Monday, December 9, 2024

Nine Months
in
The Sorcerer's Labyrinth

Gorefest Dungeon is what I call whatever I'm running online, but this year, I'm designing a three-level dungeon called The Sorcerer's Labyrinth. The dungeon shares its name with the first level. 

We just finished Session 36. Virtually all of Level 1 and almost half of Level 2, The Undercrypt, has been explored.

The first-level map has changed a lot over the months. Here are some key versions:



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 4.3, Session 36, Dec. 8






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