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

Tuesday, 7 June 2022

[BEYONDE] Expedition to the Dungeons of Torda

Play report from the Dungeons of Torda, one of the more famous delves of Transylvania. Three levels, high verticality, questionable “non liner” elements. This will be picture heavy, so the rest beyond the intro will be hidden behind a <more> tag.

Torda (Romanian: Turda, German: Thorenburg) is a former salt mining town in the middle of Transylvania. Salt is wealth, salt is power; thus, the mines have been extremely important since the Romans, and became a significant source of wealth in mediaeval Hungary. The town was important enough to control all salt mining throughout Transylvania, becoming the seat of the Salt Chamber (later Salt Office), and hosting multiple national and regional diets. Here, in 1568, freedom of religion was declared for the first time in Europe, establishing the ground for the mostly peaceful co-existence of Roman Catholic, Lutheran, Calvinist, and Anti-Trinitarian (Unitarian) faiths, whose effects would indirectly also apply to Eastern Orthodoxy and Judaism. (The edict, while long-lasting, was neither perfect nor unlimited: Anabaptist refugees were welcomed with open arms, but the Székely Sabbatarians, who took religious innovation to the extent of converting to a form of Judaism, would face persecution, and remained an underground faith – their last remaining stronghold, Bözödújfalu, now lies in ruin beneath a water reservoir). But let's get back to the main adventure site.


Currently, the mines show a form representative of the late 19th and early 20th century, before extraction finally ceased in 1932. The main shaft, a few side-chambers, and two of the great conical mining chambers can be visited. This makes for a surprisingly easily delineated three-level structure: an Entrance Level (the Franz Joseph passage), a Mine Level (the Rudolf Mine), and a Subterranean Lake Level (the Therezia Mine). Two secret levels, "Anton" and "Joseph" are not open for ordinary explorers. There are not one, but two dungeon entrances, one from the village, and one from the hilltop above. The vertical dimension is enormous (the mines were worked from the top down), although the horizontal elements are sadly kind of an afterthought – properly jacquaysed it is not.

Let us begin our descent…

* * *

Sunday, 19 September 2021

[STUFF] Morthimion: The Crypt Level

[Spoiler-free, player-safe section]

Morthimion
Two years have passed since the last update on Morthimion, a dungeon we have been exploring as a side-show to other, larger campaigns. For those who are not blog regulars, or do not want to read up on this stuff, Morthimion came about as an experiment to play Original D&D (reasonably) by the book, three booklets only. Most OD&D games use the followup supplements, or at least Greyhawk, which gives you a slightly rougher, lower-powered proto-AD&D. LBB-only OD&D is not yet that game. It lacks many of the monsters, spells, and classes we would associate with D&D; hit dice and weapon damage are universally 1d6; monster XP is much more generous than it would be later; and ability scores barely do anything. Level advancement can be very quick at the start, but gets quite slow later. Beyond the sheer oddity and archaic charm of it, OD&D hangs together surprisingly well if taken seriously and played by the book. It is not a fantasy novel simulation, it is a verbal tunnel exploration and puzzle-solving game that has simple but effective mechanics for looting labyrinthine subterranean complexes.

Here is where Morthimion stood in August 2019:

“I have also completed Level 3, The Crypts, progressed with the wilderness section, and written brief encounter ideas for some of the sub-levels the characters have discovered in the last two games. These will be explored in the next post, after we have a few more sessions under our belt! Until then… Fight On!”

Well, the games progressed decently until late 2019, when two things happened: the bat plague put our face-to-face games on hold, and after completing another sublevel (The Court), I felt burned out on the dungeons. The campaign was on hiatus, with only one session in 2020. After a long break, I feel like the creative block may be lifting, and Morthimion can return to rotation. Level 4, The Mines, has been drafted and the first draft of the key written; we also held another game yesterday with some quite interesting results.

This post shall summarise what has been going on in Morthimior (Ryth Chronicles-style), and allow me to clear my head by releasing two more levels of the dungeon – which will be found at the end of the post. To protect the innocent (my players surely are), this later section will be spoilered.

* * *

Domains of the Faerie Princes

Older Expeditions

Here are the main events of the Morthimion campaign:

On October 27, 2019, a wilderness expedition was conducted to the northern highlands of the Domains of the Faerie Princes. Not even far from King Donald’s Wall, the company already had to leave behind two horses to distract 5 griffins going for their company. A ruined village in the swamps yielded good bounty – old wine barrels with valuable vintage. Fatalgor the Footpad (the campaign’s only Thief – transferred from another game, and thus valid) was only saved from spider venom with an antidote. After selling off the barrels at Lodobar’s Tavern, a forest hangout of knaves and miscreants (where Szaniszlo, a light footman, snuck away to seek adventures elsewhere), the group headed for the highlands proper, and right into the nest of two green dragons. Surprised in the dense forest. Renato the horseman, Rudolf the light footman, Owl (Fighting Man 1), El Caballo the torchbearer, Zsazsa the bowman and Fero the heavy footman perished by dragon breath. Turning to flee in bind panic, the others rolled on the Table of Terror. Axbjard Bjardax (Dwarf 2), Hijo de Emirikul (Magic-User 2), Xingar (Fighting Man 2), and Fatalgor (Thief 2) all rolled hilariously badly, and were devoured by the dragons. Tumak the Shaman (Cleric 2) would be the sole survivor, but he would be missing for several weeks, out of the game.

A new company from experienced and newly recruited adventurers was established for a safer dungeon expedition. Premier brought Tycho the Ascetic (Cleric 2 of Law) and Weirlord (Magic-User 1), as well as Chort the torchbearer, Ale the porter, and Montgomery the footman. Narmor took Önund the Mystical (Magic-User 2), joined by Ulf Jr., a footman. Bendoin took Derek (Fighting Man 1), followed by his domineering aunt Dahlia Derekovna (a porter), and his uncle, the bowman Derekov; as well as Alyssa (Elf 1). Gajzi took Bandar (Cleric 3 of Risus, God of Uncontrollable Growth).

Shortly after leaving Lodobar’s Tavern, Derekov was caught and eaten in the forest by a giant frog. Pressing on to Morthimion and descending to Level 1, the company was checking out a set of stairs leading upwards, but triggered a slide trap that dumped them down into Level 3! The way was sealed and the mission changed immediately: escape alive! This section of the level (The Juggernaut Tomb) consisted of looping passages, and rumbling noises soon turned out to be enormous rolling juggernauts, one of which caught Dahlia Derekovna under its wheels, squashing her flat. Passages to the west led to a corridor patrolled by a hydra (wisely avoided), while a northern passage revealed an exit from the juggernauts’ path. Passing by stairs down to Level 4 (not an attractive prospect), the explorers discovered the The Arena of Death, where a group of werewolves appeared out of thin air to fight the challenging PCs. Lacking effective magic, they had to flee back where they came – Montgomery was left dead in one of the rooms after he burned himself to death with his own flaming oil.

The horror, the horror...
Level 3 is discovered!

Back in the Juggernaut Tomb, secret doors in the middle lead to a strange talking enigma calling itself “the Sphere of Infinity”, which demanded a hefty sum for information about finding a way out of the level. Meanwhile, Ulf Jr., exploring a nearby room, was drained and killed by a spectre lurking in a stone statue. and eventually, the southern way opened into a less dangerous dungeon section. An old man demanding 200 gp per character “or suffer the Curse of the Third Depth” was paid by most PCs, except Alyssa and Bandar, who had neither the money nor the intention to pay. Following the words of the Sphere of Infinity, they passed through a network of ghoul-haunted catacombs, and finally found a staircase back to Level 1! To their horror, Alyssa and Bandar now learned the true meaning of the “Curse of the Third Depth”: they could not leave this dungeon level, no matter how they tried! These two adventurers disappeared down in the dungeon, and were never seen again – the others, earning meagre loot but at least keeping their lives, headed upstairs to return to the surface...

On November 30, 2019, a different company probed Morthimion’s depths. Returning to the party came Derek (Fighting Man 1) and his henchman Dolmio the bowman, with Dr. D. (Magic-User 1) and his henchman, Demon (heavy footman); Tycho the Ascetic (Cleric 2 of Law) and Weirlord (now a Magic-User 2) with Ale (porter), Chort (torchbearer), and Rommel (heavy foot). They were joined by two Morthimion veterans, Brother Tivold, Cockroach of the Light (Cleric 3 of Chaos) with his henchman Mario the Peg-Leg, Xang (Fighting Man 2), and Xodak (Hobbit 1). Helmet Buddy (Dwarf 2) also joined the group.

This company opted for a wilderness expedition in the lower parts of the valley. They were soon attacked in the forest by giant frogs, and Mario the Peg-Leg was devoured. Meeting a Gypsy caravan shortly afterwards, they consulted with their leader, Offryn the Outlaw, for a crystal ball reading. This brought to their attention a mysterious stone arch they had already seen near a forest cemetery, somehow connected to “the Prince of Roses”. Unfortunately, seeking out the arch brought no enlightenment, and they instead plundered some of the crypts in the cemetery, recovering modest but not too difficult plunder to a total value of 5900 gp.


Level 2 explorations...

A second expedition led down to Level 2 of the dungeons. Exploring the eastern side of the level, Dr. D. fell into a wandering pit moving along a corridor, and died instantly. Crawlways inhabited by giant weasels were purged and a little treasure recovered. They avoided a mysterious fire temple, and found stairs up to Level 1. Finally, they came to a corridor with arrow slits and a metal door with a small peephole. A panel slid aside, and a pale, dishevelled creature (a morlock) asked about the party’s business. He finally acquiesced to letting them see their king after a bribe. However, instead of opening the door, a pit trap opened underfoot, dumping all in the corridor into a sub-level enclosure. Weirlord narrowly avoided getting killed, while Chort the torchbearer perished with a broken leg. Noises of angry, armed morlocks were approaching from behind a portcullis with long spears and flaming oil, and the only other way was a 20’ wide shaft down.’ Quickly rappelling down, they were again in the Level 3 catacombs. This was at least familiar territory. Backtracking to Level 1, resources were running low, and the company ended up bribing a group of randomly encountered bandits to serve as their escort to the surface. This expedition covered some ground on Level 2, but the pickings were very slim, a mere 305 gp.

On 29 November 2020 (almost exactly one year later!), we reconvened, this time virtually on Roll20. Önund the Mystical (Magic-User 2) and his heavy footmen Jörg and Tade were joined by Mime the Grumbler (Dwarf 1). Tycho the Ascetic (now a Cleric 3 of Law) came with Weirlord (Magic-User 2), who kept Rommel (heavy foot) and Ale the porter. Two new dungeoneers joined the gang: Seogarr (Fighting Man 1) and Astanir (Cleric 1 of Law), who brought the porter Willem and the bowman Marruk.

Travelling through a less trod path of the forest, the company came upon the statue of a bat holding a fist-sized crystal worth 4000 gp! Astanir instructed Willem to fetch the prize, but it soon turned out that the crystal, a cursed chunk of ice, would freeze its thief into an icy statue, and also melt into worthless water in turn.

A new section beyond the Torture Chamber...

Since the company was relatively weak, the expedition was conducted on Level 1. The company soon encountered a company of armoured adventurers, led by Ellominet the Benevolent. Parting on amicable terms, northern passages brought the party to a stone knight guarding an intersection, who demanded five rounds of single combat for passage. Mime the Grumbler rose to the challenge, and defeated the stone hero. To the north, a room complex with a teleporting chest puzzle yielded nice treasure, including a 5000 gp amulet! The company returned to the area close to the entrance. A crumbling wall in the Torture Chamber drew Mime’s attention, and this section proved to be of new construction! An entirely new part of the level was revealed, with meandering passages leading to dead end pits, and powerful quantum ogres that would appear if the party was backed into the corner. To his bad luck, the wounded Mime the Grumbler – this section’s discoverer – perished in one of the pit traps.

The ogres had decent gold, and the search also yielded an old bronze door leading to a mortuary with scattered treasure… but also 12 ghouls. Deciding to leave them be rather than risk a fight after a successful turn attempt, the door was instead spiked shut for a later expedition. The company now headed for the surface, where they soon made an unpleasant discovery: Jörg the heavy footman proved to be a thief looking for a good score, lifting a good deal of valuables from the resting company. Marruk the bowman also called it quits, retiring with his well-earned wages. And so the game stood for ten more months.

* * *

Jewels of the Gnoll King

On 17 September, 2021, we had a guest coming over from the States (Necromancer Games forums regular Kenmckinney, from way back in 2002!). After sightseeing and a lunch, we sat down for an impromptu game of OD&D with the gang.

The party descended into the dungeons of Morthimion, trying to lay siege to the ghoul mortuary. Ken got two second-level characters, Otto (Dwarf 2) and Wulfram (Cleric 2 of Fire, Lawful), with Sven the halberdier. Nubin (Dwarf 3) came all the way from a LBB-only Xyntillan game back in 2019, and he was accompanied by Brother Gaspard (Cleric 1 of Law), as well as a whole troop of four bowmen: Nock, Aim, Draw, and Shoot. Tycho the Ascetic (Cleric 3 of Law) and Weirlord (now a Magic-User 3) returned with more recruits: the halberdiers Bill and Hook. Brother Tivold, Cockroach of the Light (Cleric 3 of Chaos) came alone, for he was so mighty.

The company quickly returned to the Torture Chamber, and set out to construct an elaborate ghoul trap using spikes, rope, and lots of oil. However, as they were hammering the spikes into the wall, the noise attracted a band of ten gnolls, who attacked the party from the rear (in OD&D, these are not yet the later hyena-men, but gnome/troll hybrids – the Morthimion document refers to them as “tromes”). A furious melee developed, and the gnolls (sturdy 2 HD critters) put up a darn good fight, making all their morale rolls and fighting to the last. Sven, the halberdier, went down fighting in the melee.

The canonical OD&D gnoll

Now the gnolls were just a random encounter far from their lair, but I gave a 30% probability of them carrying a level one treasure (that's 100% of 1d6×100 silver pieces, 50% of 1d6×10 gold pieces, 5% each of gemstones or jewellery, and 5% of one magic item – trash loot, basically, because in OD&D, 100 gp is chump change).

So the gnolls had 300 sp among them... 10 gold pieces... but then I rolled that 5% for the jewellery, and they were carrying four of them! Jewels are completely random, and they are the most valuable treasure type, much much much more valuable than anything else that’s not a magic item, and small enough to transport easily. I rolled everything in the open, and got a 5000 gp necklace, a 10,000 gp crown, a pair of 1300 gp boots, and a 8000 gp sceptre! The characters had found the guard escorting the crown jewels of the Gnoll King! They basically immediately turned around and left the dungeon, because they could just jump a level each after dividing their 24,300 gp haul, even though it was among seven characters. Two henchmen, Shoot and Bill decided to cash out their wages and retire.

The second expedition was with a more powerful band: Otto, Wulfram and Brother Gaspard were now level 3, Nubin was a Level 4 Hero, and Brother Tivold became an Anti-Vicar. To round out the lineup, Trident the halberdier joined Weirlord, while two more halberdiers, Walther and Siegfried joined Otto. Draco (Fighting Man 2 with a Charisma of 3, a regular Quasimodo!) joined the company slightly later.

The trap was finished: three ropes fastened at ankle height over pools of oil, characters feigning escape to lure in the ghouls, and ready torchmen to set the oil puddles ablaze at the first opportunity. The followers were left to hang back, since this was solely a trick for the hardier PCs. The ghouls were ready to fight (they had heard all the hammering outside their lair), and rushed out more suddenly than expected. They were worn down and burned by the oil-and-rope traps, although characters were severely wounded, and Otto, Nubin, Brother Tivold, as well as Draco were paralysed (in OD&D, there is no time limit: I ruled it would last until the end of the expedition). The ghoul band was finally destroyed by turning them into a blazing pool of oil behind them, a dirty trick which was so clever I didn’t even grant a save vs. dragon breath. The mortuary was looted… 1200 gp and a shield +1… no! Examining one of the rotting tapestries on the wall, it was discovered that the back was also embroidered with a treasure map showing a lake in the wilderness, demarcated by forests, a road, and mountains. This would be Silver Lake, a body of water in the Domains which they had passed by numerous times!

With four characters suffering from paralysis, they again headed outside (this short session went without much in the way of exploring new territory)… to run into six very angry gnolls, apparently searching for the jewel thieves! This time, the gnolls were taken out with a sleep spell, except a sole survivor who turned and fled into the darkness, even carrying off a magic arrow Draw had shot at it.

The session ended with a brief wilderness trip to recover the treasure. Riding on horses, the company entered the forests… to immediately run into ten more gnolls, preparing an ambush! This time, Weirlord was ready, and used phantasmal forces to create the illusion of several more horsemen thundering behind them, and the gnolls failed their morale check, disappearing in the woods. The way to Silver Lake was clear, but where was the treasure? Tycho the Ascetic’s speak with animals spell used on 11 friendly giant toads just minding their business among the reeds (the result of a high reaction roll) pinpointed the exact location of one half of a submerged boat, carrying in its hold some 40,000 silver pieces. Thus ended the expedition for The Jewels of the Gnoll King and The Treasure of Silver Lake.

[Here ends the spoiler-free section]

Saturday, 23 May 2020

[BLOG] The Anatomy of a Dungeon Map

Over several years, in posts and forum comments, Yours Truly has ranted and raved about the general decline in mapping quality in tabletop roleplaying games, later switching to first person shooters, and then back again to RPGs. Wading through disappointing map after disappointing map, it is easy to get the impression making a good dungeon map – the sort that leaps off the page and encourages exploration, environmental puzzle-solving, and creative tactics – is a bit of a lost art. Many dungeons are in fact not dungeons at all; rather, they are illustrations depicting something like a dungeon map, but offering none of the dungeoneering experience due to their limitations. It becomes all the more important, then, to highlight the good stuff, maps with the right scope, complexity, and structure.

Good structure is especially tricky, since many promising maps conceal a rather banal layout under visual frills, as well as twists and turns which do not, in fact, do anything – they are visual noise masking linear corridors and the occasional, vestigial side branch you can visit before returning to the main one-way rollercoaster ride. Good structure is still more of an art than an exact science, but it is generally agreed that some structural features are better suited to “map flow” than others, by encouraging meaningful decisions, environmental interaction, and emergent gameplay:

  • non-linearity, aided by branching and looping elements;
  • three-dimensional environments with verticality, interesting interconnections between dungeon levels, and a variety of terrain (c.f. “jacquaying”);
  • relative openness, counterbalanced by occasional bottlenecks usually referred to as “pinch points” or “choke points”, and maintaining significant barriers to make navigation a challenge.

Not every dungeon has to have these features to be a good dungeon (and keying is the second half of the puzzle), but generally, they help. Furthermore, the principles apply to tabletop games and FPS games in different ways; thus, Ultima Underworld, classic Quake levels, or Thief’s Down in the Bonehoard embody these principles differently than Caverns of Thracia, Tegel Manor, or Tomb of Abysthor.

The Winter Tombs
The current post looks at good design through the example of The Winter Tombs, a free dungeon level by Dyson Logos. This will also be released as a dungeon dungeon by Jim Pinto, but for now, we will restrict ourselves to the map. This is a particularly good test case, since it is a map that has a pleasing complexity without obfuscating analysis, and its structural elements are easy to identify and discuss. Here, I will only reproduce a low-res specimen; for the larger map, go to Dyson’s site, download the map, and print it at home. For the sake of analysis, I rotated the map by 90 degrees, putting the entrances on the bottom (hereafter referred to as “South”), then I produced a line graph to showcase the map’s structure. So, what lies beyond the cross-hatching?

The Winter Tombs is a single-level dungeon map with a tomb/caverns theme. The closest analogy is Judges Guild’s classic Sunstone Caverns, a semi-keyed dungeon from their second campaign instalment. Like Sunstone Caverns, this one is densely (although a bit less densely) mapped to provide a large playing area in one map.

Dungeon graph
The first element that leaps before the eyes is the selection of ways in: right from the start, the explorers can choose among four tomb entrances and two cave mouths. One of the tombs is a dead-end: a simple, but pleasing trick. Others are connected to the dungeon in ways that integrate cavern and tomb elements, with signs of environmental degradation and blockage to complicate navigation. The way the characters choose to enter and exit through will have a meaningful effect on how expeditions develop. Nevertheless, there is no initial difficulty selection, at least no outwards sign that makes one or more entrances harder to discover or access. (As a counter-example, consider the lower level back door to In Search of the Unknown!) Notably, there are not many outright exits. They are in the distant reaches of the map (near the octagons and in the upper right corner). If this dungeon has lower levels, it will take a lot of initial effort to reach them – the overall permeability is quite low until secure routes are identified and firmly established!

Choke points and tricky bridges
Of course, many elements which appear complicated on a first look are essentially straight lines – a labyrinthine set of catacombs in the lower middle is a simple loop, impressive halls are essentially fancy corridors (bottom right), and many of the twisting cavern passages are simple “bridging” connections. However, the map uses these bridging pieces in a shrewd and disorienting manner, via over- and underpasses, slopes, and loops which reverse the direction of progression, diverting expeditions towards unplanned dungeon rooms. This is an underutilised navigation trick, and one which can be used well to draw the company into a danger zone. We can identify one of the dungeon’s main choke points in the bottom middle: a cave with four exits (one a dead end) is one of the main points linking multiple sub-sections. It is easy to reach from what looks like the “main” entrance, and it allows access to many further points of importance. He who rules the choke point rules the dungeon!

Two main structuring elements are also easy to see. These are the level’s waterways and a very large set of caverns. These play a different role. Water blocks or impedes movement, and conceals invisible monsters from the deeps. Hence, the rivers and the lake are barriers. The E and SW river branches separate the map into its southern and northern sections, while the NW branch further subdivides the northern part into two sections, almost as if they were separate sub-levels (I would certainly be tempted to design the key this way). There are multiple places where the rivers are crossed by bridges, and more where it would be fordable to an ambitious group. We can call these environmental challenges limited barriers. The lake is something that would probably be impassable at first, but become a potentially good way to access the rest of the level once the characters return with a canoe, build a raft, and neutralise whatever threat might inhabit the lake. Ironically, the easiest access to the lake (right from the “main entrance”) is bound to be completely useless on the first visit, aside from offering a tantalising glimpse of things to come!

A case of two octagons
The caverns are not barriers: they represent a nexus point. Although similar to choke points, nexus points are relatively open structural elements, which usually offer multiple ways of traversal, and collect multiple routes departing in various directions. You can see another one on the opposite side: the larger octagonal room with its five main exits (the NE one does not realy count as a full one). This is also a piece of dramatic architecture which stands out from the lower-level dungeon texture: it is YUGE, regular, and perfect for a complex set-piece encounter. Of course, sometimes, appearances are misleading: the other octagon just off to the NW does not actually do anything in the context of the map – it is a linear route to a lower level. Also, nexus points may start off as choke points, ruled by a nastier monster or puzzle before being cleared and used to the explorers’ benefit.

Dungeon highways
There is one more interesting feature concerning this map, which may not be noticeable first, but which has a strong bearing on its flow. This is the presence of long corridors linking distant corners of the dungeon, and once you look for them, you will find a bunch. We might call them accelerators (or fast lanes?), since clearing them allows fast travel through the dungeon. The clearest accelerators are found in the distant reaches of the level, including one which just “caps” the whole thing with a sequence connecting everything to everything. Once you get there, you can choose a way back just as freely as you could at the beginning, a dark “mirror image” of the dungeon’s multiple entrances! Others include the corridors bisecting the octagons, and the corridor to the right, going from the entrance areas all the way to the cavern. As the company finds the accelerators, they will prove very valuable in subsequent expeditions, getting them past the entrance areas and into the depths of it!

So, this is what a good dungeon level looks like. It walks the right balance between openness and navigation challenges, it has a good sense of progression, it is structured in fun ways that suggest both exploration puzzles and exploration solutions, and overall, it has a pleasing complexity that takes effort to figure out, but does not descend into unpleasant pixel-bitching and the exploration of dull, featureless mazes.


Monday, 2 December 2019

[MODULE] Castle Xyntillan (NOW AVAILABLE!)

Chocolate coins not included

“The immense, rambling complex of Castle Xyntillan has stood in its mountain valley for many years. Built over several generations, it has now been deserted by its former owners, and left to time and the elements. However, that is not the end of the story, for Xyntillan’s fabulous treasures and Machiavellian deathtraps continue to fascinate the fortune-seekers of a dozen lands – and never mind the ghost stories!” 

I am happy to announce the publication of Castle Xyntillan, a funhouse megadungeon for the Swords&Wizardry game (and broadly compatible with other old-school systems). With cartography by Robert S. Conley, cover art by Peter Mullen, and interior illustrations by Denis McCarthy, Stefan Poag, Peter Mullen (again) and The Dead Victorians, Xyntillan is a 132-page hardcover describing the three massive levels of the eponymous haunted castle, from the soaring tower of the Donjon to the inky depths of the Oubliette (and beyond). Four map sheets, featuring GM’s and player’s cartography of the labyrinthine complex, chart the passageways and hidden rooms, providing ample opportunities for exploration, confrontation, and subterfuge. Castle Xyntillan has been designed to be versatile, open-ended, complex, and accessible (more detailed thoughts are found in this post). It is above all, a fantastic place – built on surrealism and dream logic, yet a place which makes a certain amount of sense if you look at it sideways. It should be entertaining, fascinating, and always a bit mysterious. Whether you would like a dungeon for one-off expeditions and convention play, or repeated forays and full campaigns, Castle Xyntillan should suit the demands and particulars of your campaign!

The hardcover set (book and four map sheets) sells for $40 plus shipping, and is available from my Bigcartel store. This is a larger and heavier product than the previous zines, and requires a sturdier cardboard envelope. Thus, it has a flat shipping rate of $18 (Europe) and $22 (Worldwide). As before, adding further items to your order does not increase shipping. Shipping times should be 3-7 days for most European destinations, 8-12 days for the US and Canada, and up to two weeks for Australia. (At the time of writing, all orders submitted this week should arrive before Christmas!)

A PDF edition will be published through DriveThruRPG with a few months’ delay (early or mid-April). As always, customers who buy the print edition will receive this PDF version free of charge.

Three free downloads are also available for this product:
  • A two-page sample describing a section of The Upper Quarters, and showcasing the approach taken in presenting these materials.
  • A GM’sWorksheet, used to track time and characters as the company explores the depths of Xyntillan. Adapted from Dungeons and Companies, a Hungarian retro-clone, this is a highly useful play aid for dungeon scenarios.
  • A set of blank player maps, ready for printing (if you need spares).



385 out of 500 copies



Wednesday, 6 November 2019

[NEWS] Castle Xyntillan: Announcement and Preview

Castle Xyntillan (cover by Peter Mullen)


“The immense, rambling complex of Castle Xyntillan has stood in its mountain valley for many years. Built over several generations, it has now been deserted by its former owners, and left to time and the elements. However, that is not the end of the story, for Xyntillan’s fabulous treasures and Machiavellian deathtraps continue to fascinate the fortune-seekers of a dozen lands – and never mind the ghost stories!”

I am happy to announce the (now truly) forthcoming publication of Castle Xyntillan, a funhouse megadungeon for the Swords&Wizardry game. Xyntillan will be a 132-page hardcover, describing the three massive levels of the eponymous haunted castle, from the soaring tower of the Donjon to the inky depths of the Oubliette (and beyond). The module will ship with four map sheets with both GM’s and player’s cartography by Rob Conley, cover art by Peter Mullen (whose work, above, should speak for itself), and interior illustrations by Denis McCarthy, Stefan Poag, Peter Mullen (again), and The Dead Victorians. The hardcover set should sell for $40 plus shipping, and should be available at the end of November or very early December – allowing ample time for delivery before Christmas. And now, the details!

With Castle Xyntillan, my goal was to create a classic-style megadungeon based on the following design principles:
  • Versatility: The dungeon should be suitable for different game groups and play styles. It can make for fun one-off expeditions and convention games, it can be played as its own campaign, or ­it can become the tentpole dungeon of a broader campaign setting. It can be played with permanent groups, or a “West Marches”-style player and character pool. It is designed for levels 1 to 6, but otherwise, anything goes – from smaller parties relying on stealth and infiltration to more hack-and-slash affairs involving a small army of disposable flunkies, Xyntillan should offer a fun experience – at all levels of experience.
  • Open-ended exploration: The dungeon should accommodate many different approaches to exploration. Multiple entrances and an open structure built around interconnected sub-levels provide several possible paths through the Castle, including two- and three-dimensional exploration puzzles, hidden sections, and fabulous rewards secreted in secret places. Of course, openness also involves a healthy level of risk management: dangerous areas are not usually cordoned off from nosy characters, and the dungeon is not broken down into neat “levels” of difficulty; rather, it is the players’ responsibility to decide when to push their luck, and when to retreat to safety.
  • Open-ended gameplay: Groups (and players) with quite different interests should all find something to their liking. Whether they relish combat or prefer furtive exploration; confront Xyntillan’s denizens with sword and holy water in hand or play them off against each other; go for the choice treasures or seek the castle’s deeper mysteries, it should be possible. Likewise, GMs with different ideas should be able to customise it to their liking with little effort. Nothing is prescribed, but many things are possible – and Castle Xyntillan is a framework that enables and invites experimentation.
  • Complexity and interactivity: Rooms should offer many things to discover and mess with. While some are straightforward puzzles or traps, there are many which involve (or benefit from) a bit of lateral thinking and experimentation. They also have a depth that should not be overwhelming in play, but offer opportunities to come up with daring plans and unexpected combinations – especially when the players start leveraging multiple things in different rooms to their advantage.
  • Variety of challenges: While it does not pull punches, Xyntillan is not a hardcore killer dungeon – it is deadly, but resourceful groups who think on their feet should do well, and, if things go bad, have opportunities to cut their losses and run to fight another day. Not everyone and everything in Xyntillan is out to get you – or, at least, not immediately. However, those looking for trouble will soon find it.
  • Ease of use: The material should be easy to understand and use at the table, and the GM should never be lost in a sea of information. Accordingly, the room key uses a nested bullet point structure, starting from an overview of each room and proceeding towards the finer details and interaction possibilities (a two-page example is provided below). Bolded keywords are used to help navigate the text, which is also carefully cross-referenced for easy navigation. Map slices are placed close to their point of use to reduce page flipping. The map is extensively labelled for ease of use. Finally, the physical book and the accompanying maps are planned to be sturdy and user-friendly. It is printed and bound locally where me and my printer can oversee the production process at every step.
  • Surrealism: Xyntillan is founded on dream logic and loose association instead of strict realism or full narrative consistency. It should be entertaining, fascinating, and always a bit mysterious. As a funhouse dungeon, it is full of the improbable – but there is a method to the madness. Likewise, it is not a serious affair, but it is not a “joke module” either – it is intended to be a storehouse of the macabre and whimsical, where the jokes write themselves – there is no background laugh track.

Careful... careful.....
In summary, the goal was not to make the biggest dungeon (a goal I have, frankly, always considered stupid), but one that’s just the right size, comfortable to use, good to handle, and built to last. Castle Xyntillan also has a (perhaps unfair) advantage: in one way or another, I have been working on these materials since 2006, from my sections of a never-published Tegel Manor manuscript to the finalised module, and there has been abundant time to contemplate, revise, add to, remove from, and playtest the adventure. It has been tried in many different contexts, and with many different groups. It has taken a long time, probably more than it is rational to develop a dungeon. It is, in one word, polished. It is, also, that thing I have been rambling about all these years. And I hope you will also find it to your liking.

For now, here is a two-page example from one of the easier-to-find sublevels: Castle Xyntillan Sample (4 MB PDF).

Q&A (Additions)

"Sounds good but I see nothing about factions. I want factions!"
"Xyntillan has no formally spelled out "factions", but it does have the remnants of the eccentric and corrupt Malévol family, who have their own agenda (represented by a global escalation mechanic) and internal disagreements. There are also (very loosely described) outside parties with their own interests in Xyntillan.

It is up to the GM and the players to decide what to do with this, but the emergent potential is there, and some suggestions are offered in the Introduction. During our playtest, reaction rolls and morale played a significant role, and negotiation with the dungeon denizens became an important source of information, shady bargains, and allies of convenience."

"How large is the dungeon?"
"WRT the size of the dungeon, it is large enough to sustain its own campaign, and to feel like you are exploring something substantial. It is large enough to result in emergent complexity, which is a major appeal of megadungeons. But it is limited in the sense that it should not take over your gaming life (something that has frustrated me about other megadungeons), and it is basically built around three large, loosely "levels" (a sprawling ground floor, various upper floors, and a dungeon level - all with more or less hidden sub-sections and plenty of interconnections). I had a second dungeon level under development but scrapped it because it felt too much."
 

Tuesday, 13 August 2019

[BLOG] More Adventures in Morthimion & The Sideways Level


[Spoiler-free, player-safe section]

One of the fun things about The Ryth Chronicle – perhaps the single most useful document of early OD&D play, and more useful than some actual OD&D supplements – is seeing the campaign take shape through the actions of multiple different adventurer groups. Ryth had an enormous player roster involving guests and regulars, apparently even going as far as to lease out some characters on expeditions where the players could not be present. The earliest listing from March 1975 counts 26 players and 17 characters (not counting the recently dead), the highest-level being Pontius, a 5th level Cleric, and Felsord, a 5th level Dwarf. The last one, from October 1976, counts 50 players and characters… three 9th level Magic-Users (Fazzlefart, Sondin and Kodiak), two 8th level Fighters (Ragnar Lodbrok and Grobard BenGon), and two 8th level Clerics (Benelux V and good old Pontifus).

You get a good idea about how things went when you read the earliest expedition reports – brief snippets along the lines of 
  • “Morbundus, 2nd level. John Van De Graaf led 15 players, losing 3, in a search for passages to lower depths. They defeated a wyvern, gnolls, toads, zombies, bandits, giant snakes, giant rats, and giant ants. They found a magic toad statue of unknown properties, and cleaned out the remainder of the Troll Room treasure.”
  • Or: “Weir, 2nd level. Paul Michaud led 14, five died, and two high-level characters (a hero and a curate) were at death’s doorstep. They defeated 3 giant snakes, but met their match with 2 manticores and left without treasure.”

One of the fun things about Castle Morthimion is seeing a similar thing play out, even if on a much smaller scale. Morthimion operates as an occasional campaign – there is no planned schedule; it goes on the menu when we can’t organise one of our regular sessions, or on special occasions.  As such, expedition parties are organised on an ad-hoc basis – whoever is present can bring a previous PC or roll up a character (one 2nd level or two 1st level PCs). More than that, Morthimion’s guest players are a prestigious lot: as of the last post, we had Zulgyan visiting us from Argentina; the next session, Lord Metal Demon came by from the frozen lands of Canada. What is even better, I am hearing both are now entertaining the idea of running an OD&D dungeon of our own – hope we will hear about them in due course! I don’t usually do open table games (my attempt to do so with Helvéczia back in 2012 triggered an immediate player revolt), but this comes reasonably close.

As it always goes with OD&D projects, there is a trick to all this. As envisioned, OD&D is a game without boundaries. It is meant to expand; not just through the continuous vertical and horizontal expansion of the dungeons, or in the incorporation of new “stuff”, but often in the scope of play as well – from dungeoneering to wilderness exploration, castle building, airborne and maritime combat, and “more”. Meanwhile, recreating an LBB-only game today is inherently laser-focused and based on setting limits – a specific mindset and specific rules (fortunately, it does not require LARPing 1970s hipsters) But the game will, inevitably, be something different. We can’t remake Ryth with today’s tools. But we can learn from it and adapt it to our current needs.

***

Our third July game was again conducted in English, with Lord Metal Demon dropping by for an afternoon.
  • L.M.D. brought Balta the Axe, a 2nd level Fighting Man (the character’s name would translate as Axe the Balta). He was joined by Tumak the Shaman, 2nd level Cleric of Chaos; Brother Tivold, 3rd level Cleric of Law; Tycho the Ascetic (Cleric 1 of Law) and Weirlord (1st level Magic-User) returned from the first expedition, and Ravenheart (who runs Vorpal Mace) brought Grimly the Poor, a 2nd level Dwarf who rolled particularly badly for starting money. They brought two light footmen (Rudolf and Ragnarr), a bowman (Robin), a porter (Ale) and a torchbearer (Chort); as well as a cart for all the treasure!
  • This time, we could actually start in the wilderness, as I had a player map and some basic notes ready. Starting from King Donald’s Wall, the company immediately went off track and scouted a collection of burial mounds from the time of the Faerie Princes, encountering a host of elves exploring the valley.
  • They also found a hidden way into a valley ruled by the castle of Lord Moltgaard, who, seeing they could neither just nor pay a toll, had them run off with the threat of siccing the dogs on them!
  • …as well as a second valley with a pool of comely naked ladies close to a grove of trees. Balta was charmed after a botched altercation, and had to be physically dragged off before he would join them beneath the water surface.
  • …and a small lake with an island, a troll bridge, and a gazebo where they avoided a trap, learned of an imprisoned princess, and found some treasure.
Domains of the Faerie Princes
  • Arriving in Morthimion, the company descended to the dungeons and continued exploring the southern passages of the first level. This did not go very well: Brother Tivold was paralysed by a ghoul and taken out for most of the action, and disturbing a nest of centipedes, Grimly and Balta were both bitten with only 2d6 turns to live! After a mad dash for the exit, they sought an audience with the Wizard Wörramos for help. Balta was saved in due time with a potion, but poor Grimly died a horrible death. In exchange for saving Balta’s life, and the second vial of poison cure, Wörramos bade them via geas to find the Chantry of the Centipede Lord, and find therein a small brass statuette.
  • For the second expedition, Grimly was replaced with Joe Average, hobbit Fighting Man of no remarkable stats. Right near the entrance, they encountered yet another fellow, a handsome man wearing plate and a mace. Introducing himself as Milius, he joined the company despite suspicions of being up to no good, and managed to stay in the back without doing anything useful.
  • This time, they went to explore the northeast. They found a passage that turned into a 90-degree horizontal pit trap. Descending with the aid of a rope, Balta found himself in a new level with deep pits and shafts, but they collectively decided this place was located too deep for the Chantry, their primary objective.
  • They encountered a Stone Hero who challenged them to single combat to let them pass, and Balta completed the challenge! These passages brought them to an area of stone doors (which they decided were fake), pit traps, and mysterious chambers with brass bowls on pedestals. Robin and Ragnar fell into the pits and died. Three black gemstones retrieved from one of the bowls proved useful in conjuring a spirit of the Underworld, who agreed to transport them to the Chantry of the Centipede Lord, which was located right below their feet on the second dungeon level!
  • Now in unknown territory and only a vague direction of where their exit may lie, they set to explore the nearby area. The entrance to the chantry was easy to find, but before, they decided to prod a nearby stone door, releasing a gelatinous cube from an overhead chute! The chute, in turn, lead to the hidden Diamond Laser Room, containing a fabulous 5000 gp diamond suspended in the air between several laser beams and a system of mirror walls. Choosing the brute force approach, Balta chucked a stone against the gem and knocked it out of place, triggering the lasers which cut poor Joe Average into ribbons. Since the hour was late and L.M.D. would have his flight back the next day, we called it a day with the company stuck down in the dungeons, and went for a few beers in a nearby pub.


Level 1 Player Map
Our next game, in August, included three players, of whom only Premier had previous experience with the dungeons (or OD&D). Since the previous crew were stuck down there, we generated a new set of characters (two per player, all 1st level), who had bought the previous party’s map off of a weaselly character who had somehow “acquired” it.
  • Premier brought Axbjard Bjardax, a Dwarf; and Hijo de Emirikul, a Chaotic Magic-User. My PhD student (whom I had known much longer as a gamer before our paths would cross professionally) brought Bandar, a Cleric of Chaos; and Tomrik, a Chaotic Fighting Man who did not speak a single word during the game. His wife (also a veteran gamer, as well as PhD in regional studies) brought the elven sisters Erien (operating as a Fighting Woman) and Glerien (operating as a Magic-User), who lead most of the expedition. They hired two spearmen, Sam and Jack (who was extraordinarily capable), and the porters El  Mulo and Owl.
  • This expedition also started in the wilderness, but the company did not go off track and struck right for the dungeon, only stopping at a seedy roadside tavern in the woods, where they learned of the previous group’s disappearance in Morthimion about a week earlier. They decided that a rescue operation could net them new, generous allies.
  • In Morthimion, they headed straight for the second level stairs, found by the earliest expeditions but never taken. Erien and Glerien’s elven senses, along with Axbjard’s knowledge of construction, came quite handy; and they found first a hidden stairway leading upwards from the first level, and then a second set of stairs going down north from the second level landing, but choked with generous fungal matter. These would be left for later expeditions (“Castle Morthimion, Department of Construction” sign / inaccessible).
  • Here, the expedition almost ended with annihilation. Exploring a sequence of abandoned barrack rooms marked with the sign of a yellow beak, the company was cornered in a room by an enormous number of orcs. Only Hijo de Emirikul’s sleep spell allowed them retreat from the ambush, but their escape was cut off again by a group of orcs and an ogre who had blocked their path through another route. Soon to be caught by mustering forces from both before and behind them, a desperate fight was won with the aid of flaming oil, which they spilled in great quantities behind them to give the pursuing orcs a fiery surprise. So they escaped with their lives, but no loot at all.
Level 2 Player Map


  • For the second expedition, they planned more carefully, investing their funds into generous quantities of flaming oil. Back on the 2nd level, they explored a series of dank storerooms with fungi and peaceful giant lizards, and found a place called “The Shrine of Doors”, where a sinister man named Thassaro the Theurgist was guarded by a group of squat halberd-wearing humanoids (tromes). Tassaro agreed to reveal the mysteries of the Underworld for 200 gp.
  • Further exploration helped them avoid a deahtrap, brought them to an underground garden of dragon statues and a faerie pool they did not dare to mess with, a group of neutral bandits guarding an elevator down to the deepest level (blocked with a “Castle Morthimion, Department of Construction” sign), and a slimy section of pipes, downwards stairs, and a pool with a mysterious statue. Beyond careful tactics, the characters were aided by no random encounters, and lucky reaction rolls; however, Sam died when he fell into a pit.
  • Eventually, they found an enormous hall where a feast had recently taken place, and extinguishing their lanterns, saw a group of short-statured cooks clean up the long table. Not wanting to tackle a kitchen full of these strange beings, they went the other way, northeast into a section of side rooms identified as “The Vaults of Rabad the Fearless”. They were pursued by loud footsteps, and they soon learned by their own experience that turning to see who was behind them would bring invisible swordstrikes. Although a room of spiders brought some loot, they chose to retreat from this dangerous-looking place.
  • With their loot, they sought out Tassaro the Theurgist in the Shrine of Doors, and learned that “They would have to overcome their fear” if they wanted to find the lost explorers. At first, Erien was furious Tassaro had cheated them with this non-advice, but they soon concluded it was a hint, and they’d have to return to the Vaults of Rabad, who was indeed Fearless.
  • The vaults revealed yet another room of several gemstones labelled “The Gems of Pain”, which they carefully avoided. But here, their luck almost ran out as they faced to see two Thaumaturgists, powerful magic-users from the deeper dungeons! Most of the party fell to a sleep spell, only Bandar, Glerien and the torchbearers remaining standing. Bandar’s wits saved the way. “Behind you!” he shouted, and the Thaumaturgists reflexively turned back, immediately struck by the invisible swords, one of which cut off the first M-U’s head. Glerien threw a dagger but rolled a natural 1 and almost ended up killing poor Erien by friendly fire. The only character still to act, Owl, bereft of weapons, desperately rushed the second M-U and dashed his head against the stone until he was dead (critical hit; a natural 20 doing the full 6 damage – M-Us are squishy!) The dead had some personal treasure, and a lucky roll yielded a single piece of jewellery rated at the highest value category – an amulet worth a princely 7000 gp!
  • From here, they quickly found the Chantry of the Centipede Lord, and the previous party, still stuck in the Diamond Laser Room and suffering from paralysis. Glerien pocketed the 5000 gp diamond, and the characters hauled the hapless adventurers out of the room. They could be returned to their senses, but were weak and basically useless – they were somehow paralysed by the treacherous Milius, who had left them along with their treasure to die as motionless statues.
  • The last thing to tackle was the Chantry, which turned out fairly small. The idol was easy to retrieve, but the company was surprised by centipedes from down the corridor. In the melee, El Mulo went down under giant centipede bites, not even needing to save vs. poison. Worse, stealing the idol seemed to trigger a skittering sound from all around, and the characters decided to beat it – to their good fortune, finding the way out without further random encounters.
  • This was a very successful trip: two major treasures were retrieved (Bandar decided they’d keep the diamond as a “rescuers’ fee”) along with miscellaneous loot. With monster experience (using LBB rules, these are fairly good at low levels), there was enough XP to advance everyone to 2nd level, and Bandar the Cleric to 3rd level (I disregarded the “only one level per session” rule). Furthermore, Jack and Owl, who had distinguished themselves during the expeditions and showed sufficient individual heroism, were each given 250 gp, the amount I require to turn them into regular player characters.

[Here ends the spoiler-free section]

***