Showing posts with label dungeons. Show all posts
Showing posts with label dungeons. Show all posts

Monday, 11 November 2013

Underworld Lore: Dungeon Disappearances Table

You know how sometimes you're in the middle of a dungeon delve when the end of a session comes? And you know how sometimes, try as you might, you can't arrange for all the same players to come to the next session?

What's a self-respecting DM to do in that situation? Simply let the other players run the now directionless character, like this guy? (Not recommended.)

Why no! Any self-respecting DM would simply roll on the following table to determine the fate of the playerless PC!

(All effects are temporary, restoring the PC to his normal state upon the errant player's return.)

Character's Temporary Fate
1. Disappears in some freak act of teleportation.
2. Turns to stone. 50% chance real stone, 50% chance fake polystyrene stone.
3. Miniaturized.
4. Turns into a figment – cannot interact with anything, cannot pass through solid objects.
5. Kidnapped by: 1. shadows, 2. demons, 3. imps, 4. rats, 5. angels, 6. a murder of crows, 7. ghosts, 8. reptile-men cultists, 9. ex-girlfriend, 10. chaotic evil gnome vivisectionists, 11. giant subterranean lagomorph, 12. random deity.
6. Absorbed into the ground, wall or ceiling.
7. Falls into a faint and cannot be roused.
8. Character is turned into a frog by pixies. Another character must carry them for the entire session.
9. The character turns out to be a doppleganger. The real character is back at the tavern tied up and naked in the storeroom.
10. The character turns out to be a doppleganger. The real character is held by monsters somewhere in the dungeon!
11. The character was a hallucination of the other others and wasn't with them in the first place.
12. Character and all equipment is transformed into a pink mule, complete with (empty) saddle bags.
13. Turned into a gold coin that has fallen into the treasure when no one was looking.
14. Abducted by scientists, via a time travel/teleportation device and subjected to annoying, tedious and ill-informed questions about "the past," then finally returned to his own time.
15. Kidnapped by Glasya, daughter of Asmodeus, who needed a last minute date for a swanky party in Nessus.
16. As 15, but it's an intime soiree and the PC gets to sit at a dinner table with the Big Man himself.
17. PC falls into a rupture in time-space and is immediately deposited at the time and place, most convenient for the DM.
18. PC is abducted by aliens, probed, then returned.
19. The gods decided to put mankind on trial. Guess who got to appear and testify for the whole of humanity.
20. PC is whisked away to a dimension where they are fed midnight tomatoes by beautiful women, lying on a chaise longue.
21. Character transformed into an incredibly lifelike tattoo on one of the other PCs.
22. Character disappears and is replaced by a sheet of paper covered in stats describing their abilities and equipment.
23. The PC becomes morose and depressed, and fades into the background, all but forgotten by his party and everything around them.
24. Dragged into a chasm by skeletal hands which erupt from the walls or floor.
25. Turned into a guard dog with same number of hit points as character in normal state. If spellcaster, can only cast single-finger somatic cantrips using tail.
26. Character disappears and is replaced with life-size parchment cutout illustration of the character.
27. Turned into a turnip and placed in the cook's supply bag.
28. Transmogrified into eight year old boy in short pants dragging stuffed tiger, both of whom refuse to speak with the party.
29. Turned into inanimate statue melded to floor. Any attempt to chip away at statue will result in appropriate damage to character's feet next game session.
30. Turns out the character was never with the group to begin with--it was all a dream.
31. Turns into a hat. Hat may be worn by another party member and provide an appropriate AC bonus equal to one third the character's normal AC (round up).
32. Accidentally frozen in magical ice by Wixard the Wise, absent-minded professor of dungeon physics, who was experimenting with spell sending using a scrying crystal and hit the character by mistake (he thought the area was deserted and was aiming for some nondescript feature of the room).
33. Turns into a deep crimson Blood Shadow and oozes into the nearest shadows...
34. Character spins wildly and disappears into an opening into the floor that just suddenly appeared. Above the where the opening appeared is now a glowing sign that states "Insert 1 Silver Piece to Resume Play."
35. The character is replaced by an indestructable, balloon sculpture of him or herself.
36. Teleported to a far off dungeon to play patty-cake with Dungie...
37. Melts into a puddle of bio-flesh and seeps down the cracks of the dungeon.
38. PC is replaced by a Dark Stalker/Dark Creeper - whichever fits the bill better.
39. The character turns to a fine mist and is sucked into a bottle that was conveniently nearby.
40. Is smote by a lightning bolt out of the blue - all that remains is a scorch mark.
41. Suddenly doused by water, dissolves into a puddle of slime. What a world, what a world!
42. Flies up, up and away (through the ceiling/roof if necessary).
43. Everyone finally notices the goatee - this is actually the evil alternate dimension version of the character, who must be fought or chased off. The real version is drinking back at the pub.
44. Left behind when the party moved on from their camp, still sleeping, exhausted from adventuring so much.
45. Was called away by family or friends to do whatever the player missed to game for - wedding, funeral, a party he thought would be more fun, a date, etc.
46. Sipped from a fountain that made him fall asleep.
47. Accidentally gazed into a full Mirror of Opposition, freeing some scrub who was in the cell he entered. Next time he plays it'll be because a goblin looked in and took his place or something.
48. Imprisoned by a weird cult that (1) did experiments on him, (2) gave him a sweet face tattoo, (3) indoctrinated him, (4) fed and clothed him.
49. Swallowed by a dungeon best and carried around for some time until he was ejected out the other end as inedible.
50. Last thing he heard was that you guys were going back to town. You didn't go back to town? Then why did you tell him you were going back to town? ... Ohh, I get it. You guys found a good Fighter item and you don't want me to have it. I see how it is.
51. A bout of Dungeon Diarrhea came upon him so quickly and powerfully that he was forced to flee to the nearest latrine.
52. He noticed a goblin with a trench coat, "hey buddy, wanna buy a magic ring?" but got jumped by goblins when he split off from the party.
53. Was just strolling along in the back not paying attention, took a wrong turn, found himself alone in the dungeon.
54. Saw something shiny, stopped to pry it out of the wall. By the time he found out it was just a silver piece someone jammed in there everyone else had moved on.
55. Sat down on a big mushroom to take a break and the spores drove him mad, forcing him to do everything he had just done backwards until he got back into the sunlight.
56. Just having a bad day, sick and tired of dungeon rot and hard floors, decided to go back to town and sleep in a real bed for once. Screw you guys! Screw this dungeon!
57: Primadonna isn't getting what he wants, refuses to participate, storms back to town. I'll be in my trailer!
58. Found a baby monster and is struck by sudden maternal instincts, needs to go back to town and buy a crib, paint the second bedroom, etc.
59. Shoes have finally worn all the way through. You didn't know he needs special shoes? This is gonna take a while, if you need me I'll be at the cobbler patiently explaining what he's doing wrong with my order.
60. Back strain! Hauling all those unsecured, heavy loads of gold has finally taken its toll. This is going to take a few days of physical therapy, he's got to file the worker's compensation paperwork, get some ice on it, etc.
61. Oh got I can't take any more rats, squirmy things, crawly things, chittering things, JUST ENOUGH! I can deal with the monsters we kill and they just lay there but you can't squish all the little spiders and worms and they're just EVERYWHERE down here! Need a spa day to wash up and relax, get his gear dry-cleaned, maybe get a face peel.
62. Argument with magic sword causing friction with party members who can't hear the sword's side of the conversation. It's like listening to someone scream into a cell phone. Everyone agrees it's best if he just goes back to town for the day to cool off.
63. Turns out he was actually three halflings in a trench coat. Where is the real Jimmy?
64. Can't stop talking about his 30th level Accountant in Papers & Paychecks. Whole group unanimously votes to send him back to town for the day.
65. Keeps trying to share his lunch with everyone, but it's nothing but olives, tapenade, olive oil, etc. People become suspicious and bonk him over the helmet, revealing that he's been replaced by a clever Olive Slime. The real Jimmy is passed out at the entrance, will wake for the next adventure.
66. Stays in town because he's worried about his paladin horse / familiar / adventure animal / war dog who is real sick and might not pull through (spoiler: it was just really bad gas).
67: Can't focus on adventuring because he's halfway through a novel and he wants to finish it before anybody spoils the ending (spoiler: the vampire is exposed to sunlight and instead of sparkling dies a horrible blood-gargling death).
68: Bored with dungeon, unwilling to continue, call me when you find something good.
69: When you all waded through that flooded tunnel and counted everyone who came out, Jimmy wasn't among the group. And he's not in the tunnel. Guess he went the wrong way.
70: Spending too much time obsessing over having an accurate map. Bunch of blood smudged it in the last fight and now "it's ruined" and he has to go back to town and start over. Rest of the part grabs the map and continue without him.
71. Recently stuck on a philosophizing kick. One moment he's saying "what if we're not actually even here, guys" and the next moment there's nothing left of him but the echoes of his last words. Maybe he'll show up sometime later.
72. Stands frozen in place. Monsters ignore him. He somehow keeps up with the party. Begins moving and talking again like nothing happened when the player returns.
73. Some goblins beguiled the party into selling him. Then the money turned out to be transmuted cave fisher feces! "We'll get those goblins!" you cry as the charm wears off.
74. In the hustle and bustle of all the party members, hirelings, henchmen, cohorts, followers, itinerant townsfolk, and the ever-present menagerie of horses, mules, magical panthers, tamed watch-leopards, war dogs, civet cats, postal owls, pseudo-dragons, and caged canaries - Jimmy has simply been misplaced. His spot in the marching order was mistakenly taken up by that moronic lad from the village and nobody noticed the complete lack of contribution.
75. A sudden collapse sends dirt, rocks and strange yellow crystals crashing through the party. One crystal, bigger than a man, smashes straight into the target and smashes him straight through into the Yellow Hells. He will find his own way back through a mirror in good time, but will need a helping hand to step through the mirror back into the Prime.
76. Gets paranoia about the horses getting stolen. Leaves to protect them from thieves (no matter wether the party has horses or not or how well protected they are).
77. Character is hiding out in the harem of the Ogre King disguised as one of his wives. Has d8+1 days before his or her turn in the kingly bed.
78. Character caught in the web of an she-ettin, has d8+1 days being fed pulped insect guts before procreation followed by being eaten.
79. Character returns with hazy recollection of being 'companion to the Champignon Eternal', a moody albino myconid sorceror-fighter who roams the planes of the multiverse with a vampiric rune shroomfork battling the forces of entropy and truffle pigs. Character's pockets are stuffed with savoury black truffles with 3d6 gp, or add +1 to all rolls for a day after eating.
80. Aethermorph slips; character redirected into gap between tiles.
81. Stumbles, falls on own weapon; hidden by embarrassed patron.
82. He's still there - look! Right there! Why can't anyone see him..?
83. Jumped by member of adventurer self-help group and reformed.
84. Implausibly coloured beverage renders character sheet unusable.
85. The party know, but speak not of it; even to each other.
86. Led party into trap as agreed; slips out for reward or bumped off.
87. Sees an oddly long hair on exposed body part; pulls it, unravels.
88. Cut down accidentally or otherwise by nearest member of party.
89. Cuts down nearest member of party first; assumes new identity.
90. They fell down a pit. It's only 12-15 feet deep, but tapers tighter as it goes down, like a funnel, and they are stuck. If anyone cares to check, you might hear them complaining, grumbling, even yelling in the distance. Going back is an option of course. But that's precisely what this trap is meant to accomplish. If anyone does go back to help retrieve the prodigal party member, there are several other, similar pits arranged all around the central one, each one now activated to capture those who come back for their fallen comrade. The pit-builders lurk overhead, securely ensconced within twisty shafts and niches artfully obscured with hanging lichen, cracked bas reliefs and other bits of carefully cemented debris and bric-a-brac. They'll be coming along to check on their dinner, eventually.
91. They appear to be petrified. Actually the figure resembling the missing person is a clever forgery and the result of a minor reworking of a Passwall spell that has safely tucked them away within the nearest wall, leaving a character-shaped mass of stone in their place. The spell is still experimental, and a bit unstable. It could collapse at any minute, throwing the victim in a randomly determined direction, possibly deeper into the wall, maybe into another open space, or perhaps back where they first went missing.
92. Accidentally stung by a blue-striped Delve Urchin they didn't notice in passing. Now they sleep blissfully unaware of everything, completely unharmed, totally unaware, just sleeping.
93. They are trapped within a wall mural, locked into a 2-dimensional form and unable to escape the painted walls of this demented domain until they find a way through the flat maze.
94. They have been swallowed by a floor mosaic. You could see them down there, if you'd care to take a look. they are still alive, but stuck behind the mosaic. They appear to be slowly sinking. Living matter can push down through the mosaic in an attempt to reach the fallen party member, but anyone resting upon the mosaic directly runs the risk of sinking into it as well. When any living thing is removed from the mosaic, it comes out in fragments. Just like passing through a grater or a mosaic-shaped mesh. Perhaps there's some way to go all the way through the mosaic? Or do you pull them up, heal them, pull some more, heal again, and continue the process for however long it will take--at great personal risk, pain and cost of spells/potions?
95. Precentennial tension: proximity of 100 produces existential shearing.
96. Spontaneous combustion: Character leaves an egg, from wich he will be born anew the next gaming session his player can attend, gear and all.
97. Ate a bad pork rind; took sick to bedroll.
98. Sliced artery whilst trimming beard; off seeking medical help. Party cleric(s) refused to heal because, really, who trims their beard?
99. Stumbled upon flail snail mating ritual and was so absorbed lost track of time.
100. Off churning the buttermilk, if you know what I mean.

Contributions so far from: Garrison James, rorschachhamster, Porky, Dyson Logos, 1d30, Art Braune, Greg Gorgonmilk, Matt Schmeer, Gavin Norman, Tedankhamen, Hamel™, Tim Shorts, James Smith, Raskolnik, Simon Forster. Continued from this old post.

Let's get this up to a round 30... 50... 100... whatever, and it shall be submitted to a future issue of that esteemed orifice of dungeon wisdom, Underworld Lore. I have the gorgon-master's word on it.

Friday, 24 August 2012

New One Page Dungeon

Players in my games -- Nothing to see here, move along!

In the planning of my upcoming Dreamlands campaign, I'm intending each level of dream to be a wilderness area scattered with many interesting encounters and/or dungeons. The idea being that PCs can choose to dip into any of the dungeons they come across, exploring more deeply in any which take their fancy.

So, what I need is a lot of small dungeons, and a few larger ones. The larger ones I'm quite happy to take from published sources (Fight On!, for instance), and there are plenty of one page dungeons around which I could slot in as well. But of course, I want to create some small dungeons of my own to give the flavour I'm looking for.

With this in mind, I've conceived a new way of writing adventures -- speed dungeons! The concept is to map and fully key a dungeon (or as far as possible) in an hour or less. So, a single sheet of paper, with a quickly drawn map and loads of scrawled notes all over it.

For the interest of other DMs, I present the first fruits of this experiment -- The Caverns of the Silver Men -- a mini-dungeon which I created last night in about 50 minutes.

I'm not sure if it'll be particularly comprehensible to anyone else, or if you'll be able to decipher my hand-writing, but please check it out if you're interested!

Sunday, 26 February 2012

Deutsche Dungeons

I might enter this this year... The German One Page Dungeon Contest for Labyrinth Lord. Sounds like it'd be fun to scrawl slightly wacky non-native speaker German all over a dungeon map!

Tuesday, 10 January 2012

Dungeon stocking -- it's all about atmosphere

Just finishing a very pleasant dungeon stocking session, and thought I'd share a nice atmospheric photo of the surroundings. DM prep is best done by candlelight, I find :)

Monday, 14 November 2011

What happens to a PC in a dungeon whose player is not present?

A game session is halted in the middle of a dungeon or other weird supernatural locale far from home. When the subsequent session comes around one or more of the players who were there last time are unable to attend. What happens to their PC(s)?

Some initial ideas:
  1. Disappear in some freak act of teleportation
  2. Turn to stone
  3. Miniaturized
  4. Turn into a figment – cannot interact with anything, cannot pass through solid objects
  5. Kidnapped by shadows, demons, imps, etc
  6. Absorbed into the ground
  7. Fall into a faint and cannot be roused
(All these effects are, of course, intended to be temporary. When the player returns the character will recover / reappear.)

Please provide further ideas... if we could build it up to d20, d30 or even d100 that'd be awesome!
(The concept is that the missing PCs should not be able to function as normal party members, or to help the PCs of the players who are present. The assumption is that in mythical realms like dungeons, the laws of normal reality are weakened and weirdness holds sway. So, pretty much anything goes.)


Continued...
  1. Character is turned into a frog by pixies. Another character must carry them for the entire session.
  2. The character turns out to be a doppleganger. The real character is back at the tavern tied up and naked in the storeroom.
  3. The character turns out to be a doppleganger. The real character is held by monsters somewhere in the dungeon!
  4. The character was a hallucination of the other others and wasn't with them in the first place.
  5. Character and all equipment is transformed into a pink mule, complete with (empty) saddle bags.
  6. Turned into a gold coin that has fallen into the treasure when no one was looking. 
  7. Abducted by scientists, via a time travel/teleportation device and subjected to annoying, tedious and ill-informed questions about "the past," then finally returned to his own time.
  8. Kidnapped by Glasya, daughter of Asmodeus, who needed a last minute date for a swanky party in Nessus. 
  9. As above, but it's an intime soiree and the PC gets to sit at a dinner table with the Big Man himself.
  10. PC falls into a rupture in time-space and is immediately deposited at the time and place, most convenient for the DM.
  11. PC is abducted by aliens, probed, then returned. 
  12. The gods decided to put mankind on trial. Guess who got to appear and testify for the whole of humanity.
  13. PC is whisked away to a dimension where they are fed midnight tomatoes by beautiful women, lying on a chaise longue.
  14. Character transformed into an incredibly lifelike tattoo on one of the other PCs.
  15. Character disappears and is replaced by a sheet of paper covered in stats describing their abilities and equipment.

Sunday, 23 October 2011

A database of old-school monsters?

I've recently been musing on the possibility of creating encounter tables for specific dungeon environments -- in the same way as there are tons of tables for various types of wilderness environments, from swamps to arctic tundra, I thought it'd be very useful to have tables for things like fungoid caverns, volcanic rifts, lost tombs, etc. There's loads of prototypical dungeon environments which could easily have their own table.

I had in mind using these tables as an aid while stocking dungeons, for which I often use the normal dungeon encounter tables. I tend to find these a little limited and generic though, hence the idea of different tables for different types of dungeon.

But: I just had what seems like an even better idea, and one that could be immensely useful for all sorts of things.

An online old-school monster database, with tags.

The tags are the important thing. The fact that monsters are usually only indexed by name is what makes coming up with suitably themed collections of them tricky. I realised this when looking at the extensive monster lists in the AD&D Monster Manual II. There's this huge list of monster names, sorted alphabetically or by hit dice or by wilderness environment. But to use the lists successfully you really need to know what the monsters are like, just from their names. For instance, I came across quite a few stumbling blocks in the list of 1st level dungeon monsters: rothe, vilstrak, vulchling, tween...? A lookup in the fiend folio and I now know what these things are, but it's slow work.

But what if there were a database where you could just search for monsters of 1 to 3 HD with the tags "fungus" or "whimsical"? Such a tool could be used to whip up encounter tables in a jiffy, or to get quick inspiration for encounters of any sort. I think this could be a seriously useful tool, if set up right.

So, a couple of questions:
  1. Does anyone know if anything like this already exists? (I've never heard of anything like it, but you never know... I imagine possibly a resource like this may exist for 3.5th or 4th edition.)
  2. Any thoughts on what software / system would be good for something like this? A freely available, easy to use, multi-user, wiki-style, online system would be perfect, but something that works as a database as opposed to a page / post based wiki or blog.
I'd imagine including a foundation of monsters from the OSR clone books (LL, AEC, S&W, OSRIC), supplemented with links to any freely available old-school OGL stuff that could be found online. (Possibly also stuff from the AD&D monster books, though that's not freely available.) The idea is that at the beginning it'd simply be a list of all the monsters (their names, hit dice and source -- either a url or a page reference in a book), but that then people could add tags to them, gradually increasing the worth of the database.

Any thoughts?

Friday, 21 October 2011

Here, have a dungeon

Spoiler warning: Players in my campaign, this is the map for a dungeon are you may explore at some point. Best not study it...

For everyone else, here's a blank map I recently drew, which I quite like and thought others may enjoy too. Do with it what you will, if you will.

Monday, 17 October 2011

A dungeon level: Part 1

Spoiler warning: Players in my campaign, this is the map for the dungeon under the old oak tree, which your characters long explored. I guess you most likely won't go back there, but still I'd suggest not looking at the map, and especially not reading the key, as I think this would spoil some of the magic, so to speak.

Inspired by a comment from Brendan on an old post of mine where I shared a dungeon map I'd drawn, I thought I'd post another map, and the accompanying key for it. The map you see is actually the first level which leads down to the map I posted previously. The latter was only partially stocked, and the party never ventured into it, so it remains unfinished and unexplored. The 1st level was however almost fully cleared out, explored over the course of probably almost a dozen play sessions -- I'm really surprised how long it lasted!

So here's the map, and the first part of the key, typed up from the notes I used to run it. The notes are very rough, so a dash of imagination is required while reading! Still, I hope it proves entertaining, interesting and / or useful for someone. I'll post the rest of the key as I find time to type it up.

The Dungeon Under the Old Oak Tree 
1. A large glade in a forest. Huge oak tree in middle, hollowed out. Shaft leads down. Sides of shaft covered with tree roots, like ladder. 1 in 10 chance to fall. Sandy floor at bottom, walls still riddled with roots. One root has "NOLLY'S KINGDOM" carved into it.

1a. Roots covered in moss, crawling with worms & insects. Old leather glove laid over root (left). From east comes whooshing sound. Faint glow and warmth from south.

2. In passageway tree roots reach out to grab items from PCs as they pass. If anyone fails a DEX check they lose an item. Can be recovered by cutting the roots -- at which an ominous rumbling is heard.

3. Muddy floor, mossy walls (glowing). Three 5' deep nooks. One has cosy cloaks & coats (in pocket of one is key to 28). One has a portrait of a gnome-like creature. One has a hat stand with red & purple felt hats.

4. Low round roof. Round cobblestoned floor. Neat wooden table & chair. Small bell and plaque "PLEASE RING". Walls still mossy & rooty.

5. Bookshelf full of nonsense. Sack of bones behind bookshelf. Two comfy upholstered chairs. Chairs attack if touched: AC 7, HD 1 (5, 6hp), Att
2 x 1d3 (clawed arms). Books fly out.

6. Cute kitchen. Sheep-headed faun called "Ramius". Acts all Mr Tumnus but tries to feed PCs sleep tea (save vs spells) and then eat them. AC 6, HD 2 (12hp), Att butt 1d6, knife 1d6.

7. Ramius' lair of horror. Skulls & bones. Chest with fresh human remains and 87gp, 192sp, 202cp, sapphire worth 400gp. Four sheep skulls which Ramius can command: AC 8, HD 1 (4hp each), Att 1d6.

8. Cobblestones. Round roof. Door carved with tree motifs. Large red patterned rug, concealing magical circle. Teleports to 32. 2 in 6 chance of stepping on rug by chance.

9. Stone walls. Small table with glass jars. Inside are tiny dead people (1" high). Two scrolls -- one of MU spell reduce, one (written in fey tongue) a page from a story about a journey to another world of micro-people.

10. Stone. Statue of two dogs and their master, a hunter. Mirrors on west & east walls, anyone looking in sees the hunter's face instead of their own, mad look in his eyes. Hear barking and a horn somewhere distant. Each turn 2 in 6 chance of being attacked. Hunter: AC 6, HD 2 (10hp), Att 1d6 + 1 (axe). 2 x dogs: AC 7, HD 1 (3, 5hp), Att 1d6 (bite). Hunter has a pouch of ancient silver coins (300sp), worth five times normal value to a collector.

11. Archway formed of serpents. Giant crab spider lurks. AC 7, HD 2 (8hp), Att 1d8 + poison, 1-4 surprise.

12. Decrepit statues of ancient kings. Old leather boot rests behind one (left foot). Chalk arrow drawn by south-east door. Rotten stench coming from 13 / 18. (There may be a troglodyte in this room.)

13. Three troglodytes. One is bigger then the others and bullies them. Fish hanging from ceiling. Piles of fish bones. Never sleep. Either here or at the river or prowling in 12. AC 5, HD 2 (12, 7, 8hp), Att 3 x 1d4, F2, 1-4 surprise, stench. Secret doors: buttons hidden in giant gawping face carvings.

14. Giant fish skeleton hanging. Pile of trash -- clothes, leather, rusted weapons. Small wooden chest (trapped, save vs poison or die in 1 turn), contains: 492gp, 1017sp, 128ep, silver bracelet (200gp).

Sunday, 22 May 2011

Collaborative dungeon creation

To players in my Labyrinth Lord game: feel free to read this post, but probably better not look at the dungeon itself, as your characters may well find themselves in its cruel grasp at some point.

Just a quick note to alert people to the collaborative dungeon creation game which is underway at the Goblinoid Games forums. Dyson has provided one of his awesome maps for the dungeon, and the idea is for people to take it in turns to key the next free room. It's a bit like a kind of exquisite corpse for dungeon creation. It's a lot of fun.

Come and join us if you like making dungeons and/or having fun :)

Manic miner dungeon

Somewhere from the recesses of my mind came a vision of the classic ZX Spectrum game Manic Miner. I loved playing that as a kid, even though I never got that far (I think I never progressed past The Vat... ah the good old days before games allowed you to save your progress!). One thing that especially sticks in my mind now about the game is the brilliant titles of all the levels.

Thinking about it again, it just occurred to me that it'd be amazing to make a dungeon where each room was inspired by the name of one of the levels from Manic Miner! Some of them would be pretty sci-fi, but no one seems to mind a bit of sci-fi with their D&D these days ;). Here they are:
  1. Central Cavern
  2. The Cold Room
  3. The Menagerie
  4. Abandoned Uranium Workings
  5. Eugene's Lair
  6. Processing Plant
  7. The Vat
  8. Miner Willy meets the Kong Beast
  9. Wacky Amoebatrons
  10. The Endorian Forest
  11. Attack of the Mutant Telephones
  12. Return of the Alien Kong Beast
  13. Ore Refinery
  14. Skylab Landing Bay
  15. The Bank
  16. The Sixteenth Cavern
  17. The Warehouse
  18. Amoebatrons' Revenge
  19. Solar Power Generator
  20. The Final Barrier

Saturday, 18 December 2010

Preparing to play Labyrinth Lord!

So I'll be running Labyrinth Lord tomorrow, for the first time. Though, of course, it's not at all like running a game for the first time, as it's just like the D&D of my childhood! I spent yesterday evening drawing up a dungeon map and stocking it.

I drew the dungeon completely freestyle, on un-gridded paper, which I found had a remarkably freeing effect. In fact I was struck by what a pleasurable experience it is, to sketch out rooms and corridors with no preconceived idea of "what should go where", only a rough idea of how many rooms I wanted (about 25 in this case). I ended up, by mistake (due to low lighting), drawing the whole map in purple, but that only adds to its charm I think. And I even coloured in the "bits between the rooms" (for want of a more specific word!), which I never normally do with maps. A thoroughly enjoyable exercise, and one which revealed to me something of the creative / artistic nature of the process of dungeon design.

The stocking was equally fun. I had a few ideas for encounters or areas that I wanted to include, but the rest I trusted to the luck of the 1d6 room contents roll. One thing that particularly impressed me in the process of making an adventure for Labyrinth Lord was the ease of creating new monsters. I found it equally as easy to create a new creature as I did to look one up in the book, which led to several new beasts just in this small one-level (so far) dungeon. The time from imagining what the monster would look like and how it would behave to having its stats written down was not more than a minute or two, which I find very impressive - compare that to the same process in more modern RPGs (d20 system anyone?). Partly, of course, this was helped by a latent but intimate familiarity with the game from years of childhood play, but I found the combination of a simple basis for a monster (HD, AC, Save as, Attacks / damage) plus the freeform "and then make up whatever rules you like for its special abilities" works a whole lot better than in more rules-heavy games.

I just hope we have as much fun playing the dungeon as I did making it! I'm very much looking forward to playing the classic game again and seeing it with adult eyes.

Friday, 29 October 2010

Random dungeon stocking

I experienced the pleasure of the Basic D&D random dungeon room contents table last week, as I was stocking the cellars and tunnels that lie beneath the ruined manor at Ballan, which the PCs have just begun to explore. There are various permutations of this table in various versions of the game, but what I used was: 1 - 2 Empty, 3 - 4 Monster, 5 Trap, 6 Special. It's nice and simple, although I was concerned it'd produce far too many "Specials". And, as expected, it did. Out of maybe 20 rooms, 5 were rolled as Special. But this actually turned out absolutely fine - indeed I had a lot of fun thinking up all these dungeon weirdnesses. I mean, I didn't go overboard - it's only the 1st level of a not-particularly-supernatural dungeon, so we're not talking reverse gravity chambers or talking pools. But I found it a real pleasure to add that many unusual / interesting / slightly magical / mysterious features.

Overall I have to say I loved using the random room contents roll. It made the process of stocking both challenging and exciting, all in all far more engaging than the sometimes daunting situation of sitting there with a keyed map, no idea what's in which room, and an hour to go before the game starts! I'll definitely be thinking about using further random tables in dungeon stocking in the future.