generally doing nothing more than standing – a fortune in jade for the character(s) who can finally collect it! Somewhere in the dungeon are clues that would actually allow the PCs to discern what this construct is here for, and perhaps even control it.

Pool of Shadowed Vermin

This deep pool is surrounded by sunken streets, tunnels, and chambers rife with vermin. The pool itself radiates strong transmutation magic, as drinking from (or bathing in) this pool transforms the unfortunate victims into vermin. The pool is located in the lower part of the upper levels. By the time that the PCs reach this far, they should have had some opportunity at least to be warned....and if not, capturing their erstwhile companion without harming it, and then restoring him or her to natural form, could be an adventure in and of itself. Characters able to break enchantment may find that some vermin in the area are actually other monsters, humanoids, or (grateful) adventurers, but vermin reproduce quickly, and there are many vermin here that are simply that. If the GM desires, some vermin might change into other types (potentially more or less powerful), as the pool affects vermin as well.

Smoking Shrine of Ly Valle

A rift in the floor of this chamber allows noxious fumes to fill the room, disappearing upward through a wide chimney. This is a shrine to Ly Valle, an Aetali goddess of divination. Any who leave food or coin here might (20% chance) hear a prophesy spoken. Unfortunately, these prophesies are now spoken by an invisible stalker, which was conjured long ago and pressed into service maintaining the shrine. It is insane from its long servitude, and attacks anyone who profanes the shrine in any way. The invisible stalker is, however, bound to remain within the shrine, and is thus easily avoided.

The GM is encouraged to keep a roster of 10 potential prophesies, with about 20% of them providing some level of accurate information. When a prophesy is used, the GM should line through it and provide a new one for that position.

Owlgrin

The 6th level ranger, Owlgrin, hunts monsters in the upper reaches of the megadungeon. The GM may use this character to provide occasional timely assistance to PCs in need. Owlgrin doesn’t make friends easily, and prefers to remain semi-mysterious. Eventually, of course, he might go to the PCs for help with some problem, but this is more likely to be worded as “You must go to X and do Y” than “I need your help”.

The Sour Temple

Originally the Temple of Umartal in Balton Major, the air in the Sour Temple now smells and tastes acrid with the displeasure of its god. Still, the Sour Temple is a place of some refuge in the upper ruins, and truly evil creatures seldom venture therein.

Umartal has a church in Balton Minor, where an order of adventuring priests and monks – known as the Seekers of Restoration among themselves or the Silver Chalices (for their emblem) among the locals – works toward the cleansing of the Sour Temple. This is a major undertaking, for it requires that the Upper Levels at least be cleared out enough for human habitation.

Once PCs become established (3rd level in RCFG), they may well be approached by the Restorationists, who are willing to supply adventurers with information, advice, healing, and other resources in exchange for their work restoring Balton Major. The Restorationists will also expect to receive reports on what is encountered in the ruins, and to have the opportunity to copy maps created by adventurers supported under their charter. The Seekers will not work with characters that are obviously immoral.

The GM is encouraged to make use of the Seekers of Restoration both as a potential group to which PC monks and clerics can belong, and to provide NPC backup for smaller groups. In addition to monks and clerics, the Seekers can provide a limited supply of NPC NM Warriors to aid groups on important missions.

If the PCs manage to eliminate any of the three major threats of the Upper Levels – Blott, Blothegrue, and/or Esbastus (see below), they will receive a boon from Umartal the next time they enter the Sour Temple. These boons should be special abilities which aid the PC in question (so that each PC can receive a different set of boons), and be roughly equivalent to a bonus feat in 3.5e or 4e. No boon should be more powerful than the ability to cast a 1st-level spell once per day.

Esbastus

Esbastus is a gynosphinx that patrols the outer perimeter of the ruins of Balton Major, asking riddles, demanding tribute, and sometimes eating an unlucky adventurer or kobold. She has learned to avoid the ranger, Owlgrin, of whom she is afraid.

Typically, when encountering humanoids, Esbastus offers them a choice between paying tribute or answering a riddle, where failure is death. She will not accept less than 100 gp in coins as tribute, but has a craving for gems. This craving, combined with an inability to properly evaluate the value of gems and jewellery, may prove her undoing – her lair already contains many gems which are in fact made of paste or worth far less than she esteems them to be.

The GM must have several riddles prepared, and be ready to use them. Once a riddle is answered, Esbastus should not repeat it to the same characters. Generally, the GM should allot no more than 10 minutes of real time for answering the riddle before Esbastus becomes impatient, and then no more than 5 additional minutes before she pounces. Remember that PCs should be allowed to make Reasoning Action Saves to get hints about the nature of a riddle, but should not receive the answer by rolling dice. A good many riddles can be resourced off the Internet, as well as being taken from primary sources such as Mother Goose.

In the event that PCs can neither pay tribute nor answer a riddle, Esbastus politely asks them which of their number they wish to sacrifice – and she is not interested in the party’s mule or dogs! She will give them no more than 5 minutes to decide before becoming impatient, and then no more than 5 more minutes before making the decision herself (through random roll). 

If the party manages to escape intact (which is certainly possible), Esbastus will attempt to Get the Drop on their next encounter and pounce on them, slaughtering them all. Whoever survives this second encounter she will actually admire, and greet as though an old lover thereafter, perhaps asking for gems or riddles from that character, but neither expecting tribute nor answers to her own riddles. If the group manages to wound her to half her hit points or more, she will avoid them thereafter as she does Owlgrin.

Esbastus is on something like cordial terms with the Parliament of Cats, but they will not mourn her death, nor she theirs. The GM may allow players who are good at riddles to be known to the cats through Esbastus’ admiring words about them.

Tapestry of the Winds

I like the idea of the Tapestry of the Winds leading to a pocket plane. Let's run with that. In fact, let's let the party know that the Tapestry exists ahead of time, and that there are rumours of survivors of Baltanus having fled through the tapestry with their treasures. Somewhere on the pocket plane, there is a major hoard to be found.

Of course, the pocket plane will be a whole new environment all to itself, with Romanesque intrigue, some unusual monsters and substances, etc. Moreover, the Tapestry will be hard to find as it is no longer hanging upon the wall, but is folded up in a storeroom somewhere gathering dust.

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The areas between the major regions described herein are mostly “empty” regions – lost streets and empty buildings, with a few lairs, hazards, forgotten treasures, and (of course) wandering monsters to make them interesting. There will also be clues as to the nature of the major areas they connect.

Tuesday, 5 July 2011

M is for Megadungeons (Part II)

As mentioned at the end of the last post, evocative names are important.  It is desirable to have names that both “sound right” and that reflect the atmosphere of the game.  I came up with these:

  • Gathouse (from Gothous, from shoggoth)
  • Etolkin (anagram of Tolkein)
  • Ny Sandu (anagram of Dunsany)
  • El Nysrith (anagram of Slytherin)
  • Ogrushrub (anagram of Burroughs)
  • Hobert Warder (from Robert E. Howard)
  • Owlgrin
  • Portersmith
  • Malcaper
  • Grimalkin
  • Elzamere

In addition to some major sites, and some major creatures/creature groups, we need to consider major treasures – the “swords & hoards” that lure the PCs into the dark. In this case, we will be developing the following items (at a minimum):

  • Sword
  • Staff
  • Hoard
  • Gem
  • Crown
  • Amulet
  • Ring
  • Shield
  • Mail
  • Tome

Finally, I’ve begun the process of brainstorming about what has already been done:

(1) The hyenas look like grotesque mastiffs. They might be linked to the Crypt of Sleeping Dogs.

(2) The otyugh dwells in Filthfall Middens, a great chasm that runs through several levels, and is used by many creature groups to dispose of waste. Imagine the odour!

(3) The grey ooze is huge, maybe even colossal...inky black, intelligent, and telepathic (psionic?). It is called “Blott”. Blott is neither good nor evil, and has plenty of food in the dungeon. It wants something that the adventurers can bring in from the outside.....I am thinking some sort of drug that the adventurers would need to deal with the seamy underbelly of society to acquire.

(4) The dragon’s name has softened over the ages. While ancient books may refer to “The Bludgrue Wyrm”, it is now “Blothegrue”.

(5) Cinderqueen. Not sure who this is yet, but I liked the name.

(6) Some area of deep mudflats. Movement is very difficult for adventurers, but not for flying creatures. Even something like stirges could cause problems here, even for mid- to high-level adventurers (using the RCFG or Advanced Dungeons & Dragons rulesets anyway, for 3e you might want to consider a template!).

(7) Remember those polished bones on the beach? Well, without wind there won’t be regular wave action underground, so one has to determine what polished the bones. I am thinking of a “Bonestripper’s Guild” (perhaps the ghouls mentioned earlier). These are creatures the characters can talk to....from a position of strength, anyway. Think of the ghouls in Neil Gaimen’s The Graveyard Book.

(8) Bandit’s Roost would be near the surface (so the bandits can get out to plunder). It is now occupied by a Parliament of Cats. Many, many cats from miles around gather here for mysterious purposes of their own. And for this to work, the cats must remain mysterious, despite the players’ fervent wishes to learn their secrets! Some of these cats are just cats, others are tough (average 3 HD), and some may even have class levels. Cats can be found on any level of the dungeon. They have their paws in everything in all of the human, halfling, and elven communities for at least a league in all directions.

If the cats are treated well by the PCs, all is well. They simply watch. If not, the PCs find themselves haunted by cats everywhere they do. The cats meddle in local politics, and use their influence to wreak vengeance on PCs who attack them. The city gaoler has a cat. When the PCs are refused a room at the inn, the innkeeper’s cat blinks at them from atop the bar. Etc., etc.

Eventually, the cats may deign to speak to PCs that consistently treat them well, neither pushing their advances nor forgetting gifts of catnip or cream. Perhaps by the time the PCs are level 6-10.....though a PC with a cat familiar may be able to send said familiar to treat with the Parliament earlier than this.

The cats know (or at least seem to know) absolutely everything. And their influence can open doors that would otherwise remain shut to the PCs. Even the King has a cat.....

Another quick note, while I’m thinking of it. It is all too common for PCs to encounter creatures that are in the prime of their lives. Our megadungeon requires that there be young, and old creatures as well. Indeed, one of our “name” creatures could be something that was the most dangerous thing in the dungeon, once, but is now far past it’s prime.

It is far too easy to think of setting as a location for PC encounters. If you want your setting to live and breathe, though, it has to have a sense of existing long before the PCs come onto the scene, and long after they are gone. 


By this point we have quite a few elements to play with. Now we have to decide where they should go in the overall structure. 

A megadungeon has upper levels, middle levels, and lower levels. Without knowing exactly how many levels the dungeon has, we can divide the dungeon in this way. Thus, each of our elements can be found in one of these sections.

Where an element is found will affect its development. A major treasure located on an upper level must be very well hidden, or have a truly fearsome guardian, or it would have been plundered long ago. Likewise, a major monster located on an upper level must have some reason for not simply decimating everything within its grasp...including the PCs! A creature like Blott might be found on the upper levels, for instance, because it is more interested in satisfying its addiction than in eating people.

Some of the creatures and places we’ve already described belong on a particular tier (upper/middle/lower) of the dungeon on the basis of the development work we’ve done already. For instance, Filthfall Middens should be on the Middle Levels, where it can be accessed by many creatures (perhaps falling into the Lower Levels), and Bandit’s Roost should be in the Upper Levels.

Otherwise, we can roll 1d6, spreading these elements evenly throughout the dungeon. 

We should also consider how many entrances to develop. I would say, 4d6 to the Upper Levels, 2d6 to the Middle Levels, and 1d6 to the Lower Levels. Of these, most will be hidden and/or otherwise obscure. Discovery of a new way into/out of the dungeon can be a treasure itself!

There should be ways to move easily from the Upper Levels to the Middle Levels, and even to the Lower Levels.  Some levels and sublevels may well be "hidden" -- difficult to find. Likewise, if a primary level is spread out far enough, finding the ways out of it can be a fun challenge. What is important, though, is that once they are found they are relatively easy to use without slogging back and forth every time.

(In my AD&D 2e campaign, the Dungeon of Thale had one known entrance/exit, controlled as a business, where adventurers paid 10% of their take to use the gate. There were many other entrances, through the city sewers, in basements, through teleporters, etc., waiting for the PCs to discover so that they could avoid the toll!)

I am also considering a “Circvs Minimus”, where miniature animals and monsters were once displayed and sent to fight each other. Those animals are long gone now, and the Circvs is the home of trolls. Luckily, these trolls are too small to do much harm, although they are as loud and vocal as ordinary trolls (which might make PCs hearing them give them more heed than necessary). 
  • Amber Courtyard - Upper
  • Amulet - Lower
  • Angel of some sort (chained?) - Middle
  • Bandit’s Roost - Upper
  • Black Hall - Lower
  • Blothegrue - Upper
  • Blott - Upper
  • Bonestripper’s Guild - Middle
  • Burning Dome - Middle
  • Cerulean Well - Middle
  • Chamber of the Bronze Throne - Middle
  • Cinderqueen – Lower
  • Circvs Minimus – Upper 
  • Cistern of the Dun Waters - Lower
  • Cloudy Vault of Whispering Leopards - Lower
  • Copper Pool - Upper
  • Crimson Catacombs - Lower
  • Crown - Lower
  • Crypt of Red Markings - Upper
  • Crypt of Sleeping Dogs - Upper
  • Deep mudflats - Middle
  • Dripping Garden - Upper
  • Dwarf - Middle
  • Ebony Grotto - Middle
  • El Nysrith (anagram of Slytherin) - Upper
  • Elzamere - Middle
  • Etolkin (anagram of Tolkein) - Lower
  • Filthfall Middens – Middle 
  • Gathouse - Middle
  • Gem - Lower
  • Ghost - Upper
  • Golem - Upper
  • Green Lake - Lower
  • Grimalkin - Middle
  • Groaning Arch - Middle
  • Hall of the Bitter Banquet - Lower
  • Hellroot: Assassin Vine - Lower
  • Hoard - Upper
  • Hobert Warder - Lower
  • Human - Lower
  • Invisible Stalker - Upper
  • Kobold - Upper
  • Library of Bones - Middle
  • Like-Not - Lower
  • Mail - Upper
  • Malcaper Middle
  • Medusa - Lower
  • Monstrous Centipede - Upper
  • Moving Pool of Xar Yggar - Middle
  • Ny Sandu - Lower
  • Nymph - Upper
  • Ogrushrub - Middle
  • Orc - Lower
  • Owlgrin - Upper
  • Perfumed Machine of Sparkling Crystal - Middle
  • Pismire’s Yellow Fountain - Lower
  • Pool of Shadowed Vermin - Upper
  • Portersmith - Middle
  • Restful Chapel of St. Helmbright the Vigilant - Lower
  • Ring - Upper
  • River of Uncertain Dreams - Middle
  • Scarlet Gallery - Lower
  • Sea of Ivory Stones - Lower
  • Shield - Middle
  • Smoking Shrine of Ly Valle - Upper
  • Sour Temple - Upper
  • Sphinx - Upper
  • Spinning Chapel - Middle
  • Staff - Middle
  • Stone Giant - Lower
  • Sword - Lower
  • Tapestry of Winds - Upper
  • Tawny Altar of St. McCoy - Middle
  • Tome - Lower
  • Vampire - Upper
  • Verdant Caverns – Middle 
  • Vermillion-Handed Idol of Destiny - Lower
  • Wandering Library - Variable
  • Waterfall of Fearful Whispers - Middle

Looking at these, we can see that there will be some very dangerous areas even in the Upper Levels, so the PCs should probably have fair warning, say, about the location of the dragon’s lair.  There should also be plenty of "inactive" areas. After all, PCs need somewhere to rest, and you want the space to build up suspense.




Wednesday, 29 June 2011

M is for Megadungeons (Part I)

This is going to be a long series (M is for Megadungeon), so please bear with me.  If I get through everything that I want to say in fewer than 10 parts, we’ll all be lucky! 

The initial work that this blog entry is based upon/reworked from can be found here, for those who are interested:  http://www.enworld.org/forum/general-rpg-discussion/259798-building-megadungeon.html.  I will do my best to respond to comments posted here, or in the original thread.

The initial design work here began with the idea of putting together a megadungeon setting for my own “fantasy heartbreaker” game, RCFG, as a persistent part of a campaign milieu.  There are several advantages to including one or more megadungeons in a sandbox campaign setting. 

The first should be obvious – even lacking any other clear plan, players always have a location that they can investigate in order to play.  This dramatically reduces the amount of “hang time” in sandbox play, while the players decide their characters’ next move. 

Another, less obvious, use is to include history and mythology into the campaign world in small chunks.  Rather than being just a collection of rooms and corridors, with groups of evil humanoids, cultists, and wandering monsters to fight and treasures to be found, a comprehensive megadungeon can be intimately linked to the history of the campaign world.  Imagine, if you would, a megadungeon in a “Medieval Earth” world, that was built by Roman-types on Egyptian ruins, that eventually goes through a Summerian region to reach pre-human caverns.  At the very least, the undead one encounters would be marked by the era in which they first died.

In games using the d20 System, the Game Master can select resources that reflect this.  Green Ronin’s Testament, for example, could be used to lay out the oldest regions, with Hamunaptra being used to lay out the regions atop that.  And so on.  As characters descend further into the dungeon, they encounter monsters, spells, and magic items they have never encountered before.  The wise GM has linked these to stories of the mythical past…so that there is a thrill of recognition, and an understanding of age, as the characters encounter these things.

Gary Gygax had a knack for introducing new places and people, and making them seem old. "The illusion of history" as it were.  I think that Ed Greenwood has this as well, or certainly did when The Forgotten Realms was first appearing in Dragon Magazine. I think that this illusion of history is necessary for a setting to "feel" right.  (I also tend to think that this is why we keep going back to Greyhawk.)  Creating an illusion of history is a skill that the wise GM works hard to cultivate.

Prior to setting pen to paper, I know that I want the megadungeon to contain both "Name" places and "Name" creatures - things that the players can use to mark their PCs' progress through the whole.

It is far more interesting to encounter an interesting location or being that you have heard many rumours about than it is to encounter the same without any buildup. So, I first devised a list of place-names to use, which can be mentioned in rumour, scrawled messages, etc. The goal is to give the players locations to search for, and to allow them the satisfaction of locating some area that they have long desired to find.  This also adds to the “illusion of history” of the place.  It implies an existence beyond what the players can immediately – or may ever – see.

At this point, I don't know what these locations actually are, although the names themselves are suggestive in some cases.  I created the following list by looking at the names of dungeon areas and descriptive elements from the 1st Edition Dungeon Master’s Guide. If you look at the Dungeon Dressing tables, you will see many names for various types of rooms, as well as many good adjectives to describe them.  In order to prevent myself from falling into favoured tropes, and in order to spur creativity, I made a list of elements I liked, and then used random rolls to link them together.  This is what I came up with:

  • The Amber Courtyard
  • The Bandit’s Roost
  • The Black Hall
  • The Burning Dome
  • The Cerulean Well
  • The Chamber of the Bronze Throne
  • The Cistern of the Dun Waters
  • The Cloudy Vault of Whispering Leopards
  • The Copper Pool
  • The Crimson Catacombs
  • The Crypt of Red Markings
  • The Crypt of Sleeping Dogs
  • The Dripping Garden
  • The Ebony Grotto
  • The Green Lake
  • The Groaning Arch
  • The Hall of the Bitter Banquet
  • The Library of Bones
  • The Moving Pool of Xar Yggar
  • The Perfumed Machine of Sparkling Crystal
  • The Pool of Shadowed Vermin
  • The Restful Chapel of St. Helmbright the Vigilant
  • The River of Uncertain Dreams
  • The Scarlet Gallery
  • The Sea of Ivory Stones
  • The Smoking Shrine of Ly Valle
  • The Sour Temple
  • The Spinning Chapel
  • The Tapestry of Winds
  • The Tawny Altar of St. McCoy
  • The Verdant Caverns
  • The Vermillion-Handed Idol of Destiny
  • The Wandering Library
  • The Waterfall of Fearful Whispers
  • The Yellow Fountain


The Bandit’s Roost will obviously be a place where bandits gather.  The idea of a roost makes me want this place to span several levels, with criss-crossing rafters and hidey holes in the walls.  I can easily imagine narrow beams that slope across a wide drop, allowing access from one level to another.

The Dripping Garden makes me think of a damp, misty place where plants are growing in a sort of hanging garden. Perhaps there is also green slime, oozes, and giant slugs?


The Moving Pool of Xar Yggar is a teleportational device, perhaps leading to other planes, or other regions of the campaign milieu.  Xar Yggar is, if not obvious, an anagram of “Gary Gygax”. 

The Perfumed Machine of Sparkling Crystal is probably an artifact, now malfunctioning, created my a madman. Perhaps I'll name him Mull.

The Restful Chapel of St. Helmbright the Vigilant should be a safe place for adventurers to hole up and rest.

The Sea of Ivory Stones suggests a beach of water-smoothed bones.

The Verdant Caverns is a series of locations with plant-based monsters.

The Wandering Library should appear on the Wandering Encounters tables. Its location literally moves, and it may well move while the PCs are within, depositing them on a different level altogether........ Yet within its mouldering tomes can be found much knowledge of use to adventuring types. The books change location with the Library, so those who "borrow" one discover that they don't have it for long. For this reason, perhaps, there is a kind of truce in the library......Perhaps even a Librarian who enforces the peace?

As with places, there should be creatures within the megadungeon that characters hear about before they encounter....or, alternatively, that they encounter and then learn the significance of. The megadungeon needs about 20 “name” creatures to start with. Again, we don’t have to know the statistics of these creatures, or anything about them really. We just need evocative names.

We also want to include a wide number of creature types.  RCFG follows the 3rd Edition Dungeons & Dragons convention of creature types (although I changed “magical beast” to “beast” because, without a separate “beast” type, why bother to continue with the “magical” adjective?).

We want to have at least one representative of each of these types: Abomination, Animal, (Magical) Beast, Construct, Dragon, Elemental, Fey, Giant, Humanoid, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, and Vermin. It is not necessary that each of our “name” creatures is actually a single creature; it could be a particularly notorious group of creatures, such as a tribe of orcs.  Animals, humanoids, plants, undead, and vermin are especially good for this “notorious group” treatment.

You may think, at this point, that the thing to do is to choose the biggest, baddest creatures that you can, crank them up to 11, and call it done. Certainly, this can be done for some of these creatures. But remember that the goal is not simply to give the PCs a memorable fight.  Despite some claims to the contrary, D&D (and, by extensions, OGL-based fantasy games) are largely about exploration, not fighting.  The fellow who claimed that the game is about fighting vicious monsters, rather than traipsing through Faerie, is just plain wrong.

The goal is to create creatures that, directly or indirectly, the PCs will encounter repeatedly, and which the players will talk about long after the last die is rolled.  Indeed, for some of these encounters, no dice might be rolled at all!

These creatures must include both allies and enemies, and may fill any of the major NPC roles. They can include potential mentors, patrons, rivals, informants, protectors, and even love interests as well as mere foes to fight. Indeed, they must fulfill at least a few of these roles or the whole dungeon will fall flat. “Fight -> fight -> fight” does not a fantasy role-playing game make!  It certainly doesn’t make a compelling setting.

I decided to break down the creature types as follows. Note that “rats” are probably the most obvious animal type for a dungeon, which is precisely why I avoided them. It is harder to get your players interested in a group of rats or bats in a dungeon than in, say, a form of subterranean hound.
  • Abomination: Otyugh
  • Animal: Cat, Hyena
  • (Magical) Beast: Sphinx
  • Construct: Golem
  • Dragon: The Bludgrue Wyrm (we will decide what this means later, and certainly some smaller dragons will be its offspring!)
  • Elemental: Invisible Stalker
  • Fey: Nymph
  • Giant: Stone Giant
  • Humanoid: Dwarf, Orc, Human, Kobold
  • Monstrous Humanoid: Medusa
  • Ooze: Gray Ooze
  • Outsider: The Librarian (type?), Angel of some sort (chained?)
  • Plant: Assassin Vine (representing some form of root?)
  • Undead: Ghouls, Vampire, Ghost
  • Vermin: Monstrous Centipede
That gives us 22 individual “name” creatures to give titles to and to develop.  At the same time, we will want to develop the “name” locations, and (in some cases only) link named creatures with locations where they fit. And we still need those evocative names!

Saturday, 25 June 2011

L is for Lava Children

I have to admit, this is a monster that I have never used.

There aren’t many monsters from the Advanced Dungeons & Dragons 1st Edition game that I haven’t ever made use of, in any form.  In the Monster Manual, there is only the Floating Eye, the Masher, and the Morkoth that I can say I never used with any certainty.  They are simply monsters that I was unsure what to do with.

When the Fiend Folio came out in 1981, it quickly became as important to me as the Monster Manual.  I loved the illustrations, and I loved many of the creatures therein.  I still do.  But, when I got to page 61, and saw Alfred E. Neuman staring at me from the monster illustration….well, I just never found a use for the creature.  I could never imagine the mascot of MAD Magazine rampaging through dungeon halls and being effective at….well, at anything.

Now, none of this is the fault of the monster’s creator, listed in the appendix as Jim Donohoe.  Actually, the idea of the lava child is fairly clever.  These guys are the result of an unnatural “union between spirits of earth and fire”.  They live deep beneath the earth, and have the ability to pass through metal (and, apparently, stone, if the illustration is taken as a guide!) as though they were not there.  If you imagine them as having a child-like mindset, you can picture them giggling in dark corridors, where they mean no harm, really, as they rip your arms off.  They’re just curious about you.  They are neutral, after all.

Looking back through the 1e monster books, I actually think that the monsters I failed to use were lost opportunities.  They were things I didn’t see the potential in, either because of youth, or lack of creativity, or some other factor that I still don’t see.  They didn’t fit the images in my mind’s eye then.  They are creatures that I think I will make a conscious effort to use in the future.

In many ways, lava children have taught me humility.  Admittedly, it is a lesson I’m not really equipped to learn, and it hasn't taken hold all that well.  But, when I look through later editions of Dungeons & Dragons, or other game systems, I try to remember how I felt about the lava children then, and how my views have changed.  Can the 3e digester really be as lame as I think it is?  Is it even possible for the dragonborn to really be as blech! as my current view would have them be?

---------------

In other news, the "C is For" series of articles have been somewhat expanded and republished (by permission) in Hungarian, thanks to Melan (late of EN World, and now mostly of elsewhere).  You can join in this lively discussion here:  http://lfg.hu/43954/meseloknek/dontesek-kovetkezmenyek/ or here: http://fomalhaut.lfg.hu/2011/06/21/dontesek-es-kovetkezmenyek/


Tuesday, 21 June 2011

K is for Killing Fields

Want to throw something “Old School” into your game?  How about a Killing Field?

A Killing Field is a region where the odds are stacked severely against the player characters.  You know it is a Killing Field when characters actually die…and not necessarily by the ones and the twos!  There are several types of Killing Field, but they all serve the same general purpose.  They are areas where the bodies lie thick on the ground – bitten, mangled, burned, and crushed – but the survivors who limp home have a tale to tell.

The most common type of Killing Field is the Deadly Starting Area, which is intended to weed out the hapless and the helpless, leaving the fittest to continue onward in the campaign milieu.  Goodman Games’ Dungeon Crawl Classics RPG revels in this sort of Killing Field.  PCs start out at 0-level, and the survivors (who gain equipment partly from picking over the corpses of their less-fortunate compatriots) become the 1st level adventuring party.  Although I have yet to play the DCC RPG scenario distributed for Free Roleplaying Day, it reads well, and is sure to have its share of fatalities.

A more expansive Killing Field is found in the classic TSR module, The Keep on the Borderlands.  Played as written, the Caves of Chaos and surrounding countryside can chew up and spit out many low-level characters as they deal with the various threats presented.  In the end the Caves may be cleared, but most of the characters that began the process are buried in unmarked graves.  If the other PCs even bother to do so much.

Likewise, in T1, threats emerge that are probably beyond the ability of most newly-minted parties to handle.  And even success has its own perils, for, as with B2, the forces of evil have infiltrated the nearest “safe” community.

Another kind of Killing Field emerges in the mid-game:  the Deadly Testing Ground.  Few have entered this area, and even fewer have returned.  The PCs are now mid-level, somewhere between 5th and 10th, and the players have a vested interest in their survival.  The Deadly Testing Ground offers great riches and glory for the PCs brave and clever enough to wrest its secrets from it.  But the odds are stacked against them, and most PCs will not succeed.  Will perhaps not return.

In a fantasy-novel type game, characters enter some “legendary” region because it is part of the plot.  They are not really overly deadly, because forcing characters into such an area is grossly unfair.  Rather, the Deadly Testing Ground is a place that the characters voluntarily enter, knowingly accepting great risk in order to have a chance at great rewards.

The most famous Deadly Testing Ground is probably the Tomb of Horrors, but there are many others.  In a classic megadungeon, dungeon level roughly corresponds to the level of threats and rewards that are available to characters.  By allowing characters to quickly reach deeper levels, beyond those “appropriate” for their party, the Game Master enables them to enter a Deadly Testing Ground.  And, in most cases, Deadly Testing Grounds are entered for a brief period, after which the party will flee toward easier pickings.

A final type of Killing Field is the Epic Endgame, as discussed in a previous column.

So, why add Killing Fields to your campaign milieu?  Foremost, it allows the players to know, beyond the shadow of a doubt, that they are winning on the basis of their own decisions.  Context -> Choice -> Consequence is only as strong as the belief that consequences actually fall from choices, rather than GM fudging.  As soon as a player realizes that the GM is fudging, rendering his choices moot, the context also seems to matter far less.  Why pay attention to the factors needed to make a good decision, if a poor decision results in roughly the same outcome?

Killing Fields also grant a greater agency to players in terms of the risks they are willing to accept.  This assessment of risk, and the resultant decisions of how much risk to undergo, is one of the hallmarks of “Old School” play.  It means that “balance” is not something that the GM alone must worry about.  No.  Each player must strive to access both her own capabilities, and how those capabilities might meet the challenges of the game milieu.  Should she go boldly into the depths?  Should she stay closer to the surface?  Should she go adventuring in the wilds?

Again, look at the setup of B2, where the easiest caves are close to the ravine mouth, with areas being correspondingly more difficult the farther in one goes.  A bold party can try its luck in any of the cave mouths.  With a little luck and clever play, a bold party might even succeed.  There are many different stories about B2.  Each group approached it in their own way.  This ability to choose, to branch out in diverse ways, to surprise the GM as well as the players, and to allow the players to access risk and “game balance” is something that is sorely missing from many modern adventure designs. 

Indeed, there are benefits to having Killing Fields in your game, even if no PC ever goes there.  Simply knowing that they can increases the sense of risk, the sense of adventure, and the sense of each character’s fate being in the hands of the players’ choices.  When this is the case, players pay attention to the context choices are made in, and thus invest more deeply in the campaign milieu.

It should be noted that not all RPGs are as combat-prone as “adventuring” games such as Dungeons & Dragons tend to be.  It is entirely possible to conceive of a game where little or no combat ever takes place.  Imagine a social game, where all interaction is basically arguing.  Let’s call it Forums & Follies.

Nobody ever dies in Forums & Follies, but there can be “Killing Fields” that result in a persona being “Threadbanned” or “Banned From Site” (The F&F version of character death).  Killing Fields in such a game might include participation in particular types of threads, or defending particularly unpopular ideas.  Likewise, in Papers & Paycheques, one could be “Fired”.  In Belles & Ballrooms, a character could become “Socially Ostracized”. 

The important idea is that a player is given the opportunity to take risks that grant exceptional rewards, but remove the character from play (through death, banning, removal from workplace, or being socially disgraced) by making that character no longer capable of making relevant choices in the ongoing narrative of the milieu.

(Papers & Paycheques, of course, refers to the cartoon in the 1st Edition Dungeon Master’s Guide.  So far as I know, both Forums & Follies and Belles & Ballrooms have not yet been produced as the stylish and eminently playable RPGs that we all know they could be! )


Saturday, 18 June 2011

Request for Help -- That Hideous Face

In 2003, I was able to obtain the opportunity to examine an original manuscript supposedly found at 65 Prospect Street in Providence, Rhode Island.  My analysis of that document (http://www.danieljbishop.ca/That%20hideous%20face.pdf) was published in Mythos Collector #6 (http://darktreepress.50megs.com/mc.html), in the winter of 2004.  The original fragment was published as “That Hideous Face” in a Dreaming Seas Press edition, and was purported to have been a lost work by H.P. Lovecraft.

I recently had a hard drive crash which wiped out my electronic copy of the document provided by Dreaming Seas Press.  My hardcopy printouts have likewise disappeared.  At the time of my analysis, it was an easy matter to download a copy of the document off the Internet, but this has proved a frustrating experience.  Even Internet Archives seem not to contain the work.

It has proved impossible to track down Emily Cole, the girl who purportedly found the manuscript, or members of her family.  Likewise, the poetry and short fiction of Ms. Cole, which was heretofore easily found via the world wide web, seems to have been removed from every server.

Dreaming Seas Press has likewise gone out of business, and I have had no success in tracking down the publishers, who seem to be no longer active in Mythos circles.

If anyone has a copy, either electronic or hardcopy, of the story, That Hideous Face, purportedly by H.P. Lovecraft – especially if you have a copy of the 2002 Dreaming Seas Press edition published in Rhode Island, I would be happy to arrange remuneration in exchange for a copy.  Note that I am not speaking of a copy of my analysis; I have that.  I am looking for the story that I produced an analysis of.

Thank you in advance.

Friday, 17 June 2011

J is for Junk

If I were to empty my pockets right now, in addition to change, there would be pens, keys, a flash drive, a tissue, and a comb.  Some of the keys on my key ring open doors that I could no longer identify.

If I was to turn my home into the setting for a D&D adventure, the poor adventurers would have to wade through mountains of paper, clothing, paperbacks, bric-a-brac, kid’s artwork, and more in order to discover whatever “treasure” they were seeking.

Call it fluff, or details, or verisimilitude, or dungeon dressing, or whatever else you like, there are good reasons to include a lot of junk in your campaign milieu.  If you’ve been reading this alphabet from the beginning, you are going to know what some of them are, because including junk is very much like including mundane animals.  If you don’t include plenty of insignificant stuff, the significant things stick out like a sore thumb.

Take, for example, the Moathouse in TSR’s Module T1:  The Village of Hommlet, by Gary Gygax.  Mr. Gygax writes:

15. EMPTY ROOM: The place was the domicile of the major-domo of the castle, but it Is stripped of everything save broken and ruined furnishings now.  One wall cresset remains near the outer wall, and its torch stub is actually a silver baton worth 30 g.p. in its present condition.

Now, the question becomes, how likely is it that PCs entering this area will discover the baton?  Will they automatically know that everything they “see” is significant?  Well, the answer is in Mr. Gygax’s design work, where several previous areas (5, 6, 8, 10, 11, and 14) are described as “littered” or filled with specific valueless junk, and at least one of those rooms (11) contains a potential disincentive for exploring too closely!  Area 9 seems likewise, but has a fine broadsword hidden within it.

By layering junk into his dungeon design, Mr. Gygax makes it more difficult for players to realize that they should be looking at this particular cresset, and this particular torch stub.  In other areas, specific junk is described.  For example,

14.  EMPTY TROPHY ROOM:  Only a few mangy pelts, stuffed heads, and shattered antlers indicate the former status of the chamber.  All worthwhile Items are looted.  It is possible to spend considerable time searching the litter here, but nothing of value will be found.

And

10. EMPTY BED CHAMBER:  Once the quarters of a castle troop leader or some other petty official, the place Is now a total wreck. the bed chopped to pieces, the furniture smashed or gone.

Although this level of detail might seem to be wasted, all of the flavor of the area is contained within those details.  Moreover, more detail could be given.  The “litter” is glossed enough that, should the PCs decide to search these areas more thoroughly, the harried GM will be forced to come up with some quick bits of information.  That Mr. Gygax tells you what the room was used for is of some value here.

Although I am no Gary Gygax, I also make liberal use of junk in my adventure designs.  To my mind, this only makes sense.  Including junk serves the same purposes mentioning normal animals does:

  1. 1.    It increases the verisimilitude of the setting,
  2. 2.    It makes it more difficult for the players to determine what is “significant” and what can be safely ignored, and 
  3. 3.    It gives potential clues about the area that is being explored.


In addition, including junk increases the time that it takes the PCs to explore an area, allowing for additional wandering encounters, and dividing the better players from the rest.

The following examples of encounters come from Balmorphos Dungeon, an adventure I wrote that was published in Dragon Roots magazine, issue #3.  If you are interested, you should consider dropping by www.dragonroots.net and purchasing the issue from the store.

(I don’t get anything if you choose to buy the issue, except some sense of satisfaction if I later learn of it.  Another module, Temple of the Golden Ape, is in issue #1.  Both are written for the Dungeons & Dragons 3.5.)

1.  First Landing:

The arched stairway goes down about 25 feet at a 40º angle, ending in a space about 20 feet square, with a vaulted ceiling 12 feet high.  The walls are covered with rust-colored moss and lichen, except where they have been scrapped clean by the passage of an enormous serpent.  Where there is no moss, you can see moist rivulets of water seeping down the ill-fitted stone walls.  To the northwest, you can see another archway, where another flight of stairs leads further into darkness.  As with the steps you just came down, these seem worn and cracked as though by frequent passage.

The steps to the northwest are wider than those that led into this area, but not as steep, descending at an angle of about 20º.  The stairway is arched to a height of 12 feet, and goes downward some 35 feet.  A pair of medium boots is discarded on this flight of stairs.  The boots can be found separately along the left-hand (southwestern) wall, about three quarters of the way down the flight.  There is still a rotted human foot in the left boot.

The rust-colored moss is harmless, and exists by consuming the stone itself.  This weakens the stone so that flakes of its surface can be pulled off wherever the moss is found.  The Climb DC for these areas is 20, and the first foot of stone has only hardness 5 and a Break DC of 30.

5.  Old Barracks:

The door opens into a dusty space some 30 feet wide and 40 feet deep, vaulted to a height of 12 feet.  This room was obviously once a barracks used by those who guarded the entrance to Balmorphos’ underground fortress.  The collapsed wooden frames of several cots line the west wall.  Rusted metal racks for weapons are bolted to the eastern wall, although whatever weapons they once held are long since gone.  A dank hole about a foot-and-a-half in diameter is bored into the floor.  Presumably, this was once used as a well, or to eliminate waste.

The well in the corner has no lip built up around it to prevent folk from falling or sliding into it.  It drops 30 feet into swiftly flowing water.  In days past, this was used both for waste elimination and for drinking water, as the underground river carried away any waste materials.

Searching the collapsed wooden frames of the beds uncovers a small chest, which is still locked (Open Locks DC 10).  The chest was once protected by a poison pin (Search DC 10, Disable DC 15), but the poison on it long ago lost potency.  (In the event that a PC gets pricked with the pin, though, the DM should still require a Fortitude save as though the poison were still active).  The chest has hardness 5 and can be broken into with 5 points of damage.  Within, wrapped amid an old moth-eaten tunic, is a leather pouch and a small vial.  The pouch contains 15 sp.  The vial contains two doses of the poison that once guarded the lock:  large monstrous scorpion venom (DC 14 Fortitude save resists, 1d4 Con/1d4 Con).

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Here are some descriptions from an RCFG starter module I am working on:

Beyond the entrance is a spacious chamber, with gaping doorways opening to the north, south, and west.  You can make out relief work on its shadowed walls – images of tall priests, monkeys (including flying monkeys like those you just encountered) and dancing apes.  The floor is a shattered expanse of mosaic tiles in blue and red.  Where light falls in through the doorway, the jungle has entered as well – green plants have pushed aside the tilework, and vines grow on the near walls.

The passage opens into a fair-sized chamber, its ceiling a low, dark barrel vault only 8 feet high at its peak.  Vats of clay and stone line the southern wall, although many of these have been opened, pushed over, or (in the case of some of the clay vats) broken.

This is a vaulted chamber, some 40 feet wide, going onward into darkness.  Along the shadowy walls, you can see carved images of cavorting priests and bat-winged apes, carrying human victims with them, while large bats dance and wheel overhead.  These walls run with moisture, and you can hear a steady dripping in the distance to the north.  Heavy cobwebs stretch from wall to carven image, and from ceiling to floor, showing that few (if any) have passed this way in recent times.

This is a large chamber, about 60 feet square.  The vaulted ceiling, which once reached a height of 30 feet, has collapsed, creating an uneven floor of alabaster rubble and vines.  Other vines grow along the walls and up to the gaping hole in the ceiling.  In addition to the wide passage entering the room in the middle of the west wall, stairs lead into brackish water to the north.

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This one seemed to ramble a bit, and I apologize if that was off-putting.  Still, I would highly encourage you to use junk liberally in your dungeon and wilderness designs.  Even towns should have public dumps, middens, garbage-filled alleys, and the like.



Thursday, 16 June 2011

Tuesday, 14 June 2011

I is for Iceberg…Some Further Thoughts

Understanding classic D&D requires understanding that any area created for the game milieu is to be used multiple times, with multiple groups of players, over weeks, months, and years of play.  However, something happened with DragonLance that changed the course of Dungeons & Dragons – the introduction of the strong adventure path model.

By way of analogy, classic D&D sought to create the experience of being a character within a fantasy world, whereas the strong adventure path model seeks to create the experience of being a protagonists in a fantasy novel.  That may seem like a minor distinction, but further thought will show that it is not.

Protagonists in a fantasy novel can expect to survive, or to have meaningful deaths.  Characters within a fantasy world cannot.

Protagonists in a fantasy novel are automatically special.  Characters within a fantasy world are not necessarily special – only what actually occurs in play determines how special you are.  The difference between Conan and an Aesir he kills early in his career are as much a difference of luck as of skill in the “fantasy world” model – at first, Conan is only important because he survives.  In the fantasy novel model, Conan is important before he does anything, simply because he is Conan.

A fantasy novel purports to tell a specific story; a fantasy world is a place where things happen, and then people tell stories about them after the fact.  

If you hop back to my comments about Choice, Context, and Consequence, you should easily see where this is going.  In order to ensure that PCs are meaningful protagonists, and in order to ensure that there is a specific story, the GM must mitigate the consequences of player choices.  He must ensure that player choices do not take the characters away from the story, by death, by other interests, or even by resolving problems “too early”.

Now, I am going to reiterate my mantra:  Play whatever games you like, in whatever way you like.  You don’t have to worry about what anyone else thinks.  You certainly don’t have to worry about what I think.

But I will point this out:  OD&D and 1st Edition AD&D were both devised to support the iceberg/fantasy world model.  Both experienced explosive growth, and both have a strong following of fans/players to this day.  3rd Edition Dungeons & Dragons attempted to follow this same model, and it is arguable that 3rd Edition – especially at lower-level play, or using lower-level variants like E6 – is the only version of the game that rivals (or has ever rivaled) the classic editions.

On the other hand, 2nd Edition AD&D, despite all of its options, bought very much into the fantasy novel model (which was most evident in its adventures and advice to DMs), and TSR went bankrupt.  The unwieldiness of higher-level play in 3rd Edition likewise brought back a strong “adventure path” mentality (you need prep less if you can guarantee what encounters your players will have) – and removing this unwieldiness was one of the major selling points of 4th Edition Dungeons & Dragons.

Like 2nd Edition before it, 4th Edition seems to have a strong fantasy novel element…although this might be better described as a “computer game” element in terms of its modules at least, which are composed largely of set-piece combats linked by what may almost be “cut scenes” between fights.  Even the skill challenge mechanic, as presented in modules, is largely filler between the main events.

(And, yes, obviously people need not play this way.  Equally obviously, there are some interesting variants being devised to play in more of an iceberg/fantasy world style than in a fantasy novel/computer game style.  Different people play different games in different ways….ultimately, though, sales seem to be based on how the owners market what they’ve created.)

The problem here is not that “fantasy novel” games are bad.  The problem is that the fantasy novel experience is done just as well (or better) at less cost an effort by fantasy novels, film, and computer games.  Fantasy world/iceberg games are done better by….well, tabletop games do them the best.  Nothing else is even in the same ball park.

Yes, I do think iceberg games are better…..both for actual play, and for the industry.  But, if you like something else, don’t worry about my opinion. 

Play whatever games you like, in whatever way you like!