Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Thursday, March 5, 2015

Beedo's Workshop - The Entrance Area in Taenarum

Here are my game notes from the first mini dungeon - a glance behind the curtain into Beedo's workshop.  My approach to Taenarum 2.0 is to create a megadungeon assembled from little mini dungeons like this one.  There are a number of characteristics I'm targeting by assembling the dungeon from mini areas:  they're very modular; easy to sketch, map, and write; each one can fit into a single night of play (important!); each mini dungeon is themed to create a lot of variety from place to place.  There are story points, quests, and other connectors between mini dungeons, as well as quests and rumors in town pointing to them.

Since this is an entrance area, this one is sparse and mostly empty.  You can read the player's side of things in the first two game reports:

Game Report 1
Game Report 2

I took a few minutes to polish my notes to make them sensible for the blog - my play notes are usually just sentence fragments and jotted phrases.  It's a lot more work to make notes readable versus providing enough fragments and memory joggers to run the game!

Area 1.1
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1.  Entrance
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A blemish on the nearby wall on the main road belies the presence of a permanent magic mouth, with ghoulish black teeth.  A decorative arch identifies this area as a dungeon entrance.

When approached, the mouth triggers and speaks:

Eidelon and key rewards
with treasures from the death god's hoards;
In order to conclude the quests,
You'll need to find the seven chests.

Welcome to the Underworld.  May you find what you seek.  Muhahaha.

The laughter then echoes through the halls (good time for a wandering monster check).

2.  Graffiti Room
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There's a trip wire set up in the passage right before the room - it's attached to bangles of metal in the room that chime and alert the bandits.  The smell of a cookfire drifts from the north passage.  The room holds rubble from smashed statues (wings and bones - winged deaths).  There is graffiti on the walls (mostly written in charcoal or chalk).

Diodoros sleeps with the fishes.
Spartans rule, Athenians drool.
Pythios pwns you.
For a good time, ask to dance with Melantha.
If you find my head, let me know.  --Orpheus.
Don't eat the pomegranates.

3.  Bandit Camp
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A group of 5 bandits camp here - 1 is on watch and listens for the chimes.  There's a cookfire, basic supplies, some firewood.  They have incidental treasure.  If alerted, 2 flank the hallway with spears to ambush anyone entering the room, the rest retreat to the corners with bows to shoot at the entrance.

4.  Bandit Captain
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Tobias, the Bandit Captain (use CR 2 bandit captain stats).  He's handsome, with silky hair, but he's terribly unlucky and curses the fates - he lost his love to the book of blessings and curses, and now forces captured adventurers to 'roll the dice'.  He's willing to spare spare anyone that takes on the Triad (room 7).

The room is lit from a pilfered soul gem (in the place of a torch).  He has a bed, trunk, gear, writing table, wine and cheese - some back story of his lost love is scrawled in a diary.  There's a potion of healing and 125gp in art objects in the room.

5.  Abandoned Camp
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The room has the remains of an old campfire, some discarded gear, and another ruined death statue.  Old basket with a treasure map stuck in the side of a discarded basket (it shows areas 1.2.4 and the wall cache there).

More Graffiti:
She can see you.  Don't look.
I left my harp in Sam Clam's Disco.
The Lord of Bones guards the first box.
Cylons look like people, but only 7 are known.
These are not the droids druids you're looking for (added by the players)

6.  Big Stone Head
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A monstrous stone head fills a ten foot space here.  Any time the head is disturbed, on a 1-2 out of 6 the nose exhales a Fear gas.  Carved into the forehead is a piece of text in the Olympian language of the gods and primordials, the word "Forsaken".  If anyone speaks Olympian in the presence of the head, it spits out an enchanted soul gem (empty) - once (see the notes on soul gems).

The head is covered in runes (arcana to decipher) - the writing is god script and implies the head came from the Titanomachy, the legendary war against the Titans.  It's a reminder that many of the Titans are imprisoned by Hades in Tartarus.

7.  Triad of Fates
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There's a stone door embedded in a post and lintel with no obvious way to open.  Symbols and letters covering the whole alphabet are etched into the post as buttons.  Depressing the (worn) letters that spell FATE opens the door (it slides with a rumble into the wall).  Magic torch light flares into life along the walls of the room.

The room is dominated by a large statue depicting the three fates (Moirai).   Clotho (spinner), Lachesis (allotter) and Atropos (unturnable).  They carry book, staff, and scale.  A brazier near the base illuminates a stone table with the Book of Blessings and Curses - consisting of a series of bronze plates attached to the table like a book.

A lingering Ghost (an athletic looking female, with grey eyes) lingers in the corner.  She lost her life at the hands of the book and now lurks in the room with unfinished business.  If anyone doesn't try to read their fate in the book, the ghost attempts a possession.  She'll move on to her reward if her possessed victim takes on a curse and survives the Fates.

Anyone who attacks the statues or attempts to damage the book... Save vs Disintegration.

Curses:
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1 Take 2d8 points of damage.
2 All wealth carried vanishes.
3 Polymorphed into harmless animal.
4 Lose one level of experience.
5 Disadvantage for the next 24 hours.
6 Struck blind.

Blessings
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1 Healed of all damage.
2 Receive gem of random value.
3 Gain 300 xp.
4 Advantage for the next 24 hours.
5 May re-roll any one failed result.
6 +1 to a random ability score (one time gift only).

8.  Medusa Mural
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The room has a few petrified remains of dead adventurers.  The south wall is a lifelike mural looking into the lair of the Medusa (the room beyond looks like a crumbling Greek temple in a cave).  She can see anyone in the room and petrify through the looking glass - there's a 1 in 6 chance the Medusa is nearby and moves to peer through the mural if there are lights in the room.  There are sigils along the mural border that identify the sequence to a teleportation circle, allowing fast egress to the level 8 Medusa Temple for high level parties.

Wednesday, March 12, 2014

Top Down Versus Bottom Up

The Anti-Beedo Returns

You're probably familiar with the terms "top down" or "bottom up"; they're frequently used in the business world  for planning, and I've seen them used in design and software development as well.  We'll frequently specify a top down or bottoms up approach to generating a project plan or a budget, for instance.

Top down revolves around decomposition; set an overall target or objective, and then break down that monolithic piece until you're down to the right level of detail.  "The software budget this year is $XX dollars; let's allocate that to the different business units based on their percentage of the overall headcount".  You won't know the details of how you're spending those software dollars until much further along in the process, but you're progressively decomposing the overall budget until you get to the requisite level of detail, while staying within those overarching constraints set at the beginning.

A bottoms up approach is the opposite; you'd start with the actual departments, aggregate their detailed software development requests, assign dollar values, and generate a budget by rolling up the sums from the lowest level of detail.  Sometimes those roll ups put you way off target!

That's a brief introduction to the terms; the reasons why to use one approach over another is a different matter.  However, this is a gaming blog, so let's swing the discussion back around to dungeons.  Part of my decision to step outside my normal thinking (to become... The Anti-Beedo) was to apply a top down approach to the latest dungeon.

Beedo always used to start with the details of rooms, encounters, lairs, and inhabitants and assemble the maps piecemeal later; the Anti-Beedo wants to start with the maps, and use random stockers to blow out lots of content, and work out the details later.

The top down approach dictated a 10-level dungeon (the way Gary meant it to be), with the thinking that each level will target 100-120 rooms, divided into 3-4 themes or sub levels on each major level.  I quickly put together maps for the first two dungeon levels (8 individual mapped areas) and built the appropriate random stockers.  I'm going to circle back and complete the 4 maps for level 3, add the random stockers for level 3, and then spend a little time elaborating the details, reconciling inconsistencies, moving things around necessary.  Three levels is more than enough content to launch a game.  Overall, the top down approach seems to generate a large scope blindingly fast.  This new dungeon will be fully armed and operational extremely quickly.  (The emperor will be pleased with my progress).

I've gone with the Greek myth theme.  It's high fantasy and can leverage existing D&D bestiaries and take advantage of classic D&D "as is" without being Tolkein.  I can direct the kiddos to Xena and Hercules, Percy Jackson and Clash of the Titans, for inspiration and ideas and character concepts.  The dungeon revolves around the legendary Road to Hell Hades - a winding passage into the depths of the Earth, culminating at the River Styx, Charon the Ferryman, Cerberus, and the gates to Hades' Realm.

I previously discussed the ideas as "Death Mountain", and you can see the original inspiration here:  Death Mountain.  Unfortunately, I'm now planning on putting the dungeon near a coastal sea cave and cliff, with nary a mountain in sight, so I'm probably going to secure a new name.  ("The Vaults of Pluton" is my mental front runner).  In the next few days, I'll provide more insight into the top down design, how I built the random stockers, and so forth.  It's been a pretty interesting exercise.  Liberating, even.  If you have ideas for a name, suggestions are welcome.  Especially something in Greek or Greek-sounding.  You guys are a smart group of readers, I'm sure there's someone out there with a background in Classics or antiquities.