Sunday, July 14, 2024

Retro-Futuristic Alternate Mars Exploration

Like a Sisyphean task, all my imaginative ideas for stories or games come in cycles, but they remain unrealized. Recently, my mind returned to a retro-futuristic "alternate Mars" campaign that I've always wanted to play a little more than I've wanted to design and run

What do I seek out of such a game? More important than the details of the setting and technology, I want the players to proactively drive the game's narrative while the GM's role is almost purely reactive. That's just one of the OSR's mantras: "The OSR is the players' story, not the GM's." However, for this game, it's a central focus.  

In that same regard, I want the game to center on exploration, but that means designing a campaign world players crave to explore.

To encourage that style of play, I thought an interesting starting hook would be to give the players one "big thing," like a spaceship or a shipping company then a possible commission or two. 

For example: 

The players have an old, battle-damaged hover tank and personal gear from The War: laser rifles, blaster pistols, and powered, exoskeletal armor. There's a bounty on Blackthorn and his hoverbike gang. The leader is wanted dead or alive for 100,000 credits, enough to pay the bills for a year! 

However, the tank's main gun is damaged. The part needed to fix it is 100,000 credits . . . 

Of course, you could go to the Zone and look for one among the burned-out wreckage of the battlefield, but watch out for the mutant zombies!

Like I say, this isn't the first time my imagination has drifted this way. Here's a short story I wrote and posted to an Internet forum Dec. 12, 2009:


In all directions, the endless dunes of Cortan III's crimson sand stretched out as far as Dawson's eyes could see. Twin tracks extended past the bleak, desolate horizon behind his battle-scarred tank. Alone in the infinite dust bowl, he sat on its roof beneath the long barrel of its gun turret, waiting.

He had no fuel, no water, and no food.

But, he had air.

Just then, a red warning light flashed synchronously with an alarm buzzer inside his helmet, warning his supply of oxygen was nearly depleted. Dawson exhaled loudly and shook his head. He hated Cortan III as bad as it hated him and every other living creature unfortunate enough to tread its wasted surface. 

With a mirthless sigh, Dawson uncrossed his legs and hopped down from his battle wagon. The heavy boots of his armored, exoskeletal space suit crushed the rocky sand beneath them. There was nowhere to go, but he felt like moving a bit. He sulked around his crippled war machine and gazed into the distant horizon. 

"Anytime now, 'Brose," he thought to himself. "No hurry."

He dared not think about the consequences if Ambrose didn't reach him in the next 30 minutes. He dared not imagine himself alone, suffocating, gasping for nonexistent air. He dared not think of what might be keeping his robotic comrade; certainly he hadn't been attacked. Certainly his dune crawler hadn't broken down in Cantina. Certainly he was fast on his way, just behind the farthest wave of dunes . . . Certainly.

"Damn it," Dawson cursed mentally for allowing himself to think all of those things. He looked up in the direction of Cantina hundreds of miles away, eyes begging for any sign of movement. There was nothing, nothing but wind and endless sands.

"Come on 'Brose!" he shouted, but there was no one to hear him. If there were any living creatures on Cortan III—and there weren't—it would be a vulture flying high above, circling the forsaken patrolman. Dawson scoffed and spun about. He kicked his tank and grumbled, then slumped against it.

"A cigarette would be real nice right about now," he thought. Fortunately, he had a pack. Unfortunately, there was no breathable air in his tank, or in the atmosphere for that matter. His dome-shaped, black, opaque helmet would have to stay in place.

Dawson contemplated how long he would last if he took it off, wondered what would happen if he inhaled through the butt of a lit cig—

Radio static interrupted his thoughts. His eyes widened and his ears peaked. 

"1-0-3 from 51-5, copy?" It was scratchy and cut in and out, but Dawson heard Ambrose's monotone voice loud and clear. It took a second for his sunburned brain to process the overwhelming emotions flooding his mind. Ambrose was calling out his badge number, 103, as if they were still in the Patrol; as if it still existed.

"51-5! You're 10-1!" Dawson yelled through the radio. "Get your metal ass over here '33!" He replied using 10-codes for "loud and clear" and "fast as you can" respectively. Force of habit.

"1-0-3, I'm '76 to your '20. ETA, seven minutes."

Dawson exhaled long and loud, leaning back against his tank. He slid down, rear crashing to the sand. "10-4, 51-5," he replied to his savior. He closed his eyes and focused on saving his remaining air.

"Are you that desperate for a cigarette, or did you just miss me that bad?"

Dawson didn't need to answer scratchy transmission. He just chuckled slightly to himself. The android knew him all too well.

"Did you bring the beer, '5?" He said after a long pause.

"Negative, 103. Want me to go back?"

Again, Dawson chuckled before replying. "Sure... I got all the time in the world."


From what I recall, the story's protagonist and his robot sidekick were members of the "Moon Patrol," and that the world only had one dusty rock-ball of a moon. They were planet-side on leave. 

The planet, Cortan III, was once a burgeoning mining world on the outskirts of interstellar civilization with hundreds of bubble cities and underground populations spread thinly across the surface. 

For some reason, the most populous of these cities was destroyed, nuked from orbit. An orbital blockade was formed so that no one could leave the world, and no one could enter.

Soon after the holocaust, surviving populations formed clandestine city states. The scattered cities began warring for resources and territory. Bandits pirate the wasteland between them.

That's where the PC's come in.

It'd be like Mad Max on planet Tatooine from Star Wars Episode IV.

Sunday, June 23, 2024

Treasure Map I

Treasure Map I is found in the Arcane Library, just to the west of the Pentagram Dome on Level 1, The Sorcerer's Labyrinth. 

I've play-tested the dungeon's first level all the way through, but as I'm running an open-table game, I've had multiple groups go through parts of it three, if not four times. 

The Arcane Library has what's very likely the first "big score" of treasure players will find in the dungeon. 

So, it's of note that this map is given to players very early in the game—most likely the first session. 

For the first level, I wanted to increase player agency for when they choose their directions at intersections between blind passages—a common occurrence. 

In order to make informed decisions—to have agency—players who enter a new, large, labyrinthian dungeon like The Sorcerer's Labyrinth will need at least some sort of information at nearly every turn. Otherwise, it's just "Left or right? Who cares. Flip a coin." Or, "Left for loot!"

As intended, this is a very maze-like dungeon, and there's only so many "Left or right?" hallways you can add distant torchlight, wall graffiti, foot prints, whispers, chitters, glowing eyes, blood spatters, spider webs, broken daggers, orc dung, etc.

Giving a map straightaway increases player agency giving them points of interest rather like town rumors, a win-win in my book!





Monday, April 29, 2024

Gorefest Dungeon
Level 1:
The Sorcerer's Labyrinth

Ready for Session 12

1 square = 10'

1. Enchanted Fountain. A water weird (serpentine water elemental) guarded coins in the water basin. (Looted.)
2. Statuary. Monsters and people; realistic statues or victims of petrification? (Empty.) 
3. Summoning Chamber. Pentagram will hold summoned demons. Players have a scroll of "Summon Merchant Demon," and have used one here before. (Empty?)
4. Magic Library. Spell books, scrolls, and treasure maps were found here. (Looted.)
5. The Arena. Orcs and ogres—sometimes with a spell-casting shaman. The players have fought lots of bloody battles here. (Empty.)
6. Ruined Crypts. Skeletons (3d4 of them) will rise if grave goods (e.g., a sparkling ring) are disturbed. (Looted?)
7. Iron Maiden. A rotating gargoyle statue presumably protects an iron maiden behind bars. Black sludge drips from the eye shutter. (Undisturbed.)
* No number (north-west corner): The Minotaur's Maze. A minotaur with a golden axe stalks the maze. Respawns: PCs have killed it three times, but not without taking losses.  
8. Bone Guardian: A bone golem with four magic swords (and attacks per round!) guards a set of stairs to Level 2. (Retreated from guardian.)
9. Dragon's Lair. A dragon guards a magic weapon that if drawn, the dungeon will "reset." First time it was a Flame Sword +1/+3. After players drew it, the weapon is now a crackling, arcing spear.
10. (Not Pictured. Players haven't re-visited this area since the dungeon reset in Session 6.)
11. Empty. 
12. Gargoyle Antechamber. On the west wall, a relief of a gargoyle's face with a hinged jaw. Inside its toothy maw: a pull-ring. Pulling it snaps the mouth closed, but operates the gate to Room 13. (Empty?)
13. Rotating Gargoyle. Inside the rotating gargoyle statue's mouth burns a fiery glow. It will breathe fire on anyone lifting open a gate. (Empty?)
14. (Not pictured. Never visited.)
15. Treasure Chest. A treasure chest sits in the center of the room. (Never visited.)
16., 17. (Not pictured. Never visited.)
18., 19. Empty. 
20. The Ravine. (Changed since dungeon reset.)
21. Empty. 
22. Reflecting Pool. Rumor: There are ghostly fish swimming inside the pool. They say they can be caught using a living pixie as bait. (Changed since dungeon reset.)
23. Spellwight's Crypt. Rumor: A spell-casting wight and six zombies guard the greatest hoard of treasure on Level 1. (Undisturbed.)



Session Log


Session 1
Went through Enchanted Fountain room with a Water Weird and into crypt with 6 skeletons, one of which cast Darkness on the Fighter. Rolled a lot of treasure.
11,800 gp total,  Magic sword +1, Tome of Light and Hold Portal
+2,950 gp/xp each

Session 2
Players killed an ogre and 7 pig-faced orcs ("The Razorbacks"). Captured one orc who led players to treasure and then was let go. Killed two more ogres and got the treasure, a giant ruby. 
+2,666 gp/xp each

Session 3
Fire Beetles killed three characters—Almec E2, Korlan F2, and Sartath, T2—then they went to the Library where they found scrolls, treasure maps, and grimoires.

Session 4
Players opened a locked and sealed iron coffin so the berserk undead inside—a wight—would attack the 8 orcs that were advancing. They then dropped a gate on the same wight like a Rancor in the pit in Jaba's Palace. They met the orc they spared from death in session 2, who then killed Schnozzwald (M1) before being killed by his own magic axe by Blunder (D2). Earning Blunder the title "Blunder the Avenger!"
+1,250 gp/xp each

Session 5
Summoned the merchant demon Zuul. Defeated 6 "Shadow Warriors" to sanctify a corrupted altar, lifting their curses (afflicted at the end of session 4). As treasure, each statue had a glowing Weapon +1: a sword, a warhammer, a spear, a greatsword, a greataxe, and a halberd.
+834 gp/xp each

Session 6
Killed the minotaur in the maze, slew the dragon, and drew the flame sword! Players learned that drawing the sword resets the dungeon. 
+714 gp/xp each (7 PCs)

Session 7
After tricking the water weird in the enchanted fountain out of some coins, the delvers slew some orcs and an ogre led by a shaman who cast darkness. After Korgul was envenomed by a crab spider in the Arcane Library, the delvers hauled back magic scrolls, maps, and grimoires—the same ones they found in Session 3 before the reset!
+650 gp/xp each

Session 8 
A wandering encounter—a rock python (5 HD)—killed Emgrin (E1) and nearly killed Lokian (C1), but with only 1 hp left, Lokian killed the snake! Later, they recruited three retainers—Finn (T1, crossbow, leather) and the brothers Alistair (M1, Read Languages), and Magnus (M1, Detect Magic). The delvers explored until they reached a cavernous chamber with a mist-covered, muddy floor. They were cautious and retreated from the tentacle monster that attacked from below.
+83 gp; +250 xp each (6 shares; 2 for the 3 retainers.)

Session 9
A short session. Players battled the orcs in the Arena, then found a secret passage (in a wall drain) that led back to the Enchanted Fountain room. 
+108 gp; +250 xp (6 shares)

Session 10
The Minotaur of the maze surprised the party from behind and cut down Lokian (C1). Blunder and Sarath returned to town with Lokian's unconscious body, but Lokian's curse kept him trapped inside the Sorcerer's Labyrinth. Down three comrades, the others pushed forward. They arrived at what was the dragon's lair in Session 6, but in place of the dragon was a four-armed, serpentine Bone Golem (HD 6) guarding a staircase to the second level! After testing how close they could get without triggering it, they decided to retreat once they found out! 
+833 gp/xp each (6 shares; was 7, but Cleric is trapped in the dungeon.)

Session 11
Killed 8 skeletons in the ruined crypts (Room 6). Slew the minotaur and sold its axe for the third time. 
+1,250 gp/xp each (6 shares)



Tuesday, January 30, 2024

Better Shown Than Told

The OSR is a tiny parasol held aloft by a giant elephant; it's too small of an umbrella term to cover everything. That's been obvious for a long time. 

Members of the OSR are divided between those who most enjoy fantasy role-playing games and those who best like fantasy adventure games—or "classic" adventure games (CAGs) to avoid an unfortunate acronym. 

Whenever a B/X player asks the difference between an RPG and a CAG, I always say the same thing: 

It is better experienced than explained; better shown than told.

I could spend months waxing and waning about all the subtle nuances contrasting the play-styles, but the reader's time would be better spent playing and running games. (Here's a perfect Discord server to do just that: OSR Pick-Up Games.)

That said, there are differences in the play-styles beyond a preference for a rules-light B/X or the more complete rules set of AD&D. 

While the Eight Mantras of OSR Gaming apply to role-playing games, not adventure games, the fourth mantra remains true: 

4. The OSR is a mindset, not a rules set.

The mindset of those at the table is perhaps the most noticeable difference between the RPG and CAG styles. 

More specifically, CAG games are of a mindset where "rulings not rules" isn't safe to assume, and I think that's a core difference any member of the OSR who enjoys RPGs will appreciate knowing ahead of time when playing CAGs.

Both are fun, interesting, and challenging mindsets, so rather than write about games, I prefer to run and play them. However, for more discussion on the topic, try the Classic Adventure Game server: https://discord.gg/xakPP2V8yB

Friday, December 1, 2023

The Life and Reproduction Cycle
of the Medusae

Medusas who die of old age regenerate by turning into stone. They are "reborn"  with an infantile body when they crack through their own petrified statue's hollow head like an eggshell. 

Incubation lasts a year and one day, the same to reach full maturity. Infant medusas are called "nagas" because they resemble a tiny human head on a serpentine body. Their face and skull is covered in scales. 

They grow rapidly into "newts," sprouting arms from a human torso at two weeks. Buds form all over the newt's scalp and quickly grow into writhing snake tails. These tails grow eyes and develop the snake heads during as they mature into adolescence. 

An adolescent medusa is called a "snipe." It's important to note that medusas don't develop their petrifying gaze until adulthood, though a snipe's gaze can stun. The last thing it develops before its petrifying vision is the menacing rattle at the end of its tail. Until the medusa becomes an adult, it must feed its ravenous hunger by constantly hunting for fresh meat—which explains a medusa's penchant for archery. Unlike adults, adolescents must sleep.

To "hunt snipe" means to search for an adolescent medusa's den. A dangerous quarry, snipe are cunning and alert. They often set traps and defenses around their lair. With a lethal aim, they attack with envenomed arrows from the shadows. This is origin of the word "sniper"—one who shoots victims from a great distance.

Saturday, October 21, 2023

Lair of the Medusa:
A Random Level 4 Dungeon
Part 2

It's fun to roll a B/X dungeon! It really gets the creative energy flowing. One doesn't even need a map!

Last post, I rolled a 25-room level 4 dungeon on the table in the Basic Set, p. 52. The monsters were rolled using a 20-sided dice on the table in Rules Cyclopedia, p. 94. (I rolled a 12 three times, resulting a lot of medusae!)

The treasure will not be rolled randomly. Instead, the dungeon will be designed to raise six, level-4 characters to level 5 once cleared. Cash and magic items will be designed and placed accordingly.

As for placing cash treasure; six PCs going from level 4 to level 5 require 8,000 xp each or 48,000 xp total. We want them to level about every five sessions, so we want the dungeon to take about five sessions to clear, and 5 rooms a session is a good, general, rough estimate—thus the 25-room dungeon design.

This post, I'll begin writing an outline consisting of one sentence describing the dungeon as a whole, the name of each entry (e.g., "1. Entrance"), and one to three sentences describing every entry other than empty rooms. As I haven't drawn or selected a map yet, I'm going to be very sparse on the physical details of the rooms.

This is not meant to be evocative text! This is just an outline of the most essential information; GM notes. After I finish the outline, I'll re-write all the text to bring it alive in the reader's mind.

Below are the first six entries.



Lair of the Medusa

Areas 1-6

This maze of stone corridors and chambers lays 100' beneath an ancient ruined temple of toppled columns and smashed statues.

1. Entrance
Trap #1, Treasure #1
At the center of this round pit of stairs, surrounded by skulls and bones, is a bronze statue of a warrior holding a decapitated medusa's head in one hand. [Beneath the bones circular bronze plate. Anything stepping on the plate or touching the statue takes 4d8 electrical damage. Pressing both eyes of the medusa's head will cause the pit to descend 100' into the ground revealing dungeon's the hidden entrance—an impassible stone door. The round elevator will raise in one week. By that time, whatever is on the platform has died, thus all the bones.]
Treasure: a small chest of 8,000 gp hidden beneath a floor tile at the foot of a medusa statue. (Treasure Map I leads to it.)

2. Mirrored Antechamber
Empty #1
Mirrors, mirrors, all around; not what you'd expect in a medusa's lair. [These 7'-tall medusa wear porcelain masks that prevent the living from turning to stone.]


3. Petrified Chimera
Empty #2, Treasure #2
In the center of this opulent mirrored statuary is a roaring chimera standing on its haunches that will come to life if the medusa who petrified it is slain—potentially blocking the exit from escape. 
Treasure: Gold and silver decorations worth 8,000 gp.

4. Pit Trap
Trap #2
An illusionary floor in the center of this round chamber hides a cylindrical abyss 50'-wide and 100' deep. It can be bypassed by walking behind the statues surrounding it.
5. Mirrored Walls and Floor
Empty #3

6. Monster #1 (Medusa × 2)
These two 7'-tall medusae wear white porcelain masks and are extremely narcissistic. Trapped in the labyrinth for ten centuries, these immortal women have writhing serpents for hair and scaly green skin beneath their revealing satin dresses. They constantly preen their snakes and scales and can hardly look away from their own reflection. [The four medusae each have a class; magic user, cleric, fighter with a bow, or thief. Their class reflects the enchantments on their masks, jewelry, and equipment.]

Each is convinced she is more beautiful than the other. They ask the players to be the judge . . . "Who is the more beautiful sister? Surely this is an easy test of your veracity."

Wednesday, October 18, 2023

Lair of the Medusa:
A Random Level 4 Dungeon
Part 1

It's fun to roll a B/X dungeon! It really gets the creative energy flowing. One doesn't even need a map!

This 25-room level 4 dungeon was stocked by rolling on the table in the Basic Set, p. 52. The monsters were rolled using a 20-sided dice on the table in Rules Cyclopedia, p. 94. (I rolled a 12 three times, resulting a lot of Medusa!)

However, the treasure will not be rolled randomly. Instead, the dungeon will be designed to raise six, level-4 characters to level 5 once cleared. Cash and magic items will be designed and placed accordingly.

As for placing cash treasure; six PCs going from level 4 to level 5 require 8,000 xp each or 48,000 xp total. If we want them to level in three sessions (knowing it will likely take five), that would require 16,000 xp per session, or about 2,700 xp per session individually. Players are unlikely to find it all, and some PCs need more xp to level than others, so we'll add a little.




Lair of the Medusa


1. Trap #1, Treasure #1 (8,000 gp)

2. Empty #1

3. Empty #2, Treasure #2 (8,000 gp)

4. Trap #2

5. Empty #3

6. Monster #1 (Medusa × 2)

7. Special #1

8. Trap #3

9.  Monster #2 (Medusa × 1), Treasure #3 (8,000 gp)

10. Empty #4

11. Monster #3 (Hell Hound × 1), Treasure #4 (8,000 gp)

12. Empty #5, Treasure #5 (8,000 gp)

13. Empty #6

14. Monster #4 (Medusa × 1)

15. Monster #5 (Troll × 2)

16. Monster #6 (Harpy × 4), Treasure #6 (8,000 gp)

17. Special #2

18. Trap #4

19. Empty #7

20. Monster #7 (Rust Monster × 1)

21. Monster #8 (Gargoyle × 2)

22. Monster #9 (Werewolf × 2)

23. Special #3

24. Special #4

25. Trap #5, Treasure #7 (8,000 gp)

Results: 

Monster: 9 (36%) 

Trap: 5 (20%)

Special: 4 (16%)

Empty: 7 (28%)

Treasure: 7 (28%)


Total Treasure:

56,000 gp


Notes:

The above process, including typing, took 45 minutes (10:30 p.m. to 11:15 p.m.)


To be continued!

Next time, I'll write a sentence describing the dungeon and one sentence describing each room, trap, treasure, and encounter.

 

A trap and treasure in the first room. Ooo, I wonder what it is!


Multiple Medusae in the early rooms, then a Hell Hound guarding a treasure vault. Wonder what's in there . . . 


A Medusa, two trolls, and four harpies are all together in the same region, it would seem. That dynamic should prove interesting to detail. 


In a different area, a rust monster, two gargoyles, and two werewolves all nearby; another interesting combination.


At the exit—or alternate entrance—we have another trap and treasure. Hmm . . . I wonder if it could be similar to Room 1 . . . Maybe to gain entrance, you have to leave the treasure alone? Or, maybe you have to take the treasure, springing the trap, and revealing the entrance . . . 


Tune in next episode!