Showing posts with label dungeons and dragons. Show all posts
Showing posts with label dungeons and dragons. Show all posts

Friday, 29 November 2024

The Setting Sun: Twilight of Elthar

Fall of Elthar
The Fall of Elthar... okay, it's the Fall of Rome by Thomas Cole, but imagine!

Thousands of years ago, the Eltharian Empire was a beacon of enlightenment, justice and hope in the world. Descendants of the Archons, the true men, they were of noble stature and long lived. After the passing of the Titans, they founded the city of Elthar. A modest city of craftsmen, merchants and fishermen, it would eventually rise to greatness. They tamed the Midsea, defeating the pirate nations, and making it safe for fishing and trading fleets. Demand for resources led to an appetite for military conquest and annexation, until eventually Eltharia ruled over the entire Midsea basin. 

The rival kingdom of Setesh, an ancient kingdom ruled by sorcerers, contested the Eltharian bid for domination, and the two powers fought a multigenerational war, until the mighty Sorcerer-Pharoahs were eventually defeated and driven south into Upper Setesh. 


In its darkest hour, the Eltharian Senate appointed a dictator, Galorean, to command the Republic’s armies. He dutifully turned the tide of battle and ensured Eltharian victory, but then became drunk on power. He refused to relinquish his powers and declared himself the first Emperor of Elthar, buoyed by popular acclaim for ending the war. The Senate was unable to resist, and thereafter became a largely irrelevant body.


Emperor Jartus lead the first crusade against the rising necromancers in the Forest Crescent of the Lakbans, a struggle took six crusades and a hundred years before the threat was extinguished. 


Later emperors lead campaigns against the mighty storm giants of the Southern Wornspine and their dwarven allies, the Bullywug bogs and serpents of the Wrymfenns, the goblin empire of Mok’dan, and finally against the great magical Elven kingdom of Eyrndor which frequently raided the northern coast, attacking Eltharian encroachments into sacred fey forests. This led to centuries of animosity, and Elven curses that crippled the Archon bloodlines.


Aside from martial pursuits, the Eltharian Emperors implemented just legal codes (such as the Laws of Emperor Lyrean), built public buildings and monuments, settled dozens of new cities and connected them all with an extensive road system. They founded the Order of Celestial Wizards, the City of Starfall and the Fraternity of Thaumaturgy to research high magics, and sent out expeditions to the far corners of the earth. Knowledge, trade and the arts flourished.


With the seeming defeat of all earthly foes, great riches and security, the ruling class eventually fell into indolence. Hedonism, cruelty and corruption spread through the empire like a plague, enhanced by dark magics. Sadistic gladiatorial games became the most popular form of entertainment. Aristocrats created vast slave combines which drove free farmers into insolvency and serfdom.


The Eltharians became corrupted by the undead foes they had so stalwartly fought for generations: the thousands of powerful relics and tomes they had seized, suffused in necromantic magics and placed in deep vaults beneath the Imperial Palace in Eltharia, leaked their malign influence into the earth and finally the world above. 


Before his death, Emperor Trahl the Great divided the empire into three separate administrative regions: Elthar, Catharn and Setesh, which he bequeathed to his three sons: Malerean, Agmanus and Gallar. For a time, the Empire prospered, even expanded: Malerean seized several islands from the Sea Kings, Agmanus absorbed Scythia and forced a peace with the Dragon Riders of Xan, and Gallar conquered Kanush. A decade later, however, the brothers had become bitter rivals. The triad finally fell out over a territorial dispute (over Naxos) which escalated into civil war.


The three sides were evenly matched: Elthar had greater wealth, but Catharn had more manpower, while Setesh could call upon powerful ancient magics. Neither side was able to secure a quick victory, and all were too stubborn to contemplate a truce. As the war ground on, the rival Emperors turned to desperate measures. Alliances with dragons and other monstrous beasts were struck, and plagues too small to see were unleashed. 


When Elthar’s navy was defeated at the Battle of Orinthal, Emperor Malerean broke the ultimate taboo: in order to stave off the invasion of Elthar itself, he turned to the Black Vaults. Writer and senator Casan claims in his Histories that Malerean was already obsessed with death and had begun necromantic rituals in secret to gain immortality. With the help of dark magic, Catharn’s forces were driven back, and Elthar was saved. 


Elthar’s high priests, however, were appalled by the shadowy advisors the Emperor now surrounded himself with. The Heirophont Innocan issued a Holy Decree denouncing Malerean as The Abomination and incited the population into open revolt. Two opportunistic governors, Aetus and Ostono declared themselves emperor, and turned their armies against both each other and Malerean. Aetus held the provinces of Eryndor, Anvou, Aragon, Livonia, Thiryndor, Yore, Rossaon and Avendil, while Ostono had the allegiance of the imperial legions in Salesia, Uzice, Halych, Vylach, Morea and Sylvania.   


Malerean declared himself Hierophant-Emperor, purged the Church of the All-Being, and declared The Order of the Dawn corrupt heretics. His Crusade of the Pure saw Dawn temples and assets seized, and members of the order executed en masse. A portion of their wealth was distributed to the mobs who participated in the lynchings.


Unfortunately, it also removed a powerful bulwark of the state: The Fleet of Dawn fled Elthar to the island of Tol Eressia and the fortress city of Gwalior with the Hierophant’s entourage, and even more importantly, much of the church’s treasury. They quickly made peace with both Catharn and Setesh. 


Catharn and Setesh had problems of their own: foreign powers, aware that the garrisons of the empire’s perimeter had been stripped to feed the civil war, stepped into the gap. Under pressure in the east from the centaur clans, hordes of barbarians, trolls, goblins and orcs flooded into now defenceless imperial provinces, raping and pillaging as they went. At the same time, Setesh saw the long exiled sorcerer-priests return ahead of undead legions, while Kanush rebelled and asserted independence once again. The reptilian Mekara seized the coastal fortress of Tjaru, threatening the Seneb Delta.


The Sea Kings, independent pirate realms outside the Great Pillars, returned to the Midsea and raided the northern coast, making off with slaves and booty.


Worse was to come. 


Barbarians rampage across Elthar
Barbarians rampage across Elthar... okay, it's a painting by Ulpiano Checa about the Fall of Rome. Again. Look, Rome's been on my mind. 


In the east, Kiron united the centaur clans, and forged an alliance with the dragons of the Draconduns. He then invaded Shantung, conquering the Eternal Empire in under ten years. He placed his ally, the great dragon Vagandur, on the throne as governor and turned his armies west. 


Kyr Aklyros invaded Albyron and toppled the fledging realm of Aetus, while the Kha-Kyr, Kiron himself, led his forces into the Anhar Peninsula against Catharn. He seized the wealthy trading city of Zulathar through subterfuge, and after defeating a field army led by General Elaganus, laid siege to the mighty city Cathar itself. It was widely believed to be impregnable, being ringed by three concentric  60 foot high walls and powerful enchantments. 


In Kiron’s wake, whole cities were razed and provinces laid waste. Hundreds of thousands of slaves were marched east to work on the centaur’s massive lightning mounds, dedicated to the Centaur War God Khrun. Kiron’s horde became known as The Scourge of All.


After nine long months, just when the fall of Cathar seemed certain, Vagandur broke his alliance with Kiron and declared himself Dragon-Emperor of Shantun. Incensed by this betrayal, Kiron turned his armies east to deal with Vagandur, saving Cathar from catastrophe. Kiron would die by an assassins blade before he reached Shantun.


The damage, however, had been done. The Triad of Eltharian Empires had depleted their treasuries and manpower, and could not reassert control over rebellious provinces, nor block the influx of barbarians. 


Malerean’s oppression of the All-Faith resulted in great discontent; he was torn from his litter and assassinated in the forum, on his way to the Coliseum of Glory, by a group of religious fanatics wielding poisoned blades. Malerean had no children; over the next year there would be four claimants to the throne, each of whom would be assassinated, or commit suicide, after a few months on the throne. Stability returned with the ascension of Balbinar, an experienced and ruthless general.


Unfortunately, Balbinar’s forces were exhausted by the civli war, and could not prevent the Eternal City of Eltharia from being sacked by the Sea Kings. After that, trade and grain supplies collapsed, and the great city dwindled away, becoming known as Glory’s Shadow. To compensate for the decline in their military power, Emperor Cortinax founded the Eyes of Elthar, an organization of spies and assassins that worked to manipulate the politics of the continent in Elthar’s favour. The Imperial Throne was fought over even more fiercely during this period of decline; the Imperial Guard sold the throne to a dozen senators over the next few decades, only to later turn upon and murder them.


In Setesh, Agmanus was overthrown by the sorcerer-priests, who established a dark theocracy worshipping Sutekh. He fled to Mystilla Island and then to Naxos, where he established a court in exile. Some say Agmanus was embalmed alive and became a lich, like a Setesh Pharaoh of old; whatever the truth may be, he lives to this day, a calculating and machiavellian creature like his dead brother Malerean. 


Gallar fared best through this series of catastrophes, managing to hold on to the provinces of Beldor, Catharn, Tymeria, Dalmach, Talondor and the Malar Islands. Krim, Scythia, Kumad, Sarai, Anwar, Cthonia, and Sahar however were all lost to Imperial control. 


Gallar lived for another century, thanks to the constitution of his Archon blood. Upon his death, his thirty-seven children slaughtered each other over the throne, until his ruthless daughter Aerpina emerged triumphant. Some say Aerpina imbibed the vampire sickness, to achieve immortality, and that to this day she rules Catharn from the shadows, while her descendants sit upon the throne. The Church of the All-Being is still the official religion of Cathar, headed by the Supreme Patriarch. The Patriarchs claim to lead the True Faith, just as the God-Emperor of Elthar and the Hierophant do; each calls the others The Abominations, Mouth of Lies. 


The Long Night

New kingdoms arose, in time, out of the ruins of empire, merged with the fresh blood of the barbarian peoples: the Yoreans, Asturoths, Aostans, Calendes, Avalares, Thiryn, Rugens, and Salese.


Mercenary armies of nomadic peoples who had served Elthar in its twilight era settled around Livonia, establishing the nations of Avar, Avalon and Aragon. 


The Hierophant Hadras decamped from Gwalior to Iseria and the knights of Dawn carved out the Realm of the Holy See, whereupon the Hierophant sent out demands of fealty to the All-Being to all the emergent kingdoms.


Eadric, the King of Yore, attempted to unite the fractured lands into a new empire. He drove the goblins, orcs and trolls back into the Trollshaws and the Wornspine mountains, and slew the goblin king Uglocus. Hierophant Hadras demanded he submit to the All-Being and the Hierophant’s authority, but he refused. Hadras declared a holy war against King Eadric, labelling him a heretic. Beset from all sides, Eadric was forced to beg for forgiveness from Hadras, and stood barefoot in the snow outside the Basilica of All for three days before Hadras relented. Later, when angry giants descended from The Grip and waged war against the Holy See, Eadric refused to send military support. With the Order of Dawn away and engaged in the Lakbans, Hadras’ palace was only lightly defended, and he was ripped in two by the giant chief Grundoch Gutstuff and devoured. 


The Sea Kings settled in western Albyron along the north coast of the Midsea, and founded the powerful Merovian dynasty, conquering the Avalares, Calendes, Asturoth, Quent, and Dagonia. Missionaries of the All-Faith converted the Seven Sea Kings to the All-Faith and averted an invasion of the Holy See. The Sea Kings also wisely steered clear of the still powerful Black Fleet of Elthar, which became known as The Hermit Kingdom and cut off all trade and contact with the mainland.


King Eomel, one of the greatest Merovian kings after Thorvald the Unyielding, continued Eadric’s war against the goblins and trolls south of the Wornspine, and led a crusade through the mountain passes against a rising necromancer in the Hexewist. The troll-giant Ruhxahk, champion of the Necrolord, charged through Eomel’s bodyguard, slaying knights left and right, until Eomel struck the huge troll down with the Blade of Cantos. In his later years, Eomel went mad with paranoia, and massacred many Merovian nobles at his summer retreat of Druidun during an infamous Harvest Feast. This weakened the hold of the Merovians over Albyron; his children suffered similar fits of paranoia, with Asmund the Ruthless being best known for slaughtering the entire mining city of Spines for perceived disloyalty. 


Arcturus, who had been in his youth the youngest general of the Eltharian legions, left his long seclusion and led Avalon against their Merovian overlords, establishing an independent kingdom. Aided by Celestial Wizards, he marched his forces west and laid siege to the Merovian capital of Bloodstone, but was forced to retreat when King Olaf landed at Ironhelm and threatened Kingsgate. Arcturus defeated Olaf at the Battle of Deepford, and slew him in the river. For this, he is remembered as King Arcturus the Great. 


Olaf’s son, Rolf the Bold, seceded from the Sea King Alliance and asserted independence. Aosta, Calendon and Asturia soon followed, reducing The Twelve Sea Kings to Seven. 


In the forest crescent of the Lakbans, the new states were beset by necromancers fuelled by the dark energies that emanated from ancient lost tombs. Some say evil poured forth out of gates to the underworld, or that the spirit of fallen demons lived on in the earth. The Order of the Dawn launched crusade after crusade against the undead, but each time the threat seemed vanquished, it would fester in the shadows and return in force to plague a new generation.


Thursday, 29 August 2024

Node vs. megadungeon RPG adventure design

The modern five room dungeon, arch-enemy of the megadungeon

I jumped back into D&D 5e as a DM straight from AD&D First Edition a year ago now. All my players are familiar with 5e, so our campaign is an old school retro-thrill for them.

I'm The Dinosaur DM, hauling into the light old school AD&D elements that they're unfamiliar with, in some cases for good reason. 

They're doing training between levels, for example, which was a roadblock mechanic from The Before Time, but one I always liked. It makes levelling up feel more earned, somehow. But it does slow things down, and 5e is about speeding everything up (including upleveling).

I really like Fifth Edition overall, it's much more streamlined and far more survivable. Some aspects of First Edition just weren't fun. A wizard who gets 1 spell to start spends a lot of time just trying to avoid dying. 

These days, players heavily invest in their character creation. It's less about a bunch of random no-name adventurers heading down into a dungeon to possibly become rich and powerful (or to be brutally slaughtered), and more about a bunch of already exceptional heroes setting out on their heroic journey. The specialness is baked into the 5e character from the get go, while in AD&D, only a few survivors made it to that status. 

There's a very different kind of game design philosophy at the root of it. For the most part, I think 5e takes the right path. On the other hand, it kind of defangs the fantasy world. 

I'm not out to kill characters, mind. You want to cut players slack... just not too much slack. Take away the possibility of dying, and the thrill wanes. KIll players too often and the fun wanes. 

But with the switch from characters starting out almost hapless, and trying to become exceptional, to 5e where they start out far more exceptional, is that they (quite understandably) want to prioritize their own personal journeys. Heck, the game could be called 'Heroic Journeys' (the name I gave the faux game in Dragon Garage), as the world revolves around the players much more than it used to. 

That brings me to node vs. megadungeon adventure design. 

A megadungeon is big and impersonal. It doesn't care about the players, one way or the other, and there's a  lot in there that isn't related to the player's personal journey. That, however, doesn't fit with the character focused gameplay of 5e. 

Players don't want to have to mess around with meaningless exploration: they want to get right to what's about them. To their personal journey. Who needs all that poking around in the dark?

That's where node based adventure design comes in: you create only encounters and situations that push the primary story along, and use a few random events and encounters to add a little padding/uncertainty. A node based game is far, far more streamlined and focused.

If they have to rescue someone, you set up a few key encounters along the way, but you don't have them wandering around a megadungeon trying to find their target. Players get bored quickly these days hence the popularity of the five room dungeon. 

This leads me to a fundamental question: is there any place for a megadungeon in 5e? The megadungeon doesn't revolve around the players personal mission. It's a big shift going from a character-centred universe to an indifferent, deadly universe that you're just visiting (before inevitably popping off the mortal coil). It may feel slow, unfocused, meandering, and bloated compared to modern game play. 

Personally, I like open world exploration games, where I'm not rail-roaded into fulfilling my journey (at least not right away), and I can take my time, smell the roses, kill the gerblins, that sort of thing. But that admittedly affects story flow, and can descend into meaninglessness.

The most efficient, streamlined way to tell a story through RPG mechanics is with node based adventures. It keeps things at a quick pace, and doesn't let the drama lag. And while it's more fulfilling drama and story wise... the megadungeon still feels more immersive.

What do you want from your flight of imagination?

One advantage of node based adventure design: it's a heck of a lot less work than building out an entire megadungeon complex! 

I've got 2 levels of the megadungeon keyed beneath Castle Druidun, and a third underway. I'm considering changing to node based design after that, depending on how things go with the players, and how much energy I have.

There's a really great flow map of various classic D&D dungeons here by Melan.

Friday, 23 August 2024

Campaign Map of Arthea

Campaign map of Arthea
The bonkers big map of Arthea, showing Bronn, Cassea, and Gudana

The map of Arthea, an exercise in excessive detail. Originally intended to build out the world of Dragon Garage, but a sequel isn't looking likely, so now it's just for the game world in Dungeons & Dragons. 

The characters are on the continent of Bronn, which extends from the arctic circle down to the Midsea. Druidun Dungeon is basically in what would be Southern France. 

The map is based on early maps of the earth, mostly ancient Greek maps, and then warped from there. Africa has been smushed up with the Amazon jungles of South America, with a great mountain range in between. 

Another great mountain range runs through Bronn, known as the Wornspine. The great plains beyond are dominated by the ruthless Centaur Khanates. The far east is dominated by the Celestial Empire of Shantun.

Since the whole campaign is based in a stylized medieval Europe, everywhere further afield has more monsters and otherworldly kingdoms.

The ports on the southern shores of Bronn have plenty of traders and travellers, so word of fabulous far off treasures and tombs is relatively easy to find. Getting the actual treasures is quite another matter...
 


Friday, 26 July 2024

The quixotic quest to build a D&D 5e megadungeon: level one, part one

1st level of Castle Druidun megadungeon
Level one of the Castle Druidun megadungeon!

If I knew how much work it would be to make a real megadungeon, which is almost as much work as writing a book, I probably would never have started. How far drive will compel me is an open question.

I've got 3 levels of the castle fleshed out, and 2 levels of the dungeon populated. Advice on The Internet recommends every room have at least 3 different points of interest in every room. Ugh. Considering that each level of Druidun has roughly 100 rooms, that's 300 items of interest. Keeping that interesting and varied has been... challenging. 

I started burning out on level 2. 

A decent megadungeon should have at least 10. 

Yikes.

On the positive side, players advance in level much, MUCH faster than they ever used to. From 1,500 to 2,500 points for 2nd level in AD&D to just 300 points in 5e. 

Since in the traditional megadungeon each level is pegged to the players level (3rd level of the dungeon is meant for 3rd level players), that means... the dungeon is WAY too big. To get enough experience to advance to the next level, in 5e the players may only need to clear 1/4 of Druidun! 

Maybe less.

I've had to go back and raise the lethality of the challenges players face in areas they haven't entered yet. They've already got enough XP for 3rd level. And hell yes, I'm making them go back to town and train with a mentor, as is right and proper to do, to advance in levels. Take that, 5e simplicity and streamlining!

The first Random Encounter list I did up for Druidun was filled with NPC characters and social interactions. I didn't roll often enough for encounters, ultimately only presented players with one. The other encounters seemed like the NPCs would just get grilled endlessly by the players for information which I didn't have, which would trigger paranoia and increasing demands ("Why aren't they telling us? Let's force them!"), which would be exhausting, so I dropped it and didn't bother. 

Instead, I've made monster combo encounters, of giant scorpions and kobolds, for example, that might present more interesting tactical challenges.

The first level of the dungeon is divided into different themed sections: the ancient druid tunnels are in the north west (tombs and catacombs), the halls of King Eomel in the north (dining rooms, treasure display vaults, arenas), a more recent goblin warren in the north east, the prison and formal dungeon in the east (naturally), and the dwarven mines to the south, including workshops, refineries, and furnaces. 

All of these areas have long since been overrun (in some cases multiple times) but other factions and monsters, hopefully giving the space a rich history that will be figured out by the players as they progress. 

The Eldritch Veil wizards ran sinister and forbidden magical experiments on level 1 of the dungeon (some of which are still going, even after their forced departure) and particularly in the castle itself (levels 1-3, probably extending on to level 4). Level five of the castle now is dominated by a colony of giant wasps. 

The necromancer has built his lair in the west of level 1, extending the original druid complex with fresh chambers dedicated to the God of Death, Nergul. 

The whole place has then been criss-crossed by the tunnels dug by monsters like ankhegs, umber hulks, goblins, giant ants and the like, connecting areas that would otherwise be far more defensible and offering players the opportunity to bypass dangerous sections. It also allows multiple ways to enter and leave the complex. Like water pouring into the pit on Oak Island, you can never really be sure you've cleared Druidun; the monster tide keeps pouring in. 

Each staircase is aligned to the level above it in the castle. There are notes and hints for the DM on the map, which is purely functional and not meant to be seen by the players. I can't begin to imagine the amount of work a painted player map would take. 



Saturday, 20 July 2024

Third, fourth and fifth levels of Castle Druidun

3rd floor map of Castle Druidun
3rd floor map includes the catwalks around the outer walls and the balcony of the Great Hall



4th floor map of Castle Druidun
4th floor map includes the top floors of the outer towers and the upper level library and study.
5th floor map of Castle Druidun
5th floor map includes the giant wasp nests that have overrun the eastern halve of the keep

Thursday, 4 July 2024

DM Journal 1: Jumping from AD&D to 5e

"Do you have a moment? I have a brief survey for you to complete."

I’ve been ‘running’ the D&D campaign as game master for almost a year now. I hadn’t game mastered since high school, or even played, other than a few one shots over the years. I think they were version 3 or 4? Can’t remember, we used pre-generated characters and I didn’t get into the rules. 

So what’s it like leaping straight from AD&D to D&D 5e? It’s hard to say exactly, because it’s been so long since I played but the impressions I have are:


  • The game is still spread across three core books: Dungeon Master Guide, Player’s Handbook, and Monster Manual, and I still kinda hate it. To do most things, you have to refer to multiple books. You need weapons stats from Players, monster stats from Monster, but you have to get the Player’s out to find out what the monster’s spells do. I wind up using my phone to look stuff up a lot, it’s faster. Since the web is not space constrained, why not just put the relevant spell stats right there with the monster? (I’ve tried to do this with my own mega dungeon)
  • Gameplay has become a LOT more streamlined. Those early AD&D books looked like physics texts, with endless tables, percentages and glossaries galore. The new books are more friendly looking, spaciously laid out, and while there are still a good number of tables (and a lot to learn), the basic rules are far simpler and more organized. So simpler surface, but still a lot of depth.
  • Characters in AD&D started out much more limited than 5e. For example, in AD&D, a first level magic-users got one spell, and that was it. You fire your magic missiles, or whatever, and you were done for the day. The rest of the time you’d have to hide your 1 hit point body behind the nearest fighter and just try not to die, because a strong breeze could kill you. Now? All magic users get cantrips, which they can use endlessly. I do remember cantrips being introduced in AD&D, but they were little more than parlour tricks, not bolts of flame that could incinerate people. Hell, even rogues (thieves and assassins are no longer a thing, too judgemental I guess). 
  • Characters in 5e are much more robust and resilient than in AD&D. Ability score minimums prevent you from running hopeless characters; before minimums were just a house rule. Everyone is now above average. Healing happens faster and a long rest brings you right back up to your maximum hit points. Short rests recover a couple of hit die, so having a healer as part of a party is not as crucial as it used to be. You also get multiple saving throws after reaching 0 hit points to not die. 
  • Dungeon crawls and mega dungeons are practically unheard of in 5e; they were bread and butter with AD&D. 
  • The number of classes and races players can choose from is vastly expanded. Whether you like this or not depends on the kind of fantasy setting you want to use. I prefer a more limited set, as the game was meant to be set in the world of Dragon Garage.
  • First level monsters mostly have 2 hit die rather than the old 1 hit die. They're tougher to better match the more capable 1st level modern character.
  • Monsters all have ability scores now, they never used to.
  • There's no To Hit table that goes by player level or monster hit die.
  • Armour Class is reversed, with 20 being great and 0 being terrible. In AD&D, AC 10 was an unarmored new born babe and -10 was practically invulnerable.
  • The advantage/disadvantage system didn’t exist in AD&D; it’s elegant, simple and I like it in 5e. 
  • Monsters now come with assigned weapons. This feels really weird, but I understand it for the sake of flow and simplification; I swap weapons out if I feel like it.
  • Characters advance in levels a LOT faster than before: in AD&D it could take 1,500 to 3,500 XP to reach 2nd level; now it’s a uniform 300 points! Punch a couple goblins and you’re second level. I don’t mind this, as 1st level characters are so fragile we died like flies back in The Before Time.

Ultimately, 5e is a lot more forgiving, and less deadly, than AD&D.


I wasn't really aware of this when I started, which led me to make early encounters much easier for the party than they should have been. I was pitching at AD&D difficulty for 1st level, rather than 5e. The result is that the players steam rolled through the first adventure, The Tomb of Aethelwulf, even though I was bumping up and strengthening the baddies as we went. It just was never enough.


The final boss fell a little flat (in my opinion), with the necromancer forced into a hasty retreat by the hard charging fighter. A barrage of missile attacks (both magical cantrips and non-magical arrows) made it impossible for him to hold focus. It didn’t help that I deliberately didn’t pick the deadliest spell collection (again, still thinking of player fragility). 


That mini-dungeon adventure took 2.5 sessions; the remainder of the third was spent in town threatening to murder the NPC I had set up to be their fence for treasure and magical goods. The complications from this will be fun to play out, for while the wheels of justice turn slowly in Pelshire, they do turn. Nothing that a pot of gold can’t solve, though.


I’m still trying to get a handle on player expectations for 5e. Their experience with the game is completely different from mine, and I don’t have a really good idea of how the game is now played. I just know the game we are playing isn’t what they’re used to, and I’m curious what the heck their usual game sessions are like. I gather they are more story focused, rather than exploration with a story running in the background. 


I’m basically running an AD&D megadungeon crawl (also no longer done) using D&D 5e rules.

 

I did try and inject some motivation in the beginning: each character got 3 ‘story cards’ at the outset, and chose their favourite; they each have a bit of background with a story hook tied to the megadungeon, such as a lost family artifact (which will make them the legitimate leader of the family house) buried deep in Druidun, or a missing relative, or an evil sibling rival, or what have you. 


First session, they started at a tavern (naturally) and were interrupted by a couple of villagers fleeing Aethelwulf’s tomb, where their coworkers had been captured by an evil necromancer’s crew. 


For the next adventure, they were given a mission by a medieval fixer/talent agent… whom they immediately betrayed, going behind his back to cut out the middle man. He's not going to be giving them any more missions. My NPC set ups are 0 for 2. 


The only ‘person’ the team has bonded with (and not threatened to kill, behead, mutilate, torture or worse) is a decapitated talking head the necromancer left in their path to intimidate them. Now the head’s hanging from the cleric’s belt. Every now and then they un-gag him to listen to threats of death and dismemberment. 


That’s probably why they like him. 

Friday, 31 May 2024

1st floor of Druidun Castle megadungeon: locations 1 - 6

Castle Druidun megadungeon surface level
Updated with castles in the middle of the North, West and South walls (keeping the towers about an arrow shot apart).

NOTE: The castle could probably do with a few more towers on the outer walls. The keep was designed so that there'd be natural light coming in to every chamber (with the exception of the hall going south outside of the Great Hall). 

I was not going for perfection, just verisimilitude: the castle is meant to be (semi) plausible. I looked at a number of real castles and extrapolated from there. 

There are numerous means in ingress and egress, especially for the dungeon (various tunnels that exit in the wilderness or graveyards): I never liked when there's only one route in or out. Makes for a lot of awkward moments, and no one is going to want a lair along the entry highway. I considered smashing down a section of the outer wall to give more ways into the castle, but decided against it.

The rooms are marked in red, the vertical shafts and stairs in green; they align with all the levels above and below.

The moat has deteriorated into a ditch with pools of standing water, marsh and thick mud. The air around the castle is often a thick acrid fog that limits vision to 60 feet (darkvision is unaffected). 

There are two large windlasses south of the keep for lowering dwarven mining platforms into the depths. 

windlass for a mine

Everything is crumbling and overgrown by weeds, and a thick mist that smells of swamp with an acrid tang (chlorine) often envelopes the area. 

Here's a snippet of the location descriptions:

TOP OF CASTLE is ringed with gargoyle statues. There is one gargoyle statue smashed on the ground by the South East corner, but there is still a gargoyle above. None seem to be missing. 


A sneaky gargoyle, KROTH, has moved another statue gargoyle to replace the one it pushed off. It now switches positions as it pleases, moving the gargoyle statues around as cover. It is on the lookout for wizards and spell casters, and drop masonry on them, or opportunity attack if they are isolated. It will flee if presented with too many enemies. SEE 3. ENTRY AREA 


  1. OUTER WALLS

Thick black vines adorned with thorns grip the outer walls; they have serrated black leaves coated in a sickly sheen, yet smell delightful. The thorns are poisonous. If characters approach within 20 feet of the wall, roll 1d6: on a 1-2, 1d6 vine blights (adjust for party size) detach themselves from the knotted mass of vines and attack. 


Vine Blight

Medium plant

Neutral Evil

Armor Class: 12 (natural armor), HP 26 (4d8 + 4) Speed: 10ft.

Str 15 Dex 8 Con 14 Wis 10 Int 5 Cha 3

Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius), passive perception 10

Languages: Common

Challenge: 1/2

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.


Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC: 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.


Entangling Plants - Recharge 5. Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC: 12 Strength saving throw or become restrained. A creature can use its action to make a DC: 12 Strength check, freeing it self or another entangled creature within reach on a success.


B. DRAINAGE TUNNEL

A drainage channel, with metal bars at either end, goes under the wall into a pond outside the castle walls. The drainage gate is barred at both ends by iron bars. It is just large enough for a human to crawl through, although not wide enough to turn around. 


The water is cold and up to 3 feet deep. 


Three poisonous water snakes are living in the water. 


The bars have strength 20, but Shanghai Knights fans know tricks to bend them. Anyone going through the water and not drying off within the next hour must make a constitution check of DC 5 or get a cold and suffer -1 penalty to rolls for 1d6 days.


Poisonous water snakes (3):

Tiny Beast, Unaligned

Armor Class 13

Hit Points 2 (1d4)

Speed 30 ft., swim 30 ft.

STR2 (-4)DEX16 (+3)CON11 (+0)INT1 (-5)WIS10 (+0)CHA3 (-4)

Senses Blindsight 10 ft., Passive Perception 10

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.



1. CASTLE GATES

The castle looms up out of the woods, bleak and forelorn. It’s crumbling turrets are adorned with shrubs and vines. The enormous barbican gates stand ajar. Painted on them is an inverted pentagram in what looks like dried blood. 


As you approach the front gates of the castle, you start to feel more and more like you are walking upstream through a river. The air itself seems to resist you, but there is no wind. You hear murmurs at the edge of your hearing.


The murmurs grow louder, becoming a chorus of voices, saying, “Go back! Go back! Go back!”


Make a DC 10 vs. Wisdom. Characters who fail are unable to move any further towards the gate, although they could scale a wall or try again after a short rest. Those who succeed are able to press on through. They can also drag or carry those who are unable to move through the gate of their own free will. There is no actual physical pressure against them. 


THE BARRIER NOTE: Put in place by the wizards as they fled, it is meant to keep people out of the castle, where they might discover their various sins. Only works the first time someone tries to enter through the gates.



2. ENTRY WAY

Both portcullis are raised, and The massive iron banded gate doors are ajar, and “KEEP OUT” has been painted on them in bird dung. 


PASSAGE INTO CASTLE: The portcullis inside has been raised, and the passage into the castle is lined with human skulls and bones nailed to the walls, from floor to ceiling. Thick black mould grows out of their eye sockets and gaping jaws. A crate sits against the north wall.


TRAP: Anyone within 10 feet of the walls will be subjected to a blast of toxic poison black mould that bursts out of the skulls, unless someone with a necromancer amulet is within 10 feet (or within) of the entrance, in which case the trap will not trigger. DC 10 CON save or POISONED and take 2d6 damage. 


CRATE: The crate is filled with rusted caltrops, enough to cover a 20x20 area.



3. ENTRY AREA

The central yard is overgrown with weeds and wild grasses. Bushes have cropped up around the base of the keep and along the outer walls. You see no entrance to the keep. The grounds to the south are larger and you can see a stable against the outer wall. There are a dozen chickens roaming around the area, and a chicken coop against the outer wall of the south tower. A dozen hens are within, laying eggs. Two hitching rails, a worn trough and several rickety buckets are in front of the barbican tower, along with an old wagon with well worn wheels. 


Towards the base of the keep are pieces of statuary, broken into a dozen pieces, that seems to have been thrown from the roof. It looks like the remains of a gargoyle. Yet none of the 32 gargoyles that ring the castle roof is missing…


WAGON: The wagon is stained with human blood, detached fingers and eyeballs, 4 copper pieces stuck between the wooden slats, and a silver ring inscribed with the word: “Martha” worth 10sp.


GARGOYLE Kroth

AC 15, HP 52, Speed 30, STR+2, DEX0, CON+3, INT-2, WIS0, CHA-2

Resistance: bludgeoning, piercing, slashing from non-magical attacks; immune to poison, senses 60ft, passive per 10, challenge 450xp. 

2 ATTACKS +4 bite and claws, 1d6+2 piercing (bite) slashing (claws). 

DROPPED MASONRY: +0 attack, 1d4+2 to 1d10+2 bludgeoning damage, depending on size of object thrown/dropped. An entire gargoyle statue does 3d10 damage.


Kroth is a canny and sneaky gargoyle; It will move gargoyle statues around the top of the castle, and then take its place. Makes opportunity attacks if it sees a good chance to snatch away a character without repercussion. It will drop rocks and and masonry down on the character and then HIDE, purely for malicious fun. May attack sentries or try and steal shiny objects. It has a collection of loot in a cluster atop the castle. It may accept/demand an offering of a shiny item for safe passage. The necromancer and the bandits give it offerings to keep it appeased. Kroth does not bother the giant wasps, and the wasps don’t bother him.



4. SOUTH BARBICAN TOWER

The towers have been mostly stripped of furnishings, save for a rack in the centre of the first floor. There is a corpse strapped to it, now desiccated, with a knife embedded up to its hilt in the skull. 


The south tower 2nd floor has 3 chairs by one of the balistaria, and a blanket laid out on the floor. There are a sixteen makeshift beds of hay and blankets on the floor, and a pot hanging over a patch of ashes ringed by stones by the loop hole.


There is a large chest with their stash of looted heirlooms (60 gp altogether) and coins: 42 gp, 71 sp and 120 cp. The coins are kept in Argus’ tent, and there is a poison needle on the lock that will prick anyone who tries to pick it (DC 15, 1d6 necrotic damage, paralyzed for 6 rounds). There are 9 bandits in the gang, but 4 are away ambushing passerbys on the road. There are three cots in each tent, and 3 explorer packs. 


CHEST TRAP: the lock is protected by a poison pin, DC 15 to avoid; fail, roll CON 10: poisoned for a day if save, death otherwise. 



4a. NORTH BARBICAN TOWER

There are a few chairs and some cobwebs. Otherwise, empty. May include some of the bandits. 


The bandits are not prepared for visitors, as this is a remote location and they have gotten lazy. There are five bandits in the area: 2 on the north wall, 4 in the north tower. They are armed with bows, daggers and swords, and each has a horn and twenty arrows. Argus has a ‘pet’ mastiff wardog.


They have moved to the towers after the dragon moved in to the old mine, and they now offer the beast cows to keep it from eating their horses. They are already down several. The bandits are nervous about the ghouls the necromancer is keeping in the stable, and ‘pasty-face’s’ increasing power. They are planning to find a new, and less crowded lair, but this spot is feared by locals and patrols won’t approach it. 


The bandit leader is Argus. He will try and strike a friendly tone until he can suss out who the characters are and what they want. He and his band are working with the necromancer, helping him abduct townspeople and secure fresh corpses. Argus will invite the characters in for ale and poison them then take their belongings. If the characters seem too strong, he will let them go unmolested, then ambush them when they try to leave the dungeon, and steal the player’s loot.


The gang are all Chaotic Evil. 


Argus - The Affable Sociopath: Argus is a charismatic leader, known for his ability to manipulate others. He presents himself as friendly, making it easier for him to exploit those around him.

• Hit Points: 17

• Ability Scores: Strength 12, Dexterity 16, Constitution 14, Intelligence 13, Wisdom 10, Charisma 18

• Skills: Stealth, Deception, Persuasion

• Weapons: Longsword, Dagger, Shortbow
• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)
• Damage Bonus: +2 (Dexterity modifier)
• AC: 15 (Leather armor)
• Stealth Bonus: +8
• Deception Bonus: +4
• Persuasion Bonus: +4

Stuff: Has key to the towers of the barbican and walls (all same key), votive statue of Nerghoul the Dread (skull head wreathed in flames).


Fang - Mastif (war dog)

Medium Beast, Unaligned

Armor Class 12

Hit Points 5 (1d8 + 1)

Speed 40 ft.

STR 13 (+1) DEX 14 (+2)

Skills Perception +3

Senses Passive Perception 13

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Gwyn - Gwyn is cautious and prefers to stay in the shadows, picking off enemies from a distance.

• Hit Points: 11

• Ability Scores: Strength 10, Dexterity 18, Constitution 12, Intelligence 12, Wisdom 14, Charisma 10

• Skills: Stealth, Perception, Survival

• Weapons: Shortbow, Dagger

• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Perception Bonus: +6

• Survival Bonus: +4


Kellen - Kellen is a brute with a short temper and a love for combat. 

• Race: Half-Orc

• Hit Points: 18

• Ability Scores: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 10, Charisma 8

• Skills: Intimidation, Athletics, Perception

• Weapons: Longsword, Dagger

• Attack Bonus: +4 (Strength modifier + Proficiency bonus)

• Damage Bonus: +3 (Strength modifier)

• AC: 16 (Chainmail armor)

• Intimidation Bonus: +4

• Athletics Bonus: +5

• Perception Bonus: +2


Astrid - Astrid is a clever and quick-witted member of the group, often using her cunning and guile to outsmart opponents.

• Hit Points: 8

• Ability Scores: Strength 8, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 12

• Skills: Stealth, Sleight of Hand, Deception

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Sleight of Hand Bonus: +4

• Deception Bonus: +5

Garrett - Known for his stealth and ability to blend into the shadows. Garrett is a mute and unable to speak.
Hit Points: 11
• Ability Scores: Strength 10, Dexterity 16, Constitution 12, Intelligence 12, Wisdom 10, Charisma 10

• Skills: Stealth, Perception, Acrobatics

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +1 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +8

• Perception Bonus: +2

• Acrobatics Bonus: +5



5. SOUTH YARD 

The south yard is vast, and there are two mine platforms. Each has a wooden rig over a mine shaft attached by ropes to a large wheel on its side, with a dozen spokes, mounted on a sturdy pole topped by a gearwheel apparatus attached to the platform rig by ropes. There are scattered wooden mine carts by the farther one. The area along the South East corner is flooded, filled by water gushing from a large pump. Bull rushes grow out of the water. 


There is a stone lined opening with two tall wooden boards perpendicular to each other. Nearby are three tattered tents, several rail posts for horses and a water trough. 


TENTS: Empty except for a crate (also empty) and a pile of chicken bones.



6. WINDLASS, TURN WHEEL AND MINE SHAFT

Built of sturdy wooden beams without nails, all perfectly fitted. A large 20 foot in diameter wheel with 20 spokes is attached to the windlass from a central shaft topped by a gear wheel, with rope and gears. There are metal columns at the corners of the shaft with slots; wheels mounted on the platform fit into them, and there is a breaking mechanism. 


A lever is mounted on the north side of the platform with cables leading to the brakes. The platform is forty feet across and made of thick wooden planks criss crossed with metal mine cart tracks; on the north side several holes have been ripped in the boards, surrounded by claw marks. 


There are faintly glowing red stones irregularly placed in the shaft walls near the top; they emit a little heat, and you can feel dank air rushing up out of the shaft. 


The shaft goes down into inky blackness, from which rises the very faint sound of drums. The metal and wheels have been recently greased, and it is clear of plants and weeds. The ground under the wheel spokes has been well trodden and is dusty.


Mounted in an irregular pattern in the shaft walls are softly glowing red stones. A breeze of hot wet air rises up from below.


Continued here.