Showing posts with label Dungeons. Show all posts
Showing posts with label Dungeons. Show all posts

Friday, February 18, 2022

Lich

 AD&D Lich

The Lich is one of the quintessential Big Bads of fantasy literature and ttrpgs alike. Fictionally, they tend to appear more as 'immortal wizard' than 'immortal skeleton wizard' but whatever, Voldemort is basically a lich, Koschei is basically a lich. Official D&D has more liches than you can shake a stick at.

Liches have AC as plate +3, and a oddly worded immunity to mundane attacks from beings of under 6HD, though this is fairly pointless as creatures of 5HD or under flee in fear with no save anyway. They may touch enemies for 1d10 cold damage+ a save or paralysis effect. Their laundry list of undead immunities is somewhat expanded- Charm, Sleep, enfeeblement, polymorph, cold, electricity, insanity, and death spells/symbols.

Apart from some text describing that they are indeed converted magic-users, no provision for their spell lists is given. Using the spell lists for monster abilities largely misses the point of a monster manual in my mind, for a monster that says "oh just have a bunch of rarely seen high level spells memorized, thoughtfully put together, and used to terrible optimization" doesn't help me much.

Liches are fine villains. I seem to recall reading that while the dragon is the active tyrant of greed, the despot king, the earth-ravaging billionaire, the lich is the soul-crushing villainy of a hidebound and restrictive society. It has a head start in terms of power, influence, and knowledge, so it's nearly impossible to catch up. It turns people who would be your allies into your enemies via the power of necromancy or enchantment (a metaphor for cultural hegemony). It can kill you, but you can't really kill it, it just comes back if it loses a fight, just as killing a single leader doesn't end a country. The quest to find and destroy the phylactery is symbolic of the work required to break a system. You can sorta reason with a Lich, but ultimately it's just the preserved bad takes of some dead guy so you know it's always going to cycle back to the same old awfulness, sooner or later. And it is usually a guy, isn't it? Go figure.

They might also be symbolic of the inability to accept death turned ruinous and destructive, but I digress. While fine as a crafted villain, as far as an entry in a monster manual goes they just kinda suck because you can't actually open up the monster manual and use one, you gotta create a huge spell list, think of strategies to use it, maybe some magic items, probably spend the monetary parts of the treasure on a base or mercenaries or something, or it'll fall flat and just be a spooky skeleton.


Sunset Realm Lich

An old photobash of the Green Necromancer
The defining characteristic of a lich is that their soul is anchored to an item that regenerates a body for them to inhabit, one way or another. But... It's not even that hard to come back from the dead in this setting, so Liches are not necessarily all that impressive, honestly. They're more just... disturbing. They had such conviction in an idea that they bound themselves to the world in a way that they'd come back no matter what, heedless of how everything they knew would crumble away in time, all to pursue something. This conviction is usually deeply uncompelling to people 50 years, a hundred years, a thousand years later, and so liches end up doing their mad schemes in forgotten ruins alone or with hanger-ons at best. Sensible people who come back as undead join the city council as Necropolis Representative, or become a child of M'shesh to return as undead in exchange for pacifism and cult membership, or sign up for the Skeleton War. But not liches, oh no. They have to come back on their own terms, their own power, independent of anything else. It's a form of vanity, in a way.

The most notable Lich in the sunset realms is Magister Verdurus, aka the Green Necromancer. Born in the City of Bells to a noble family, he travelled the world learning magic as his hobby until his money dried up, came home to find out that elvish politicking had usurped his family's claim. He threw a fit and tried to kill everyone involved with dread sorcery, was defeated after leaving a combination grey-goo/zombie plague biohazard known as the Blight, tried to ruin another country to gain political power to come back for round 2, and ended up going mad with forbidden knowledge and seeking 'true' immortality via memorability, perhaps as a cope for his original desired noble position no longer existing. His apprentices, having learned enough for their own goals and recognizing megalomania when they saw it, abandoned him, leaving only his omnicidal cult, which was eventually defeated. He would return several more times, ironically becoming less of a threat each time as the world moved on without him and he lost the thread of how things worked. Being a manifestation of a player setting suggestion, he was always doomed to descend down this road of evil and madness to suit that player's whims, so one can't be too hard on him. He is a plague on the city of Oroboro that resurrects every so often as cackling villain, and believes himself to be the one who will end the last sun and bring about the Age of the Dead, where no life exists and even the planet itself is considered dead, and his death cult thinks this is the age where they can finally live as glorious undead kings of the world. One can sort of see what that world looks like in the M'shesh controlled Fault (5th age onwards) and no one is all too impressed, and so most everyone wishes he'd just try to do something with his unlife over there instead of trying to ruin everything for everyone over here in Oroboro for the 15th time.

The contents of the Green Necromancer's Spellbook in the reign of Samuel Goffnagoff were as follows

1-Floating Disc, Shield, Read Languages
For saving Telekinesis slot, general defense, and general info-gathering

 2-Levitate, Web, Locate Object
For saving your flight slot, capturing people nonlethally, and finding macguffins

3- Flight, Darkvision, Fireball, Lightning Bolt, Blight Curse (A useless spell with the blight contained, otherwise basically infecting someone with a zombie plague)
While 'fly high and rain damage from above' isn't rocket science, it is pretty effective.

4-Ice Storm, Massmorph- Elemental AoE coverage, and a good 'ambush someone with camouflaged undead' spell.

5-Animate Dead, Cloudkill, Telekinesis. Telekinesis to do heavy lifting if the minions were gone or for air transport, animate dead because no lich without it can be respected, and cloudkill to get intact corpses for animate dead.

6-Death Of 100 Pits- Reverses gravity off and off in 10' cube forever. 1d6 fall damage each round. Hard to escape without assistance.This was the signature spell, powerful in its own way, needlessly cruel, leaves a lasting impression as the corpse bounces forever, able to create dungeon power sources.

7-Reaper's Haste- Take one action whenever an enemy takes an action. Age 1 year each time. Drawback less penalizing for the immortal. A general 'action economy compensator' spell.

8-Mind Blank-Gotta have this as a defensive option I guess

 9-Forbidden Moon Gate- Opens a gate and draws forth a Moon, bringing the chaos of the Moonlands to the Daylands. A broad spectrum doomsday threat spell. Was ripped out and cast as a scroll so is mostly lost to time.

So the Green Necromancer was basically air support for undead ground troops.

The two apprentices mentioned were Felgraft, who focused on the 'evocation blasty casty' side of Verdurus spellbook and disappeared into the Bowels of the Earth in search of treasure, leaving only Felgraft's Flames as his legacy, a green fireball that comes from the ground up and only burns the living. His spell list was Sleep, Fly, Felgrafts Flames, Dimension Door, and the players rescued him from being walled up in a dungeon sauna once. He had a bodyguard, Loran, hired for purely mercenary goals.

The other was Veiled Kirasu, a very short woman who had a tower in a lake that sought to drill deep into the earth as well but was abandoned due to darkspawn monsters coming up the mineshaft. Her legacy was longer lived, as she continued magical research after parting ways from Verdurus and was the elder student- Spell list was
1- Floating Disc, Shield, Read Langages
2- Levitate, Web, Locate Object
3-Flight, Protection From Normal Missiles
4- Ice Storm, Massmorph
5- Animate Dead, Cloudkill
And she waged a brief war against the hill giants of what is now Fort Fortenfort, before returning to her true goal of defeating the dragon of Mantlehearth that killed her family. She became Necroqueen of Mantlehearth and ruled the island for a time, though necromancy gone wrong led to her losing her necromantic minions to undead whale siren song.

His soul anchor is a black sword, granted to him by a being from Beyond to lead him down the role prescribed by player-suggested campaign suggestion. Like most such things, it can be destroyed only in one way- by the flame of the 7th sun (son?) though it will destroy that in turn, at least according to prophecy. For the most part tho, the black sword is just a +1 longsword that deals its damage as level drain and raises undead from those it kills, eventually resurrecting the Necromancer with enough life force drained. He does not particularly hide the sword, instead letting whatever adventurer find it continue to use it and letting it fall where it may.

His cult uses simple tactics- find a ghul, let it make more ghuls, focus fire unparalyzed targets with Magic Missiles taught to all the novice necromancers. The Blight can be used to infect populations or corrupt wilderness in a scorched earth zombie apocalypse way, and though it answers only to Verdurus, there is also the Red Queen, an extra-invincible stone golem which can grow a body for every soul exposed to its gas, constantly regenerate and mutate those bodies with gas to adapt to what killed them (the life it gives is oft considered a fate worse than death mind you), and control those bodies if need be. He has a few wicked Ifrit that would like to see humanity exterminated as well, bound in Fassulia and forgotten, but sometimes unearthed to seek to further his goals.
His efforts, and that of his cult, are a large part of why Oroboro and Fassulia feud, as Fassulia, ravaged by his efforts, sees him as an Oroboron problem, while Oroboro sees it as a collective calamity they are not responsible for. Politics!

Here's a Lungfungus Dungeon I reskinned into an old lair of the Green Necromancer, an ancient ifrit-operated ghoul-plague missile silo that was never fired, and over the years has been invaded by plant creatures, sickle-clawed giant lizards, bandits, and at some point, a dragon-cult of Arrkohn (another player suggestion)

You gotta click on 'open in a new window' to get a readable version I am sure.

 But all this took a long time to come up with- the Green Necromancer was created to fit the setting suggestion of the Blight and Blight Necromancers a  player called Shin came up with back when Oroboro was created from player suggestions. But Verdurus had three campaigns total to make appearances in, have dungeons created to serve as his old hideouts, have connections drawn between factions, develop counter-measures against threats he faced. Three campaigns is a lot to ask to grant a lich narrative weight, and that's why casually introduced liches are a bit rough to run on the fly-without time to develop their presence, they're just a skeleton with hastily rolled up spells the GM doesn't have time to consider the long-term implications of.

Liches are good- just not as a monster manual entry.

Wednesday, September 22, 2021

Mundane Security in a Magical Land

Something I experienced in D&D games where the players had access to spells of higher potency than the usual low level adventuring fare was that our understanding of defenses comes from a non-magical world, and as such, most locales are woefully underprepared for magical assault and infiltration.

This can work in settings that are generally low magic, where hostile wizards and monsters are freak accidents akin to a natural disaster. But in the highly fantastical worlds most games take place in, one has to wonder why the world is not ruled by sorcerers by now, and then further ask why countermeasures against said sorcerers have not been developed.

The answer D&D mostly came to seems to have been a 'magical arms race.' There are scrying spells, so there are anti-scrying spells. Personally I do not much care for this- it smacks of childhood playground roleplay where one insouciant youth declares they have a force field, another declares they have a force field breaker, the first responds they have a force field breaker proof force field, and so on until the recess bell sounds. Looking at the statblocks of high level characters, it also leads to a sort of tiresome 'checklist' of necessary defenses against increasingly esoteric means of attack- anyone who's anyone has to have freedom of movement and contingency spells and a ring of spell turning and I'm not here for it.
But what of the common humanoid, who does not have access to so much as a 1st level Magic-User, who nonetheless wishes to defend themselves against vicious wizards? These are the concerns and defenses and protocols that should be as commonsense as locks and walls in a world with magic, though not all locations would have the funding for all of these countermeasures.


THREATS AND POTENTIAL COUNTERMEASURES

In general- casting spells is VERY illegal outside of trusted individuals performing societally-approved functions.
Are you casting Cure Light Wounds on the wounded mayor, or Charm Person? Comprehend Languages to understand the foreign king, or Fireball to assassinate him? Throwing rocks, knives, ale goblets, and so on to disrupt anyone mumbling gibberish to disrupt potential curses would save many a village from wicked sorcerers, wall guards are probably allowed to shoot first and ask questions later if they see some gesticulating occultist, and anyone attempting to cast a spell unprompted in the presence of someone with enough authority to have bodyguards should expect to be clubbed and tackled, bound and gagged at best, and shot dead by arrows, javelins, shuriken, etc at worst.

Sanctioned wizardry would come from court-sorcerers who must go through a lengthy training and background-check process, battlemages who are part of an established military, and magically-engaged tradesfolk whose services are well known and have established trust, like appraisers, translators, educators at a wizard college, alchemists, etc etc. In few circumstances would foreigners, strangers, or vagabond adventurers be allowed to cast magic willy nilly. Wishing to practice sorcery would likely require applying for a permit of sorts, and any actual spellcasting would be overseen by two squads of burly fellows with instructions to bash the wizards brains out if anything untoward occurs- one squad being immediately present, the other waiting some distance away. There would likely be an alarm system for 'magic threat' in the form of drums, horns or bells, with codes to provide basic information throughout a fortress quickly, allowing word of shapeshifters, mind influencers, fliers, invisible foes, etc to be warned against.

This immediately makes it clear why wizards may wish to build their towers and dungeons far from society- it is the only way they can practice their craft in peace. Of course, going 'rogue' makes one an appealing target to other 'rogue' wizards, so defenses against spells are necessary be they a dungeon or a lord's castle.

Charm Person
Perhaps the most problematic spell for security, the simplest solution is probably to have all employees act in groups of two or more, without exception.Very high security positions would also likely quarantine any new hires for at least a month to allow any arcane influence to wear off. There would also be established protocols to enact if you believed someone was under bewitchment, the rigor and effectiveness varying greatly by circumstance. 'Charm checks' would likely be de-escalatory and delaying in nature rather than going straight to tackling and binding people acting suspicious- an invitation to sit down and talk and explain what they're doing, possibly calling in more people to judge, all the while searching for lurking sorcerers.

Guard dogs may also serve as security against this specific spell to some degree, both for places and peoples, and other types of guardian beasts provide even better insurance, though at some point the logistics of exotic and monstrous guardians may outweigh the benefits.

In terms of information security, this spell is a disaster, but it could be mitigated somewhat by keeping much information on a 'need to know' basis, and instilling values of secrecy where you do not tell details of an operation to anyone- not friends, not family, certainly not minions.

Depending on where the spell's description is from, "Protection From Evil" may prevent or suppress charm effects. If so, any churches should be able to schedule 'charm checks' within a 24 hour period. Though this is part of the 'magical arms race' I mentioned, such check-ups should be common in populated areas with organized religion as any cleric could pull it off.

Sleep
While groups of 2+ work well against Charm Person, to have good odds of at least one individual not falling asleep, the group must be of 4+ size, and to prevent those who resist from being taken out by opposing forces before they can wake their fellows, sizes of 12+ are likely required, which quickly requires unmanageable masses of personnel. The best solution is likely to have small squads of guards on mobile patrols and frequent check-ins rather than long, static positions. That way, if one person evades sleep, they can sound an alarm horn and expect hasty reinforcements, and if a small group of 2-3 is taken out, their absence will quickly be noticed. Passwords would help prevent the issue of Slept targets having their gear stripped and used as a disguise, though none of these are sleep-specific countermeasures so much as general security against guards being taken out.

But that's for a fortress with funding and troops- is there no way for, say, a small shop owner to prevent being robbed by a sleep-casting thief? One method to counter sleep would be an unpopular one- clothing or armor could be crafted such that, upon slumping or otherwise falling prone, a nail would stab the so afflicted, waking them. This method would be used only by those with serious personal investment or professionalism rather than the average hired guard, as those unwilling to risk accidental wounding would likely modify the clothing to reposition the digging nails, but circumstance where attack by enemy wizards could be expected (in a war zone, for instance) this sort of gear might be worn in appropriate circumstances of sentry duty (nail-suits being unsuited for actual fighting).


Magic Missile
Though not all too different from a crossbow in many circumstances, this spell would be of considerable concern for assassinating troop commanders and other VIPS through normal methods of defense like armor, horseback, heavy cover, etc. While it has a magical countermeasure in Shield, the mundane countermeasure would be decoys, bodyguards who are also body doubles, equipped in similar gear. Ornate masks and full helms that declare ones identity would be popular for this reason, and if lined with lead, this works well against ESP as well.


Light/Darkness
Though the short duration of these spells makes them not too concerning save for, perhaps, causing a focus on training to fight and operate blind from mage-hunters and elite forces, the Continual Light would change campaign settings considerably. Temples would likely be illuminated by continual light, as would the homes of kings and the like, and perhaps even the streets of cities or popular roads. Continual Light lanterns(or glowing swords) would almost certainly exist in abundance, as someone knowing the spell has little reason not to create at least one daily. Rather than a defensive concern, this is an infiltration concern, as there may be no way to approach a locale under cover of night or shadow if there are arbitrary amounts of 'Continual lights' keeping the grounds forever well-lit.

ESP
Infosec's worst nightmare, this spell actually has a mundane countermeasure in that a 'thin sheet of lead' will block it (and other scrying spells). As such, any structure with secrets should have lead embedded in thinner walls, and individuals such as guards, clerks, and so on who may have handy information should be clad in lead-mesh cowls/hats or lead-lined helmets. If operating costs are an issue, simply keeping things secret from ones own organization lowers the chance that an ESP-caster will gain access to someone with sensitive information. All manner of espionage tradecraft from real life will also be useful here- dead drops, coded messages, false information, agent handling, etc etc. Some of my players came up with the idea of using ignorant messengers to relay information they did not know of to break up ESP security and play double agent during a civil war.

One might be tempted to remove ESP from a game due to its ability to flatline an investigation, but having it available does allow one to sidestep boundary-transgressing torture/interrogation scenes that commonly may occur in groups. Also, it may keep nobles and other authority figures from becoming corrupt, or, in the event of corruption, they may disallow evidence obtained in that way from counting as proof, so the effects on a game are far from society-shattering, even if players may lean on it as a handy crutch.

Knock
A fairly comprehensive spell of opening, it has one notable weakness in that it will not open portculli. As such, having small but heavy interior portculli suddenly is not merely bizarre dungeon whimsy, but a legitimate defense against certain spells... though a rather expensive one, and one that can be foiled by Charming the portcullis operators. I wonder if dungeon portculli were introduced after knock as a knock-proof obstacle...
The existence of Knock also may explain secret passages somewhat- while a secret door may spring wide from a knock, an open passage behind a piano or whatever remains concealed. 

Spider Climb/Levitate/Flight
While largely not too different from the fear of climbers, this allows for access to basically any window, so height and difficulty of scaling a climb alone cannot be considered proper deterrents. Windows should be either arrowslits, or of metal bars to disallow entry or exit without relying on locks, on account of knock. Curtains or wooden shutters can block line of sight as well. Caltrop-like spikes, grease, or other hazards could line certain areas as well to discourage landing and setting forth a rope line to bring others up, and blind spots with regards to the sky and rooftops should be avoided. If nothing else, 'sky watchers' with bells to alert a stronghold of aerial infiltration should be employed in positions that more standard guards might find tiresome- a 'crow's nest' could be cheaply constructed, or belltowers, watchtowers, etc could serve this purpose.

A common concern is also the issue of locating invisible fliers, but apart from perhaps lighting fires and firing at disturbances in smoke, or perhaps keen-eared and nosed hounds put on sky watcher duty, I think it easier to prevent these fliers access rather than hope to deny them all nearby airspace, and hope they do not have bombing capabilities of breaching a location.

Locate Object
As mentioned in ESP, interior walls where secrets are to be kept should be lead-lined, and the same applies to keeping objects of value safe in lead-lined chests and coffers. Coffins may be commonly lead-lined as well.

Invisibility
Closed doors, doors that have bells to ring when opened, and guards trained to look for footprints, throw dirt or liquids, swing spears or ropes in wide arcs, and the ever-useful keen-eared and nosed guard dog will do much to limit the use of Invisibility. However, it becomes complicated when combined with other spells, especially those which allow the spellcaster to avoid contact with the ground like Spider Climb, Levitate, Flight, Silence etc. This allows casters to get close and perhaps get a spell off without interference. Exploiting the wizards self-preservation instincts with the threat of being caught in anti-aerial crossfire is hopefully deterrent force enough if the presence of sky-watching archers is obvious.

Clairaudience/Clairvoyance/Wizard Eye
A difficult spell to counter, as lead sheets do not block it, the best mundane methods I can think of would be to conduct sensitive meetings in secret code or obscure language, as well as to keep records written in ciphers, and of course, to change and update these codes and languages with enough frequency so that if the code is broken, the vulnerability will be temporary. Changing meeting locations would also help dodge such scrying attempts.

Speak with Animals
A rare but easily overlooked vulnerability could be the guard dogs, farm animals, and local wildlife around a location. The best defense is probably treating those animals very well, but this may not always be possible- for example, spikes on roofs and windowsills would upset birds, but may help keep away fouler fliers. Removing animals entirely may be possible depending on location, though this will in turn likely upset wild animals at being denied an environment and make them more likely to help intruders who encounter them nearby.

Fireball/Lightning Bolt/Arson
Soggy mats of vegetable matter or hides are sometimes draped over wooden walls to prevent arson via flaming arrows and the like, but this is not always feasible. Pots/Sacks/Buckets of sand and earth could be kept around to help extinguish fires before they get out of hand (and can help find Invisible targets in a pinch). Of course, the main defense is not using wood as a structural material, relying on stone instead, though this is a much higher cost of construction.

While less structurally menacing than Fireball, Lightning Bolt can smash through weak walls and devastate hallway defenses. Tricking a wizard into shooting a stone wall through a well-placed tapestry might kill them with a reflected bolt, but shortening lines of fire will also reduce the efficiency of ranged weapons. Having twisting corridors may be beneficial if guards are primarily melee combatants, though this defensive measure makes infiltration easier without clear lines of sight.

Protection from Normal Missiles-
Missile weapons are one of the best ways to interrupt wizard nonsense, so this spell is very relevant for siege-wizards. At close distances it could be foiled by molotovs, as it is the ensuing pool of flame that causes damage, not the thrown flask of oil or alcohol, but at longer distances, without magic, only siege weapons can pierce this defense. Providing such engines with anti-personnel shot like baskets of spiked balls may allow for more accurate blasting of wizards, though this is more of a measure to add to pre-existing siege engines, not a reason to buy them as a specific counter.

This spell may not work against specific projectiles depending on GM interpretation-odd ranged attacks like nets or bolas, boomerangs or blowpipes, or perhaps firearms, or attacks made such that gravity propels them like dropped rocks, may be able to bypass it.

Water Breathing
Castles with streams, local wells, etc etc should have grates that allow water through, but little else, and moats or other watery barriers should not be written off as inaccessible means of approach. Honestly, this is less for the concern of water-logged wizard infiltrators and more for various amphibious horrors.


Speak With Dead/Animate Dead-
These two spells turn the dead into potential liabilities, and as such, crypts to inter those knowledgeable about secrets should be a must-have over common graveyards. They must be securely guarded, perhaps by portcullis, certainly by lead-lined coffin, and perhaps by keeping those coffins held shut by nails, welding, etc. Corpses could also be staked down, mouths filled with lead, and other means of preventing speech or reanimation.

Polymorph-
As troubling as a perfect disguise might be, introducing code phrases would help shut this down, as well as help confirm anyone turned into a newt is who they say they are. The usual protocol of everyone always has someone with them would help reduce the chances of a single polymorph being sufficient Keeping cats and chickens about to menace any rat/insect-polymorphs for infiltration could help, though that then requires the cats and chickens to be marked somehow to prove they are local and not infiltrators themselves.


Dimension Door/Teleportation-
Though blindly teleporting in is too risky for most wizards, with some scrying or prior infiltration, they might be willing to try it. Having 'decoy' rooms (and ideally body doubles acting as decoy people to add a sense of liveliness to those locations) and guards ready for exotic modes of infiltration is the best mundane countermeasure I could think of.

On a side note, the safest method for an AD&D teleport pad would be a platform suspended about 30' above a pool of water, so 'low' mishaps teleport the person into water or free-falling into it, rather than into the earth.


Cloudkill/Gas-
Though rather specific, ventilation shafts both for lighter-than air and heavier-than air gases could be placed in key locations. to help disperse such gases rather than let them collect within the halls. This does well to prevent problems with smoke as well, which is a mundane enough concern to merit inclusion anyway.

Passwall-
Walls that are a prime target for being passwalled, Dig'd, or sundered by various magics may do well to in fact be TWO walls, with a hollow space between them, ideally with a moat or spiked pit. While expensive and pointless against scaling or flying, on exterior walls this is a fairly effective countermeasure for subterranean complexes.

Illusions (Thanks to DymeNovelti of the discord for this update)
For the most part, illusions function as a distraction to humans rather than a unique problem like Knock, and have a lot of variance of being 'hologram' or 'delusion' based on GM handling. I think for the most part, illusions would be handled much like any other distraction- trigger happy sling stones, investigating only in groups of 2+, and not clumping everyone up to investigate and sticking to chain of command, but still challenging illusory kings for passcodes, etc etc. I think generally speaking 'high alert' caused by illusory fires or dragons would still be met with 'standard' responses of locking down portculli, keeping people in their assigned squads and battle stations, and the like.

Dogs would be handy against certain illusions that lack full-sensory output (such as Phantasmal Force) and could be relied on against certain illusory tricks, and can sniff out illusionists regardless of what the illusion is, so whenever there's trickery afoot, there's sure to be a dog-team deployed to look for a mage sooner or later.

EXAMPLE SECURE LOCATION
I hope to use this map as a training grounds in one-shots to refine these ideas, and would welcome feedback for general countermeasures and specific ones so that future locations may have tighter security. Ways to reduce the number of staff, portculli, and general cost of operations would be useful too so as to scale things down to smaller operations. This isn't quite a full module, so certain NPCs and logistics may need to be improvised, but the goal is not to be a place impervious to guile or force- just one that will not roll over and die to wizardly action.

Missions
1- Assassination/Abduction- Take out the master of the castle
2- Rescue- Recover a prisoner or corpse.
3- Information- Learn of secret plans from encoded correspondance or a meeting with a visiting noble
4- Sabotage- disable defenses, allowing incoming army to take it over with ease
5- Compromise-Get an imposter, charmed, bribed, blackmailed, etc agent on the inside of the keep and a way to leak info
6- Theft- Steal an item of note, a confiscated artifact or legendary grave good.




Castle Gant Gard
A border castle of the north end of Queen's Coast, this place must be vigilant against infiltration by agents of King's Point, and frequently holds sensitive information, VIPs, and meetings of the lords of the warfront.


The "Forester Mounds" refer to semi-permanent dwellings of civilians who have served as archers and have taken this position out of patriotism, and often a lack of other good living opportunities. While the lack of prestige might breed resentment in 'real' guards, foresters are strictly separate from castle affairs and so are in little position to affect anything if compromised. They are not allowed within the castle,  except in event of a siege, and are expected to keep their distance from castle staff. They are barred from bearing arms within sight of castle-dwellers, and failing to do so may bring great suspicion or even arrows down upon them. This is to prevent assassins from replacing foresters. They are allowed to hunt men and beasts that come within 3 miles of the castle who are not on the Gant Road, shooting first and questioning later, leaving captured or dead foes at the castle gate for review by the castle. They are expected to keep at least one dog to help sniff for sneaking or invisible agents, and as they are responsible for feeding themselves, they are frequent fishermen, so as to keep an eye on the river/canal. The foresters are expected to meet daily with each other so imposters or missing peoples may not go unnoticed for long, and report inconsistencies at the castle gate, speaking through the portcullis, but have no strict organization, being a very passive and nebulous first line of defense.

General-
Most rooms have a large pot full of dirt to help extinguish fires, or throw to help reveal invisible infiltrators. Overzealous dirt-throwing is kept in check by the requirement that whoever threw dirt sweeps it up and returns it to the pot.

There are no windows or chimneys large enough to allow human passage, but any external room does have some to allow for ventilation and light.

Roofs of towers and the keep are steep and lines with caltrop-like spikes around the edges, making climbing or landing precarious and risky.

Passwords are required to have a house guard allow wallguards access to the keep, as it is strictly off-limits otherwise. Said passwords change every week, and are not known to the wall guards or other  staff, only by the garrison commander and the house guards of the keep.

The grounds and halls are kept well-lit by candle-lanterns, and are somewhat crowded, making it difficult to be alone and not within sight or earshot of someone else. Privacy is very low, and it is protocol to take at least one extra person with you at all times. Typically, ones chosen partner is also a good friend, and training exercises encourage partnering up to foster these duos.

Alarms go from whistles, which are for internal communication between foresters, wallguards, or house guards. To Horns, which are for communication with everyone on active duty and have codes for things like fire, invisible, fliers, climbers, shapeshifters, etc etc that squad commanders at least must have memorized. Finally, there are the Bells of the keep, which are used to rouse not just those on duty, but everyone, and have similar warning codes to horns but indicate a problem that even the serving staff and lord must be made aware of immediately. Bell alarms wake sleepers, and may wake those magically Slept as well, depending on GM ruling.

Any guard higher ranking than the rank and file will have a lead lined helmet and a horn.
Guard equipment includes a lantern and oil to light arrows with, a sling to hurl rocks if ammo is to be conserved, a bow or crossbow, and spears and shortswords. They are typically armored with chain mail, or unarmored if they are on arrow-slit firing/watching duty.

House guards (the guards of the Keep) wear Nail-Suits that deal 1d4 damage to them if they become prone (such as by being Slept) and count as leather armor. They also wear lead-lined helmets, have password knowledge, generally do not carry ranged weapons, and are high-morale elites unfazed by blindfighting, grappling, or other unusual circumstances, chosen for loyalty. Any bribe they are offered will be matched by the lord of the castle.

Keep servants are usually not true civilians, but experienced military camp followers who were recommended to the position after proving themselves to a knight or other high-ranking member of the keep occupants. All recruitment requires a quarantine period and background check that takes close to a month to ensure they are not compromised nor an imposter.

The master of the castle, when in public, wears a lead-lined mask and helm, as do their two bodyguards/body doubles. They are with the master at all times, and may even pose as the master to attempt to draw out schemes. There are two more, to take care of alternating day/night shifts, and they add to confusion by using the masters quarters as their own, doing paperwork, resting in the royal bed, and so on just as the master might, to bamboozle scriers and spiers.

The castle moat (a canal dug to divert the river it is near) is not that deep, and is surrounded by damp wooden spikes bound together, cheval de friese. This is largely an anti-siege measure, but for infiltrators, anything attempting to reach the castle wall will be delayed and likely noisy thanks to splashing, and zealous and bored wall-guards alike will fire bolts at basically any noted disturbance. At night they use fire-arrows to help illuminate the surroundings, animals being good sport or food. If a dog has an official collar, it may avoid being fired on, but animals(and their trainers) that run loose are not viewed with goodwill here.

The Drawbridge
is controlled from the gatehouse, which also has a portcullis. Though the drawbridge is usually down, the portcullis is usually closed.

The Walls have overhanging machicolations to make climbing more difficult and are 2 stories tall, and are patrolled by 2-man teams of crossbowmen (or slingers in rain) who travel from tower to tower until their shift is over and they return to tower-duty. Their main task is to blow an alarm whistle if they spot a threat or anything anomalous to bring the larger squads inside the guard towers to attention. Whistles between the guards are common and do not cause larger alarm or reprimand for overuse save for in the most gratuitous instances.

The Watchtowers, A-F, 3 stories tall are primarily for sieges, allowing for crossfire upon enemy troops and are manned with swiveling ballista with a variety of shot, both anti-infantry, anti-air (chains or multiple smaller bolts in a bundle), and dirt-loaded sacks that are used for practice shots and for catching invisible foes in clouds of dust. They have small squads of men on each floor, including squad leaders- the top floor being the ballista crew and external lookouts, equipped with horns to blow alarms for various situations to bring the castle to alert status and alert other guard towers. The second floor, on the level of the walltops, has guards who watch the walltop patrols and the castle interior grounds, peering through door slots and arrow slits with crossbows at the ready in case of internal problems. Finally the ground floor has the keymaster for each tower, and resting guards who are only semi-on duty, armed with melee weapons and only called upon to respond to active threats.

Gatehouse C has no ground floor or entry for security reasons.

Gatehouse E has a door leading to the wall that runs to the Keep, but the Keep-side door is a small portcullis operated from inside the keep and is rarely used due to the annoyance of requiring a password and cooperation of the internal house-guards.

E's ground door entry is near the kennels, not in the inner courtyard.

The Gatehouse- A special watchtower with an added murder-hole and portcullis operations, and no ground level (the ground level being the space between the portcullis and the standard large gates.) Portcullis lifting requires several people to operate, as the winch-wheel is quite hefty. The doors to the gatehouse, on the walltops, are kept locked and guards on wallpatrol knock and ask for a 'all is well' password when encountering it on their trip around the walls.

Like Gatehouse E, there is a wall that leads to a tower of the Keep that is locked by a portcullis and barely if ever actually used in day to day life due to the required security measures, being primarily a way for the gatehouse guards to fall back to the keep in the event of the outer wall being breached.

Entry Booth- Inside the walled entry courtyard, this building is only manned when the portcullis is up by guards looking for imposters, infiltrators, etc. They make a record of all who enter or leave the castle, demand weapons be turned over (to be returned later), note declared cargo, beasts of burden, etc etc. They will always have guard dogs.

Inner Courtyard
Two more portculli and walls prevent access to the rest of the grounds around the keep. These portculli are not open even when the outer door is, opening to allow access to the keep and grounds only once the Entry Booth guards declare visitors cleared for entry.

Kennels- Where the castle dogs are kept by the Master of Hounds. Castle dogs have spiked collars with identifying marks and most squads of guards will have a dog whose main purpose is to sense hidden foes, but is trained to sic people as well. Dogs are only fed at the kennels, to prevent them from being fed poisoned food or distracted while on-duty.

Smith
The blacksmithy for upkeep of arms and armors. Invariably busy. Well away from other wooden structures to avoid spreading fire, as are most structures. There are multiple smiths of varying quality ensuring the place is always active to keep up with demand.

Barracks A and B-  These 1-story wooden buildings are the quarters for the wallguards, who are the most numerous of troops for this place. The Garrison Commander has a special office in Barracks B where paperwork is handled. They are for the most part always semi-occupied by off-duty guards sleeping or relaxing, and there are usually guard dogs as well, either leashed to a post near the door or inside with their trainer.

Training Grounds
Where troops and knights drill riding, dog training, archery, and sparring, even at night, to keep eyes and boots always active around the keep.

THE KEEP


The keep has its own portcullis that comes down in front of its standard double door entrance, as it is a secondary fallback zone for the troops if the outer wall falls. Though closed at night, it is usually open during the day to save time.

Waiting Room/Checkpoints
The entry hall, mostly a place for guards to operate the portcullis mechanism, looks left and right down halls that lead to guard-manned checkpoints. Unlike other internal keep guards, these guards are armed with crossbows so as to catch intruders in crossfire. Similarly to the external checkpoint booth, the guards here take note of all who enter or leave the keep, and there are even more internal portculli that bar entrance to deeper into the keep past these checkpoints. While one portculli, typically the left one may be left open to speed things along (like when servants are loading up supplies), it is protocol to never have both open at once, and they are opened not from the checkpoint side, but from the hallway beyond, so that in the event the internal guards are taken out the keep may be locked down from within, and crossbow bolts fired from down the hall at anyone or anything attempting to force its way through the second portcullis line of defense.

Tower/Stairs
The northmost tower bottoms have stairs leading to the second level and little else.

House Kennel
There are dogs and cats kept inside the keep to hunt rats and other pests, and the kennels are located where they are to deter sneaky entrance through the left portcullis, sleep near their master's beds to raise the alarm if something untoward occurs, and so on. They are smaller animals than the large guard-dogs of the wallguard, though there are accommodations for larger beasts if required. House animals are closer to being pets and have collars and bells making their presence and identity easily known, and though these animals may go outside, outside animals are not allowed inside the keep.

Great Hall- a throne room/feasting hall/dance hall for general assembly of the house guard and guests, and where the castle master takes public audience. There are three thrones, occupied by the liege and their bodyguards/body doubles, and guards will typically be in attendance as well, standing to the sides of the room to keep an eye out for any would be sorcerers, assassins, etc.

The support wall behind the throne is actually two walls, with sand filling the gap between them, just as a possible preventative measure against a Passwall assassin.

Kitchen- Though the Great Hall also has a fireplace to roast things in, the kitchen is a crowded space full of servants, who frequently enter and exit. As an unspoken rule, it is expected that servers taste the food as they bring it out as a guard against poison, (and a chef who isn't tasting food constantly is a poor one) and failure to do so is seen not as a sign of potential poisoning typically, but of a possible imposter, to which a challenge of the weekly password may be posed as proof of identity.

Storage/Descent
A storeroom and cellar, frequently used as passage by servants. If the master of the castle is in his throne room, the door is usually guarded or locked, much to the dismay of the kitchen staff who must go the long way for ingredients so as to avoid bothering the master.

It also has the staircase to the lower levels.

Lounge/Stairs Up
A well-appointed and high-traffic room with stairs up to a landing, then to the second level.

Chapel
Somewhat isolated from the hustle and bustle, this is a chapel to Our Lady of Gardens, though a somewhat dingy one with no external window, reliant on candlelight. It is a common place for people acting suspiciously to be brought, and while this place is meant to focus on mundane countermeasures, if there is clerical assistance to be had, it will be had here.

Low Status Guest Quarters
A communal sleeping space, the barracks for the wall guard if they must retreat to the keep during a siege gone wrong. Also serves for the retinue of visiting nobles. It will be guarded at night on both doors, with anyone wishing to leave escorted by additional guards called in from the nearby right checkpoint, to ensure guests may not wander freely. As usual, guards operate in pairs.

Privys
Tunnels let waste go into the moat, and are blocked by metal grates. Occasional blockages require the appointment of a very small person to wriggle through the tunnel to clear the blocked grate, and nothing larger than a cat should be able to enter or exit the castle this way. Often clogged in winter due to freezing, leading chamberpots clumsily thrown out the arrow-slits to be the preferred method of disposing of waste.

KEEP, SECOND STORY
Guard Towers-
Guards keep an eye on the wallguards and grounds from here. The towers with portculli leading to the walls are kept closed to the outside unless a password is spoken (and of course, the speaker is identified as someone to let inside) and there is a secondary interior portculli that requires further cooperation of someone from within the keep (typically guards from the top-right tower) allowing entrance. There are far fewer interior guards on the keep towers than on the walls, and they are more concerned with security than serving as archery-turrets.

There are stairs leading to the roof here, but the trapdoors are locked, and barred from opening due to the placement of stones that prevent them from opening from outside. Daily "Roof Duty" is undertaken by four house guards who must call the password to be allowed entry, even if they have rung alarm bells that indicate their peril. This 'third level' is wall-less save for defensive ramparts but not roofless, and has a hanging alarm bell and vision to the other bell-towers, save diagonally, for the steepled roof blocks vision.

The top towers have at times been used for nesting birds or messenger bats, though this is a potential security issue.

Guard Barracks
Near the noble quarters for quick assistance if an alarm is sounded. Though they sleep in shifts, these barracks are guarded as well, by human and dog.

Servant Quarters-
Unguarded, but often active with servant swapping shifts, with the top left guard tower guards able to keep an eye on this hallway in case something untoward occurs. Thin walls and arrowslit windows allow one to hear shouting from the lower left guard station, an awkward and slow way for the wallguard to request access to the keep if that tower is unmanned.

Armory
Guard equipment and masses of arrows, used to supply the house guard and equip troops that fall back to the keep in time of peril. Typically locked, requiring a key from the keep commander, so that those without weapons cannot gain access (though the doors are between two guard towers and behind portculli so it is difficult even ignoring the lock.)

Storage
Domestic storage for servant winter clothing, bedding, candles, stepladders, buckets, mops, etc. Frequently accessed by servants and guards alike for odds and ends.

Noble Chambers
Grand bed, closet,etc etc. Everything a noble needs to be ostentatious.

Noble Chambers (decoy)
Identical to the Noble Chambers, occupied sometimes by the master of the castle and sometimes by bodydoubles.

Noble Chambers (alternate)
Not identical, but equally well-appointed, and has a door to the bath-house allowing for more privacy than tramping in a bathrobe through the halls to the other chambers does.
Also has a secret passage behind the curtains of the four poster bed that allows for swift exit that will hopefully be mistaken for exit into the bath-house.

Panic Room/Secret Study
A portcullis can be lowered with the pull of a lever, but is kept open unless someone is inside. The walls are lined with lead, foiling some forms of detection. Sensitive items and information are kept here, and it is sometimes used as a meeting room by people who already know of its existence (past masters of the castle, royal agents, or body doubles.) It contains rations and weapons in addition to any secret information.

BASEMENT/SUBLEVEL
Dungeon Entry Guard Station
Manned by guards who are on long shifts, but have frequent checkups from servants/other guards due to the convenient location of being between two storage rooms.Their main duty is to restrict access to prisoners and the crypts, typically opening only to identified people like the master of the castle, garrison commander, or other people of note. They are equipped with crossbows and burning oil to menace anything coming up the hallway through the portcullis. They tend to have an older guard dog.

Lower Storage Room
The lower-food storage where root vegetables, wine, cheeses, etc are kept. Dungeon guards tend to gain weight and nibble on foods here out of boredom, which is overlooked as long as consumption is not egregious- a reward of being posted to dungeon duty. Dungeon guards and kitchen staff tend to be on a first-name basis with each other.

Solitary Cells
For important and public prisoners, or just quarantine for people who are suspected to be compromised, plagued, etc. Locked iron doors with more privacy than an iron bar door.

Prison Cell-
Single large room behind locked iron bar doors for containment of masses of prisoners of war and the like.

Secret Meeting Room (Alternate)
A dingy dungeon meeting room where clandestine meetings spoken in alternate languages or code may be held so as not to give away the location of the panic room.

Has a secret door (a brick-lined iron door that opens when a torch sconce is pulled) behind which is a locked iron bar jail-cell style door behind which a lead-lined oubliette where secret prisoners may be held is hidden.

Secret Meeting Room (Decoy)
A very obviously fake wall slides open to this room filled with compelling but obsolete or useless junk- a desk with a map, pyrite and glass treasures, code scrolls no one uses anymore, etc etc. A pressure plate will close the wall behind anyone entering, and it does not open from the inside, trapping snoopers. Occasionally used as a meeting room to bait suspected agents and spies whose presence is suspected but not identified.


Crypt
Old coffins line the walls, covering up older alcoves where the dead lie, with the central support pillar full of alcoves for corpses and their grave-goods. The hallway to the crypt is strewn with tripwires that ring small bells to alert the guards the dead walk if there are no prisoners to howl in terror at such an occurrence.

Behind one such coffin is an empty alcove that can be crawled through to reach the secret crypt.

Secret Crypt
The walls and the stone sarcophagi alike are lead-lined. Corpses of spymasters and others with sensitive information lay here and have their mouths bound shut with lead to prevent necromancers from forcing them to speak, and their stone coffins are nailed shut to further deny access to the dead and any sensitive grave goods they may be buried with.

Thursday, April 29, 2021

Four More Campaign Worlds And Retrospective Lessons


Three years ago I made this moderately popular post about past campaign worlds, and I think it's about time I updated it with what I've run since then and perhaps what was learned.

CASTLE NOWHERE

A drawing of the most active characters- Leah the thief and her goblin minions, Blix and her fairy and spider sidekicks, Aten Bast the mighty wizard (Later replaced by the also mighty Thirbaek Merrymace after Aten's many deaths cheapened his life in the players eyes), Olaf the wicked old usurper of the Sheriff position, Leo and Pilgrim/Lily the Witch, character and decoy replacement character after some party PKing, and finally Ambrose Noure, the sociopathic but easy to work with Gothic Villain and his pigman retainer Lump. There were other important characters such as Erhard De Vend as well, but such is the nature of open table games that there is no snapshot of the party that is perfectly comprehensive.



After the politicking of Crownless Lands, I wanted to return to ye dungeoncrawling, and an individual sense of struggle and survival rather than faction jockeying. At this time I had been playing quite a bit of Enter the Gungeon and Darkest Dungeon and had belatedly gotten into the lore of Undertale, so I had a notion of looping time where each adventure would go through similar areas, with increasing familiarity allowing easy bypassing, knowledge of where the plate armor was to upgrade the frontliner, and so on. Additionally, death would be irrelevant, a time loop ensuring a way to keep characters constant but threat level high, even easier than even widespread Raise Dead. To keep the focus on individual treasures rather than gold hoards, I used a copper standard without changing rulebook prices. 1 copper piece was worth 1 xp, making lanterns and other mundane items valuable treasures, and a suit of plate stolen from Castle Noure's armory racks

Not much of this design sentiment survived the early drafts, as I think it would have required a singular carefully crafted megadungeon to work, but I did not have that sort of prep time available. So the focus of the campaign was a single small village beneath the eponymous Castle Noure

A quick view of the village map. Upgrading the village wasn't the focus of the game, but was a satisfying part


With a very small hex map in case the players got cabin fever and wished to wander, though this campaign was set in the Moonlands, a place where the sun was a rare occurrence and the lights of alien moons warped reality and spawned monsters. It was no place for mortals to go wandering about narratively, and on the meta level, this was not a hex crawl campaign.


With the dire outside established, the focus then turned to the accursed, time-looped estate which was composed of 3 modules- Ynn, Castle Gargantua, and Maze of the Blue Medusa, with Ynn as the ever-changing grounds of the estate that must be crossed, Castle Gargantua as filling for the towers and 'minidungeons' that might be found from entering buildings that were not Noure proper, and MotBM as the 'Final Area' within which were contained the secrets of the decadent nobles and mad experimentation that caused this loop. All were warped to suit the campaign setting rather than used as is, but Ynn was praised, MotBM disappointed, and Castle Gargantua was mostly ignored, but I feel like, with some tweaking, could be worth trying again.

Another sleeper hit was a tweaked version of the Meal of Oreshegaal, (which I still can't spell) which in my warped version had the Tuskmen as once-human peasants subjected to famine that Oresh turned to pig-people so that they could survive via cannibalism rather than become ghouls. As some of the more ghastly elements of the manor were removed, Oresh became everyone's favorite creepy wizard uncle and the party allied with him against the entity responsible for the time loop (which in a twist, was not a time loop at all, but a manual reset using clockwork machinery, cloning facilities, which then gave everyone a bit of an identity crisis upon the revelation that many of them were clones made to play out assigned roles).

Player attendance became wobbly near the end, but a final epic conclusion or three were achieved, and a combination of retirement and new recruitment was set out for the next portion of the campaign.

Things I learned from Castle Noure
1. Having the players be desperately poor is fun, but can wear thin in the long run- I am more likely to switch to 'barter only, coin isn't real' than go full on copper standard but silver/gold book prices again.
2. Making death a non-issue has mixed results depending on playgroup. Some players had more fun not having to worry about permadeath, and/or learned the value of permadeath by seeing the effects of hanging on to a character who had outstayed their welcome. While others used it as a crutch to support existing over investment and loss-aversion and were led astray, perhaps. I think future games of mine will have to pick a path, so to speak, either making death more menacing, or leaning harder into the 'fantasy soulpunk' idea I have for the setting, where death is just deportation to the netherworld and human consciousness in artificial bodies is the new transhumanism mood.
3. An absolutely hostile wilderness less fantasy wilds and more 'cosmic horror' is very fun, but again can wear thin in the long run. I am greatly amused by my veteran players who survived the Moonlands chuckling to each other when newbies ask about the Moonlands or naively assume that they couldn't be that bad out loud.
4. Reliable 'crafting systems' for potions and the like have a sort of appeal, but I think are doomed for a variety of reasons. Most importantly, I think potion ingredients must be confined to things that cannot be farmed safely, or you run the risk of having to run Magical Industrial Revolution with potions/magic items. Which could be fun if that's the premise of the game, but if it's just one player wanting to set up basilisk and mandrake factory farming, you probably get a pacing/tone/balance issue.
5. Having a premise to do 'one thing' in a campaign is great and good and has always been more successful than keeping things strictly 'get in ye dungeon and get rich and figure out what you REALLY want along the way". "Break the Curse of House Noure or Get Rich Trying" was the initial goal of the campaign, it fragmented into other goals, and finally, when the campaign was over, some characters retired, but some had formed a proper adventuring party forged from the unity of their common goal.

If there was a theme to the 54 sessions or so of Castle Noure, it was something about leaving past trauma behind and focusing on found friendships and family. But of course, it was not to last, for call no PC happy till they are safely retired offscreen...

IRON-CROWNED OROBORO
Map lacks some player added portions

After the party finished with Castle Noure, their next goal was to take their 60-foot tall clockwork fighting robot and walk it out of the hellish moonlands to sanity and sunlit lands, for a variety of reasons. Thirbaek Merrymace, cleric of dead gods, had properly put one of his gods to rest, and now sought to find the sunshard fragments of Riikhus and reassemble him. Blix wanted to honor the wishes of some bugfolk and bury them on the isle of Ebetheron, and also go on a honeymoon with their protein polymorph gf. But mostly, people just wanted to keep playing and get out of the moonlands, and Oroboro was a part of the setting that was well-fleshed out due to the past Crownless Lands campaign, so it made for a good destination.

Oroboro was supposed to be a city crawl+megadungeon, and I had a vision for the megadungeon, with rooms that would fill and empty with seawater, making timing very important, and equipment more important yet, as armor protected from monsters, but not drowning. A hell of undead and fishy monstrosities, a corrupt sore at the heart of the city that had formed from the unfinished business of Oroboro.

After the very positive experience with Ynn, I did not prep the Sunken Sepulchre megadungeon,but instead filled it on the go with random tables. I think dungeons benefit from building in advance so parts coincide, but I think the enemy composition between sea creatures, outlaws, and undead was a memorable mix as they required different tactics to approach and the players rarely rushed in, rather scouting, then returning to 'lair' areas with preparation.




Looming threats were the cult of Janus, cthonic demon god of blood and gold, their temple a crater filling with seawater, and the dread Ningen King, a giant merman made into immortal monster by the artifact Topaz, and his rivalry with King Samuel Goffnagoff, an old PC who had become king, as well as the machinations of the ancient serpent rulers of the city, a necromancer cult which outlived the loss of its head, a giant wasp-queen Happy who was raised by humans but whose offspring lacked morality and hungered for brains, and the neighboring country of Fassulia in a magical cold war with Oroboro.

The players were no mere murderhobos delving with rusty spoonshivs now, however- levels started at about 3-5, and reached 6-7. Waterbreathing and light were spells that trivialized some of the mundane threats of the dungeon, which was slightly disappointing, but the players found the place disgusting and dangerous enough that they probably would not have been willing to delve it without these magical tools. A fine balance is required to make dungeon delving at higher levels still feel dangerous, and I think it was barely met here, but, especially once teleportation and flight became available, it surely felt like the players were outgrowing many of the problemsolving parts of dungeon delving.

However, their heightened power, especially mobility-wise opened them up to the wonders of hexcrawling and domain building, and I soon found myself in need of prep far beyond the Sepulchre.


They fought (and lost against) blue dragons in the deserts relying on their metal clockwork battle bot (but came back with a plan and grapple ballista and a small army and won), delved a ghoul-missile silo in Fassulia and uncovered the machinations of the lich Magister Verdurus (villain of Crownless Lands), riddled with terrible ifrits who could only be tricked and outwitted, not beaten, visited the islands of the realm and other city-states like Phavea and the accursed City of the Emerald (within which a kiss-spread curse made all appear as the lost Queen of that city), met the Knights of the realm in their castles, accidentally assassinated Oroboron Queen Buckley at the machinations of a player from Crownless Lands picking up an old character, igniting mroe Fassulian-Oroboron intrigue (tho necromancers were behind it all) and made war Against the GiantsSaga of the Giants™ and defeated and claimed the hill giant section of that module to dip their toes into that hazy theoretical realm of 'domain play, ' which really came into full force after the players defeated the Heart of the Kingen (and betrothed the High Incarceratrix of Janus) removing the two main sources of evil at the heart of Oroboro, only to be confronted with a choice- both the King of Oroboro, Samuel Goffnagoff, and the Serpent Queen Tinnea, giant platinum medusa (one of three medusa) offered payment for the monstrous-immortality granting Topaz, but each was vying for rulership of the city. Tinnea got it in the end, simply because she could pay the ONE MILLION SILVER bounty upfront, while King Samuel offered a payment plan.

Apologies for that doozy of a runon, have an image of Blix, Erhard, and Thierbaek, as well as retainers Serenity the hatecubus/Erhard's Sword, and Kitadatapa, moral compass spider cleric.



Samuel was petrified and overthrown, which led to what would later be known as the Oroboron Civil War, in which some supported the legitimate claim of the Serpent Queens, while others supported the human Goffnagoff family who refused political marriage and opted for revolt (Princess Evalyn being the Rebel leader). I rolled reactions amongst Samuel's knights to see who would join the rising serpent queen and who would rebel, and was surprised to see that most rebelled (save for the most mercenary of them). More surprising still was the split of player loyalty to different sides of the civil war. Each side was largely identical in politics, so it really was down to character moments- Some valued their feudal oaths to the knights, or had sinister mirror-cult conspiracies at play, or simply sided with their best friends or just were double-agent lesbians
hey, a motive's a motive


Anyway, each side was given private channels to communicate in, and they plotted and schemed, drawing allies from local factions they met in more standard play to aid them, employed counter-measures and counter-countermeasures via spying and double agents and intelligence work, and I as GM was just the neutral arbiter of all this. Though some people felt betrayed, for the most part this was very enjoyable to everyone, as playing against other players with GM as arbiter lead to lots of problem solving. In the end people died, players retired, and the Serpent Queens were cast into prison or the pocket dimension from which they came (or beheaded by KAN for inscrutable purposes), the Lumarian conspiracy was revealed and [REDACTED] (he sold his name to a bugbear) the Mirror-Pope fled to the mirror realm, and the party's ties were now shooketh and everyone resolved to sail away from this political squabbling on a boat to become pirates instead.

What did I learn from this 65 session campaign? Well, one thing was what D&D in the 5-7 range really starts to look like. I would not go so far as to say this was 'true' domain play as we did not get deep into the nitty gritty of how many pikemen can guard a 5' wide breach in a player-build castle wall, there were mercenary troops hired, there were night raids on war camps, there was A player castle built on the ruins of the reclaimed Hill Giant Steading, there were religious conspiracies and marriage angles, it was all pretty great. With regards to 'domain play' I think there needs to be a goal- idly upgrading and sleeping at Fort Fortenfort (said player castle) was briefly fun, then ignored, but the goal of the Civil War galvanized players into 'domain level' actions. The trick might be setting- you need it to be wilderness enough that the players have room to grow, but also have nearby factions of all types so the players aren't just clearing hexes of direwolves or whatever.

According to one player, the theme of this campaign was 'Loyalty' not just to fellow party members and maximising loot, but to ideological goals. While fun, the Civil War took a lot out of people and they resolved to go on a piratical boat adventure with no complicated politics, just a desire to escape Oroboron politics and stop a prophesy that said the fled wasp-princess might bring about the end of the world via domination of brain-eating wasps.


VOYAGE OF THE THIEFBOAT


Things seemed to start off well- the party scrying the wasp-princess, robbing a tower of an archmage of its goodies (even learning the Wish spell, albeit a Glogified one), dealing with plague rats on the ship and pressganging pirates into joining. Then came Cycladea, a Lungfungus created island module meant to emulate bronze-age greek mythology.

In and out, talk to the wasp-princess out of causing the apocalypse, and definitely don't get caught up in Iliad/Gigantomachia shenanigans, 20 minute adventure

Bouncing around Cycladea started low-impact, looting some dungeons, helping villagers, meeting wizards. But these were not fresh characters. They had strings on them. Arsem's madness and Firstborn(the forsaken homunculous 'daughter' of Blix)'s pact with the Great Raven led them to piss off a terrible wizard who was cursed by the gods after their initial friendly meeting. Animated skeletons (and covert vampires who snuck on in Oroboro) caused a mutiny on the ship, and Finzu, the Pyromancer, lit a city aflame with everburning fire with some magical shenanigans. The party sided with the king who had imperialist dreams, and vowed to defeat the goddesses of Cycladea who were admittedly jerks in the greek pantheon way. The temples of the goddesses were burnt and pillaged, the kings forced to bow. Those of the party who enjoyed the chaos revelled, those with morals left the boat behind, Kithri the halfling slipping off to garden and raise sabre-toothed tigers elsewhere, Firstborn teleporting back to Fassulia to atone and work on the side of law, mourning the lost friendships the Civil War had ruined, Thirbaek and his wife the High Incarceratrix used a sunshard and miracles to have a vampire-dwarf-sunchild and started a new pantheon and went on to rule Stonefast 2 in other lands, Grift died and joined said pantheon as a new incarnation of Kispiritis, and so on. The islands fought back, but frankly, Lungfungus's world was not meant to deal with level 7-8 adventurers with a wide variety of spells and multiple spellcasting systems, especially when supported by arguably the most powerful faction there.

However, the victory-drunk party did not heed the hint that they may be succumbing to hubris when the previously pissed off wizard got a good lightning bolt off, and did not correlate characters leaving them to their capabilities weakening. After the final temple was burned and the Cyclops were freed, they sailed to the forbidden Isle of the gods, slapped around some fantasy creatures, then picked a fight with 13 lions lazing under a tree.

After round 3 arrived and half the party was dead,

This is how a high (for OSR) level campaign ends- hubris, and cats

The survivors retrieved a teleport scroll from a corpse, and tried to teleport out. The teleport landed on the 100 result, the dreaded 1% chance to teleport yourself into rock and die (though we left it open to interpretation that they ended up in the Veins or another plane of existence) and so ended the campaign, on a wild but somewhat anticlimactic note Those players who had quit while they were ahead got happy endings at least.

I was gladdened to hear feedback that the 22 sessions of Thiefboat were satisfying to players though. It was not a glorious story, it was a tragedy of the corruption of power, hubris, and how fractures in interpersonal relationships go deep. What did I learn from Thiefboat?

1. High level play is strange, with its teleportations and flight and so on. Verisimilitude-wise, GMs must think of how cities and rival wizards will defend themselves from obscure methods of attack like, say, 2000-foot long dragon turtle shells being dropped from the sky, or magical arson. But things are still dangerous, and reliance on the big obvious tools can leave the players blind to the fact that they have 23 HP and that can go away from 3 dudes with arrows in one round.
2. Boat travel can be hard to make interesting without succumbing to the temptation of  shipwrecks and krakens. One of the more interesting things was the homicidal Captain Arsem secretly engineering a mutiny as an excuse to kill the 3 crew his madness demanded die to save the future from the prophecy, only to have that mutiny coopted by the vampires who had snuck aboard a while ago. While that's a rather extreme example, social scenes with people on a boat have a lot of potential, as can problems like 'how to get rid of plague rats' or 'find out who is drinking all the rum' or 'secure limes' and so on.
3. Player attrition, especially on open tables, may be inevitable as the scope of campaigns shift away from what originally drew them. Part of why Castle Nowhere/Oroboro/Thiefboat lasted as long as it did was thanks to player recruitment persisting so even when some players had to leave, there were usually some waiting to take their place.

Anyway, player numbers had dropped from 'open table' to more 'single party of regulars' by the end of thiefboat, so it was time to move on, and time to do something a little different (no no, we aren't at Lancer yet)

BETRAYAL AT QUEENS COAST

 
As a change of pace,  Betrayal was a game in a more idyllic, Shrek-like realm. Having read a great deal of Otome manga such as Bakarina I wanted to have a shorter more storygame style game where the players would be expelled from the Queen's Court and have to clear their name, gain the support of the provincial lords, and return to turn the tables on their nemesis Alicce Von Dumandred. The players had a pretty good time, though the single-group model as opposed to open table immediately showed its weaknesses as players couldn't make sessions, which led to cancelled sessions, which led to lower investment, and I knew its days were numbered... which was fine, as it was a palate cleanser more than anything. The players had to sleep in a haunted manor, saved a nun wedding from Alf Lords after diamond shoes, bullied Good Doctor Ogudugu, had intrigue with and married a Frog Prince, helped on eof Alicce's cronies throw off her influence and accept herself as a centaur, visited the castle of the Dark Lord in the Wurderlands (within an anarcho-communist city of mutants, in stark contrast to the feudal human-central lands of Queen's Coast), infiltrated the manor of Alicce Von Dumandred and had the dreamy Prince of Saresare seduce Alicce(or be seduced?) so they could escape with the party's Gothic Villain's imprisoned one true love, and had exciting dance parties with opaque rules. It was all very fun, though the final dance party conclusion never came together due to scheduling conflicts, but the conclusion was mostly foregone at that point- the party had restored their honor, and Alicce's misdeeds had been brought to enough light that she would flee to Saresare with the Prince (The mysterious foreign prince subplot with a wicked foreign bride and ulterior motives from both of them be good fuel for a potential future campaign)

Whimsical castle Daotengard, overtaken by demon-frogs and a contagious froggification curse


Anyway! I learned a few things here
1.Turning social scenes into more gamified spaces (I had a 'Dance Pentagon' where entering exposed you to various NPCs who could help or hinder you, attacking HP intentionally or unintentionally via mean words or simple dance exertion, but you had to do it to get private conversations) can help to make them feel like they have timing and stakes compared to just 'you talk at NPCs for 12 hours.' Just roleplaying via chat is fine too of course, but I think making weird social games based on positioning and resource management (spare dresses if wine is spilled on you!) is better than making them about rolling a skill check for Diplomacy or what have you.
2. Similar to wolf moons, this was a bloated disaster of houserules... having received the DCC RPG book as a gift from a player, I eagerly sought to add it to the game... on top of GLOG casting... on top of all my other houserules to BFRPG... on top of a mixed level up system using both BFRPG GP=XP and Die Trying X's and DCC's model... suffice it to say that this abominable frankenhack would have been better served by leaping into the nearest dumpsterfire and leaving us to play Fate or PbtA or a proper story game. We squeezed great roleplay and schemes despite the system, and used the system for a few janky heists and dungeon delving for coin, but it was really a ball-and-chain, especially the XP thing. We survived 22 sessions under its yoke, but I could feel my bloated house-rules coming apart at the scenes as it barely supported the story-game mode of play on it.

coins to XP is an elegant system IF you stick to the prescribed purpose of dungeons and dragons as a dungeon delver. This campaign departed far from those goals, but really made me think of the limitations I was working under. In short, I needed an OSR break to ponder what to do rules-wise upon my return. I dread subjecting players to a homebrew rulebook after the disasters of Wolf Moons's Nightmare Glog, but I think I have reached the point where 'BFRPG with houserules' is something I can only run if I return to very bare-bones 'delve the megadungeon!' campaigns, and even if I do that, I need to make a definititive houserules/setting primer document.

Anyway, I'm running and playing in Lancer games at the moment, and we'll see how long that phase lasts, and if I return to OSR immediately, or if my 'break' continues to run some storygames. However, even Lancer takes place in the same setting (after a fashion) so I hope to continue stacking layer upon layer of lore regardless of what the system is.

No proofreading, only post

Friday, December 20, 2019

Secret Santicore Submission: Pre-Adamite Minidungeon Generator

"Rook requested the following gift: It's multiple choice! Pick one. Conflict/war generator, fantasy colonial or dying world Mini-dungeon generator, dungeon themes like swords and savagery, weird pre-adamitic and cyclopean, I've made a wild west osr game for myself so an 'old west dungeon generator' would be very cool, especially if it's dark, revisionist or spaghetti and not rootin-tootin. Spells or spell generator, Thelemic, Theosophist or UFO cult Cosmic-myth generator."

Originally I was gonna give the old west dungeon generator a shot, then while I was giving plasma my phlebotomist asked if I had ever seen Tombstone and I realized that I didn't actually have much experience with westerns unless you count Brisco County Jr.

"Ninjas, time travel, lawyer drama, and steampunk are a dark and anti rootin' tootin' take on westerns, right?"
So! Pre-Adamite minidungeons it is!
I'd put 1d4-1 exits per room, and give each room a Halls of Antiquity fill and a 2-in-6 chance of monster and a 2-in-6 chance of treasure if you're generating it on the fly, or just arbitrarily stuffing a quick randomly genned online dungeon map with these fills. Or you could even use the 5 Room Dungeon method and just pick the fills you like.

What Ancient Beings Built This Place?
  1. Neanderthals, a race of pre-adamite humanoids with no covenant with God.
  2. Gondwanans, an advanced race of pre-adamite* humans who were highly sophisticated and in tune with God, but were destroyed incidentally due to the war in heaven. As it is said, 'there is nothing new under the sun' and all technological prowess is essentially stumbling down the same scientific path the Gondwanans mastered.
    *"Once God said to the Prophet "O Muhammad I created an Adam before I created your father Adam, whom I gave a life of thousand years. Then I created fifteen thousand Adams all of whom I gave a life of ten thousand years. After that I created your Adam."
  3. Hinn- Beings related to Jinn, but composed of scorching fire, as opposed to smokeless flame. Of the Hinn, only Iblis survives.
  4. Jinn- Also known as Djinni, Genie, Ifrit. Crafted from smokeless flame.
  5. N/a, the world is supported by an angel atop a ruby atop a bull atop a fish, which is suspended in water, and you've found yourself in a crevasse of ruby, as you are microscopic in comparison. See 'Red Dungeon' tables.
  6. Chaos- mash all of the above together.

Neanderthal Dungeons
The Neanderthals lived as beasts in caves, and stacked stones for rough walls of cyclopean construction.

What Halls Of Antiquity Echo With The Voices of The Dead?
  1. Overhand Shelter- one wall of this room is stacked stone, beyond which is the outside world. 10 minutes with shovels and pickaxes for the whole party can make an exit, or an hour and 1d6hp damage if lacking tools of iron.
  2. Ancient Bone Pit- a pit filled with the bones of ancient beings- damage as spiked pit if you fall in. Looting the pit may yield rare skeletons valuable to necromancers, collectors, and alchemists, but disturbing this mass grave may awaken the dead.
  3. Dripping Grotto- an ancient water source, a pool or stream, a cavern filled with stalagmites and stalactites perfect for climbing or hiding behind.
  4. Tight Spot- a chimney ascent/descent to higher/lower levels. Metal armor and backpacks must be left behind to pass.
  5. Boulderfall- an ancient trap of a huge precarious rock to be dislodged and fall upon the unwary trespasser.
  6. Stone Huts, sealed with boulders. Each has a 1/6 chance of treasure, monster, or both within.
  7. Painted Room- charcoal and colored mud drawings of beasts and social activities upon the walls. Consulting the paintings may reveal...
    1. Hunting techniques against giant beasts- Fighter-types may study for a night here to gain either +1 critical hit range, +4AC, or double damage against a things over 3 times their size when using spears.
    2. Secrets of God- Cleric types may either destroy the blasphemous pictures, or have their alignment reversed to go up a level. The middle path is to become a splinter sect and start a new branch of the religion, alienating former church affiliation.
    3. Disturbing rites of cannibalism. Character may rise as a Ghoul after death due to morbid curiosity aroused by what cannot be un-seen. Minor SAN damage if you have it.
    4. Ancient Magics- A magic-user may learn a random spell if they can erect stones at the right time of year in the right place corresponding with the depicted star patterns.
    5. Agricultural Revolution Diss Track- Characters may become anarcho-primitivist hunter gatherers and declare war on society and have arguments convincing enough to rally fellow barbarians to their cause. Class change to barbarian of course.
    6. Nothing but old drawings. This result replaces 'repeat' paintings within the same cave.
  8. Burial Chamber- The dead, mouldering bones and grave goods of flint and bone. Disturbing them has a chance of unleashing some ancient plague or curse(1/6), but some of the ancient gear may be magical(1/6).
  9. Tar-Making Pit- Though the materials are nothing but black lumps and dust, this ancient fire-pit is now little more than a tripping hazard.
  10. Knapping Cave- various sharp and broken rocks litter this cave like caltrops, dealing 1d4 damage to those who unwarily run through and halfing movespeed for those trying to avoid them. Collecting enough good ones for use as arrowheads/spearheads/caltrops takes a dungeon turn/10 minutes.
What Monstrous Beings Now Reside?
  1. Sabretooth Tiger Skeleton- stats as sabre-tooth tiger, or a regular tiger whose bite does max damage, +skeleton resistances. It will prefer to stalk the party and will flee into unexplored areas after attacking, preferably dragging the corpse of someone it killed.
  2. Chindi- A human-derived disease spirit, remnants of all wickedness, haunting the possessions of the dead. Stats as a disease of your choice that turns into a shrieking wraith if you try curing it, but can be appeased by returning any possessions to their resting place.
  3. Ancient Wyrm- Smells horrible, so poisonous that its footprints cause 1d6 poison damage if you step on them. Stats as dragon, but wingless and lacking much intellect or a breath attack, but is so poisonous that touching it is Save vs Poison or die on the spot.
  4. Wooly Mammoth Skeleton- Possessed by a chindi that has nothing else to haunt, and so walking around bipedally and looking like a tusked cyclops skeleton.
  5. Grue- Doesn't exist if you have any light sources, otherwise stats as two hasted ninja tigers glued together.
  6. Neanderthal Ghoul- Stats as Ghasts.
What Treasures Lay Untouched By Time?
  1. Uncut gems- value unclear until properly appraised.
  2. Fossils- Worth jewelry prices (2d8x100 coins) to necromancers, collectors, historians, etc
  3. Nice Rock- Deals 1d8 damage in melee or thrown. If returned to the earth, gives you a favor with earth elementals.
  4. Flint spear- As axe -1, but causes sparks when striking hard surfaces.
  5. Stone Tablet- Random clerical or wizardly scroll written in pictures.
  6. Gold Nuggets- More impressive if you're in a silver standard.

Gondwanan Dungeon
Lit by strange, hollow gems that glow with light of varying colors. All is metal, and rooms are set up in simple grid patterns.
What Halls Of Antiquity Echo With The Voices of The Dead Here?
  1. Halls of steel, melted and burned by some unspeakable flame. Halflings/children/small animals can enter the air ducts and crawl to another room rather than taking the usual route.
  2. Dilating Door- A sealed iron door. The sign of lightning is on a metal box on a nearby wall- if it can be generated, the door will open like a dilating eye. Another application of electricity will close it like a guillotine.
  3. Reactor Water Garden- Metal walkways over a pool of glowing water from which pillars emerge. The water is hot but the radioactive death only claims those who touch the corpse-strewn glowing crystals at the bottom. Without the shield of water absorbing their malign light, the crystals bring death to all near them, and mutation to those that survive.
  4. Hologram Chamber- illusions of light and sound emerge, creating a convincing but illusory alternate reality.. Treasure or monsters may be concealed by the light-ghosts.
  5. Vast Chamber- The ceiling and every wall vanishes into darkness, and all sounds echo in this vast space. Dimensions are 1000x1000x100, so it is by no means guaranteed to find any encounters or treasure within.
  6. Deep Shaft- a metal pillar descends down a vast pit. Precarious walkways span the abyss. The pillar has hatches that can be lockpicked open, though only inscrutable metal viscera and rope is found within. Damaging it turns off all the power to the dungeon and kills the lights.
  7. Coffins?- Tightly packed and stacked receptacles large enough for a person, rolling out from a wall. Each contains a smooth and odorless pillow and blanket, untouched by millenia.
  8. Trash Cubes- perhaps compacted by giants, 10x10x10 cubes of miscellaneous garbage. Dismantling and sorting one takes pickaxes and an hour, but may contain treasure.
  9. Elevator Shaft- just as it sounds, with a metal cell (the elevator) raised and lowered by cables. Leads to 1d3 additional floors.
  10. Endless Tunnel- a three-railed mine-cart track, or so it looks like, stretches into darkness. It goes on for hundreds of miles of empty darkness, and may well end abruptly in collapse or the sea, as the very earth has shifted since Gondwanan times.
What Monstrous Beings Now Reside Here?* Indicates the power must be on for these entities to function

  1. Praying Machine*. A small automaton that prays to God constantly. If somehow roused to fury, it has 1hd but the casting power of a 10th level cleric... or perhaps not.
  2. Scorched Machine- blasted and corrupted by the flame of the Hinn, they are automata of blackened, melted metal that seek electricity and metal. Stats as a ghoul with golem resistances.
  3. Incredibly Fat Rust Monsters- Interested in the party only if they have exotic non-iron metals. High HP but low morale due to having a superabundance of food.
  4. Security Turret*- A glowing metal and glass eye with +100 to initiative and to-hit. Fires Disintegration beams at unauthorized targets and functionally has Protection From Missiles as it can shoot arrows out of the air.  Mounted on the ceiling, 1hp.
  5. Hologram Ghost- A request in the scream-song language of Gondawa, to take a message to a loved one, transmitted by an ancient recording table. Stats and general effect as Shrieker.
  6. Mutant Cockroaches- stats as wolves+random mutation
  7. Mutant Rats- stats as rat swarm+ random mutation
  8. Hinn Shadow- a blighted silhouette that runs along the walls, like sooty residue. Stats as Shadow. All that remains of the demonic Hinn.
  9. Janitor Nanoswarm- stats as black pudding, appearance like a mound of shiny grey dust.. Either heals 1d8, gains 1HD, or spawns a 1HD duplicate of itself upon consuming a person and their gear.. Instantly killed by a rust monster. Replaces security turrets if the power is turned off, methodically devours all other non-rust monster encounters if not stopped.
What Treasures Lay Untouched By Time?
  1. Lightning Wand- A small metal rod that stuns human-sized opponents it touches if they fail a save vs paralysis, and will run out of energy on a 1/6 chance.
  2. Gold Wiring- jewelers who serve kings and queens would pay dearly for this microfine wire that cannot be replicated with current technology.
  3. Steel Scrap- smiths skilled enough to realize its purity will be able to forge arms and armor that are (nonmagically) of +1 value against lesser materials.
  4. Panacea- Pills that cure almost any disease. The otherwise doomed might pay any price for this.
  5. Gondawan Curio- of interest to collectors as abstract art sculptures, or to priests hoping to glean apocryphal knowledge from the thing.
  6. Glassteel- A perfectly transparent, nigh invisible substance as strong as steel, though it will deform with low levels of heat and can be reshaped.
  7. Eerie Painting- A captured image of reality indistinguishable from the real thing, of a man or beast.
  8. Deactivated Prayer Machine- A wind-up cleric. Though no one  knows the things language but God, it will surely walk the path of righteousness.

Hinn Dungeons
Everything is of blackened stone that reflects light with a strange, melted opalescence. Fine white ash covers everything, making footprints easy to follow. Always some ash to throw into someones eyes, or to kick up an obscuring cloud to vanish into.
What Halls Of Antiquity Echo With The Voices of The Dead Here?
  1. 30' tall Ash Mound. It cannot be walked up as it is not solid enough, and clearing it without wetting it down will make the room's air unbreathable. May be treasure atop, or a monster within, an exit concealed, or most likely, nothing.
  2. Knee deep Ash concealing suffocating pits clogged with the stuff. May be old corpses/treasure in those pits.
  3. Leaky Room- Water has gotten in and turned the ash to clinging mud that swallows things like quicksand in the most flooded area of the room, blocking all but one exit.
  4. Drafty Room- Ash swirls in little dust devils and clouds, making vision past 5' impossible.
  5. Ashen Fulgurite- lightning, the wrath of god, still thrumming within a coral-tree-like structure of fused ash. If broken, the lightning is released and bounces around the room at a random angle- intentional breakage may allow some initial aiming.
  6. Oil Path- a long hall filled with a thin sheen of slippery, flammable oil, angled slightly up, down or straight. The Hinn would traverse it in a flash of flame, but humans have no such luck.
  7. Tar Pit- flammable, sticky, dense. Those swallowed by it have little chance of escape. Stone pillars within the pit provide places to stand, though they are too far apart to hop to, requiring bridges. Old human skeletons lie on these islands, and may rise as skeletons to attack sources of flame in a blind, misguided burst of vengeance.
  8. Bellows Room- Huge metal bellows to be operated via muscle power are here, though apart from the ash, there's no evidence of any flames to stoke (they were the equivalent of being fanned with a palm leaf for Hinn).
What Monstrous Beings Now Reside Here?
  1. Scaleless Dragon- Burnt and blinded, soothed only by beds of the softest, most feathery ashes. Otherwise, stats as ancient dragon with unarmored AC. Hoard is hidden in an ashmound somewhere.
  2. Ash Wraith- stats as wraiths. All within melee range of them are blinded by the swirling ash.
  3. Hinn Shadow- a blighted silhouette that runs along the walls, like sooty residue. Stats as Shadow. All that remains of the demonic Hinn.
  4. Carbonized Skeleton- stats as skeleton but they take and deal maximum damage due to their forever burning forms and fragile ash bones.
  5. Fire Elemental. This may well be the body of Hinn, with the wicked soul long departed.
  6. Ash Worm- As purple worm.
What Treasures Lay Untouched By Time?
  1. Hinn Diamond- Uncut- Max gem value, or 5000coins if your system doesn't have a gem table.
  2. Dragon-Hoard- always hidden under a bed of ash. As treasure type H but with all metal melted into a single mass. Disturbing it alerts the scaleless dragons of the dungeon. If rolled again, ignore.
  3. Hinn-Sword- +3 flaming sword, a tongue of flame that emerges from a scorched hilt. Acts as Heat Metal on the hilt, quickly rendering it difficult to use. 
  4. Burnt Runes- Scorched into melted stone, a random spell (preferably fire-themed) that can be identified by reading the runes, though it will also activate.
  5. Hinn Armor- a hulking suit of plate, composed of adamant. It opens at the back and is more golem-power armor than true armor, taking one whole round to exit or enter.. Those wearing it have the defense and offensive capabilities of an iron golem, but it glows with unbearable heat when active and heats up as Heat Metal. If encountered in a room with Shadows, Skeletons, Wraiths, or Elementals, one is almost certainly inside it already.
  6. Ember of the Scorching Flame- can be consumed to act as a potion of firebreathing, or dropped into an ear where it blackens the soul with whispers of blasphemy- a level of power may be gained by heeding the corruption and turning to wickedness.

Jinn Dungeon(Dunjinn)
Jinn can create almost any physical object at will, so it was not materials, but designs that they valued. Everything is strange and beautiful and unique and often reflective.

What Halls Of Antiquity Echo With The Voices of The Dead Here?
  1. Mosaic room. Abstract art of great beauty and complexity expressed via small colored ceramic tiles. If it can somehow be replicated it would be worth a pretty penny to artists.
  2. Stained-Glass Maze- those armored in plate may burst through the walls of the maze without damage, medium armor wearers take 1 point of damage, light or unarmored people take 1d4 damage. The fallen glass acts as caltrops. Light is visible through 3 walls.
  3. Hall of Mirrors-Polished metal. Players of high intelligence or speed may bamboozle other people as though they had Mirror Images equal to their int or dex modifier. Monsters may do the same if notable faster than people or known for high intelligence. 1/6 chance of a doppelganger being spawned as the maze is traversed- if a player damaged a mirror, the doppelganger will have an appropriate deformity- stretched too thin or to squat or with a swirled face.
  4. Water Garden- the water is an elemental that will violently reject anything that would defile its sparkling purity, but is otherwise passive. Waterfalls and stepping-stones glisten above the crystal clear pond.
  5. Whistling Cavern- A massive cavern with an alternate entrance to the surface. 'Climbing Walls' of worked stone with holes in them. The wind whistles strange atonal 'music' through the room- additional chance to be surprised as it's hard to hear monsters. If the proper storm could arrive, lost and legendary songs will echo through the halls.
  6. Giant's Kitchen- Cups the size of cauldrons, cauldrons the size of rooms tables with legs like trees. Feasts of unthinkable extravagance were once conducted here.
  7. Firing Range- clay pots hang from chains at all heights and distances. Most have been smashed by the weight of time, but some remain, filled with fireworks to explode into pretty pyrotechnics when struck by a fireball or similar.
  8. Prideful Throne Room- An empty throne cloven in twain, and all around naught but dust and ash remain.
What Monstrous Beings Now Reside Here?
 Replace the Wish-Accursed with Jinn results as they are rolled. There are at most 3 Jinn, one good, one bad, one ambiguous

  1. Jinn- Reaction roll determines whether they are a faithful servant of God, an ambiguous figure who refused to bow before humans when God commanded it but is otherwise faithful, or a wicked and foolish demon who mistook their own flame for being greater than the light of god.
    Either way, stats a Djinni, Ifrit, whatever you got in the monster manual.
  2. A Old Man, who wished for eternal life, but not eternal youth or health. Wracked with plague and misfortune, he attacks as a mummy that cannot die, hoping someone, somehow will end his torment.
  3. A Beauty, who wished to be forever lovely, and is now a sleeping and indestructible statue.
  4. A Madman, who wished to know all things, and is now a gibbering lunatic who can cast any spell randomly.
  5. A Monster, last of its kind, who wished for the strength to defeat their enemies, but not to save their friends. It grows in power to defeat anything it considers a foe.
  6. An Armless Swordsman, who wished for more gold than he could hold in his arms. Fights with kicks and a sword held in his teeth.
  7. The Legal King of Everything, who has an official document proving he owns the Earth, the Sea, the Sun, the Moon, and every star in the sky. Of course, he has no power over his vast domain, but will certainly grant you feudal ownership of  any land you want if you help him with revenge on the Jinn.
  8. The Ass Clown- Wished for the Jinn not to grant this wish and now lives to tell everyone how terribly clever he is. Also had his head swapped with a donkeys.
What Treasures Lay Untouched By Time?
All of these are idiot bait that you can sell to bigger idiots for massive amounts of coin or magic item trades.

  1. Monkey's Paw- Three wishes. All will go horribly wrong, save for the small mercy that wishing to undo a prior wish will work.
  2. Trapped Ifrit- Will kill you if released, though as it allows you to choose the way you will die, you might be able to get out of it.
  3. Legalese Imp- Will obey the verbal and written commands of whoever holds its statuette to the letter. If it ever gets a hold of its statuette, it vanishes with it back to hell
  4. Deck of Many Things- nuff said
  5. The Eye of Heaven- A needle that sends anything passed through it to heaven, supposedly.
  6. Book of Irresistible Bacon Recipes- That's not halal!


Red Dungeons
 Tunnels of ruby that cannot be so much as scratched by anything mortal, pulsing with light in time with a beating heart. The whirling stars of the celestial spheres spin beyond the walls, and shapes too immense to even comprehend dazzle the mind. Men were never meant to see this.

What Halls Of Antiquity Echo With The Voices of The Dead Here?
  1. Outer wall. Each hour of study through this magnifying lens ruby wall reveals amazing astrological insight, and has a 1/6 chance of seeing something too big to be seen  and going blind for the rest of your life. If you touch it, it is very cold.
  2. Bottomless, starry pit. Anything within will fall for a hundred years, land in the waters of chaos, and be lost forever, either in the bowels of Bahamut or the depths of the dark waters.
  3. Minor flaw in the giant ruby. To you, it is a mile long crack, a hundred feet deep, and 5 feet wide.
  4. Mirror Realm- Easy to walk into by accident, here in the red reflections. A copy of all the previous rooms, swapped left to right, with a thicker and thicker haze of red light eventually terminating the realm in a dead end 1d6+1 rooms later.
  5. Gullet Descent- a tight tube of smooth ruby leading down or up. Almost frictionless.
  6. Jagged Facet- a wall, or a ridge in the floor, like a gigantic razor's edge. Falling on it would be like being guillotined. If you need anything sliced, here you go.
  7. Pomegranate Tree- Eat as much as you like, it's too late to go back anyway.
  8. Wet Room- condensed vapor from the sea below, the ruby glistening with dew and ice.
What Monstrous Beings Now Reside Here?
  1. A self-proclaimed Angel. It asks you a question, and time will not move until you answer.  The church will know of your answers. Repeat encounters have similar questions.
    • "If God told you to sin, is it sin to obey, or to refuse?"
    • "Is ignorance of sin an excuse, or a sin itself?"
    • "From whence comes sin, if all comes from God?"
  2. Fragment of Primordial Chaos- stats as earth, water, or air elemental (roll randomly each round) that mutates on hit.
  3. Unbearable Celestial Light- Shines in through the ruby walls, scorching your frail mortal forms for 1d6 damage a round. Items used to shield yourself are destroyed after one round of protection. Getting more walls between you and the oblivious celestial being is your only hope of survival.
  4. A Worm of the Earth- Purple worm stats. Hungry and lost, it doesn't want to be here either.
  5. Ruby Reflection- Does whatever you do (or more worryingly, perhaps you do whatever it does). If you touch it you are both obliterated.
  6. Beast of Sloth- Missed getting named in the Garden, couldn't be bothered to get on the Ark, slowly sank to the bottom of the world due to a lack of effort. Like a furry snail, or perhaps a shelled sloth. Nonviolent but extremely hard to kill, though not impossible to roll around.  Tends to block off your escape routes if not dealt with.
What Treasures Lay Untouched By Time?
  1. Echo of the Word- As 'scroll of limited wish' but it's on the tip of your tongue until you say it, and must be mute until it is spoken.
  2. Ruby Shard- as vorpal sword, but a way to wield it without losing your own hand must be found.
  3. Ruby Chunks- 1d6x1000coins. It's surprising there's not more of this stuff around.
  4. Ruby Dust- 1d6x100 coins, or perhaps more to people who need it as an ingredient.
  5. Pomegranate Seeds- easily mistaken for rubies when it's all you're expecting. 
  6. The Friends You Made Along The Way- Clerics restore spellslots, everyone else heals half their max HP, hireling morale increases. In this lifeless hell of worthless treasure, you can finally see what really matters.