Showing posts with label modules. Show all posts
Showing posts with label modules. Show all posts

Tuesday, April 10, 2018

SWCL Adventure Module: The Burnt Village of the Restless Dead

I have slowly been working on my own version of The Temple of Elemental Evil for use with SWCL. Rather than releasing it all at once, I have created the moniker Adventure Tools. This allows me to release each finished section as its own adventure that can be modularly added on to any campaign or any megadungeon. The first release can be found here.

This release is a bit unusual in that it is a surface encounter area that leads to a dungeon rather than a part of the dungeon itself. I will be interested to see if and how this gets used.


As is normal for me, this comes with the disclaimer that I am a hobbyist and have edited this as best as I am able, but there will be mistakes. Please consider the comment section a thread for any typos etc. that you catch. Thank you!

The module can be found here.

Thursday, February 22, 2018

Prepping an Adventure vs. Writing an Adventure

Recently, I have gotten a couple of compliments for stuff I’ve done in the hobby. Firstly, one of my friends sent me an email thanking me for getting him back to the gaming table and for doing all the prep work necessary for running a game. Secondly, Ifryt, who writes Miasto ze Spizu, a Polish-language RPG blog, recently ran my adventure The Hermit Caves and wrote up a nice little review. I had to run it through Google Translate, but he liked the module for all the reasons I wrote it, which thrills me to no end.

While I am tooting my own horn here a little bit, I find the juxtaposition of these two comments actually really interesting because of the rather large difference between how I write an adventure to publish and how I prep to run an adventure. While my writing and layout style is quite different from the traditional module, I am nonetheless heavily influenced by the way modules have traditionally been presented. Part of me wonders if Referees, when prepping their own adventures, feel obligated to (at least in part) duplicate what has been published throughout the years.

Since I run a sandbox-style game and my schedule is filled with family, job, church, etc. I long ago realized that I cannot prep my adventures like a regular module. I don’t have time and my players may never actually go where I do all that hard work. Therefore, I have developed a shorthand of adventure prep and have a copious collection of random tables.

Here is an example of how I would come into a gaming session with Dyson Logos’ map The Liar’s Cave:

Note: I typed this out so you could read it (my handwriting is awful).

To explain: I take the back story presented by Dyson, added six monsters (stats on the side) and then rolled for each room using Moldvay’s table from his edition of Basic D&D:

  • E= Empty
  • ET = Empty with Treasure
  • T = Trap
  • TT = Trap with Treasure
  • S = Special
  • M = Monster
  • MT = Monster with Treasure

One thing that I believe gets overlooked in Moldvay’s Basic is that he provides an average value to Treasure Types A-M. This gives me the freedom to arbitrarily assign treasure based on average value rather than rolling on the treasure table. It also allows me to use resources like The Mother of All Treasure Tables (MoaTT), originally published by Necromancer Games, which provides various treasure troves valued at 10 gp all the way to 50,000gp.

Thus, I have noted at each room with treasure a roll on the tables in MoaTT.

Now all I have to do is ask various questions on the day:

  • Why are the monsters in this room?
  • Why is the treasure in this room?
  • What do they think of the party?
  • Why a trap here? What trap is appropriate?
  • What weird thing am I in the mood to have be a Special?
  • Etc...

This is really all the information I need to run a successful dungeon delve that brings with it surprises for both my players and myself. In a way, I am exploring the dungeon with my players since much of the information that might have appeared in a grey box in a module of old, I am making up on the spot by answering questions either my players ask or I ask of myself.

In other words, the amount of work I put into prepping an adventure into The Liar’s Cave pales in comparison to the work I put into The Hermit Caves, yet both can (and have) produce(d) great gaming sessions.

So, to all those yet-to-be Referees (and maybe to those who already are): you don’t need to go to the lengths of a written module to produce great adventures of your own. You don’t need to feel intimidated by all that flavor text and all that background information and all the crunch. If you are willing to be creative, accept the surprises and seemingly nonsensical results that random tables can provide and be comfortable with the reality that if it makes sense to you in the moment, it will most likely make sense to your players, you can jump into the world of Refereeing with as little as a piece of paper with a rough map, a few monster stats and some random tables and still be just as effective as if you’d written everything from scratch.

Tuesday, February 6, 2018

SWCL Adventure Module: The Hermit Caves

I've been slowly grinding away at my own version of The Temple of Elemental Evil, and I have finished the first section: The Hermit Caves. As I mentioned in a previous post, I am releasing this SWCL megadungeon piecemeal. In this way, I can get the parts of this project I've finished out more quickly (as opposed to waiting until the whole project is done), but I also get to experiment with the design goal of flexibility. This module can be run as-is, easily attached to an existing dungeon or be used in conjunction with my other MyToEE adventures.


As per usual, this comes with the disclaimer that I am a hobbyist and have edited this as best as I am able, but there will be mistakes. Please consider the comment section a thread for any typos etc. that you catch. Thank you!

The file can be found here.

Thursday, December 21, 2017

On Adventure Design

Back in December of 2011, I did a review of a module penned by Matt Finch called Demonspore. In it I stated that is the best module produced by the OSR. In the most critical way, I still maintain this position: Demonspore remains one of the very few modules written in the last ten years I have actually used at the table and would do again in a heartbeat.

The reason is quite simple. Whereas there have been some amazing ideas out there that form the foundation of some great material (many of which blow Demonspore out of the water), very few adventures go out of their way to be as flexible as Finch’s Demonspore. In Matt’s own words:
The module is extremely flexible in terms of how to fit it into an ongoing campaign; there are four possible approaches to the Halls of the Toad-King, two of which are underground passages that can be linked to one of your own dungeons or might simply lead to the surface. There are also two river entrances, one of which is guarded, allowing a frontal assault or a negotiation type of adventure, and the other of which is more difficult to enter, but is not guarded. This second river entrance might be used if the adventure is to be more of an infiltration.
In other words, I could drop this module into my existing megadungeon without a hitch and had several sessions of great adventuring that ultimately led to the story behind why stirge meat is a delicacy in Headwaters in my Lost Colonies campaign.


At the time, I challenged other adventure designers to follow suit. Indeed, I hoped enough folks would produce similarly designed material that could be pieced together seamlessly as an ever growing community designed megadungeon that could be dropped into any campaign. Alas, Demonspore remains one of the more obscure adventures in Matt Finch’s library and no one (to my knowledge) heeded my call.

In thinking about how to do my own version of ToEE, it occurred to me that I had an opportunity to head my own advice. I will release the various pieces and parts of my version of ToEE as individual adventure modules under the moniker of Adventure Tools. Like Demonspore before them, they can be dropped into any campaign, stand on their own, be an add-on to a extant dungeon or collected together and run as the semi-megadungeon that I am in process of putting together. At some point, I’ll do an omnibus edition where all of them are stitched together as the module I originally had in mind, but I really want to highlight this idea of flexibility and usability in an adventure module.

Hopefully, someone besides me will see the value in this simple design concept.

Thursday, June 7, 2012

A Layout Experiment

Last week, I posted an attempt at a dungeon module layout, organizing ideas by bolding and italicizing various sections of each room description. This generated two outstanding replies.

One of the many hats that I have worn over the course of my life is that of a typesetter. In other words, I spent several years turning someone else's text and a publisher's specifications into a working template that I and other typesetters could then use to produce the electronic side of a textbook.

As a result, when confronted with the excellent ideas of -C and Jim, my inner typesetter instantly started trying to figure out a template that I could use to produce modules. I love the way -C's approach flows. I love the visual organization of Jim's approach. However, neither entirely scratches my visual itch.

Thus, instead of blogging this week, I have been busy fiddling with a template. I have attempted to organize it using both -C's and Jim's techniques.

The left column of each entry indicates stuff that can be given to players with the most immediate/important details at the top and the less immediate/important details at the bottom.

The right column of each entry indicates crunch for the Referee about what is immediately to the left and/or information that can be given to players if they do more of an investigation of the information immediately to the left (or above).

This is still a rough draft, so there are things that could probably be tweaked. BTW, I did add a trapped chest to Room 4 in order to see how the template could deal with that level of complication:

One thing that I envision with this is a map of just these rooms on the same spread. Therefore, everything you need for these rooms is right in front of you. The map would indicate which page you needed to go to if the players move off that section of the map. For those who wanted it, there would also be a version of the entire map with each spread stitched together.

Wednesday, September 22, 2010

Lost Colonies Session 23

Last time we left our stalwart adventurers, they were preparing to assault a fortress occupied by orcs carved from a cavern wall in the Fungal Forest. I must preface this session with a bit of personal history. As a Referee, I never really ran that many modules produced by TSR, despite owning dozens and having a subscription to Dungeon Magazine. The reason is quite simple. The one campaign I tried to run using TSR modules wasn't any fun. The modules in question were A1-4. We never made it past A2. Reading through it, I could not imagine how I could run the module without it resulting in a TPK. My players were the kind that liked solving problems by hitting it with an axe (despite my repeated attempts to wean them of this method). Even when stealth is used, A2 seemed to invite a situation where one mistake would not end well. I was honest with my payers and they decided to go off on a different adventure.

With this in mind, I kept a very strict 2/3 empty room ratio in the fortress, curious to see if the ratio would produce a session full of tense combat, or something unrealistically empty. I was pleasantly surprised. Given that the orcs behaved in a reasonably intelligent manner, the fortress had just about the right feel. The combats were desperate and challenging, but once over allowed the party enough of a breather to honestly determine whether or not to continue. We even had a nice false climax.

My players have no qualms about taking prisoners and using various techniques to get information out of them. They even have a method (when the dragon is feeling cooperative) to dispose of the bodies. This may sound unChristian (and it is, for the most part), but I have to give my players props. They are quite honest about what they are trying to do, and live up to their agreements. Of course, calling a dragon in a bag of holding a "magic trick" is a bit misleading, but the prisoner did get what he asked for...

The flip side is that I have no qualms about playing up the Chaotic nature of captured monsters and I successfully lead the party on a merry goose chase. Their goal in this tower is to find the Golden Masked Magic User that they believe has set up shop in the fortress. They were then lead to believe that she was on the top level of the fortress. Instead of a magic user, they found a bunch of ogres. Though the party managed to survive, the battle left them battered and without spells. As such, they beat a hasty retreat to fight another day.

On their way out, I rolled a wondering monster encounter. Using my new table, they encountered an event rather than a monster. It had a nice chilling effect on the party. Knowing how much they quake when I say "everyone make a save vs. spell" this is how this encounter began. Those who saved, had an encounter with a robed man. When they tried to speak with him, they all failed their saving throws and he disappeared.