Why, oh why?
Interesting suggestions on alternatives to play. I've got the Cthulhu core books, but never gotten around to learning the system.
From The Alexandrian. I got his book, which I found helpful: So You Want To Be A Game Master.
Why, oh why?
Interesting suggestions on alternatives to play. I've got the Cthulhu core books, but never gotten around to learning the system.
From The Alexandrian. I got his book, which I found helpful: So You Want To Be A Game Master.
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...
Alan Lee's Camelot, which looks suspiciously like the Avalonian capital of Kingsgate. Go figure! |
Note: This is some of the ridiculous ADHD background material I did up for Avalon. It helps to spark ideas and keep things consistent.
Ruler: King Roland the Trollbane, son of Baldwin IV, son of Leopold (Leopold successfully defended Avalon against several Sea King invasions, promoted learning, and established a code of laws).
Former rulers: Baldwin IV, Leopold, Cedric, Vivienne, Roderick III, Godfrey II, going all the way back to Arturus I.
Overview:
Avalon is a land of rolling green hills and apple orchards, dotted with ancient castles and picturesque villages. Majestic forests whisper secrets of hidden groves, while serene lakes shimmer with otherworldly beauty.
Kingsgate, the legendary capital, has shimmering white walls and grand towers that evoke a sense of wonder. The main outer walls are 40 feet high, with an outer ring 20 feet tall and plastered blinding white. Within the walls the streets of Camelot are paved with cobblestones and lined with houses, shops, and inns. The architecture is a blend of practicality and elegance with timber-framed buildings featuring thatched roofs and intricate wooden carvings. The markets are filled with the aroma of freshly baked bread, exotic spices from Setesh, and the sound of merchants hawking their wares. Artisans and craftsmen display myriad goods, from fine tapestries to polished armor and delicate jewelry.
The castle, Skythorn, is situated on a hill overlooking the river Dee. The immediate surroundings are fertile farmland. To the east are dense forests and hills, concealing ancient burial mounds and sacred fey groves.
Across the land, there are fabled sites that hold significant meaning: the ancient ruins of Tingarr Castle, for example, is said to be the birthplace of King Arturus himself. The mystical Forest of Brochlan hides wonders guarded by mysterious woads and treants. The gold mines of Balby intersect with ancient, abandoned dwarven halls of legend. Pendle borders on the Dreamglade Woods, known both for granting visions and dangerous enchantments.
The realm is defended by the Knights of Avalon, who stand ready to face threats both mundane and supernatural. The Grifguard, the elite bodyguard of King Roland, ride royal griffins into battle; these fierce mounts are bred in the northern shire of Balby, in the foothills of the Wornspine Mountains. Bards and troubadours sing great tales of the Grifguard's valour, and joining their ranks is the dream of every Avalonian knight.
The realm is also home to treacherous sorcerers, cunning enchantresses, and dark forces that seek to undermine the kingdom's stability. In the southeast, the people of the Fenns agitate for independence and a free hand to deal with the lizard men that breed in the plentiful swamps. East Strond is known as home of the Emberhearts, with their stronghold the great city of Harport on the Stour River; they yearn to reclaim the throne from the Bloodthorns.
The Avalar were once nomads from the north of Albyron; they settled in Avalon, Avar, Aragon and Mercia.
Population: 2.3 million
Exports:
Wine: Avalon was renowned for its wine production, particularly the red wines of Bordeaux. Wines from this region were highly sought after and exported to various markets.
Beer and ale: Well known in the northern shires of Avalon are a plethora of beers and ales, many of them harnessing the secrets of Dwarven brewing.
Grains: Avalon produces a significant amount of grains, including wheat, barley, and oats. These grains were not only used for local consumption but also exported to neighbouring regions.
Metals and Minerals: Avalon mines metals and minerals for various purposes from the Wornspine mountains. Iron, copper, tin and precious metals were in abundance.
Timber: The region had extensive forests, and timber was a valuable resource. Avalon supplied timber for construction, shipbuilding, and other wood-based industries.
Salt: Salt production is a vital industry in Avalon. Coastal areas had salt pans where seawater was evaporated to obtain salt, which was then used for preserving food and traded.
Leather Goods: Avalon had a thriving leather industry, producing high-quality leather products such as shoes, belts, and armour. These items were traded within the region and beyond.
Hides and Furs: The region's agricultural activities, including cattle farming, resulted in a surplus of hides. These hides were processed and traded as a valuable commodity, along with furs from hunting activities.
Imports:
Spices: Avalon imported spices from the East, including cinnamon, cloves, and pepper. These spices were highly prized for their culinary uses and were in demand among the region's elite.
Silk and Luxury Fabrics: Fine silk fabrics and luxury textiles, often imported from Cathar and other eastern regions, were sought after by the affluent population of Avalon.
Luxury Goods: Avalon's wealthier residents had a taste for luxury goods such as fine pottery, glassware, jewelry, and other ornamental items. Many of these items were imported from distant regions.
Exotic Fruits and Spices: The region imported exotic fruits, such as citrus fruits and figs, as well as a variety of spices and herbs to enhance the local cuisine.
Royal Family tree:
King Roland and Queen Anne
├── Prince Anduin and Princess Adela
│ ├── Duke Richard and Duchess Eleanor
│ │ ├── Baron William and Baroness Margaret
│ │ └── Lady Beatrice (unmarried)
│ ├── Baron Henry (unmarried)
│ └── Lady Matilda (unmarried)
├── Princess Emma and Prince Geoffrey
│ ├── Count Alan and Countess Catherine
│ │ ├── Sir Roger (unmarried)
│ │ └── Lady Emma (unmarried)
│ └── Lady Isabella (unmarried)
├── Prince Stephen and Princess Adeliza
│ ├── Marquess Robert and Marchioness Agnes
│ │ ├── Baron Thomas (unmarried)
│ │ └── Baroness Charlotte (unmarried)
│ └── Baroness Olivia (unmarried)
└── Prince Rychar and Princess Matilda
├── Viscount Hugh and Viscountess Alice
│ ├── Sir Matthew (unmarried)
│ └── Lady Matilda (unmarried)
└── Lady Alice (unmarried)
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.
Ouch. |
The first full adventure took the players to the ruins of Druidun Castle and the warren of tunnels beneath.
It’s taken a year to cover just a couple days in game time, the reverse of the Narnia effect. Ah, adulthood!
Their goal? To rescue the son of the Baron of Forksbury from the necromancer’s clutches before he's sacrificed on the Blood Moon. All part of Ol' Necro's plans to bring back an undead big bad (Luthius) to the mortal plane.
In hindsight, this is probably an adventure for a higher level group, and I should have kept things smaller, but that ship has long since sailed.
I wanted a megadungeon!
The team (which I've nicknamed Shanghai Knights) consists of:
• A fighter and aspiring knight from a minor noble house. This player has a LOT of experience and plays a level or two above his actual rank, if not higher. He wants to recover a lost family sword that belonged to his great grandfather, Henry Allister, whose tale will be covered later.
• A gnome rogue who's a member of a thieves guild, and is out to avenge her murdered kin. The minions of the black ichor got them; it's a necrotic poison that's infesting the earth, flora and fauna in Pelshire, and Druidun is the centre of the infection. As per the necromancer's plan, it's being jazzed by the dimensional fissure (opened up by the Eldritch Veil wizards) deep beneath the castle.
• A melon growing cleric who hates lizard men (Anti-lizardite?) and likes writing his name in blood in forbidden books of dark magic. Sometimes armed with a +1 ham hock.
• A peripatetic elf wizard who's come from afar and wants to reclaim lost books, chew bubble gum, and basically murder everyone she meets.
The group works well together and has proved highly effective in combat, although they tend not to follow best practice firing projectiles when a comrade is in front of the target, and frequently rolling natural '1's. This has led to unfortunate near deaths from friendly fire, which has been highly amusing.
They started out casting light on a bush on the road into the castle, so they could see who's coming and going. The magic glowing bush put The Night Cart crew (a bunch of acolytes, zombies and skeletons hauling bodies from the local graveyard into the castle) on edge, and when the characters (in heavy armour) tried to skulk closer, their clanking gave them away. I nerfed the convoy a bit as I didn't want to TPK before they even got to the dungeon. Might not have been necessary as I rolled badly and the game isn't as lethal as it used to be.
After butchering the cart convoy, the Shanghai Knights got into the castle through a drainage gate using, appropriately enough, the 'Shanghai Knights' trick; they then set upon the bandit gang in the crumbling castle gatehouse from behind, and the thieves were all dead before I could blink.
After a quick exploration of the grounds, and burning some buildings down because noises, they reached the keep; I hadn’t filled out every room in the first floor of the castle, figuring it should be fine to have a few bare ones, but a player started getting bored after 2 empty rooms. That didn't take long, so I threw some skeletons and armoured zombies at them. Then I stocked up those same rooms with baddies and interest points, which they can encounter on their way out.
Play and learn.
I’ve tried to keep to the ‘Rule of Three’ where there are three items/interactions of interest per room/location, but the scope of the megadungeon made that problematic: the first level has over 100 rooms, the second almost as many, and there are 20-40 locations on each floor of the castle.
Why did I want to make a megadungeon again?
For childhood dreams and the creative challenge, of course, but after dozens and dozens of rooms, my brain started to run bare. The upper castle rooms have the least detail, because I started with the dungeon.
I should have gradually ramped up to a megadungeon. Ah well. More learning.
I figure I can put it up on line here, and bits of it may prove useful for others, either as material to pillage or a guide on what not to do.
We'll see how far I get.
2nd floor of Druidun Castle |
NOTE: I figure the maps of the castle are probably of more interest than the room content, so I'll just be posting floors 2-5 of the upper structure. I didn't bother numbering the outer tower upper levels; there are some notes on inhabitants in the 1st floor annotations. The east barbican tower roof and floors have collapsed, exposing the area to the elements.