Sunday, July 23, 2023

Of Cupcakes and Dice

In thinking about Cupcake Scouts 2E, here are some things I'm mulling over:

Full disclosure: I had written a REALLY long and complicated analysis of moving from 1d12 to 2d6, only to discover at the end that there are lots of good reasons I don't like 2d6. While there are some cool wrinkles (I like the idea that edges give a pool of dice, and you pick the most favorable or unfavorable 2 depending on whether it's positive or negative), the 1d12 is just better all around. And, it's such a cool and under-appreciated die.

All hail the dodecahedron. 

That said, here are some considerations for Cupcake Scouts mechanically vs. Hack'D...

I don't think you have armor per se. That's not a thing. I would lean a bit more into the three traits as soaking damage; I'd use might instead of armor (since might sets the maximum rating for armor, it sort of ends up being the default anyway). If I have might 4, I'm doing everything I can to be able to purchase armor 4. Cupcake Scouts doesn't have the same sort of scaling of economics and gear. You aren't constantly trying to upgrade your gear; you collect relics that can increase your power, and potions that give power ups, but you are not getting a +1 dagger, and a +1 shield, and boots of speed, and gauntlets of might... you could end up carrying the dagger of shattered dreams, but that's a pretty special item and you want to keep it very safe. There are no generic magical items. You don't collect gold and spend it to get gear. The game needs an economy for sure, but that economy has to be something different than the economy in a traditional fantasy setting. This means that all supernatural abilities target either mind or reflex to make those important for all characters; you resist indirect magic (charms, control, etc) with mind, but you resist physical supernatural damage and all areas of effect with reflex. To summarize:

- If it deals physical damage to you directly, check might to resist (poisons are still here, as are all physical attacks from weapons and natural abilities such as claws and bites).

- If it deals mental damage, or affects your five senses, check mind to resist (petrification, charms).

- If it deals magical damage or affects you indirectly, check reflex to resist (most spells like bolts and bursts, breath weapons, elemental damage like from fire).


Cupcake Scouts Revised?

First of all, my Surface Pro is on its last legs - I'm going to be intermittent for the next week or so as I transition to a new device... I love the surface pro, but I also will be looking around for a cheaper option that gives me the ability to do what I love to do. It's not too crazy: I do my drawing in Microsoft Paint, so I need access to Paint (or a really close clone of it) to keep doing my work. I like the tools I like, I guess. If I had to give up Microsoft Word and do layouts in Google Docs, that wouldn't be the worst thing in the world. I've become a fan of simpler game layouts anyway, so that is doable.

However, I've also been tinkering with my LEGO City, and have fallen in love with the pick a brick wall at my relatively local LEGO store. I was trying to decide on a theme for my city, and had some buildings that were more modern, and some more medieval, and I realized that this was the vibe of the town of Wyvern's Hollow from the Cupcake Scouts world I had tinkered with. 


Then, while mowing the lawn (of course) I was thinking how the Hack'D & Slash'D system would port incredibly well to the Cupcake Scouts setting. Then I realized that the megadungeon I am working on could easily sit under Wyvern's Hollow, and Moridis could become the 'big bad' of the world of the Cupcake Scouts. I could keep doing everything I'm doing, just shift it sideways a bit into a more distinctive milieu. I was already thinking about how I could make some tweaks to the game to have advacement tied directly to earning badges, and earning badges tied more directly to the tags. I mean, the simplist way to think of this is that you need to earn 25 xp (or something) to earn a badge; each badge unlocks a tag; when you earn so many badges, you advance to the next level; you might need +2 badges for level 2, +3 badges for level 3, etc. I would layer in increases to your core stats (might, mind, reflex) as badges you could earn, putting these on the same economy as other abilities. I might have to scale the tags back a little bit, just so that you can maybe have two versions of each (basic and advanced) that give you different and increasing bonuses in the game. 

Oh, and the LEGO Rivendell would represent the wood elves that well in the forest to the West of Wyvern's Hollow, so I can always just plunk that into my layout when I convince Mary that this is a worthwhile $500 investment. Considering I have to now purchase a new computer, that might be a bit of a stretch...

Tuesday, July 18, 2023

Megadungeon Usefulness


I put together the start of a color key to the level, showing it by conceptual sections. These are either the vibe of a place, or sections that are controlled by factions. I have a few things still to be determined, and I think that the Circle of the Serpent has a stronghold here as well, so they might end up getting one of the bigger unclaimed areas. I'm still not sure how this looks as a 'product', but I'm posting it all online for now so you can keep up at home. See the links to the left for the megadungeon, which is a very messy work in progress. 

Heck It All To Heck - Megadungeon Edition

I've been reading about megadungeons and thinking about megadungeons and writing about megadungeons. And I came to the realization that I was making a dungeon complex, but it wasn't really a megadungeon. Not really and truly. So, hecking it all to heck, I've decided to actually make a megadungeon. For real. I merged all of the maps I've been working on into one big map, added some connective tissue, and filled in some areas with what I would call in LEGO terms some 'greebling'. I present to you the first go-round of my map for level 1 of the Halls of Moridis. My thoughts are that level 1 is the smallest (a little over 100 encounter areas), level 2 would be about twice this big (maybe 200 encounter areas) and level 3 would be larger still (maybe 300 encounter areas). This would give the entire dungeon about 600 keyed encounters... this section would be for level 1-2 fellowships, and have creatures as high as level 4. You may have to get some more gear and upgrade a bit before facing some of the foes here if you're just starting out.  



Saturday, July 15, 2023

New Delvers Session 1

Everyone knows the legend of Calidar - a wizard who went mad trying to seek entrance into Moridis’ Halls, and who opened a portal into the Infernal realms instead - his tower now burns for all time. However, in her studies, Aria learns that, while he was of considerable power, Calidar was an illusionist by craft, and her careful study leads her to believe that the flames eternally engulfing his tower may, in fact, be illusory. If this is the case, then it is possible that Calidar found a hitherto unexplored entry into the Halls. She tells her friends, and they (having learned to trust her judgment in such things), decide to go-a-delving.

Approaching the tower, they come upon three jackals picking at the corpse of a large stonecutter beetle. Two dead jackals are nearby, having taken the beetle’s best shot. The heroes see this from 60’ away, but the jackals do not see them (too busy eating). Gar prepares his blade and shield, Nil will fire a sling bullet at them, and Aria will use an arcane dart. Nil hits with a 9, killing one, and Aria automatically kills one with an arcane dart. The third fails its morale check, and runs away. The fellowship examines the corpse of the beetle; Aria makes her lore check with a natural 12, and they recover its oil membrane. This she is able to pour into a vial. They have enough oil of enchantment to coat three weapons.

At the bridge, they see that it is rickety and looks quite dangerous. Aria and Nil easily disbelieve the illusion (both getting 12s) but Gar struggles to believe that the bridge is safe. He refuses to cross until the others do; they both move across successfully. He finally disbelieves, but is on the other side when the ‘ogre’ emerges from the cave. All three succeed at disbelieving this illusion, and the fight with the zombie is on. 


The heroes win initiative. Aria deals 2 hits with an arcane dart (leaving the zombie at 7), while Nil hits with his sling for 2, leaving the zombie at 5. Gar spends his action crossing the bridge. The zombie misses Aria with both claws. She deals another 2 (leaving it at 3) and Nil misses with a sling stone. Gar enters the combat, hitting with his dagger but missing with his shield. The zombie is at 1. It attacks Gar this time, but misses twice. Aria finishes it with another arcane dart. They investigate the cave, but find nothing of value. 


This time it is Nil who struggles to disbelieve the illusion; he ‘knows’ that the tower is not really burning, but cannot bring himself to approach. It ‘feels’ to him like genuine flame, and he perceives pain as he gets close to it. He needs a few minutes.


Aria and Gar decide to approach, and they find the phantom of Calidar wandering about. Aria tries to greet him pleasantly, and succeeds with her mind check. He remembers hearing of her master at some point, and asks for help in finding his marbles. They begin searching about. Aria finds a scroll (Speak with Stone), and Gar finds a potion (Levitation). He asks if they will check ‘downstairs’ and see if they can find his marbles for him. They agree. 


Nil again attempts to disbelieve, but the illusion is just too strong. He cowers at the foot of the tower. Aria sees this, and asks Calidar if he can help their friend to see that it is safe to come up and help him. Calidar does, and permits Nil to see through the illusion. Because Nil failed twice, he does not get to look for an item like the other two did.


Calidar speaks his name backwards, the magical portal in the floor reveals itself, and the heroes descend into the Halls of Moridis for the first time…  


Friday, July 14, 2023

Entry Point: The Burning Tower of Calidar



In thinking about points of entry into the megadungeon, they have to be accessible enough that you can use them with some convenience, yet complicated enough that you cannot just walk right in the front door. Something has to keep people from constantly using them. I have one solution at least, so this is will be first entry point into the dungeons: the Burning Tower of Calidar.

Calidar was a magician of some power who built a tower to explore the dungeons, but eventually went mad. His small tower fell into ruin, and rumors persist that Calidar opened a portal into the lower realms, covering his tower in an unending flame. Furthermore, rumors report that a huge troll has taken residence at the bridge that crosses to the tower: so, between the tower being on fire all the time and the huge troll, not many people make their way here.

However, the haunting is the phantom of a doddering old man (Calidar) who was once a powerful illusionist, and who is now just looking for his marbles (yes, I stole this from Hook - ironic that I stole a hook from a movie named ‘hook’); he had used magic to generate a few permanent illusions - one is of his burning tower, and another is of a troll that guards the bridge (it’s actually a zombie who is compelled to remain there, but which is covered in the illusion of a troll). When the PCs learn that these are illusions and just need to be disbelieved, they can bypass these obstacles with relative ease. The tower proper has collapsed largely (somewhat open to the air), and the main chamber is filled with broken furniture and collapsed ceiling, but looks both more imposing and covered in blue flame from a distance. 

The phantom will open the passageways into the dungeon if the fellowship promises to recover his marbles. They can then continue to come and go through this entry, as long as they continue to promise to find and return the marbles. If and when the PCs do find and return the marbles, the phantom will be released, the illusion of the troll will end (once the zombie is destroyed), and they will take possession of the tower (if they want it). That’s for later.

That’s the entry. Aria learns in her studies about Calidar, and learns both of the illusion and enough about his phantom form to believe that he can be bargained with. She knows about his marbles.

Disbelieving an illusion requires both an action and a successful mind check. Because they know that the illusions are fake, each gets to check at +1 edge.  

The tower is located 2 hours (about 5 miles) from Daggerford, at the foot of the mountains. I am building it as a five-room dungeon.

The Road. The road to the tower is patrolled by a pack of wild jackals. 3 jackals will be tearing apart a huge beetle they killed. This is a large stonecutter beetle. A successful lore check reveals that the oil of the beetle can be salvaged and used to coat weapons. The oil will coat up to three weapons; this takes 1 full action, but imparts the weapon with an enchantment allowing it to strike enchanted creatures and dealing +1 damage.

The Bridge. As the fellowship approaches the bridge, a “12’ tall troll” climbs out of a cave on the other side, and moves to cross the bridge towards them. The ‘troll’ is actually a zombie with an illusion cast over it; it is a zombie, but appears to be a giant troll. Once it is destroyed, the illusion ends.

The Phantom. The phantom will not want to fight, necessarily. He will howl, forcing a mind check at -1 edge or all within 60’ flee in fear for 1 minute. Those who do not flee, he will attempt to teleport to the end of the bridge. On a successful reaction (mind) check, the phantom will ask the fellowship for help; he is looking for his marbles. He will have them search around the refuse of his tower for 1D12 minutes. During this time, each PC will find either a scroll or potion. When such things are discovered, the phantom will examine them, decide they are not marbles, and let the PC keep what they find. After each PC finds one item, the phantom will decide the marbles are not here, and will ask the PCs to search ‘down below’ and see if they can find them. If they agree, the phantom will speak the command word, his name backwards (“Radilac”) that opens the trap door, with stairs leading down to the sunken hallway.

Tuesday, July 11, 2023

New Delvers of Daggerford: Session Zero

I have decided to make a team of three characters to actual play through my mega dungeon. I want something of a tank, a caster, and a thief/archer. I go with a stoutling with blade and shield as the tanker (hoping he can also deal some damage, but his primary role is to absorb damage for the team), a caster (who is primarily offensive, but will be able to heal as well through her signature spell), and a scout/thief/archer. I go with my moon elf for the mystic, and decide to make a narglyn (half goblin) for my thief (sort of an underground ranger is how I’m picturing him). I also decide to add a new weapon, darts, to the game. I am tempted to go with luck for two of the characters, but decide to try characters without that and see how they do. Luck was really vital for a solo character, but with a team of three, I have more versatility and can offset a missed roll here and there. I decide that all three have traveled together to Daggerford for the express purpose of exploring the megadungeon. I can actual play through a lot of the content I create for the dungeon as a result. The Sunken Chambers will be the area they explore first.

I've strarted a Google Doc where I'm crafting the megadungeon. I have four maps done, and notes for several locations. I will keep updating this as I go, and plan to eventually release it as a finished product and companion piece to the core rulebook.

New Weapon: Darts. Although thrown weapons, darts rely on reflex rather than might. Darts deal 1 damage, and come in a collection of 3 for 1 gold.


Aria - Studious Moon Elf Mystic 1

Armor 0 (2); Hits 5; Move 60’; Spell or Dart (1/20’)

Body 0; Mind 4; Reflex 2

Lore; Mystic (Common, Arcane); Spellcraft (arcane magic) 

Signature Spell: Healing Word 

Starter Pack; Alchemist’s Oil; 6 Darts

With an insatiable desire to learn more, Aria cannot help but explore.


Gar - Fastidious Stoutling Guard 1

Armor 2; Hits 12; Move 40’; Dagger (2) + Shield (1)

Body 4; Mind 1; Reflex 1

Fortitude; Guardian; Two Weapons; Warrior

Starter Pack; Leather Armor; Shield; Dagger (2)

A serious and meticulous watchman, Gar has forgotten how to smile.


Nil - Sly Narglyn Scrounger 1

Armor 1; Hits 6; Move 40’; Sling (2)

Body 1; Mind 1; Reflex 4

Archer; Sharpshooter; Stealth; Thievery

Starter Pack; Leather Armor 1; Sling 1; Tool Kit

Having a particular love of jewels, Nil embraces both his goblin and human heritages.