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Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Wednesday, October 2, 2019

Moldvay Musings XVII: DM Information - Scenarios

The first sections of Part 8 in Moldvay (Dungeon Master Information) fascinate me on several levels. While the "B" in "BX" is by its nature basic and tries to keep things simple to let people get their feet wet who might have been new to the game (or running it), this section actually holds a lot of cool stuff that's far from just typical murder-hoboing and ties in to some of my thoughts on a BX setting. Not to mention demonstrating the BX wasn't "the kiddie version" of D&D.


The chapter is broken down into several parts that can walk a tyro DM through creating an adventure and even lay the groundwork for a rich campaign. Let's start by taking a look at the first bit: Choosing a scenario. Moldvay defines a scenario nicely for us in the following passage:

B51:
"A scenario is a background theme or idea which ties the dungeon together. A scenario will help keep a dungeon from becoming a boring repetition of 'open the door, kill the monster, take the treasure.' A good scenario always gives the players a reason for adventuring. The DM should also design a dungeon for the levels of characters who will be playing in it. A good scenario will also give the DM a reason for choosing specific monsters and treasures to put in the dungeon."

The idea seems, well, basic, doesn't it? Remember this was 1981, though. Not everyone implicitly understood this. I love that he spells out that adventure design should have a theme and a rationale and should avoid simple grinds. He neatly sums up monster ecology too by stating one should choose critters appropriate to the scenario.

He then goes on to list several kinds of scenarios. While many of these can be translated into a dungeon crawl (or contain one), it's the different reasons for the adventure in the first place that are the real meat on the bones. The doesn't claim to be exhaustive, but I would be hard-pressed to think of any adventures that don't fall broadly under one or more of these categories.

  1. Exploring the Unknown
  2. Investigating a Chaotic Outpost
  3. Recovering Ruins
  4. Destroying an Ancient Evil
  5. Visiting a Lost Shrine
  6. Fulfilling a Quest
  7. Escaping from Enemies
  8. Rescuing Prisoners
  9. Using a Magic Portal
  10. Finding a Lost Race
Now obviously, several of these are pretty standard. The section even gives examples of published adventures that fit some of the categories (B2 is the quintessential investigation of a chaotic outpost), but some of these are ones that I've seen much less often. When was the last time your campaign found a lost race or reclaimed ruins for settlement? That's some good adventure fodder there. You could even combine scenarios. Perhaps the PCs must use a magic portal to find a lost shrine?



The next parts of this section are relatively mundane, but still useful. They cover such issues as the location of the dungeon proper (Is it a cave? A crypt? A castle?), the monsters within, the map itself, and how it's stocked. The random stocking tables aren't always the best way to fill the map, but they can be handy at times.

The final section offers good advice and help with prepping an NPC party ahead of time. You might not need one right away, but like treasure maps, you'll be happy you have one ready instead of having to work one up in the middle of a session. 

Sunday, January 27, 2019

Khepri and the Black Oak Bugbears

A while back I did an RMA about Araneae. One of my readers, Cullen, suggested the spider could be a sort of sage. I liked the idea so much I added it to my BX campaign. The PCs recently encountered her and are off on a mission to "pay" for the information they're after. 

I thought I'd share the writeup for the encounter as one way to set such a thing up. The map is from my Roll20.



DEEP IN THE FOREST LIVES a clan of wily bugbears known as the Black Oaks. They live by hunting and periodically raiding travelers along nearby trade routes.

The bugbears also have an alliance with a clever aranea named Khepri who lives in the trees above their huts (see the "webby" tree in the upper left). She provides them with potions and advice in return for their protection and retrieving certain materials she wants for her magical studies. Khepri’s invisibility potions are much prized, as they allow the bugbears to be even more effective at ambushes.

Recently, Khepri has finished researching and learning the spell charm person and used it on the Black Oak chieftain, Brugdhaz. She is careful to only nudge his behavior in ways that don’t potentially shake her hold over him, but that may have to change.

Having Skrag as their shaman is a source of status and pride for the Black Oaks. He is a powerful magician by bugbear standards (Casts 1st level clerical and magic-user spells). Brugdhaz has always been somewhat jealous of Skrag’s standing within the clan, but the shaman has wisely avoided stepping on the chieftain’s toes, confining himself to magical and spiritual matters. The difficulty arises from the fact that Khepri wants Skrag’s secrets. The shaman mistrusts the aranea and  is unwilling to share knowledge with a non-bugbear. Skrag’s mind is very strong and her charm spell is unlikely to work against him. Also Bugbear shamans don’t have spell-books. Generations of magical wisdom is recorded on Skrag’s very skin in the form of runic tattoos. While a few tattoos are visible on his arms and legs, he covers the rest with his cloak when Khepri is around. In order to access all of the runes, Skrag must summon his fetch. A spirit ally that allows him to see through its “eyes” and read the tattoos. In order to learn his magics, Khepri will need to study his skin.

Skrag is older and not as strong as the other bugbears. He receives no damage bonus to melee attacks. He is still 2+1 HD, but only has 11hp and AC 8 (no armor).

Skrag’s Spells:
  • Detect Magic
  • Cure Light Wounds
  • Shield
  • Read Languages
  • Hold Portal
  • Magic Missile
  • Protection from Evil
  • Light

He can have any three prepared at a time.

Brugdhaz is a 5HD bugbear (33hp). He also possesses a Shield +1, granting him AC 3 with his normal armor.

All others are normal bugbears (18hp), armed with maces and axes.

Khepri has an “errand” she would like performed. In exchange for this service, she is more than happy to help the PCs with information about what they seek. She wants a vial of giant’s blood. The type of giant does not matter.

If -after successfully completing the first errand- the PCs come back to her again, Khepri will be favorably disposed toward them, and happily enter an arrangement with them again. The next task will likely be more difficult (higher level).

Thursday, September 20, 2018

Magic Mart: Buying/selling magic items




I am not a fan of how later D&D editions (particularly 3.X) reduced magic items to a simple commodity. I get that some of the rules about crafting costs and times were a bit subjective before, but I fall into the camp that magic should be magical. 

That being said, players will want to find ways to spend their loot and one of the most useful things for an adventurer is better gear. Once the fighter has bought plate mail and silver arrows, his upgrade options in the standard price list are a bit thin on the ground. I sometimes do have the odd item or two for sale in towns. Usually it's things like potions or scrolls and other "limited" magics.

In the current campaign I am running, the PCs have managed to get through two adventures, both times clearing a fair amount of coin; enough that the PCs that have survived since session one are at or near level 3 (except the elf). The nature of the adventures limited the chance to find items, though. I am thinking of giving them a chance to acquire some magical shinies. The question is how to decide what's available in such situations without being utterly arbitrary.

The idea I am currently playing with is based roughly off of the Treasure Type Tables on X43. The larger the town or city, the better the chance of any magical items for sale. Likewise, certain types of items are more often found than others. A first pass at this for a typical BX fantasy setting (not particularly high or low magic) might look something like:

Small Town or Village: 15% Any 1
Medium-sized Town: 25% Any 2 + 1 potion + 1 scroll
Large Town or Small City: 1d4 scrolls, 30% Any 3 + 1 sword, armor, or weapon
Large Metropolis: 1d4 scrolls, 2d4 potions, 35% Any 4

It's up to the individual DM to decide where a given population in his setting falls on this list. As examples, I would say a town like Threshold in Karameikos would be a medium town, whereas Specularum might be a small city. You might also tweak how you roll based on things like how much trade or traffic a location sees or if adventurers are common there.

In my campaign, the party is currently in a town of 3,000-4,000 people; what I would consider medium-sized in my setting.  But, it is also a busy river port that sees a good deal of trade and adventurer types are not uncommon here (a name-level mage has a tower just outside the town walls). Therefore, I have chosen to roll as a large town/small city.

Roll results are as follows:

1d4 Scrolls = 1. The % dice came "00"! Which is a nice treasure map to 5d6 gems and 2 magic items. Buuuut, the party is already following one map and I am trying to generate magical items here. So I re-rolled that and got a Protection from Magic scroll.

% dice for other magic = 30 exactly (!) So 3 items plus 1 arm or armor. I rolled a d3 to see which and got a 3, which is a non-sword weapon.

The percentile rolls for the specific items came up as follows:

  • A potion of Giant Control
  • +1 Spear
  • A Staff of Healing Staff of Striking (18 charges)
  • A MU/Elf spell scroll of 3 spells. This came up as one 4th, one 1st, and one 2nd level spell. I rolled randomly (d12s) and got Charm Monster, Ventriloquism, and Detect Evil.

Now this is a pretty impressive haul, and frankly a lot more magic than I like to be just lying around. If I want to let these results stand, I need to make sure these items aren't too easy to get. Namely, they need to be expensive or require the PCs do something to get them.

The protection scroll has a lot of potential utility, but it's one use only, so I will peg that at 1000gp.

I decided to roll randomly for what type of giant the potion can control. There are six kinds of giants and I rolled a 4: Fire Giant. This is pretty neat but of limited usefulness. Commanding 1d4 fire giants even for only an hour could be pretty epic, though! Let's say 1000gp

The +1 spear is nice, but is just a bonus to hit and damage. 1000 gp should cover that.

The healing staff is another matter. I will invoke DM fiat and say this is too powerful to be simply bought in town, ready to go. This item essentially allows a cleric to cast a Cure Light Wounds once per day on each PC and uses no charges! This sort of thing would be snapped up by one of the temples in town and not readily available to wandering murder hobos. As with the map, I re-rolled and the result was a Staff of Striking with 18 charges. This is a nice item, but limited by who can use it (clerics) and of finite charges. I will judge it roughly equivalent to the spear and set its price at 1000 gp as well.

The spell scroll would be pretty expensive. I have previously established house rules about spell books and scrolls, so using those I can pin its price tag at 3,500gp (7 spell levels total at 500 gp per). Since they are all on one scroll, it's an all or nothing price.

Now, this is a pretty generous haul, but the rolls were with them. The odds favored 2-3 scrolls and that's it. I would also argue that it would be a while (a month or two at least) before this particular town might be "restocked." Over the course of a campaign, I would see this as balancing out. I'm not sure it's the perfect system. I still needed to intervene a little to maintain what I see as a correct balance, but isn't that what DMs are supposed to do?


Thursday, November 2, 2017

REF: Traders

Time for some Random Encounter Fun!

Last time, it was a wilderness (well, city) encounter with some spectres. This time, we'll head back to Moldvay's Level 1 wandering monsters and #19 on the chart: Traders (B43).

Wait, what?

I know it sounds weird, but bear with me here.

Traders in BX are different than merchants. They are "first level fighters who make their living trading goods." the listing goes on to say they are "similar to merchants, but much braver." They normally wield swords or hand axes, wear furs that count as leather armor, and carry shields.

Axes, furs, shields... hmm, what does that sound like?

VIKINGS, of course!

The vikings, in addition to the exploring and raiding, were terrific merchants and traders. They sailed all over, and were in a near-ideal position for commerce.


So, back to the encounter. Number appearing is 1d8. I rolled a 4. That's a decent party size for some NPCs but these are all fighting types with no clerics or wizards or thieves, so it makes sense they are a level 1 encounter. Not because they're wimps, but because they probably wouldn't venture far into the dungeon.

The listing in the book says they use pack mules in the wilderness, and typically carry trade goods like spices or furs or "carved decorative items." But these fellas are in the dungeon, so maybe the animals are back on the surface?

Traders have a low morale score (7), so they aren't interested in lots of fighting. They are probably in the dungeon looking for something valuable they can grab and go. Maybe they're hoping for some bits of jewelry or they've tracked an animal with a valuable pelt to its lair. In any case, they probably aren't "residents" of the dungeon. Like the PCs, they're just visiting.

I would see an encounter with this group as being far more likely to result in roleplaying than combat. A trading party might buy some loot off the PCs. The party might gain useful information from the traders about the place or the surrounding region (they're probably well-traveled after all). For the right price, the traders might even join the party for a bit and bolster their ranks.

In my scenario, I place the traders on the first level of the dungeon, relatively near the entrance. They have tracked some Giant Killer Bees (another level 1 monster) to this location and are searching for the hive. They are carrying green wood and lamp oil to smoke the insects out so they can steal the magical honey. The traders' reaction roll was a 9 (no attack, leaves or considers offers) which seems fair for mercantile types. If the party seems tough, the less than foolhardy traders might offer a trade: If the PCs can bring them a full jar of honey, the traders have a treasure map that the party might find worthwhile.

Like the NPC party, traders also serve as a reminder that the dungeon can be a dynamic, living place where the heroes aren't necessarily the only people interested in treasure; and sometimes even a dungeon encounter doesn't have to end up with rolling for initiative.  

Saturday, August 19, 2017

Curious Objects: Treasure Maps (scrolls)

"Piranah Lagoon" is the name of my Slickee Boys cover band!


Now, maps are hardly unheard of in fantasy role-playing games. They are a classic trope as well as an essential dungeoneering tool. Treasure maps in particular are a staple of both fantasy fiction and adventures. What I want to talk about for a bit is the random treasure result under the Scrolls section.

When I found my way to BX many years ago, I was tickled that scrolls could be more than just extra or new spells. The two main twists were the protection scrolls and the maps. The idea that the rules included a mechanism for randomly dropping a plot hook into the party's collective lap was quite remarkable (to me).

Fully a quarter of all scrolls found are maps, according to the random table in Cook Expert, the book suggests the DM make up several maps ahead of time and have them handy to use as props for when/if the party finds one.

In the Basic rules, the description suggests that the map lead to a treasure somewhere within the same dungeon, but the Expert rules rightly expands it to include possible wilderness travel. The tables results scale for the size of the treasure to be found, as well as having magical items as loot. There are also suggestions for placing monsters as guardians.

Two things occur to me off the bat: Firstly, a treasure map is a great way to delay a party from getting hold of too much wealth at once. Of course the loot from the dungeon isn't light! You just haven't gone to the haunted tower on that map to retrieve the fabled Emerald of Kun Par yet! This can be especially useful if you need a little extra time to figure out some things in the game.

Secondly, it's a great segue into the next adventure that saves you trying to get the players hooked. They know where a fabulous magical item (or pile of cash) is supposed to be, they just need to get their collective butts in gear and start walking.

Of course, they could try selling the map (for a fraction of the loot's value). But that could lead to even more plot hooks and complications. In a fun way!

Friday, August 7, 2015

The Lands of Bryll


Check out Herr Altbauer's site if you want to commission an AMAZING map like this!

When working up the ideas for the physical setting, I let my imagination run a little loose. Instead of trying for "realistic" pseudo-historical names and places, I tried to take the more evocative route and give names that had an almost fairy-tale feel to them. I haven't written more than a few lines about each of the major locations. The idea is to fill those in as the campaign rolls forward. Here are a few examples:

The Lin Magocracy: Less of a nation, and more of a scattering of wizards' towers across a gloomy land. They say the region is crisscrossed with powerful ley lines, making it idea for arcane study. It is also said to be infested with enchanted beasts and monsters.

The Splintered Princes: After the Havron Empire began to break apart, petty lords began to fight for territory. The region is still volatile to this day; with little wars breaking out all the time. The only thing that unites the lordlings is their resistance to the return of imperial rule.

Dragonsreef: Shoals, treacherous currents, and jagged reefs make this stretch of coastline perilous to ships and even smaller craft. Few sail this way, excepting bold explorers or outlaws.

There is a lot of blank space here, literally and figuratively. I don't want a setting where every village and stream is named and detailed. We'll get to that as we go.


Wednesday, May 2, 2012

Moldvay Musings II


The next bit in Part 4 that I find amusing is that of the Caller. 

"One player should be chosen to tell the DM about the plans and actions of the party."

I don't know about the rest of you, but I've rarely played or run using this method. I can see its appeal on a certain level; the DM remains distanced from the debating between players as they figure out their next move, and then he gets a single voice telling him what they do.

On the flip side, it seems it would hurt the social aspect of the game, and I would be leery of letting one player dominate the table talk to such a degree. 

The Mapper:

I like the implication of this section; basically that it is the player's responsibility to make a map of the dungeon. The DM provides the description and detail, the player gets it down on paper. After years of using Chessex mats with hex and square grids, I found this sentence particularly interesting:

"It is most important to record proper directions, shape, and approximate size, rather than spending a lot of time determining exact distances and filling in minute details."

This would indicate to me that a player's map shouldn't be some perfect reproduction of the DM's, rather a "working diagram" that would let the PCs find their way around inside –and back out– of the dungeon.