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! 

Tuesday, October 17, 2023

On Killing Monsters and Taking Their Stuff

"The OSR" is like a tiny parasol held aloft by an elephant. It's too small of an umbrella to do any good. 

However, it's all I have to work with right now! 

What I consider an "OSR encounter" is one that challenges the player's imagination, creativity, role-playing, and critical thinking skills. The less it has to do with rules in the books and rolls on the table, the more "OSR" I consider the encounter. 

As a B/X player, that's what I'm seeking when the GM introduces an encounter. Yes, sprinkle a few pitched battles in there sparingly, but in a game that's billed as OSR, I don't want to roll a d20 back and forth for an hour of play, let alone two, maybe even three. It's usually boring if not tedious, but it can be grueling when the dice are disagreeable. 

Yes, we want to kill monsters and take their stuff by attacking in combat. Yes, we want to explore a maze of corridors using the procedures detailed in the books. However, if that's all we wanted to do, we would be better served by a more robust rules set such as AD&D or a later edition.

Let's examine a common example of a dungeon encounter that can be fun, but I don't want to dominate my time at the table: 


There is a platoon of six goblins with shields and spears at the edge of your torchlight in this 10'-wide hall. One shouts, "Death to the day-dwellers!" and readies his javelin. 


A little "fluff" combat, especially in a level 1 starter adventure, is okay—but just throwing dice at the bad guys until their hit points run out is an insipid grind, especially for the initiated OSR player. Rolling dice can be fun, but isn't intellectually challenging, and that's something I want in a table-top fantasy role-playing game. 

Basically, designing an "OSR encounter" is an exercise in making it not just combat

Perhaps the most well known example of an OSR encounter is "There's a moat with crocodiles. How do you cross?" Yes, you can fight the crocs, but it can be more fun to come up with all the different ways to get over the moat other than "I hit them with my sword." 

Part of the fun in the OSR is in thinking of things like, "I hunt for wild boars in the woods to use as bait to lure the crocs out of our way."

In Stonehell Dungeon, one of the first "patrol of humanoids" encountered is a handful of kobolds. They're a great, memorable OSR encounter. 

They have mining equipment like pickaxes and hammers. They have no intensions of attacking the players—they just want to pass. Simple as that.

Sure, the players can attack and kill them all. Or, they can devise countless other ways to have a great deal more fun with them. For example, at the price of a few measly trail rations, they make good guides. Only a fool would make enemies when they could make allies!

As another example—only half as a joke—this one is a great OSR encounter from The Caverns of Steel:


"Three steel crustaceans challenge the party to a dance off, by pointing at them with a claw and then doing a little dance. If you win, you get a loyal metal-crab follower." 


It's too silly for my table. I'd never actually use it, but it's great example because it shows how a good OSR encounter relies entirely on the player's imagination, wits, and strength at role playing. 

A bad GM will screw this up by making it a contest of CHA rolls or whatever. Ouch. That's the exact opposite of what I seek in an OSR encounter. 

For B/X players, the OSR is "rulings not rules." We "play worlds not rules," and, "The answer isn't on the character sheet." It's a test of the players' skills and creativity, not of their characters.