Sunday, July 10, 2011
The map is done for level 1, and I absolutely love it… although I can’t claim credit for the design. I was more than inspired by this map; both the circular layout and the artistic technique in drafting it were things I emulated. You should check out Dyson’s blog- he’s brilliant. His work hits the exact sweet spot for me in evocative, helpful and clear design. I plan to cop his style for my future maps, and to limit the use of computer-generated designs as much as possible. The blocky designs have an old-school charm, but maps like this one are 5x better in all respects, to my mind.
Working from his original design, I cut down the number of crossovers from 4 to 3, cut down the total number of rooms, and added the natural cavern that includes a waterfall into the central pit. The heroes immediately have any number of choices in direction, and they can move around the thing with quite a bit of freedom.
Four immediate access points are in the northwest corner and in the west; these are both connections to rival dwarf mining clans. Both clans have established portcullises as a ‘fence’ between the dungeon complex (as unclaimed territory) and their mine complexes (as per official charters granted by the Council of Beldin Mere). Both clans clearly mark their borders, have magically-sealed portcullises, and leave guardians as well. There are several ways to get to the next lower level (an entrance at the bottom of the central pit, and the stairs on the eastern end are two ways), although others surely exist… eventually.
My group of heroes will enter through the temple complex at the far eastern end. This temple rests directly beneath the Inn of the 99 Ears, and Trom Trollslayer has petitioned for and been granted a ‘special writ’ granting him property rights to all land directly beneath the confines of his inn. He therefore claims the temple itself as his (by property right), and wants to explore further down, to see what else may be his by right. Further, he wants to live vicariously through a group of young explorers; his wife would never allow him to undertake such reckless activity as dungeon crawling, but he craves the excitement of the adventuring life, and he’s hoping that by acting as the brains behind a young team, he can relive his glory days. He’s intentionally picked young, inexperienced but relatively trustworthy and honest folk for his fellowship, and expects to be fair with them; he sees them eventually becoming part of his extended family, but also knows that the life can be dangerous, and that it’s quite likely some (or all) will not survive long.
Tuesday, July 5, 2011
Mount Brim
I’ve had Mount Brim in my notes for several years, and I’ve decided to make this the location of my mega-dungeon. Here’s what I already know about Mount Brim:
- Surdur kept a fortress atop the mountain that was the symbol of his power and influence. While in the Barrens, he warred with Beldin Mere for two centuries; the two fortresses (his and the dwarf complex) were located at opposite ends of the horizon- so maybe 20-30 miles separated them in the Barrens. During the Reckoning, Mount Brim was moved intact, while Beldin Mere was cut loose and ended up floating through the Celestial Sea for some time (upwards of a year, I’m thinking) before crossing over into the lands of Del Anon.
- Once Surdur’s forces and the dwarves realized that they had all arrived in the same realm, the battle heated up again in all of its glory; however, this time it was different, seeing as the dwarves were 20 miles up, and 200 miles away.
- Eventually, the dwarves found a way to control the movements of their aerial city, and decided to set a course for Mount Brim. They launched the final volley in their battle when they positioned Beldin Mere directly over Mount Brim- and then dropped it. I stole this image from an episode of Battlestar Galactica, wherein Adama has Galactica drop into a planet’s atmosphere.
-The dwarves succeeded in taking out the entire upper prison complex, squishing the upper levels of the caverns below and collapsing large sections. They believed at the time that they had succeeded in destroying the bulk of Surdur’s forces. If this were true, would we be talking about this right now?
- They used the last of the magic that held the fortress aloft to keep it from totally falling apart on impact; the city sustained some considerable damage, although this was minor relative to the impact of the fall. Dwarf engineers and meticulous manipulation of storm magic prevented the entire city from imploding upon impact.
- Surdur kept power by pitting his lieutenants against each other. He had dozens of powerful servitors who, since they were evil to the core, would inevitably gang up on him in an effort to seize personal power; he prevented this by keeping them pitted against each other. This means that individual sectors of the complex were personalized by the individual wardens, and many are still individual lairs of the warden and his/her/its personal entourage.
- Surdur may or may not still survive. I think that he does in some form (although almost assuredly not as a normal fire giant). However, his direct links to his former lieutenants have fallen apart, so many are either dead, acting in the ways they think Surdur would have wanted, or working to claim the complex for their own.
- It has several access points (as any good mega-dungeon should).
- Its main gates are quite powerful, and should be for heroes of level 6+. I’ll design these later, although I have some ideas/notes about that already. All in good time…
- Two access points lead into the section I’m designing… one is located below the Inn of the 99 Ears, and the other is located beneath a tree on the mountainside (outside of the city proper) that is haunted by an evil spirit. New heroes can use either access point, or ultimately both. I think that mine will be using the one through the 99 Ears (since I am working up backstory for that), but I want to include the other as an equally viable option (that leaves the heroes untied to any secret benefactor, if so desired).
- Surdur kept a fortress atop the mountain that was the symbol of his power and influence. While in the Barrens, he warred with Beldin Mere for two centuries; the two fortresses (his and the dwarf complex) were located at opposite ends of the horizon- so maybe 20-30 miles separated them in the Barrens. During the Reckoning, Mount Brim was moved intact, while Beldin Mere was cut loose and ended up floating through the Celestial Sea for some time (upwards of a year, I’m thinking) before crossing over into the lands of Del Anon.
- Once Surdur’s forces and the dwarves realized that they had all arrived in the same realm, the battle heated up again in all of its glory; however, this time it was different, seeing as the dwarves were 20 miles up, and 200 miles away.
- Eventually, the dwarves found a way to control the movements of their aerial city, and decided to set a course for Mount Brim. They launched the final volley in their battle when they positioned Beldin Mere directly over Mount Brim- and then dropped it. I stole this image from an episode of Battlestar Galactica, wherein Adama has Galactica drop into a planet’s atmosphere.
-The dwarves succeeded in taking out the entire upper prison complex, squishing the upper levels of the caverns below and collapsing large sections. They believed at the time that they had succeeded in destroying the bulk of Surdur’s forces. If this were true, would we be talking about this right now?
- They used the last of the magic that held the fortress aloft to keep it from totally falling apart on impact; the city sustained some considerable damage, although this was minor relative to the impact of the fall. Dwarf engineers and meticulous manipulation of storm magic prevented the entire city from imploding upon impact.
- Surdur kept power by pitting his lieutenants against each other. He had dozens of powerful servitors who, since they were evil to the core, would inevitably gang up on him in an effort to seize personal power; he prevented this by keeping them pitted against each other. This means that individual sectors of the complex were personalized by the individual wardens, and many are still individual lairs of the warden and his/her/its personal entourage.
- Surdur may or may not still survive. I think that he does in some form (although almost assuredly not as a normal fire giant). However, his direct links to his former lieutenants have fallen apart, so many are either dead, acting in the ways they think Surdur would have wanted, or working to claim the complex for their own.
- It has several access points (as any good mega-dungeon should).
- Its main gates are quite powerful, and should be for heroes of level 6+. I’ll design these later, although I have some ideas/notes about that already. All in good time…
- Two access points lead into the section I’m designing… one is located below the Inn of the 99 Ears, and the other is located beneath a tree on the mountainside (outside of the city proper) that is haunted by an evil spirit. New heroes can use either access point, or ultimately both. I think that mine will be using the one through the 99 Ears (since I am working up backstory for that), but I want to include the other as an equally viable option (that leaves the heroes untied to any secret benefactor, if so desired).
Who's the Leader of the Club?
Who exactly is my team’s leader? I suppose I should decide that now, too. Dran is motivated by traps and puzzles. This is not a bad motivation, but doesn’t necessarily make him a leader… Runyon is not much in the brains department as I see him, so I don’t like the idea of him making strategy. Xeric is a bit of a bookworm, and doesn't really have a mind for battle, so he’s out. Though he was the last hero I made, Garth seems the best fit for leading; he’s got the most ‘group utility’ in his build (he thinks of others), and he’s got motivation to go here; it was a dwarven prison complex, and he’s a dwarf. Let’s generate some rumors about the place that would hook Garth to seek it out:
• Surdur has become one with elemental flame. Since Garth would one day like to become one with elemental storm, he’d like to pick the old guys brains (preferably after removing them from the skull) to see how he did it.
• Garth’s father’s line met its end in the complex; he was the youngest son, so he doesn’t have the right to continue the clan. Only the eldest living son has the right to take the clan name; if any of his older brothers lives (and at least one must; he hasn’t received the mystical clan mark yet), he can’t carry on the line. Odds are good that someone is still imprisoned somewhere within; he has an obligation to attempt a rescue.
• Surdur had in his possession one of the six Hammers of Thunder, prized relics of the dwarves. Many believe that Surdur either has the hammer within, or disassembled it and spread its pieces throughout the complex (this one is better- keeps the heroes exploring every nook and cranny to find pieces of the hammer, and they get to feel a sense of accomplishment as they find pieces).
• Surdur has become one with elemental flame. Since Garth would one day like to become one with elemental storm, he’d like to pick the old guys brains (preferably after removing them from the skull) to see how he did it.
• Garth’s father’s line met its end in the complex; he was the youngest son, so he doesn’t have the right to continue the clan. Only the eldest living son has the right to take the clan name; if any of his older brothers lives (and at least one must; he hasn’t received the mystical clan mark yet), he can’t carry on the line. Odds are good that someone is still imprisoned somewhere within; he has an obligation to attempt a rescue.
• Surdur had in his possession one of the six Hammers of Thunder, prized relics of the dwarves. Many believe that Surdur either has the hammer within, or disassembled it and spread its pieces throughout the complex (this one is better- keeps the heroes exploring every nook and cranny to find pieces of the hammer, and they get to feel a sense of accomplishment as they find pieces).
Sunday, July 3, 2011
Revisiting the Early Days
As I’m working on my dungeon and its heroes, I have been reading about the old Greyhawk days and early adventures. I was struck by several things, but the one that really hit me was this- you always started at level 1, and you had to earn everything. I know that for many of you this won’t be much of a revelation, but I’ve fully embraced the idea of starting a new character at whatever level you want, and going from there.
If, by rule, you have to start new characters at level 1, and you have to earn every scrap of money, experience and treasure, a level 5 hero means a LOT more to you. For my own gaming, I think that I might go this way going forward.
I was also struck by how much personal pride Gary Gygax took in the dungeons below Castle Greyhawk; several things I’ve read have spoken to how much it bothered Gary when a player outsmarted part of the complex, or when they got past a particular challenge. It seems like there were two opposing forces at work in those early days: a general desire to flummox the player characters, and a strong ethic that it had to be fair. As the DM, level 1 had to be appropriate to level 1 characters; you couldn’t suddenly have a level 7 monster that could wipe the party out. On level 7, you had level 7 opponents. If the PCs were dumb enough (or didn’t take care) not to inadvertently end up on level 7 while they were still level 1, well- that was their problem.
If, by rule, you have to start new characters at level 1, and you have to earn every scrap of money, experience and treasure, a level 5 hero means a LOT more to you. For my own gaming, I think that I might go this way going forward.
I was also struck by how much personal pride Gary Gygax took in the dungeons below Castle Greyhawk; several things I’ve read have spoken to how much it bothered Gary when a player outsmarted part of the complex, or when they got past a particular challenge. It seems like there were two opposing forces at work in those early days: a general desire to flummox the player characters, and a strong ethic that it had to be fair. As the DM, level 1 had to be appropriate to level 1 characters; you couldn’t suddenly have a level 7 monster that could wipe the party out. On level 7, you had level 7 opponents. If the PCs were dumb enough (or didn’t take care) not to inadvertently end up on level 7 while they were still level 1, well- that was their problem.
Thursday, June 30, 2011
Let's Build Us a Dungeon
With Resolute published, I’ve been struggling to decide what to do with this blog… it’s primarily a blog about game design, but the game itself is now designed… however, it’s time to add the next layer. For a fantasy RPG, that is dungeons. I’ve tried dozens of times to develop a ‘mega dungeon’, and have met with little (if any) success. I think I have about a dozen starts at trying this; I always get frustrated by the slow pace of design, or I get distracted by something pretty, and I give up or wander off. I’ve been relatively good about sticking to things here on the blog, so if I make this the center point of my design efforts, maybe it’ll bear more fruit.
I’m going to design the dungeon as I go, working out the lore, function, and individual areas of it as my group of heroes moves through. I’ll start with a team, and then take them in.
The first need is for a trap master extraordinaire. I don’t even necessarily care if he/she is good at combat; this character is all about locks, traps and burglary. Going with the scout archetype, and picking up some stealth to make up for lower abilities in attack, will keep him viable. I’m thinking of going with a gnome here, who simply loves puzzles, traps and other gadgets. This might end up being the POV character (since I’ll be working with journals here).
Dran Ficklefinger the Forge Gnome Scout (10 CPs) Soak physical +1
Arms +1; Burglary +2; Evade +3 (2 CPs; +1 racial shift); Intuition +1; Precision +2; Stealth +2
Leather armor +1; darts +1 (attack +2; damage +1; range 3)
Okay, I’ve got a guy who doesn’t really fight very well… so, I need someone who does!
A human warrior. His name is Runyon, and he was the son of a noble family who, when he was five, saw his family slaughtered by a tribe of trolls who attacked his caravan. Because of his moxy – Runyon challenged the troll chieftain to personal combat – Runyon was adopted into the family and raised as a troll.
Runyon the Human Fighter (10 CPs) Soak physical +2
Arms +2; Might +3; Resolve +3 (2 CPs; +1 racial shift); Weapon Specialization (axes) +2
Hide armor +2; battle axe +2 (attack +3/damage +4)
I need a caster.
Xeric the Moon Elf Magician (10 CPs)
Arcane Bolt (eldritch) +3; Aspect +2; Evade +1; Lore +2; Intuition +1 (from racial shift +1); Resolve +1
Wand of eldritch +2 (attack +3/damage +2/range 3)
Carries a dog-eared edition of Heldack’s Arcanum; wears cloak of warding +2
Xeric was not destined to serve as a wizard. He was born into a family of wine makers, and spent nearly 100 years making wine with his family, always driven by wanderlust and a general dislike of mundane city life. When his distant uncle left him a tattered copy of Heldack’s Arcanum, he found his true calling.
With three heroes done, I ended up with no dwarf, and also no disciple- hmmm. I suppose that I need a dwarven disciple! I can see him being the type of dwarf that would worship Thor (if dwarves worshipped any gods in this world, and if Thor was around). He is part of a dwarf pseudo-religious order that pays reverence to storm energy itself; they see this primal force as integral in their efforts to escape from bondage (since it was), and they see their ability to connect with it as a way to become one with an elder power… there may be a god that shapes it, but they don’t really care- attaining communion with storm itself is the objective.
This dwarven order ties this magic to Resolve; so in addition to picking up auras, these dwarves (stormcallers?) also purchase spells linked to Resolve. I’d see the ideal dwarf stormcaller picking up an aura of might, an aura of healing, high resolve, a spell that deals heavy magical damage (an aoe attack spell) and a spell that allows them to use lightning itself as a thrown weapon (linked to might).
Throw Lightning (Application linked to Resolve; dwarf only). You may use lightning as a thrown weapon; attack with might, roll damage with resolve. Targets soak as magical damage.
For now, since he’s a starting hero, he can’t take this spell yet (and he won’t have room for it in his build), but I put it on the back burner as something to aspire to.
Garth Thunderheart, Dwarf Disciple (10 CPs) Soak magic +1/physical +2
Arms +2; Aura of Might +2; Aura of Healing +1; Aspect +1; Intuition +1; Might +3 (2 CPs, +1 racial shift); Resolve +1
Studded armor +2; cloak of warding +1; war hammer +2 (attack +3/damage +2)
I don’t like that I don’t have a female hero in the group, although I suspect that sometimes my wife will drop in and play as well, and at those times I can plug her hero (a scout with a bow) into the group to round things out.
At first, I was thinking I could have one POV hero… but, it would probably be better to have multiple narrators, depending on what’s going on. If they encounter a trap, then Dran is center stage. If they encounter an ancient tome or magical device, then suddenly we crack open Xeric’s journals and take a look.
I’m going to design the dungeon as I go, working out the lore, function, and individual areas of it as my group of heroes moves through. I’ll start with a team, and then take them in.
The first need is for a trap master extraordinaire. I don’t even necessarily care if he/she is good at combat; this character is all about locks, traps and burglary. Going with the scout archetype, and picking up some stealth to make up for lower abilities in attack, will keep him viable. I’m thinking of going with a gnome here, who simply loves puzzles, traps and other gadgets. This might end up being the POV character (since I’ll be working with journals here).
Dran Ficklefinger the Forge Gnome Scout (10 CPs) Soak physical +1
Arms +1; Burglary +2; Evade +3 (2 CPs; +1 racial shift); Intuition +1; Precision +2; Stealth +2
Leather armor +1; darts +1 (attack +2; damage +1; range 3)
Okay, I’ve got a guy who doesn’t really fight very well… so, I need someone who does!
A human warrior. His name is Runyon, and he was the son of a noble family who, when he was five, saw his family slaughtered by a tribe of trolls who attacked his caravan. Because of his moxy – Runyon challenged the troll chieftain to personal combat – Runyon was adopted into the family and raised as a troll.
Runyon the Human Fighter (10 CPs) Soak physical +2
Arms +2; Might +3; Resolve +3 (2 CPs; +1 racial shift); Weapon Specialization (axes) +2
Hide armor +2; battle axe +2 (attack +3/damage +4)
I need a caster.
Xeric the Moon Elf Magician (10 CPs)
Arcane Bolt (eldritch) +3; Aspect +2; Evade +1; Lore +2; Intuition +1 (from racial shift +1); Resolve +1
Wand of eldritch +2 (attack +3/damage +2/range 3)
Carries a dog-eared edition of Heldack’s Arcanum; wears cloak of warding +2
Xeric was not destined to serve as a wizard. He was born into a family of wine makers, and spent nearly 100 years making wine with his family, always driven by wanderlust and a general dislike of mundane city life. When his distant uncle left him a tattered copy of Heldack’s Arcanum, he found his true calling.
With three heroes done, I ended up with no dwarf, and also no disciple- hmmm. I suppose that I need a dwarven disciple! I can see him being the type of dwarf that would worship Thor (if dwarves worshipped any gods in this world, and if Thor was around). He is part of a dwarf pseudo-religious order that pays reverence to storm energy itself; they see this primal force as integral in their efforts to escape from bondage (since it was), and they see their ability to connect with it as a way to become one with an elder power… there may be a god that shapes it, but they don’t really care- attaining communion with storm itself is the objective.
This dwarven order ties this magic to Resolve; so in addition to picking up auras, these dwarves (stormcallers?) also purchase spells linked to Resolve. I’d see the ideal dwarf stormcaller picking up an aura of might, an aura of healing, high resolve, a spell that deals heavy magical damage (an aoe attack spell) and a spell that allows them to use lightning itself as a thrown weapon (linked to might).
Throw Lightning (Application linked to Resolve; dwarf only). You may use lightning as a thrown weapon; attack with might, roll damage with resolve. Targets soak as magical damage.
For now, since he’s a starting hero, he can’t take this spell yet (and he won’t have room for it in his build), but I put it on the back burner as something to aspire to.
Garth Thunderheart, Dwarf Disciple (10 CPs) Soak magic +1/physical +2
Arms +2; Aura of Might +2; Aura of Healing +1; Aspect +1; Intuition +1; Might +3 (2 CPs, +1 racial shift); Resolve +1
Studded armor +2; cloak of warding +1; war hammer +2 (attack +3/damage +2)
I don’t like that I don’t have a female hero in the group, although I suspect that sometimes my wife will drop in and play as well, and at those times I can plug her hero (a scout with a bow) into the group to round things out.
At first, I was thinking I could have one POV hero… but, it would probably be better to have multiple narrators, depending on what’s going on. If they encounter a trap, then Dran is center stage. If they encounter an ancient tome or magical device, then suddenly we crack open Xeric’s journals and take a look.
Tuesday, June 14, 2011
Congrats to Tenkar
I just wanted to give a shout out and a thanks to Tenkar (of Tenkar's Tavern) on making it to 1000 posts, and thank him for including Resolute in his celebration. Tenkar was kind enough to give the last edition of Resolute a plug on his blog, and he's been very supportive of my work. Stop by and show him some love!
Monday, June 13, 2011
Google Tags
I just think the way Google sets up ads is hi-larious. Over the last few days, I've seen a metric ton of ads on my blog for exterminator services and the like. I guess if you mention Army Ants on the Internet a few days in a row, you're going to draw the attention of the extermination industry... or at least you'll start alerting Google Adsense that you're discussing something that those looking to eliminate pests are going to want to read about.
So, if you've been lead here because you have an insect infestation and you're looking for a quick fix to your problems, I'm not your guy... but if you scroll down a little bit, one of the people listed below might be able to help.
Here. Ants termites fleas roaches.
There. That should get their attention.
So, if you've been lead here because you have an insect infestation and you're looking for a quick fix to your problems, I'm not your guy... but if you scroll down a little bit, one of the people listed below might be able to help.
Here. Ants termites fleas roaches.
There. That should get their attention.
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