Showing posts with label The Tome of Adventure Design. Show all posts
Showing posts with label The Tome of Adventure Design. Show all posts

Wednesday, June 3, 2020

Home brewing a "High-Level" "Dungeon"

So, one of the comments on my post on How I Homebrew a Dungeon, I was asked If I could do the same for a dungeon for characters 6-9th level. My short answer to the question is: No.

I have never been a fan of high-level play and neither were most of my friends. We loved those low-level campaigns and usually accomplished something earth shattering by 6th or 7th level. Indeed, I have only ever gotten one character from 1st to 9th level in my entire career as a player and have only ever seen one character survive to 9th level from 1st as a Referee. Both characters are retired.

In other words, by the time my players have advanced to 4-6th level, they have accumulated enough power and influence that the focus of the campaign shifts from that of dungeon exploration to politics, clearing out wilderness areas, and spending a bunch of money on building stuff (this is nicely encouraged by the Arneson rule where 1 xp = 1 gp spent).

So, I have never really had to homebrew a 6-9th level dungeon. As predicted by Cook’s Expert edition of D&D, by the time my players’ characters get to 4th level, I am usually designing wilderness areas, encounters, and lairs — not dungeons.

That doesn’t mean I can’t or I won’t, especially since folks seemed to find my last outing useful. This endeavor, however, does come with a major caveat. What I have in mind doesn’t really qualify as a dungeon…it is more of an elaborate lair. For me, the word “dungeon” is indicative of the Mystic Underground where no matter how deep you go, there is always something else deeper and more dangerous and the place itself is trying to kill you, not just the monsters.

There are two main reason I am choosing this particular path. First, without the previous 5 levels of a megadungeon and a campaign to riff off, doing the 6th level of such a place is both too daunting and too boring. Secondly, I’ll probably never see a day when I’d actually use it in play. By going the route I am, this will go into my folder of stuff I can pull out on a moments notice to fill a need in an ongoing campaign.

Since this is to be a type of lair, I need to figure out what monster lives there before I go to making or finding a map. So, I pulled out The Tome of Adventure Design and rolled up a person associated with the place, the last significant event that happened there, and the original purpose of the place.

As an aside, when I use random tables (especially one where a d100 is concerned), I freely read the dice in as many ways as I am allowed in order to give me more than one option when it comes to results. This allows me a bit a wiggle room and the ability to be inspired.

For example, I wanted to keep my options open on this one to see what kind of stories might emerge from the random rolls. The person in question was either going to be an Assassin or a Cleric and the place in question was either a place of guilt or a place of burial. Music was involved and it created something that would be dangerous to intruders about 10 years ago.

I then rolled an original purpose and who built it: that was when things began to crystalize. I rolled up a Scriptorium that was built by a unique type of Giant.

The Cleric no longer made much sense, so I went with the Assassin and I ended up using both a place of burial and a place of guilt.

This place was built by a blind giant who was a scribe and a scholar. He needed a way to record the research he had done and so came up with a writing method akin to Braile (note to self, Read Magic is necessary to interpret his writings). For this purpose, he needed someone to dictate various texts to him so that he could study and record his findings.

This role is taken up by an Annis Hag and the two end up falling in love with each other. Whether or not the Giant’s love was voluntary at first or not, the important part here is that the Annis Hag ended up in love with the Giant because he saw past the ugly exterior.

This love story, however, has an ugly underside because the Annis Hag still had an appetite for human flesh. When she made the mistake of lunching on a local prince, an assassin was hired to take her out. The killing blow, however, fell upon the Giant who sacrificed himself for his love.

Among the things and knowledge collected by the Giant was the True Name of a demon and a magical harp that would summon it. In a fit of anguished rage, the Annis Hag used the harp to summon the demon and commanded it to torture the assassin as long as she was alive. Unfortunately for her, summoning the demon destroyed the harp. Caught in the magical explosion, she suffered grievous wounds which have never fully recovered. In order to make sure the assassin suffers as long as possible and to guard her own life, she has since drawn a protective circle around the demon and its prey. At this point the demon is kept at bay virtually by will alone.

In the meantime, a group of hobgoblins have taken up residence. According to my own calculations, hobgoblins are eugenicists who love to experiment with breeding techniques.

Thus, they see value in the knowledge found in the Giant’s lair, the demon trapped there, and the hag that keeps it at bay. They have turned the lair into a house of horrors and feed the rejects of their experimentation to the hag to help keep her alive. For her part, she is grateful for every day the assassin is tortured.

So here is the challenge for the players: this is the location of a McGuffin. Whether a magic item in possession of the assassin, a particular piece of information on one of the Giant’s “scrolls,” or something else, it is inside the protective circle keeping the demon at bay.

Since this set-up is kinda mean, I want to reward the characters by providing a lair that could be converted into a stronghold if they so desire. As a consequence, I am looking for a map of a castle with a dungeon. I found that here. As I did with my 1st level dungeon, I proceeded to number each of the rooms:



Between the castle and the dungeon below there are 63 rooms. Using Moldvay’s “Stock the Dungeon Table” we get the following break down:
11 Monsters without Treasure (technically 10.5)
11 Monsters with Treasure (technically 10.5)
6 Traps
4 Trap with Treasure (technically 3.5)
10 Specials (technically 10.5)
18 Empty Rooms
3 Empty Room with Treasure (technically 3.5)
I rounded up on the number of monsters and traps with treasures and rounded down on Empty rooms to make the math work. I erred in the direction of more stuff.

Holmes suggests that it is possible to encounter wandering monsters within a range of two levels up and two levels down. Thus, at 6th level, it would be possible to encounter creatures anywhere from the 4th level through the 8th level. The math would look like this:
2 Level 4 Monsters
5 Level 5 Monsters
8 Level 6 Monsters
5 Level 7 Monsters
2 Level 8 Monsters
I can already sense some confusion because the main monster group I will be using are hobgoblins, which are Level 2 monsters according to Moldvay. This is where S&W becomes really useful. The Wandering Monster Tables found therein are organized according to Challenge Level. Hobgoblins are CL 1; however, Carnivorous Apes (which hobgoblins are known to associate with) are CL 4. The Wandering Monster Tables suggest combinations of different CL monsters and since hobgoblins are interested in genetic and breeding experiments, it opens up a lot of possibilities for higher level monsters:

  • Ape-like creatures like Flying Apes (CL 6), Gorilla Bears (CL 4), and Girallons (CL 6)
  • Thouls (CL 3)
  • Creatures necessary for breeding the above such as Basilisks (CL 8), Cave Bears (CL 7), Ghouls (CL 3), Perytons (CL 6), and Trolls (CL 8) and Cave Trolls (CL 7)
  • Experimental failures represented by Gibbering Mouthers (CL 6)

Following the suggestions from S&W we come to the following totals:
1 Annis Hag (1400 xp)
3 Basilisks (2400 xp)
26 Carnivorous Apes (3120 xp)
3 Cave Bears (1800 xp)
8 Cave Trolls (4800 xp)
1 Demon, Erinyes (1400 xp)
2 Flying Apes (800 xp)
28 Ghouls (1680)
7 Gibbering Mouthers (2800xp)
15 Girallons (6000 xp)
14 Gorilla Bears (1680 xp)
112 Hobgoblins (1680 xp)
3 Perytons (1200 xp)
42 Thouls (2520 xp)
4 Trolls (3200 xp)
Total xp = 34,800
In case anyone is wondering where I am going to fit 117 hobgoblins, remember that this place was built by a Giant. Thus, everything is twice the size a map normally would be — giving me plenty of room to stuff all these creatures wherever I want.

The average Treasure Roll is going to be 2.5, so the base treasure is going to be 87,000 gp. Going by math (because I don’t want to roll this many times), the 100 gp Trade Outs will result in 83 Minor Gems and Jewelry and 4 Minor Magic Items. The 1000 gp Trade Outs will result in 8 Medium Gems and Jewelry and 1 Medium Magic Item.The 5000 gp Trade Outs will result in 2 Major Gems and Jewelry and no Major Magic Items.

Thus, there will be 13,500gp in Minor Gems and Jewelry, 5,200 gp in Medium Gems and Jewelry, 6,500 gp in Major Gems and Jewelry, and 67,000 gp in Miscellaneous treasure for a grand total of 92,200 gp.

There are 18 rooms with treasure. If each has 5000 gp I will have 2200 gp left over to place where I deem fit in the moment (probably with the Annis Hag hidden inside the tomb of the Giant).

There is a total of 127,000 xp available, or 31,750 per character in a party of 4. This should be enough for most characters to go from 6th to 7th level easily.

Now to place all of this stuff in the dungeon:

The Annis Hag will be in Room 1.38, an appropriate place for a bedroom turned tomb.
The Erinyes will be trapped in Room 2.21, being the lowest part of the entire structure.

As for the rest of the monsters, they can be categorized into three types:

1. Hobgoblins and their allies
2. Prisoners used to do breeding experiments
3. Failures

The failures would be the Gibbering Mouthers, which are locked away in Room 2.20, since that is nice and isolated.

The prisoners could all be stored away in Rooms 2.3-2.10. These include the basilisks, cave bears, cave trolls, ghouls, perytons, and trolls.

To fill out the dungeon level, I would place Thouls in Rooms 2.12 and 2.18 as guards.

The rest of the monster populate the upper floor, with the hobgoblins, carnivorous apes and gorilla bears primarily occupying the towers — Rooms 1.35-1.37 and 1.39-1.43.
girallons and flying apes would occupy Rooms 1.1 and 1.9.

That’s 22 rooms with monsters. Also note: I’ll probably sprinkle hobgoblins, thouls, and carnivorous apes throughout the last 20 rooms to demonstrate the basic theme of its current use.

Now I need 10 Specials:

Room 1.3 is a magical hall of perfumes. The central section of the hall rains down clouds of the stuff from the ceiling when someone passes through. The stuff is so strong it reduces the chances of surprise to 1 in 6 for 24 hours.
Room 1.5 is a magical hot tub that automatically undresses anyone entering and drying and clothing anyone leaving (with a small percentage of some kind of screw-up)
Room 1.6 is a magical gallery; however, the “pictures” are designed for the blind.
Room 1.8 is a magical music room with various levers and buttons that create various sounds. The music is designed to play throughout the castle, alerting everyone of the player’s presence.
Room 1.21 is a magical kitchen and 1.22 is be a magical ice room for storing food.
Room 1.27 is a library with a device that fetches certain books, but only works if the commands are given in the language of giants.
Room 1.33 is the scriptorium, with a special device used to create the “Braile” scrolls created by the Giant.
Rooms 2.11 and 2.13 are incubating and birthing chambers for the breeding experiments.

Now for 4 rooms with treasure guarded by a trap:
Rooms 1.14, 1.16, 1.30, and 2.2 all suggest themselves because they are dead-ends.

The six remaining traps:

Rooms 1.15 and 1.17 are suggestive because of the portcullises indicated on the map.
Rooms 1.2 and 1.31 are good candidates to alert the hobgoblins in the towers.
Room 2.17 has access to the demon.
Room 2.19 keeps the Gibbering Mouthers at bay.

Finally, I need two Empty Rooms with treasure:

I like Rooms 1.25 and 2.16 for this for no real particular reason.

For the rest, I might note some things to indicate this was once the home to a scholar with servants. Servants quarters, storage rooms, guest rooms, supplies necessary for scholarly work, etc.

Done.

Note: I have sprinkled some cool features within this castle that might prove useful should the players ever want to claim this as their own. Consider it an incentive and a reward for putting up with my dark sense of humor.

Also note: The chances of me ever actually using this are not high. But who knows, it may one day prove useful...if not to me than someone out there who wants to take this and run with it.

Thursday, May 28, 2020

How I Homebrew a Dungeon

Justin Alexander has an interesting post about the decline of D&D Adventure Modules. His is a fascinating observation, and one that I am afraid I have to generally agree with. Although, as an aside, I must admit that in my experience as a Referee there are not many “good” adventures in the overall D&D library. I long for the shared experience of running particular adventures, but it is very rare that I find using a module at the table a good experience.

Since I have been thinking about how to prep a sandbox campaign with my middle child in mind, I thought it might be fun and useful to share some of my own techniques and thought processes when creating a 1st level dungeon adventure.

As another aside, I tend to use Swords & Wizardry to design adventures because its Monster Stat Blocks and treasure generation system are both nicely stripped down and simple. This saves on a lot of prep time. Also, at the table, I prefer converting from simplicity to complexity rather than the other way around.  

I tend to start with a map. I am a highly (if not extremely) visual person. Thus, “seeing” the adventure helps me visualize what I want the adventure to be about. So, I went to the archives of maps that Dyson Logos provides and chose a “good” map.

By “good” I mean something that immediately introduces choice to players and offers several different routes to various locations via “loops.” I also like maps that have evocative features. In this particular case I like the underground “lake” as well as the natural dais in one of the large caverns.

Once chosen, I labeled each encounter area with a number:

 

Strictly following the percentages of Moldvay’s “Stock the Dungeon Table” on B52 of his Basic D&D we get the following:
4 Monsters without Treasure
4 Monsters with Treasure
3 Traps
1 Trap with Treasure (technically 1.33)
4 Specials
7 Empty Rooms
1 Empty Room with Treasure (technically 1.33)
In order to get an idea of what Monsters to use, I pulled out The Tome of Adventure Design and rolled up an interesting name for the dungeon: The Dais of Imprisonment. Seems apropos, given my initial attraction to the natural dais in Room 19. It also suggests that there be some kind of monster dangerous enough to need a special prison. I also rolled up why the dungeon was abandoned: a disease wiped out the inhabitants 1000 years ago.

In his edition of Basic D&D, Holmes also has a useful table for stocking dungeons. He suggests that monsters up to “Three Levels Below Ground” can be found wandering on the First Level of a dungeon. Strictly applying the math of Holmes results in the following:
5 Level 1 Monsters
2 Level 2 Monsters
1 Level 3 Monster
My first thought when it came to a “Level 3” monster to occupy “The Dais of Imprisonment” was a mummy, due to the disease factor implied by my random roll in The Tome of Adventure Design; however, the idea really didn’t inspire me much. Then I took a look at what monsters Moldvay has on his Wandering Monster Tables. That is where I saw a Medusa(!) on his Level 3 Wandering Monster list. Now that sounds interesting!

So, Room 19 has a magically sealed coffin suspended by chains atop the natural dais. Trapped inside is a Medusa, once a beloved ruler of her people and then cursed by her own lust for power. (Something to keep in the back of my head, but not something important until the players ask: can the curse be broken and how?)

For my Level 2 Monsters, I wanted to evoke the idea of diseased undead that were once the guardians of the prison. So, I chose Leper Zombies (found in Monstrosities). These two will be in isolated areas of the dungeon: Room 4 (which can only be opened by figuring out how to use the mechanism in Room 3) and Room 23.

This leaves the northern section of the map to populate with a tribe of kobolds and their pet boars who avoid the southern part of the map because they instinctively know better. They will occupy Rooms 10-14 with the chief and guards in Room 11.

Behind a Secret Door (which has not been found by the Kobolds), Room 15 is a nice place for a Treasure guarded by a trap.

Room 5 suggests a natural Trap of a collapsing ceiling.

Given their access to the Dais of Imprisonment, Rooms 17 and 18 are also good candidates for traps.

Technically, I have already placed a “special” in Room 3 so that leaves three:

Room 8 is very suggestive, given the coffins of the former guardians of the place. It could very well be a place of visions which suggest the dungeon’s past.

Given the long standing trope of magic pools, Rooms 22 and 24 are also good candidates.

Given its simplicity, I am very much attracted to hiding some treasure in Room 2.

As an aside, Room 16 is a set of collapsed stairs which gives me room to expand this dungeon if I want to.

That’s all my monsters, traps, specials and empty rooms.

In total I have the following monsters (and S&W XP values):
42 kobolds (210 xp)
3 goblins (kobold chief and guards) (30 xp)
2 wild boars (240 xp)
2 leper zombies (120 xp)
1 medusa (800 xp)
(Total xp = 1400)
According to S&W, base treasure value is 1d3+1 times the total xp value. I am going to assume a roll of '3' for a pair of reasons. First, I want to give PCs an opportunity to level up. Second, I have a couple of "1.33" treasures according to the strict math of Moldvay's Stocking Table.

This gives me 5600gp of treasure value to play with.

500gp will be traded out for Minor Gems which result in 1100 gp in gems and jewelry.

Thus, there is a grand total of 6200 gp in treasure. Given that there are 6 Rooms with treasure, that means each room has approximately 1000gp with an extra 200gp to fill in wherever I think is cool in the moment. Note: This value can take the form of anything. For example, the treasure found with the Leper Zombie in Room 4 could take the form of 1000gp worth of burial urns and the the Kobolds could be enamored by the fact that they have a "massive" treasure of 100,000cp.

In total, there are 7800 potential xp for PCs to earn in this dungeon, or 1950 xp per PC in a party of 4 characters. With some XP bonuses, that gets us to approximately 2000 xp and a level up for Clerics, Thieves, and Fighters. Should Wandering Monsters be added to the mix, this dungeon is within spitting distance of giving everyone a good shot at leveling up.

Speaking of which:
Wandering Monster Table
1. 2d6 Kobolds
2. Wild Boar
3. 1d6 Skeletons
4. 1d6 Zombies
5. 1d6 Fire Beetles
6. 2d6 Giant Rats
Some notes:

There are two keys necessary to open the sealed coffin of the Medusa. The two Leper Zombies have one each.

Items dipped into the waters of Room 24 produce the effects of the spell Gaze Reflection for 1 day. If a magical shield should be dipped into those waters, the effect of the spell is permanent.

I know my rolls did not produce a magic item, but to give players a chance at taking advantage of the waters in Room 24 I will place a +1 shield in the hands of the Leper Zombie in Room 4.

Despite all these opportunities to get an amazing weapon against the medusa, my dark sense of humor is tempting me to make the Medusa blind after being imprisoned for 1000 years in the dark. While robbing players of an easy kill (given that they have a mirror or the Gaze Reflection effect), it also means that the medusa is going to be at -4 on all her to-hit rolls.

The Skeletons and Zombies on the wandering monster table indicate that any dead who are left inside this dungeon are affected by the events of 1000 years ago and rise as undead.

Kobolds encountered outside of their lair are those that got too curious for their own good.

The Fire Beetles and Giant Rats are standard dungeon vermin.

I might make some simple notes about what various things are on the map (like maybe some crumbling mosaics on the columns in Room 1)

The rest, I'd improvise at the table using visual cues from the map and the basic background information I've determined so far.

Done.

Given my own experience at the table, this sparse little document will result in a much more dynamic and fun experience than virtually any published module out there. Rather than having to wade through walls of text, I just have to describe what my imagination comes up with in the moment. An emergent story will be enhanced by player choice, action, and questions. In the end, I will have a mythology based purely on play that will go on to inform whatever campaign this exists in and possibly many others as well (depending on how cool that story becomes).

Wednesday, May 27, 2020

Resources for Making a Sandbox from Scratch

So, with school officially ending and with no summer programs in sight, I decided to challenge my middle child with the task of creating a sandbox campaign. Although well-versed in the video gaming scene, he has only played in a few D&D campaigns, all run by yours truly. As a consequence, he really had no idea where to start. This got me to deal with the practical reality of how to make a sandbox campaign from scratch: what resources did I actually recommend and what actually worked?

1. An Atlas

Rather than trying to explain the realities of geography, weather, etc in order to make a plausible world, I just turned an atlas upside down and said, pick a page that looks cool. Not only did this make the mapmaking step of the process easy, it follows in the footsteps of giants:

The basic campaign area reproduced on a large mapsheet outside this book, was originally drawn from some old Dutch maps. — Dave Arneson, "The First Fantasy Campaign" (1977).

2. Kilgore’s Sub-Hex Quad and Master Sheet for Hex Quads Maps

Having chosen the upside-down Aegean Sea as a starting point, I had him transfer the map as best he could to Kilgor’s Master Sheet for Hex Quads. Having done that, I asked him where Civilization was and where the Wilderness was. Once that was determined, I had him pick one Quad in the Wilderness to focus on for the campaign. This was then transferred to one of Kilgor’s Sub Hex Quad sheets.

3. The Wilderness Encounter Tables in Swords & Wizardry

These are simple, organized by terrain type and produce some pretty bog-standard results that won’t challenge a new Referee too much. I had him roll a d10 for every hex on his map. Every ‘1’ resulted in a creature from the encounter table living there. Frost Giants, Lycanthropes and Berserkers dominated the landscape. Oh, and a Purple Worm right next to some old ruins.

4. My own Interpretation of Holmes on Cultures

Based on the monsters that lived in the Wilderness, he decided that the Ancient Culture were the Giants that “dug too deep” and were destroyed by Purple Worms, the Old Culture was a human culture roughly based on Russia that succumbed to madness and Lycanthropy. Then he decided that there were two competing Present Cultures. One is based roughly on the Incan Empire (with virtually no magical tradition) and the other roughly on the Republic of Texas (which is heavily magical). My eldest was thrilled at the idea of playing a magic-wielding cowboy (which eventually morphed into a society where the rite of passage to adulthood involves getting a tattoo that allows the recipient the ability to cast one first level spell a day).

5. Dave’s Mapper

This quickly produced a tent-pole megadungeon sideview and first level that “looked cool” and was thus inspiring. What more can you ask from a map?

6. The Tome of Adventure Design

I have said it before, and I will say it again: this may be the best RPG product I have ever purchased. It is chuck full of inspiration and ideas. I first had him roll up names for each of the level of the megadungeon. Then, it was used to create the various “Traps” and “Specials” that resulted from using the next resource.

7. Moldvay’s Basic D&D “Stock the Dungeon Table”

Found on page B52, this has been my go-to stocking tool for decades. While it doesn’t produce perfect results, it gets you in the ballpark as long as you understand that the results are there to inspire and not be set in stone. As long as you understand why things exist in your dungeon and it makes sense to you, it will make sense to the players.

8. Monstrosities and Swords & Wizardry

Despite voicing a desire to play 1e AD&D, I decided on Monstrosities and Swords & Wizardry for a resource on monsters to stock a dungeon because of the guidelines S&W gives for the Challenge Level of dungeon encounters. I have been quite satisfied with how well this works in game play. As a consequence, it provides a great starting point on understanding how difficult a particular dungeon area/encounter is going to be. Monstrosities also provides an example encounter for every monster in the book. So, it is also instructive about what those encounter and dungeon areas can look like.

Finally, generating treasure using S&W is dead simple and flexible. Whatever gets rolled indicates total value, not a specific coin count. So, a treasure could very well be in barrels of whisky, rolls of silk, or whatever tickles your fancy.

9. The Question “Why?”

Why do think the goblins are there? Why are they on the same level as those spiders? Why are they risking their lives to be there?

Again, if your dungeon makes sense to you, that confidence and knowledge will be communicated to the players and it will make for a better game.

10. Dyson’s Maps

Once the first level of the megadungeon was squared away, I had him choose three maps from Dyson’s collection to represent various lairs in the vicinity of the starting village. I had him repeat the various steps he used to do the first level of the megadungeon.

In the end, I had to cut him short when he told me he had an idea for his various dungeons. “Just write it down” became a mantra. It goes to show, however, how useful all of these resources are: they inspired a newbie to create a world where things make sense to him and enough choices for his players that he won’t be having to improvise that much any time time soon.

In other words, he’s confident he can do this.


Wednesday, April 12, 2017

A Random Map

Talysman over at The Nine and Thirty Kingdoms has been meditating on random maps. His most recent post posited a leximorphic method that quite intrigued me. So, in a fit of Gamer ADD, I grabbed my favorite set of RPG random tables, The Tome of Adventure Design, and set about trying Talysman's method.

The Sunken Halls of the Ape Brotherhood


The name of the dungeon rolled up as The Sunken Halls of the Ape Brotherhood. This suggested several things:
  1. There would be a number large halls in the dungeon.
  2. The dungeon would be partially submerged under water.
  3. The letters that suggested themselves for the leximorphic approach were A, P and E.
I decided that each letter area would have its own feel and feature:
  • The 'A' area is highly finished with tile ceilings, floors and walls. Its main feature is The Screaming Temple.
  • The 'P' area is rough hewn from rock. Its main feature is The Bizarre Ice Gateway.
  • The 'E' area is precisely excavated with smooth walls, floors and ceilings. Its main feature is The Lesser Throne of the Golem, which has already been looted of its valuables.
Here is the result of further randomness:



The dark blue indicates an area submerged in water. The darker the color, the deeper the water. The light blue areas indicate ice. The darker the color, the thinner the ice.

The Lesser Throne of the Golem is located in the left-most columned hall.
The Screaming Temple is the odd-shaped room with the square dais and statues.
The Bizarre Ice Gateway is the double doors in the right-most columned hall.

I'll leave the rest to you...

Sunday, March 15, 2015

OKW: Half-orcs

This post is going to be a bit convoluted, but bear with me it will eventually make sense.

One of the major challenges of doing a campaign in OKW Cezavy (at least as I have conceived it) is that Thyatis isn’t really available as a source of ancient ruins. In my normal background scheme of Ancient, Old and Present, the Thyatis Empire really only becomes relevant in the present, even though it no longer exists.

Thus, in order to make any kind of dungeon-delve interesting via a multi-layered backstory (especially a center-piece dungeon), I’ve had to wrack my brain for other possible ancient civilizations that could litter the high steppes of Cezavy with ruins. Again, I have to credit Matt Lynch and his Tome of Adventure Design, because rolling on the various random tables found there-in gave me a very interesting idea with several ramifications for the campaign.

Since it is already established that Tharks roam the southwestern regions of the OKW, I figure that it is plausible that other barsoomian races happened to find their way to the OKW as well. My first choice would be the Lotharians due to their decadence and mental powers. This decadence would have lead to their downfall and possible extinction.

It also introduces the possibility that the various ruins that dot the Cezavy landscape have incubators and other reproductive devices, since all the various humanoid races of barsoom reproduce by laying eggs. This also allows me to put a twist on the reproductive antics of the Quastogs. According to Lawrence Schick, the Quastogs suffer from a curse that results in a very high rate of still births. This necessitates raids far and wide of other races to kidnap children to bolster their ranks.

Given the amount of risk and effort such an endeavor would entail, I postulate that the Quastogs would leap at other reproductive options. One of these could very well be a birthing chamber used by the Lotharians before they passed into the mists of forgotten history. The problem with using such a device is that orcs are not egg layers like the Lotharians. Thus, their use of the device tends to end in various mutations; however, these are successful births and the mutation rate is far less than the stillbirth rate.

Mutations, however, are still seen as a stigma and most are culled in infancy. Some do survive, however. Either rescued by their mothers (who may have been kidnapped in their youth) or their mutation didn’t manifest until they were able to escape on their own, these “half-orcs” can occasionally be found on the fringes of Cezavy civilization.

In order to represent the various mutations exhibited by these half-orcs, I decided to take the Replicant class from Mutant Future and run it through the custom class creation system found in the ACKS Players Companion. Here is what I came up with:

Half-Orc

Prime Requisite: STR
Hit Dice: 1d6
Damage Die: 1d8
Maximum Level: 14

Half-orcs are the mutated off-spring of the Quastog orc clans. Rejected by their own people, they live on the fringes of civilization.

Upon creation, the player rolls on the following table until three mutations (or the equivalent) are rolled. Duplicates may be re-rolled or stacked, depending upon player/Referee desire. The mutations are expressed as a mechanic. An example of how that mechanic might be expressed in game play is given; however, players are encouraged to create their own “special effect” for each mutation, thus making their character unique.

Mutations (d20):


  1. Cast Scare 1/8hrs (Xenomorphism)
  2. All saving throws at +2 (Extra Organs)
  3. Cast Invisible 1/hr takes 1 turn to cast (Chameleon Epidermis)
  4. Equivalent of Infravision: 30’ (counts as 1 mutation); 60’ (counts as 2 mutations) (Echolocation/Nightvision/Thermal Vision/Ultraviolet Vision)
  5. Lay on Hands — heal 2hp per experience level once per day (Epidermal Photosynthesis)
  6. +1 damage w/TH weapons; may use w/shield (Gigantism)
  7. +1 surprise and initiative (Prehensile Tail)
  8. 1d2-1/1d2-1/1d4-1 (counts as 2 mutations); 1d3-1/1d3-1/1d6-1 (counts as 3 mutations) (Spiny Growth/Natural Weapon)
  9. Flesh Runes — When not wearing armor, the character receives +2 AC and reduces damage from non-magical attacks by 1 hp per die; this increases to +4 AC and 2hp per die at 7th level and +6 AC and 3 hp per die at 13th level; damage from creatures of 5HD or more are considered magical attacks (counts as 3 mutations) (Energy Retaining Cell Structure)
  10. Glamorous Aura — +2 to reaction rolls to impress and/or intimidate; if the result is 12+ the subject acts as if charmed (Fragrance Development)
  11. Climb Walls as a Thief (Increased Balance)
  12. Cast Strength 1/hr takes 1 turn to cast (Increased Physical Attribute)
  13. Cast Jump 1/hr (Increased Physical Attribute)
  14. Cast Resist Fire 1/8hrs (Increased Physical Attribute)
  15. Detect Traps — may detect traps, false walls, hidden construction, and notice if passages are sloped with a roll of 1-4 on a d6 (Increased Sense)
  16. +1 AC (Natural Armor)
  17. Cast Blindness 1/8hrs (Optic Emissions)
  18. Cast Deafness 1/8hrs (Shriek)
  19. Cast Magic Missile 1/hr (Toxic Weapon)
  20. Arcane Dabbling — 15% chance of being able to use Magic-User-only-type magic items (like wands); increases by 10% each level to a max of 90%. Failure may have unindented consequence if Referee so desires (Mystic Sense)


Half-orcs fight and save as fighters and may use any weapon and any armor.

Reaching 9th: At 9th level, a replicant may build a stronghold.

XP         Level
1700         2
3400         3
6800         4
13600       5
27200       6
55000       7
110000     8
230000     9
350000   10
470000   11
590000   12
710000   13
830000   14

Wednesday, February 6, 2013

Dwimmermount, 3x5 Geomorphs, The Tome of Adventure Design & Boring Adventure Design

There has been a confluence of events and ideas lately that are all peripherally related and I wanted to chew on them all in hopes of putting them all together in a way that will give every one a means of meditating upon the megadungeon/dungeon adventure if not a tool with which to make one.

Let me first break my silence about the Dwimmermount project by Mr. Maliszewski. There has been a great deal of disappointment when it comes to this project, not the least of which is the dead lock the project is in due to personal circumstances. I have four things to say:

  1. In my line of work, I deal with disease and death on a regular, if not daily, basis. It can be emotionally debilitating and (especially in a culture that does its best to avoid the issue at almost all cost) the grieving process is a long and difficult road. And I am not even talking about what happens to the people I council and help through this process. When it happens to one of your own (as it has with me on more than one occasion) it is devastating. As such I am more than willing to give James as much room as he needs to get through this time of his life. Speculating about if and when the project will be done is not helpful and may very well make the process of grieving that much more difficult.
  2. I am a backer of the project. I took a capital risk in order to get a glimpse into a world and campaign that I have been following for years. Even if the rest of the project never sees the light of day, I have gotten my money’s worth with what has been released to backers. It is easily one of the most comprehensive and well crafted megadungeons ever to be shared with this community and I am very much looking forward to playing it one day. The material I have in hand is, frankly, exactly what I was expecting and what I paid for.
  3. I consider Dwimmermount, even in its current state, to be a major success. As an experiment with OD&D as written with the basic assumption that it is not wrong, we have all had to seriously wrestle with the concept of the dungeon and the megadungeon. One meme that is making the rounds is that the first levels are “boring.” The most insightful of these meditations is by Roger of Roles, Rules & Rolls
  4. Patience is a virtue everyone desperately needs to reacquaint themselves with.

Personally, I have only recently started to read all the material available to Dwimmermount backers, and in context of what is available I do not see the first level boring at all, but (again) I got what I was looking for. However, I do appreciate the conundrum, especially since my own attempts at a megadungeon in my Lost Colonies campaign met with mixed results.

To that end, let me call attention to a number of my older posts and bring them into the context of the long shadow of Dwimmermount:

  • I did a review of Matt Finch’s Demonspore. I highly praised its modularity — it was specifically designed to be placed into an extant dungeon and not a complete dungeon in and of itself. This modularity made it possible for it to be utilized as part of my megadungeon and ended up being a highly entertaining episode in my long-running campaign. My challenge to adventure writers and publishers to duplicate this modularity has thus far fell on deaf ears.
  • In my own forays into improving my craft as an adventure designer and maker of megadungeons, I came up with the idea of the 3x5 geomorph. As a concept, it duplicated the modularity found in Demonspore on a smaller scale. Each 3x5 card has more room and flexibility than a normal geomorph and each can contain its own function and backstory. The dungeon maps that I made for The Slave Pits of Abhoth used this method. I challenged folks to start working on 3x5 geomorphs, but that, too, has thus far fallen on deaf ears.
  • I recently purchased another of Matt Finch’s publications, The Tome of Adventure Design. In it, with the use of dozens of tables and a lot of sound advice, Matt lays out a formalized way to utilize the very modularity that I found in his adventure Demonspore and I tried to create with my 3x5 geomorphs. You can roll on a series of tables to determine the characteristics and size of a particular section of a dungeon, including what it looks like, how many rooms, what size those rooms are and how they are arranged. There are also tables for coming up with various kinds of landmarks that differentiate this particular section of dungeon from every other part of a dungeon. In essence, the results of each of these series of die rolls is something that could theoretically fit on a 3x5 geomorph. String a bunch of these together in various patterns and one can come up with several fantastic-looking dungeons that have a suggested history and use because of all the various landmarks that dot each section of the map. Not only is it a gratifying way to build a dungeon, I believe that the end result is much better than some of the more traditional ways of putting together a dungeon.

This brings me to my current project, my re-imagined version of The Caves of Chaos from B2: The Keep on the Borderland. I used The Tome of Adventure Design heavily as I constructed my vision of the caves and the result was a series of small dungeon sections which I pieced together to come up with what I feel is and rather exciting 1st level adventure with the potential to become a megadungeon should anyone want to take it that far. No boring here.

A huge reason that I feel this way about the dungeon is the fact that simply looking at a section of the map, with a title taken from a landmark derived from a random table is truly evocative. I could run this adventure on the fly simply from looking at these maps. For example:


This map is just brimming with possibilities and could be used in all kinds of different contexts. Indeed, it is specifically designed to do exactly that.

Thus, I challenge everyone, instead of whinging about how your latest Kickstarter is behind schedule get out a pack of 3x5’s, draw some maps, label them with evocative landmarks and titles, put them out there for people to use and let us see the fruit of this re-examination of the megadungeon that Dwimmermount has so successfully and beautifully done. I pray this challenge does not fall on deaf ears.

Finally, I need to acknowledge that both James and Matt have made me a better player and a better dungeon designer. I’d like to take the time to thank them both.

Sunday, January 13, 2013

DMG vs. The Tome of Adventure Design

Recently, I had the opportunity to purchase either the WotC re-release of the AD&D DMG or a hardcover edition of Matt Finch’s Tome of Adventure Design (I didn’t have the budget to do both). After thinking about it, I realized that the only reason that I wanted the DMG was to support WotC for actually bothering to re-release some of their older stuff and that I’ll have other opportunities this coming year to do so. In contrast, I wanted the Tome because I actually wanted to use it.

And use it I have. I have to admit that I let my work on The Chateau des Faussesflammes go fallow because I was stuck. Despite the fact that I had some really great ideas including dungeon features, NPCs, villains and even a couple of decent maps there wasn’t that one thing that strung everything together and answer that elusive question Why? A notebook, a pair of dice and a about a half an hour with the Tome helped me answer that question — which is why I have been furiously making maps this week.

Of course, one of the fruits born of this endeavor was my daughter’s dungeon. So inspired was she by seeing her dungeon get the computer treatment by dad that she wanted to do more. So, she and I sat down with the Tome, rolled some dice and began brainstorming. The results were actually pretty stunning:

The adventure itself is called The Ethereal Maze of the Feathered Priesthood. It refers to a training facility used by an avian race (possibly alien) to weed out unworthy acolytes from the aforementioned Feathered Priesthood. About a decade ago, the Villain got a hold of a map which was supposed to lead him to an artifact called the Head of Disunity. Interested in breaking apart the Kingdom so as to take advantage of the chaos to take over he set out on a quest to retrieve the evil artifact.

In process, he made a mistake and misread the map. As a result, he ended up at the Ethereal Maze. Therein is a glowing tree which produces a black, effervescent syrup-like liquid used by the acolytes in their exploration of the maze. When the Villain did not find the Head of Disunity, he threatened the occupants and in the end tried to cut down their tree. Unfortunately for all involved, this resulted in the liquid gushing forth and infecting entire areas of the Maze. In large enough quantities, it causes insanity.

The Villain, himself infected, ran away dropping his map as he fled. The inhabitants of the Maze all went insane and the facility has been abandoned. The tree continues to seep its black liquid in large quantities. Thus, the Maze offers up the possibility of all kinds of crazy monsters mutated by long exposure to the liquid, including the original occupants as well as the hazard of the liquid itself.

The hook involves the Villain, who has been recovering his sanity for the past decade and is finally active again. A Patron of the PCs has found out that he is after a map that lies somewhere within the Maze and has sent agents to go find it. The PCs are tasked with getting the map before it falls into the Villain’s hands.

All this was made possible because of a bunch of random tables and the creativity of a little girl with some help from her dad. This is a great adventure location with a built in race against time, an excuse for coming up with surprising monsters, a cool magical liquid that could have far-flung consequences and uses, an evil artifact that exists somewhere in the world (another higher-level adventure), a villain who wants to go get it and an implied political setting to boot.

In other words, Matt Finch’s Tome of Adventure Design has already paid for itself, as far as I am concerned. If you haven’t bothered to take a look or make use of it, I can’t recommend it enough (something, unfortunately, I've never been able to say about the DMG).