Version 1.0. Session 1, Feb. 10, 2024.
Version 2.0. Session 2, Feb. 20
Version 3.0. Session 8, April 2
Version 3.1
Version 3.9, Session 26, Sept. 24
Version 4.0, Session 27, Oct. 1
Version 1.0. Session 1, Feb. 10, 2024.
Version 2.0. Session 2, Feb. 20
Version 3.0. Session 8, April 2
Version 3.1
Version 3.9, Session 26, Sept. 24
Version 4.0, Session 27, Oct. 1
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!
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
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.
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!