Saturday, August 7, 2010
Others comment on Sandbox campaigns
Alexander Macris the CEO and publisher of Escapist has a column and is writing about his own approach to Sandbox campaigns. We chatted a bit and I was able to offer him the Southland chapter of Points of Light as a free download. Check out the other columns on his site Days of High Adventure I think is of particular interest.
Friday, August 6, 2010
Gygax's Minimalist Dungeon
If you zoom in you can see that there just isn't a whole lot of text there. Photo courtesy of Philotomy.
Again I am not aiming to duplicate the past but seeing what we can learn from this approach for the dungeons we create and publish today.
Thursday, August 5, 2010
Maps earning their keep.
Many remember the light blue maps that came inside of B1 - Search of the Unknown, B2- Keep on the Borderlands and many other early modules. While there were some detail on those maps they were basically gridded rectangle in a sea of light blue. I acknowledge that the minimalist format has an appeal to many I think the format pioneered by Tegal Manor and Harn really adds value to a module that text only doesn't do.
Let's look; first Tegal Manor

The Tegal Map is just packed with information about the different rooms and hallways.
Now Harn

While less on the map text the Harn style makes up for it in detail. You can look in each room and visualize the contents. Those of you want to look at in more detail you go to Lythia.com and download Tashal Eastside City Block. For even crazier example you can download the Tashal Upper Eastside.
Often the most effective presentation and books are those who combine good writing AND good graphics. These two map styles in combination with the text makes for a superior module than either alone. Many of the professional maps I do have little "bits" inserted to help the referee flesh out the scene without having to add a lot of text. One thing I need to work on is adding some verbiage, like Tegal Manor, to give the referee a sense of what the environment is like. I love how various areas in Tegal Manor have text like creaking, hissing and so on.
The one caveat I have is that I don't like the photorealistic maps that are somewhat in vogue. Don't get me wrong I think they make for great battlemaps. However for use in the actual book I think the b/w greyscale (or minimal color; 2 or 3) is clearer. The use of full color photo realism often results in muddy looking maps on the 8.5 by 11 page.
I also think the Harn maps goes a little too fair in applying various texture files. Too many will also muddy your pages. In the end you have to practice and try various approaches until you find one that works best.
A map that successfully combines all these elements is one that really earns it's keep.
Let's look; first Tegal Manor

The Tegal Map is just packed with information about the different rooms and hallways.
Now Harn

While less on the map text the Harn style makes up for it in detail. You can look in each room and visualize the contents. Those of you want to look at in more detail you go to Lythia.com and download Tashal Eastside City Block. For even crazier example you can download the Tashal Upper Eastside.
Often the most effective presentation and books are those who combine good writing AND good graphics. These two map styles in combination with the text makes for a superior module than either alone. Many of the professional maps I do have little "bits" inserted to help the referee flesh out the scene without having to add a lot of text. One thing I need to work on is adding some verbiage, like Tegal Manor, to give the referee a sense of what the environment is like. I love how various areas in Tegal Manor have text like creaking, hissing and so on.
The one caveat I have is that I don't like the photorealistic maps that are somewhat in vogue. Don't get me wrong I think they make for great battlemaps. However for use in the actual book I think the b/w greyscale (or minimal color; 2 or 3) is clearer. The use of full color photo realism often results in muddy looking maps on the 8.5 by 11 page.
I also think the Harn maps goes a little too fair in applying various texture files. Too many will also muddy your pages. In the end you have to practice and try various approaches until you find one that works best.
A map that successfully combines all these elements is one that really earns it's keep.
Wednesday, August 4, 2010
More on the Knight Killer Crossbow
SeaOfStars asked in yesterday's post whether a knight killer crossbow should weigh more. I dug into my notes taken from GURPS and historical sources and the answer is sort of.
The crossbow would be bulkier but not that much. Probably 12 pounds. If you want further balance you could say that you need a minimum strength of 12 or suffer a -4 penalty to hit. This accounts for the increased recoil.
The cranequin used to cock the crossbow weighs 9 pounds. But it is also detachable. You could argue that a built in stirrup and windlass is accounted in the extra weight. As for price much of the crossbow is still wood and still a relatively simple mechanical device. If you using a feudal society where the knights are effectively law enforcers the Knight Killer could viewed as an illegal weapon. Especially with it's name.
However to be honest saying that it double the price and double the weight is not going to have all that much of an effect in the abstract combat system of D&D. It is a single shot, highly accurate, high damage weapon. If the party relies on using this as their main attack and the first volley misses they are in big trouble.
Finally this was developed when the shoe was on the other foot. The party were the city guards dealing with adventurers. When the next campaign came around they had to deal with the consequences of their own innovation.
In of itself the Knight-Killer looks like a freebie handed to the players. However it makes sense when placed in the context of the campaign I ran.
The crossbow would be bulkier but not that much. Probably 12 pounds. If you want further balance you could say that you need a minimum strength of 12 or suffer a -4 penalty to hit. This accounts for the increased recoil.
The cranequin used to cock the crossbow weighs 9 pounds. But it is also detachable. You could argue that a built in stirrup and windlass is accounted in the extra weight. As for price much of the crossbow is still wood and still a relatively simple mechanical device. If you using a feudal society where the knights are effectively law enforcers the Knight Killer could viewed as an illegal weapon. Especially with it's name.
However to be honest saying that it double the price and double the weight is not going to have all that much of an effect in the abstract combat system of D&D. It is a single shot, highly accurate, high damage weapon. If the party relies on using this as their main attack and the first volley misses they are in big trouble.
Finally this was developed when the shoe was on the other foot. The party were the city guards dealing with adventurers. When the next campaign came around they had to deal with the consequences of their own innovation.
In of itself the Knight-Killer looks like a freebie handed to the players. However it makes sense when placed in the context of the campaign I ran.
Tuesday, August 3, 2010
The Knight Killer Crossbow
In this post Tim of Gothridge Manor talks about the official guard figure. In it he mentioned the Knight Killer Crossbow. This weapon originated out of a GURPS campaign where everybody played a member of the poor suffering town watch. Among the tactics the players developed was a super heavy that could only fire once as you needed to winch it up to recock it this took at least 6 rounds.The SoP (standard operating procedure) was for everybody to fire their knight killer, drop it, and then ready their normal weapons. Not everbody hit but those who did tore into their opponents. Being GURPS this often meant an opposing adventurer was taken out in one shot. Those who survived were often grievously wounded.
When I wrote up the Majestic Wilderlands I included it as part of my price list. It was folded into the general boost that crossbows got. All crossbow got a bonus to hit because of superior accuracy. The Knight Killer Crossbow is patterned after the european arbalest.
Stats
Crossbow, light: 30d*. 6.0/lbs
Acc:+2 RoF 1 Rng:60 ft Dmg: 1d4+1 (Bolts)
Crossbow, heavy 38d, 6.0/lbs
Acc:+4 RoF 1/2 Rng:80ft Dmg:1d6+1 (Bolts)
Cross., Knight Killer 46d, 6.0/lbs
Acc:+4, RoF 1/6, Rng:100ft Dmg:1d20+2 (Bolts)
Prodd 38d/ea 6.0/lbs
Acc: +2, RoF 1, Rng: 60ft, Dmg 1d4+1 (Bullets)
*d = denarius = silver penny = silver piece.
Monday, August 2, 2010
Minimal Dungeons
In the last post I mentioned that the dungeon I created for the Gold Anime folks was an experiment. I call it a minimal dungeon. The idea came to me through reading various discussions about Blackmoor, El Raja Key, Tegal Manor, Greyhawk, etc. Whenever you see part of notes they look almost ludicrously minimal aside from a few detailed setpieces. Something like Kitchen - 5 Orcs HD1 HP 5,5,4,3, Treasure 100 gps in a sack on the table.
So what going on here? Especially when we hear that many of these places were huge sprawling megadungeons. When we see official releases many times is it is a fairly large box or thick book. More often we just don't see anything at all.
I am beginning to think that everybody's expectations got skewed when the most of the early modules were tournament modules. In tournaments you need make things clear to make sure the module is fairly run for everybody.
I don't think we need that level of detail at our tabletop. Yes if you are publishing you will need some words in there to teach the referee what you think the module about. But beyond a certain point extra verbiage is excess weight.
But where is that point? Where does it quit being something that save you time in making a fun session and changes into something little better than what you get from having a computer randomly generate a dungeon.
I don't know and right now I don't have the answer. But hopefully what I am doing will enlighten to what would be a good answer. And hopefully you will get something out of it as well.
In addition a lot of people slag the Old School Renaissance for being too nostalgia oriented, or too backward oriented. I always thought that was hogwash with all the new things that many blogger, forum folks, and publishers do. And it no different for me with this exercise. While learning how the first campaigns were run is fun what I am looking to do is something more practical. How to make a dungeon that is useful, that you will buy, doesn't cost a lot either in time to write or page count, and just as important allow you to make it your own.
The dungeon I
will be using will be this. It from an old composition book of graph paper that has a dozen of my earliest dungeons (those that survived). The key were long lost so I set out to reuse the map and writing it up anew again.
After some reading and consideration I decided to use the Moldavy random dungeon content as the foundation. Added to that I used the original version of the Monster and Treasure assortments. For the upper levels that I am detailing today I am drawing from the 3rd level charts. I know Swords & Wizardry has some charts but I will try them at another time.

Like my sandbox fantasy settings there will be an overarching theme. In this case this site was the home of an old Elven Temple community devoted to the god Silvanus. I apologize if I get vague on the background details but the group just ready to go down to the level below and I don't want to give too much away. Everything here they already been through.
So I roll up 24 locations according to Moldavy's chart and came up with this.
1a - Empty
1b - Monster, Treasure, No
1c - Empty
1d - Monster, Treasure, Yes
1e - Trap, Treasure, Yes
1f - Empty
2 - Monster, Treasure, No
3 - Special
4 - Monster, Treasure, No
5 - Special
6 - Empty, Treasure, No
7 - Monster, Treasure, Yes
8a - Empty
8b - Trap, Treasure, No
9a - Empty
9b - Special
10a - Monster, Treasure, No
10b - Monster, Treasure, Yes
10c - Special
10d - Special
10e - Monster, Treasure, No
10f - Monster, Treasure, Yes
10g - Monster, Treasure, No
10h - Special
#1 - Elven House
1a Entrance Chamber
Empty
1b Ruined Living Room
5 Orcs: HD 1; HP 3x7, 2 x 3; AC 6[13]; Atk 1 spear (1d6); Move 9; Save 17; CL/XP 1/15; Special: None.
1c Empty Room with debris
1d Resting in this room is the warleader of the Orcs.
Orc Warleader: HD 4; HP 12; AC 6[13]; Atk 1 spear (1d6+2); Move 9; Save 17; CL/XP 1/15; Special: None.
1e, ruined bedroom.
Spike Trap 2d6 damage. A board with a spike is rigged to swing across the door opening
On the remains of a dressed is a jeweled box with over 1,000d treasure and paralyzation needle trap Save or be paralyzed for 24 hours.
1f Bedroom Closet
Empty
Since this ruined elven temple is found in Dearthwood which is infested by Orcs having an orc lair is an easy call.
2 – Meditation Chapel
13 Giant Centipede (small, lethal): HD 1d2hp; AC 9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; CL/XP 2/30; Special: poison bite (+4 save or die).
To me the Mediation Chapel is an elven thing where they go to commune and relax. Probably need the above line if I publish this. The 13 giant centipedes can be nasty if the party not smart about taking them out.
3 – Ancient Well
An overgrown well untended for generations, withered flowers and pitted bowls of rotten food are found in niches. If a new fresh offering is made the pixies living in there will grant a +1 bless lasting for 1d6 days to the entire party.
The first special. Set it up as a boon for the party.
4 – Amphitheater
An ancient elven wight lives in room at the bottom of the Amphitheater. The room was used to store props and as a changing room.
Wight: HD 3; HP 18; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magic or silver weapons.
Probably need to explain that it is sunken into the ground. As the map can be looked at either way.
5 – Dining Hall
When entered the party will see a hall with tables laden with food. When they sit down and start eating it will disappear showing the true ruined appearance. They will hear a sigh and get a feeling of great sadness. This will reset the next full moon.
The transformation of the Elven realm of Silverwood into Dearthwood was a tragedy this is meant to convey some of that sorrow. The second special result.
6 – The Kitchen
Rotten remains of a kitchen.
I like to write locales that make sense. While I can understand the appeal of funhouse dungeons they are not really my forte.
7 – Storeroom
This room was the kitchen storeroom. Amid the piles of refuse are the two Giant Snakes and their treasure. A Potion of Fire Resistance and a jeweled Necklace worth 1,000d.
Giant Constrictor: HD 6; HP 28; AC 5[14]; Atk 1 bite (1d3), 1 constrict (2d4); Move 10; Save 11; CL/XP 7/600; Special: Constrict
d = denarius = 1 silver penny = 1 silver piece. I price everything in silver, call the coins pennies as a flavor thing.
8 - Cottage
8a – Bedroom
The ruined remains of the Bedroom of a Cottage
8b - Closet
The topshelf of the closet is rotted causing it to collapse when the door is opened. Save or suffer 2d6 damage. In the fallen junk you find 1,200d.
Trap with treasure at least there is some consolation for the pain.
9 - Cottage
9a – Bedroom
The ruined remains of the Bedroom of a Cottage
9b – Closet
In the pile of junk there is a music box.
There a reason for the music box, but I can't get into it yet.
10-Temple of the Elves
In this section I will go through each room
10a –Temple Steps
8 Giant Rats surry around the temple steps
Giant Rat: HD 1d4hp; HP 4 x 3, 3 x2, 2 x 2, 1x 1 AC 7[12]; Atk 1 bite (1d3); Move 12; Save 18; CL/XP A/5; Special: 5% are diseased.
10b – Rubble pile
2 Monstrous Rats lie hidden guarding their treasure of 2,800d.
Monstrously Huge Giant Rat: HD 3; HP 10, 8; AC 6[13]; Atk 2 claws (1d3),1 bite (1d6); Move 12; Save 14; CL/XP 3/120; Special: 5% are diseased.
The party approaches the temple there are giant rats scurrying around the steps. I think this is a great evocative scene. However I think I need to explain the setup with the Monstrous Rats a bit better. Basically the players will see piles of refuse and check them out. The Monstrous rats are a gotcha moment.
10c – Alcove of Elders
The half dozen statues along this wall depict various noteworthy elders, scholars, and sages of the elves. Meditating in front of one of the Statues will cause the following spells to be cast. One time for 1 person every full moon.
1 Cast Healing (4d6+2 hp healed) , “Virtue is healing.”
2 Cast Dark Vision “One must see one’s enemies”
3 Create Food, “An army doesn’t walk on it’s stomach.
4 Shield (duration 24 hours, AC 15 melee, 17 missile), “A good defense helps when a good offense fails”
5 Haste (doubles speed and attack for 24 hours), “A good offense is better than a good defense”
6 Strength (duration 24 hours, 2d4 strength, fighter, 1d6 strength clerics, theives), “Sometimes power is best when brought directly on your enemy”.
10d – Alcove of Heroes
The half dozen statues along this wall depict various noteworthy heroes of the elves. Meditating in front of one of the statue will confer the following effect for 24 hours 1 time only for all six.
1 Raises Strength (1d6) “He could bear the load of a dozen.”
2 Raises Intelligence, “He outfought his enemies by his wits”
3 Raises Wisdom, “None was a better strategist”
4 Raises Dexterity “If you saw his blade, it was too late.”
5 Raises Constitution, “He persevered where others fail.”
6 Raises Charisma, “Thousand would gladly follow him into the abyss.”
This is was a fun set of special to write and it played really well. Probably need a sentence or two explaining the setup a little better.
10e - Altar
A centipede swarm lives around the altar.
Centipede Swarm: HD n/a; AC n/a; Atk 1 (1hp + non-lethal poison); Move 4; Save 18; CL/XP 1/15; Special: non-lethal poison.
This played out totally hilarious in the game as one member of the party rushes to check out the altar.
10f – Storeroom
Various items used in the temple were stored here. 2 evil Curates are here preparing to haul various items to begin a ritual to desecrate the main temple. In a large chest along with ritual implements is +1 Sword of Silvanus (they planned on destroying this in the ritual) and 600 gold pennies.
Evil Curate; AC 2[17]; 5th level Clerics; HP 24,16; HTB +2; ATK 1 DMG 1d6 (Mace); MV 60’; Save: 10: Mace, +1 Mace, 30d; Spells: Cause Light Wounds, Protection from Good, Hold Person, Curse, Prayer
The main fight of the ground level. If I publish this need to add a few sentances here and at the beginning to explain that this is a Temple of Silvanus that these guys are going to desecrate for their evil plan. That they are demon cultists
10g – Vestry
This is was the office of the Head Druid of the Temple. Now there are 12 Orc minions of the curate lounging around eating and drinking. If they hear fighting outside they will respond in 2d6 round as they are more than a little drunk. A party has automatic surprise on the Orcs.
Orc: HD 1; HP 3x7, 3 x 3, 3 x 5, 3 x 8; AC 6[13]; Atk 1 spear (1d6); Move 9; Save 17; CL/XP 1/15; Special: None.
The drunken orc bit could be consider a bit of a funhouse but also plays to the naturalistic side of how I run things. Not every orc guarding a chest in a 10 by 10 room is going to be on the ball.
10h - Closet
This is a locked closet where the vestments and items used in temple services are stored.
Could just be ignored as flavor text but players into roleplaying could use this as a way of renewing the temple for the glory of Silvanus. I also need to flesh it out to show that these are of Silvanus not the Demon Cultists.
I think things will come together the more I write using this format along with running game sessions. One thing I noticed is that I got more verbose the further I wrote. During the writing of Level 1 I kept the short and simple descriptions more consistent in length and brevity.
So what going on here? Especially when we hear that many of these places were huge sprawling megadungeons. When we see official releases many times is it is a fairly large box or thick book. More often we just don't see anything at all.
I am beginning to think that everybody's expectations got skewed when the most of the early modules were tournament modules. In tournaments you need make things clear to make sure the module is fairly run for everybody.
I don't think we need that level of detail at our tabletop. Yes if you are publishing you will need some words in there to teach the referee what you think the module about. But beyond a certain point extra verbiage is excess weight.
But where is that point? Where does it quit being something that save you time in making a fun session and changes into something little better than what you get from having a computer randomly generate a dungeon.
I don't know and right now I don't have the answer. But hopefully what I am doing will enlighten to what would be a good answer. And hopefully you will get something out of it as well.
In addition a lot of people slag the Old School Renaissance for being too nostalgia oriented, or too backward oriented. I always thought that was hogwash with all the new things that many blogger, forum folks, and publishers do. And it no different for me with this exercise. While learning how the first campaigns were run is fun what I am looking to do is something more practical. How to make a dungeon that is useful, that you will buy, doesn't cost a lot either in time to write or page count, and just as important allow you to make it your own.
The dungeon I
will be using will be this. It from an old composition book of graph paper that has a dozen of my earliest dungeons (those that survived). The key were long lost so I set out to reuse the map and writing it up anew again.After some reading and consideration I decided to use the Moldavy random dungeon content as the foundation. Added to that I used the original version of the Monster and Treasure assortments. For the upper levels that I am detailing today I am drawing from the 3rd level charts. I know Swords & Wizardry has some charts but I will try them at another time.

Like my sandbox fantasy settings there will be an overarching theme. In this case this site was the home of an old Elven Temple community devoted to the god Silvanus. I apologize if I get vague on the background details but the group just ready to go down to the level below and I don't want to give too much away. Everything here they already been through.
So I roll up 24 locations according to Moldavy's chart and came up with this.
1a - Empty
1b - Monster, Treasure, No
1c - Empty
1d - Monster, Treasure, Yes
1e - Trap, Treasure, Yes
1f - Empty
2 - Monster, Treasure, No
3 - Special
4 - Monster, Treasure, No
5 - Special
6 - Empty, Treasure, No
7 - Monster, Treasure, Yes
8a - Empty
8b - Trap, Treasure, No
9a - Empty
9b - Special
10a - Monster, Treasure, No
10b - Monster, Treasure, Yes
10c - Special
10d - Special
10e - Monster, Treasure, No
10f - Monster, Treasure, Yes
10g - Monster, Treasure, No
10h - Special
#1 - Elven House
1a Entrance Chamber
Empty
1b Ruined Living Room
5 Orcs: HD 1; HP 3x7, 2 x 3; AC 6[13]; Atk 1 spear (1d6); Move 9; Save 17; CL/XP 1/15; Special: None.
1c Empty Room with debris
1d Resting in this room is the warleader of the Orcs.
Orc Warleader: HD 4; HP 12; AC 6[13]; Atk 1 spear (1d6+2); Move 9; Save 17; CL/XP 1/15; Special: None.
1e, ruined bedroom.
Spike Trap 2d6 damage. A board with a spike is rigged to swing across the door opening
On the remains of a dressed is a jeweled box with over 1,000d treasure and paralyzation needle trap Save or be paralyzed for 24 hours.
1f Bedroom Closet
Empty
Since this ruined elven temple is found in Dearthwood which is infested by Orcs having an orc lair is an easy call.
2 – Meditation Chapel
13 Giant Centipede (small, lethal): HD 1d2hp; AC 9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; CL/XP 2/30; Special: poison bite (+4 save or die).
To me the Mediation Chapel is an elven thing where they go to commune and relax. Probably need the above line if I publish this. The 13 giant centipedes can be nasty if the party not smart about taking them out.
3 – Ancient Well
An overgrown well untended for generations, withered flowers and pitted bowls of rotten food are found in niches. If a new fresh offering is made the pixies living in there will grant a +1 bless lasting for 1d6 days to the entire party.
The first special. Set it up as a boon for the party.
4 – Amphitheater
An ancient elven wight lives in room at the bottom of the Amphitheater. The room was used to store props and as a changing room.
Wight: HD 3; HP 18; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; CL/XP 5/240; Special: Drain 1 level with hit, hit only by magic or silver weapons.
Probably need to explain that it is sunken into the ground. As the map can be looked at either way.
5 – Dining Hall
When entered the party will see a hall with tables laden with food. When they sit down and start eating it will disappear showing the true ruined appearance. They will hear a sigh and get a feeling of great sadness. This will reset the next full moon.
The transformation of the Elven realm of Silverwood into Dearthwood was a tragedy this is meant to convey some of that sorrow. The second special result.
6 – The Kitchen
Rotten remains of a kitchen.
I like to write locales that make sense. While I can understand the appeal of funhouse dungeons they are not really my forte.
7 – Storeroom
This room was the kitchen storeroom. Amid the piles of refuse are the two Giant Snakes and their treasure. A Potion of Fire Resistance and a jeweled Necklace worth 1,000d.
Giant Constrictor: HD 6; HP 28; AC 5[14]; Atk 1 bite (1d3), 1 constrict (2d4); Move 10; Save 11; CL/XP 7/600; Special: Constrict
d = denarius = 1 silver penny = 1 silver piece. I price everything in silver, call the coins pennies as a flavor thing.
8 - Cottage
8a – Bedroom
The ruined remains of the Bedroom of a Cottage
8b - Closet
The topshelf of the closet is rotted causing it to collapse when the door is opened. Save or suffer 2d6 damage. In the fallen junk you find 1,200d.
Trap with treasure at least there is some consolation for the pain.
9 - Cottage
9a – Bedroom
The ruined remains of the Bedroom of a Cottage
9b – Closet
In the pile of junk there is a music box.
There a reason for the music box, but I can't get into it yet.
10-Temple of the Elves
In this section I will go through each room
10a –Temple Steps
8 Giant Rats surry around the temple steps
Giant Rat: HD 1d4hp; HP 4 x 3, 3 x2, 2 x 2, 1x 1 AC 7[12]; Atk 1 bite (1d3); Move 12; Save 18; CL/XP A/5; Special: 5% are diseased.
10b – Rubble pile
2 Monstrous Rats lie hidden guarding their treasure of 2,800d.
Monstrously Huge Giant Rat: HD 3; HP 10, 8; AC 6[13]; Atk 2 claws (1d3),1 bite (1d6); Move 12; Save 14; CL/XP 3/120; Special: 5% are diseased.
The party approaches the temple there are giant rats scurrying around the steps. I think this is a great evocative scene. However I think I need to explain the setup with the Monstrous Rats a bit better. Basically the players will see piles of refuse and check them out. The Monstrous rats are a gotcha moment.
10c – Alcove of Elders
The half dozen statues along this wall depict various noteworthy elders, scholars, and sages of the elves. Meditating in front of one of the Statues will cause the following spells to be cast. One time for 1 person every full moon.
1 Cast Healing (4d6+2 hp healed) , “Virtue is healing.”
2 Cast Dark Vision “One must see one’s enemies”
3 Create Food, “An army doesn’t walk on it’s stomach.
4 Shield (duration 24 hours, AC 15 melee, 17 missile), “A good defense helps when a good offense fails”
5 Haste (doubles speed and attack for 24 hours), “A good offense is better than a good defense”
6 Strength (duration 24 hours, 2d4 strength, fighter, 1d6 strength clerics, theives), “Sometimes power is best when brought directly on your enemy”.
10d – Alcove of Heroes
The half dozen statues along this wall depict various noteworthy heroes of the elves. Meditating in front of one of the statue will confer the following effect for 24 hours 1 time only for all six.
1 Raises Strength (1d6) “He could bear the load of a dozen.”
2 Raises Intelligence, “He outfought his enemies by his wits”
3 Raises Wisdom, “None was a better strategist”
4 Raises Dexterity “If you saw his blade, it was too late.”
5 Raises Constitution, “He persevered where others fail.”
6 Raises Charisma, “Thousand would gladly follow him into the abyss.”
This is was a fun set of special to write and it played really well. Probably need a sentence or two explaining the setup a little better.
10e - Altar
A centipede swarm lives around the altar.
Centipede Swarm: HD n/a; AC n/a; Atk 1 (1hp + non-lethal poison); Move 4; Save 18; CL/XP 1/15; Special: non-lethal poison.
This played out totally hilarious in the game as one member of the party rushes to check out the altar.
10f – Storeroom
Various items used in the temple were stored here. 2 evil Curates are here preparing to haul various items to begin a ritual to desecrate the main temple. In a large chest along with ritual implements is +1 Sword of Silvanus (they planned on destroying this in the ritual) and 600 gold pennies.
Evil Curate; AC 2[17]; 5th level Clerics; HP 24,16; HTB +2; ATK 1 DMG 1d6 (Mace); MV 60’; Save: 10: Mace, +1 Mace, 30d; Spells: Cause Light Wounds, Protection from Good, Hold Person, Curse, Prayer
The main fight of the ground level. If I publish this need to add a few sentances here and at the beginning to explain that this is a Temple of Silvanus that these guys are going to desecrate for their evil plan. That they are demon cultists
10g – Vestry
This is was the office of the Head Druid of the Temple. Now there are 12 Orc minions of the curate lounging around eating and drinking. If they hear fighting outside they will respond in 2d6 round as they are more than a little drunk. A party has automatic surprise on the Orcs.
Orc: HD 1; HP 3x7, 3 x 3, 3 x 5, 3 x 8; AC 6[13]; Atk 1 spear (1d6); Move 9; Save 17; CL/XP 1/15; Special: None.
The drunken orc bit could be consider a bit of a funhouse but also plays to the naturalistic side of how I run things. Not every orc guarding a chest in a 10 by 10 room is going to be on the ball.
10h - Closet
This is a locked closet where the vestments and items used in temple services are stored.
Could just be ignored as flavor text but players into roleplaying could use this as a way of renewing the temple for the glory of Silvanus. I also need to flesh it out to show that these are of Silvanus not the Demon Cultists.
I think things will come together the more I write using this format along with running game sessions. One thing I noticed is that I got more verbose the further I wrote. During the writing of Level 1 I kept the short and simple descriptions more consistent in length and brevity.
Sunday, August 1, 2010
Exploring the Elven Temple at the Gold Star Anime
Another month has passed. Once again I strode into the wilds of Edinboro to arrive at the Gold Star Anime and escort a party of brave adventurers into the Majestic Wilderlands.
When we last left off the party has reached the ruins of an old Elven Temple and were beginning to explore. Unfortunately two of the players, Tim who played the Elven Mountebank, and Little Jerry who played Hunter the doughty halfling fighter couldn't make it this. But this night game brought in three new players, Ted and his two sons Tate and Bob. And unbelievably this is the night where I forgot to bring my new game player packet of sheets, and references.
But I did have two copies of Swords & Wizardry and the Majestic Wilderlands. As usual making character proved to be a snap with only delay coming with the buying of equipment. I think I need to make up some standard packs to buy to help speed up that part.
Ted made Gordo a 4th level Human Fighter normally wielding a broadsword and shield but with a Great Axe and Longbow to use when the situation calls for it. Tate made Typhon a Gnome 3rd level Mage of the Order of Thoth. Finally Bob made Leon Shadow Walker a Human Claw of Kalis. Apparently he likes playing assassin type. I was little leary of this but I decided to roll with it and see how it played out. Bob is a younger player and somewhat over enthusiastic being an assassin. I refereed players like this in the past I found they get the most enjoyment if they had a mission. In his case, the goddess Kalis commanded his chief to assign him to stop the Elven Temple from being renewed. This goal would likely him into conflict with Janus however not all what it seems.
Josh returned with Hazzar a Human Thug and Big Jerry with Janus a female Elven Cleric of Silvanus.
Ted, Bob and Tate were all pretty new to Swords & Wizardry and older editions of D&D. Along with the fact the session was starting in the midst an existing adventure I railroaded their introduction a bit. Instead of running a separate sample combat I made it part of the intro. They were a party of treasure seeker one of many such groups adventuring into the Dearthwood. They were beset by Orcs and running for their lives when they stumbled over the Elven Temple along with Hazzar and Janus.
The combat went well, it was a straightup fighter with nearly two dozen orcs including a 4 HD leader type. The best part of the combat is when Typhon the mage let loose with a sleep spell when two orcs came gunning for him. He didn't realize that it would work on every enemy within line of sight and he gutted the orc raiding party. Also Typhon decided he had to have a orc henchmen and with Leon's help cowed one into his service through intimidation.
After the fight the parties met and introductions were made. To say that Leon Shadow Walker and Janus did not hit off was an understatement. The bickering got bad and Hazzar just simply walked off and dragged Janus along with him to one of the buildings. They explored it and found it was a old meditation chamber.
Meanwhile Leon Shadow Walker, Gordo, and Typhon were checking the next building over. They became wary when the smell of a delicious feast was smelled outside of the door.
Back at the Meditation Chamber Janus decides to cast Detect Evil. This caused all hell to break loose. See Detect Evil isn't a focused spells. It detect ALL Evil within a 120 foot radius. And it happened to cover the door that Leon Shadow Walker was standing. Needless to say Janus ow knew that Leon had ill-intentions toward the Temple. As for the meditation chamber. it was infested with over 13 giant centipedes. A timely sleep spell* by Janus dispatched 8 and the other 5 were quickly slain by the two with Crossbows and daggers.
*At 6th level Clerics of Silvanus learn a limited selection of Magic User Spells.
The Goddess Kalis is the only god that doesn't have a religion. Either she appears as a figure of evil in various mythologies or the focus of small cults like the Claws of Kalis. Because of this she often has a more closer relationship with her worshipers then what is typical. Hence the reason why she warned Leon that he has been discovered.
What happened took me off-guard. Leon start running for the edge of the wood and start yelling "You all going to Die!". Now I figured that the "Leave!" part got dropped in the roleplaying somewhere. Gordo and Typhon followed him deciding that discretion was the better part of valor. I think that I was too vague in the warning and Bob thought something in the ruins was talking to him.
Hazzar look confused and Janus just about had it. Janus went to the Meditation Hall entrance and stated that if that how it is he will smite down if he showed his face. Hazzar and Janus went over to the Temple Entrance and started shooting the giant rats scurrying along the steps.
Leon was ready to leave and convincing Gordo and Typhon to come. I reminded Gordo that he needed silver to get better gear and Typhon that elven lore is a powerful aid to magic. Then it dawned on me was Leon was thinking so Kalis spoke again reminding him that if he left his mission would not be completed. And the last part was heavy in the implied threat to his well being. Kalis is NOT a merciful goddess.
So they returned to the temple to help with the last of the giant rats were being. During the conversation Leon's miscommunication was explained and the party prepared to adventuring into the temple. Hazzar went to the edge of the steps to examine a pile of debris when two MONSTROUS rats jumped him. Being 3HD creatures with 3 attacks (claw/claw/bite) they tore into Hazzar dealing some serious danger. After two rounds they were killed and the party was rewarded with over 2 thousand silver that the two rats put into the nest.
When they entered the temple they could see it's majesty despite it's ruined glory. There was six statues on sides. The six on the left were of elven warriors and the six on the right were of elven scholars. While the party went to examine them, Leon went up to the remains of the altar. He knelt to secretly pray to Kalis for guidance went a swarm of giant centipedes poured out and engulfed him. He proved resistant to their poison and in the second round a sleep spell caused them to drop away onto the floor. The party resumed looking at the statues.
At the bottom of each statues there were inscriptions.
Warriors
“He could bear the load of a dozen.”
“He outfought his enemies by his wits”
“If you saw his blade, it was too late.”
Scholars
“Virtue is healing.”
“A good offense is better than a good defense”
“A good defense helps when a good offense fails”
They found that by meditating in front both they and the statue would glow and they would received a boon. The warriors granted ability increases of 1d6, the scholars various benifits like Darkvision, healing for the party, Haste, Shields, etc. The boons last for 24 hours and only granted once for one person. The party had a lot of fun figuring this out.
There was a single door exiting the main Temple chamber. When carefully scouting it Hazzar heard the voices of several individuals carrying a large chest. The party prepared and rushed into the back room. There two evil curates in vestments of demon worshipers were carrying a chest. One casted a evil prayer causing the party to suffer a -1 penalty.
The other stepped forward and cause light wounds on the Gnome Mage. This caused Typhon to flee the fight, he spent the next two rounds finding a sword for his orc henchman and to his credit he rushed back once he found it.
During the fight one of the cleric dashed into a side room where he rousing a group of drunken orcs. It took several rounds to do so. His compatriots had the upper hand for a short while but the combined effort of the party caused his downfall. When the orc finally roused the last cleric was shot in the back and dropped like a stone (The player rolled a critical hit).
Quick on his foot Hazzar ordered everybody out and has the Orc rushed into the backroom Hazzar tossed oil flasks. Out of the 12 orcs, 3 died and the rest severely burned. The party then setup at the door and hacked down a orc as it came out. I believe the plan was to hack every orc this way but Gordo roared and with his broadsword rushed into the fray. He gained Haste for 24 hours meditating in front of one of the statues and slaughtered the remaining orcs.
With victory won they went back into the room. They found various demonic implements in the chest along with a broadsword and several hundred gold pennies. (worth 20 silver each). The mage and cleric determined that the implements where for desecrating the temple. Possibly turning it into the service of the demons.
Leon upon seeing the Sword grabbed at which point burned him forcing him to drop it. Janus stepped forward and picked it up*. It's glow brightened the room and it sang acknowledging Janus as its rightful wielder. It was a +1 broadsword of Silvanus. Apparently the cultists were going to use it as part of the ritual.
*Cleric of Silvanus are my version of Rangers and can use any weapons.
Also in the room the party saw stairs going down into darkness.
And that where it ended. At least until next month at the Gold Star Anime.
Some comments. I don't like railroading but I will do in special circumstance like a one a month game with varying players. Once the players got together I pretty much try let things goes naturally. The only time I stepped outside of being a referee was to remind Ted and Tate that their character had motivations as Bob was clearly the leader of that trio.
The interaction with Kalis are a consequence of playing a Claw of Kalis and I think Bob got into it has he was trying to use the connection at different times. I felt kinda bad for inflicting the centipede swarm on his prayer moment but that how it was written. He walked up, didn't check and bam! Dungeon crawling is not for the unwary.
But I have to say that everybody did well even with the in-game difficulties and the adventures ended on a high note especially when Bob and Tate cheered on their dad when he slaughtered all those orcs.
A final comment was the dungeon I was using is of my own creation and is an experiment. I will go into more details in the next post.
When we last left off the party has reached the ruins of an old Elven Temple and were beginning to explore. Unfortunately two of the players, Tim who played the Elven Mountebank, and Little Jerry who played Hunter the doughty halfling fighter couldn't make it this. But this night game brought in three new players, Ted and his two sons Tate and Bob. And unbelievably this is the night where I forgot to bring my new game player packet of sheets, and references.
But I did have two copies of Swords & Wizardry and the Majestic Wilderlands. As usual making character proved to be a snap with only delay coming with the buying of equipment. I think I need to make up some standard packs to buy to help speed up that part.
Ted made Gordo a 4th level Human Fighter normally wielding a broadsword and shield but with a Great Axe and Longbow to use when the situation calls for it. Tate made Typhon a Gnome 3rd level Mage of the Order of Thoth. Finally Bob made Leon Shadow Walker a Human Claw of Kalis. Apparently he likes playing assassin type. I was little leary of this but I decided to roll with it and see how it played out. Bob is a younger player and somewhat over enthusiastic being an assassin. I refereed players like this in the past I found they get the most enjoyment if they had a mission. In his case, the goddess Kalis commanded his chief to assign him to stop the Elven Temple from being renewed. This goal would likely him into conflict with Janus however not all what it seems.
Josh returned with Hazzar a Human Thug and Big Jerry with Janus a female Elven Cleric of Silvanus.
Ted, Bob and Tate were all pretty new to Swords & Wizardry and older editions of D&D. Along with the fact the session was starting in the midst an existing adventure I railroaded their introduction a bit. Instead of running a separate sample combat I made it part of the intro. They were a party of treasure seeker one of many such groups adventuring into the Dearthwood. They were beset by Orcs and running for their lives when they stumbled over the Elven Temple along with Hazzar and Janus.
The combat went well, it was a straightup fighter with nearly two dozen orcs including a 4 HD leader type. The best part of the combat is when Typhon the mage let loose with a sleep spell when two orcs came gunning for him. He didn't realize that it would work on every enemy within line of sight and he gutted the orc raiding party. Also Typhon decided he had to have a orc henchmen and with Leon's help cowed one into his service through intimidation.
After the fight the parties met and introductions were made. To say that Leon Shadow Walker and Janus did not hit off was an understatement. The bickering got bad and Hazzar just simply walked off and dragged Janus along with him to one of the buildings. They explored it and found it was a old meditation chamber.
Meanwhile Leon Shadow Walker, Gordo, and Typhon were checking the next building over. They became wary when the smell of a delicious feast was smelled outside of the door.
Back at the Meditation Chamber Janus decides to cast Detect Evil. This caused all hell to break loose. See Detect Evil isn't a focused spells. It detect ALL Evil within a 120 foot radius. And it happened to cover the door that Leon Shadow Walker was standing. Needless to say Janus ow knew that Leon had ill-intentions toward the Temple. As for the meditation chamber. it was infested with over 13 giant centipedes. A timely sleep spell* by Janus dispatched 8 and the other 5 were quickly slain by the two with Crossbows and daggers.
*At 6th level Clerics of Silvanus learn a limited selection of Magic User Spells.
The Goddess Kalis is the only god that doesn't have a religion. Either she appears as a figure of evil in various mythologies or the focus of small cults like the Claws of Kalis. Because of this she often has a more closer relationship with her worshipers then what is typical. Hence the reason why she warned Leon that he has been discovered.
What happened took me off-guard. Leon start running for the edge of the wood and start yelling "You all going to Die!". Now I figured that the "Leave!" part got dropped in the roleplaying somewhere. Gordo and Typhon followed him deciding that discretion was the better part of valor. I think that I was too vague in the warning and Bob thought something in the ruins was talking to him.
Hazzar look confused and Janus just about had it. Janus went to the Meditation Hall entrance and stated that if that how it is he will smite down if he showed his face. Hazzar and Janus went over to the Temple Entrance and started shooting the giant rats scurrying along the steps.
Leon was ready to leave and convincing Gordo and Typhon to come. I reminded Gordo that he needed silver to get better gear and Typhon that elven lore is a powerful aid to magic. Then it dawned on me was Leon was thinking so Kalis spoke again reminding him that if he left his mission would not be completed. And the last part was heavy in the implied threat to his well being. Kalis is NOT a merciful goddess.
So they returned to the temple to help with the last of the giant rats were being. During the conversation Leon's miscommunication was explained and the party prepared to adventuring into the temple. Hazzar went to the edge of the steps to examine a pile of debris when two MONSTROUS rats jumped him. Being 3HD creatures with 3 attacks (claw/claw/bite) they tore into Hazzar dealing some serious danger. After two rounds they were killed and the party was rewarded with over 2 thousand silver that the two rats put into the nest.
When they entered the temple they could see it's majesty despite it's ruined glory. There was six statues on sides. The six on the left were of elven warriors and the six on the right were of elven scholars. While the party went to examine them, Leon went up to the remains of the altar. He knelt to secretly pray to Kalis for guidance went a swarm of giant centipedes poured out and engulfed him. He proved resistant to their poison and in the second round a sleep spell caused them to drop away onto the floor. The party resumed looking at the statues.
At the bottom of each statues there were inscriptions.
Warriors
“He could bear the load of a dozen.”
“He outfought his enemies by his wits”
“If you saw his blade, it was too late.”
Scholars
“Virtue is healing.”
“A good offense is better than a good defense”
“A good defense helps when a good offense fails”
They found that by meditating in front both they and the statue would glow and they would received a boon. The warriors granted ability increases of 1d6, the scholars various benifits like Darkvision, healing for the party, Haste, Shields, etc. The boons last for 24 hours and only granted once for one person. The party had a lot of fun figuring this out.
There was a single door exiting the main Temple chamber. When carefully scouting it Hazzar heard the voices of several individuals carrying a large chest. The party prepared and rushed into the back room. There two evil curates in vestments of demon worshipers were carrying a chest. One casted a evil prayer causing the party to suffer a -1 penalty.
The other stepped forward and cause light wounds on the Gnome Mage. This caused Typhon to flee the fight, he spent the next two rounds finding a sword for his orc henchman and to his credit he rushed back once he found it.
During the fight one of the cleric dashed into a side room where he rousing a group of drunken orcs. It took several rounds to do so. His compatriots had the upper hand for a short while but the combined effort of the party caused his downfall. When the orc finally roused the last cleric was shot in the back and dropped like a stone (The player rolled a critical hit).
Quick on his foot Hazzar ordered everybody out and has the Orc rushed into the backroom Hazzar tossed oil flasks. Out of the 12 orcs, 3 died and the rest severely burned. The party then setup at the door and hacked down a orc as it came out. I believe the plan was to hack every orc this way but Gordo roared and with his broadsword rushed into the fray. He gained Haste for 24 hours meditating in front of one of the statues and slaughtered the remaining orcs.
With victory won they went back into the room. They found various demonic implements in the chest along with a broadsword and several hundred gold pennies. (worth 20 silver each). The mage and cleric determined that the implements where for desecrating the temple. Possibly turning it into the service of the demons.
Leon upon seeing the Sword grabbed at which point burned him forcing him to drop it. Janus stepped forward and picked it up*. It's glow brightened the room and it sang acknowledging Janus as its rightful wielder. It was a +1 broadsword of Silvanus. Apparently the cultists were going to use it as part of the ritual.
*Cleric of Silvanus are my version of Rangers and can use any weapons.
Also in the room the party saw stairs going down into darkness.
And that where it ended. At least until next month at the Gold Star Anime.
Some comments. I don't like railroading but I will do in special circumstance like a one a month game with varying players. Once the players got together I pretty much try let things goes naturally. The only time I stepped outside of being a referee was to remind Ted and Tate that their character had motivations as Bob was clearly the leader of that trio.
The interaction with Kalis are a consequence of playing a Claw of Kalis and I think Bob got into it has he was trying to use the connection at different times. I felt kinda bad for inflicting the centipede swarm on his prayer moment but that how it was written. He walked up, didn't check and bam! Dungeon crawling is not for the unwary.
But I have to say that everybody did well even with the in-game difficulties and the adventures ended on a high note especially when Bob and Tate cheered on their dad when he slaughtered all those orcs.
A final comment was the dungeon I was using is of my own creation and is an experiment. I will go into more details in the next post.
Labels:
Gold Star Anime,
Legacy DnD,
majestic wilderlands
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