When designing a campaign in which everything revolves around a single dominant theme, in this case the underworld of the Bleak Beyond, it is important to have motivations for the players and their characters to work outside of the central theme from time to time.
For a dungeon-centric campaign such as mine, this work outside of the theme would of course involve the wilderness around the Bleak Beyond. In OD&D the term “wilderness” refers to everything on the surface, so in this case it includes the starting town of Tenborough Hold as well as the whole of the Unbidden Lands in which the campaign is set.
While making notes for the Unbidden Lands, I wondered “Why would the players decide to explore the Wilderness?” Aside from being sent on a wild goose chase by an NPC, or to seek out a healing herb for their stricken party-mate or some other Ref-induced quest into the wilderness, was there a motivation for the party to set out, “into the hexes”, of their own accord?
For the Unbidden Lands, there is such motivation. The notion is that through exploration the characters have the opportunity to unlock game features by making Discoveries. Visiting the Town of Skinny Creek enables trade with the Hobbits there, and access to Hobbit Cuisine. Finding the Elves of the Worn-Wood enables trade and gives access to enchanted Elf Wine and other unique wares. Locating the Dwarven hold at Pinching Gorge likewise allows access to special works of craftsmanship.
Farther out in the Unbidden Lands, characters can discover more game material. Traveling to the Shrouded Mere will permit Aelfar as player characters. The same for unlocking playable character races with the Dvergar at Scrag Rock, the Doende at Lonely Crag, the Irklings at Itching Wood, and even the Troldekin, although the latter are only unlocked by entering the Supreme Citadel of the Morkevagten in the dungeon itself. Each area of discovery holds more game material, including access to such things as new spells and even more race specific resources for the adventurers.
In the end, the players have a chance to realize greater opportunities and resources by taking the initiative and going into the hexes. Ultimately such travels will pay-off for future plunges into the Bleak Beyond. Refs will likewise have the chance to flesh out the Unbidden Lands further, allowing groups who wish to feel the sun on their faces some time breathing fresh air for a change.
All of these Discoveries will be defined and described in greater detail as the whole project moves forward. For now I must continue to concentrate on the How to Play portion and finish up the various d00 tables which fuel the inner workings of the Bleak Beyond.
~Sham
Showing posts with label bleak beyond. Show all posts
Showing posts with label bleak beyond. Show all posts
Wednesday, June 8, 2011
Wednesday, May 11, 2011
Experience by Plundering
In my most recent post I touched on a number of unusual methods in which the dungeon itself figures into the rules of advancement for my latest project, the Bleak Beyond. I received plenty of thoughts and feedback on the Accomplishments portion of that post, but I am wondering how readers feel about the fact that I am considering expunging the tried and true notion of Experience Points in favor of the proposed Experience by Plundering approach:
Characters gain one experience level whenever they are a member of an expedition which makes off with a Treasure Trove, by successfully returning with it to town, providing the loot was plundered from a dungeon level which is of equal or greater value than the character's own current level.
For more specifics you can read the previous post below this one. There are, as mentioned within that post, other criteria which must be met in order to advance to level 12.
Thanks to the feedback from last week's post I will be redesigning some of the Accomplishments in order to right the wrongs indicated by reader -C and taking a less heavy handed technique in order to allow more freedom of choice by the players. In other words, more interaction with the dungeon itself and a little less with the dwellers within.
Thoughts, Ideas and Suggestions on Experience by Plundering?
~Sham
Experience by Plundering
Characters gain one experience level whenever they are a member of an expedition which makes off with a Treasure Trove, by successfully returning with it to town, providing the loot was plundered from a dungeon level which is of equal or greater value than the character's own current level.
For more specifics you can read the previous post below this one. There are, as mentioned within that post, other criteria which must be met in order to advance to level 12.
Thanks to the feedback from last week's post I will be redesigning some of the Accomplishments in order to right the wrongs indicated by reader -C and taking a less heavy handed technique in order to allow more freedom of choice by the players. In other words, more interaction with the dungeon itself and a little less with the dwellers within.
Thoughts, Ideas and Suggestions on Experience by Plundering?
~Sham
Thursday, May 5, 2011
Experience and Accomplishments
As the anchor of the campaign, around which everything revolves, the dungeons of the Bleak Beyond will factor into the very rules which govern game play. Along with the various tables and conventions specifically designed to power the game sessions, one will find a game unto itself in what I hope to be a rather brief How to Play section. Just the nuts and bolts of a game, one which can be adopted or ignored in favor of one's preferred edition.
The How to Play section of the Bleak Beyond is not intended to be a clone of D&D. It is more or less a generic system which will cover such things as Dice, Hits, Combat, Armor, Saves, Tasks and Character Advancement. The mechanics that run behind the scenes of the game. Tasks have been covered using the 5+ guide in the Art of Delving. The other terms are fairly self-explanatory. Combat is distilled to a table-less formula, which was covered here and here a few years back.
A bit of a departure from the old school? Not in my mind. I just find the method more logical and simpler to implement. The true major departure from the accepted rules is found in the guide for Character Advancement. Here's where we find the dungeon itself influencing the rules.
The Bleak Beyond does not use a hard and fast advancement via experience points system. Since nearly all of the players' efforts will involve dangerous plunges into the underworld, the only set-in-stone method for gaining levels is by successfully looting manually placed Treasure Troves. Not your run of the mill loot stashes but rather those specific riches which are mentioned in Vol. III with the suggestion to “thoughtfully place several of the most important treasures” before dicing for random distribution. Here's the core of the approach:
Characters gain one experience level whenever they are a member of an expedition which makes off with a Treasure Trove, by successfully returning with it to town, providing the loot was plundered from a dungeon level which is of equal or greater value than the character's own current level.
Yep. No experience points whatsoever.
There are restrictions to the experience by plundering system, however. Normal advancement halts at the top level of each tier, levels 3, 6 and 9. In order to unlock the subsequent tiers which begin with levels 4, 7 and 10, the character will be required to meet certain criteria based on successful exploration of the Bleak Beyond.
The dungeon rewards characters who accomplish certain goals. For humankind there are currently 13 such accomplishments, along with one race accomplishment for each non-human class which lifts their standard maximum level and allows further progress. Players must track the number of each specific accomplishment, along with the reward gained, on the back of their character sheet for future reference and to prevent possible double-dipping.
Refs might of course allow alternate methods of advancement. It is certainly not a game world in which the only method of advancing as a character is by gaining Bleak Beyond experience. This is simply how one does so within this particular dungeon. Exploring the wilderness of the Unbidden Lands holds its own rewards, after all (which will be explained in an upcoming post).
I may or may not add to this list in the future, and since none of this is quite set in stone there is no accompanying PDF this time. Here's what I've got so far.
1.Etch name on the Big Block of So and So's Fate / Unlock 4th Character Level
2.Shake the hand of Skellington in the Writhing Sepulchre / Unlock 7th Character Level
3.Obtain a Morkevagten Writ of Passage from the Citadel / Unlock 10th Character Level
4.Bring a Fallen Knight to justice / +1 Primary or Random
5.Oust the Mayor of Awfulville / +1 Primary or Random
6.Earn a Key to the Swallowed City / +1 Primary or Random
7.Release a Trapped Soul from the Chapel of the Jilted Bride / +1d6 Hits
8.Smuggle an intact Ubernana to the surface / +1d6 Hits
9.Ring the Gilded Bell of the Excommunicated / +1 Primary or Random
10.Awaken the Sleeping She-Paladin / +1d6 Hits
11.Lay the Evil Dude to rest in his Domain / +1d6 Hits
12.Learn Sham's Secret from Sham himself / +1 Ability of Choice
13.Visit the Four Corners of Balmorphiact / +1 Ability of Choice
The following non-human accomplishments remove the standard class level maximum for each respective race. They do not however supersede the advancement accomplishments required as detailed in numbers 1-3 above.
Enter the Supreme Citadel of the Morkevagten through the front door / Unlock Dwarf 7th
Survive an arena match in the Swallowed City / Unlock Elf FM 5th
Learn a new spell in the Palace of Ceaseless Extravagance / Unlock Elf MU 9th
Taste Chuckhole Hooch straight from a still in Chuckhole Hollow / Unlock Hobbit 5th
Bring home the head of a Nisse / Unlock Aelfar FM 7th
Take a nap in the Dens of Undesired Dream / Unlock Aelfar MU 7th
Pull one of Vrimnas's levers and live to tell the tale / Unlock Doende 7th
Perform guard duty at the Shrine of the Sleeping She-Paladin / Unlock Dvergar 7th
Bring home a real live Crumblebumian / Unlock Irkling 7th
Tithe at the Church of the Excommunicated / Unlock Troldekin FM 7th
Become irradiated on the Level w/ No Name / Unlock Troldekin MU 7th
Thoughts? Ideas? Suggestions?
~Sham
The How to Play section of the Bleak Beyond is not intended to be a clone of D&D. It is more or less a generic system which will cover such things as Dice, Hits, Combat, Armor, Saves, Tasks and Character Advancement. The mechanics that run behind the scenes of the game. Tasks have been covered using the 5+ guide in the Art of Delving. The other terms are fairly self-explanatory. Combat is distilled to a table-less formula, which was covered here and here a few years back.
A bit of a departure from the old school? Not in my mind. I just find the method more logical and simpler to implement. The true major departure from the accepted rules is found in the guide for Character Advancement. Here's where we find the dungeon itself influencing the rules.
The Bleak Beyond does not use a hard and fast advancement via experience points system. Since nearly all of the players' efforts will involve dangerous plunges into the underworld, the only set-in-stone method for gaining levels is by successfully looting manually placed Treasure Troves. Not your run of the mill loot stashes but rather those specific riches which are mentioned in Vol. III with the suggestion to “thoughtfully place several of the most important treasures” before dicing for random distribution. Here's the core of the approach:
Experience by Plundering
Characters gain one experience level whenever they are a member of an expedition which makes off with a Treasure Trove, by successfully returning with it to town, providing the loot was plundered from a dungeon level which is of equal or greater value than the character's own current level.
Yep. No experience points whatsoever.
There are restrictions to the experience by plundering system, however. Normal advancement halts at the top level of each tier, levels 3, 6 and 9. In order to unlock the subsequent tiers which begin with levels 4, 7 and 10, the character will be required to meet certain criteria based on successful exploration of the Bleak Beyond.
The dungeon rewards characters who accomplish certain goals. For humankind there are currently 13 such accomplishments, along with one race accomplishment for each non-human class which lifts their standard maximum level and allows further progress. Players must track the number of each specific accomplishment, along with the reward gained, on the back of their character sheet for future reference and to prevent possible double-dipping.
Refs might of course allow alternate methods of advancement. It is certainly not a game world in which the only method of advancing as a character is by gaining Bleak Beyond experience. This is simply how one does so within this particular dungeon. Exploring the wilderness of the Unbidden Lands holds its own rewards, after all (which will be explained in an upcoming post).
I may or may not add to this list in the future, and since none of this is quite set in stone there is no accompanying PDF this time. Here's what I've got so far.
Accomplishments / Rewards
1.Etch name on the Big Block of So and So's Fate / Unlock 4th Character Level
2.Shake the hand of Skellington in the Writhing Sepulchre / Unlock 7th Character Level
3.Obtain a Morkevagten Writ of Passage from the Citadel / Unlock 10th Character Level
4.Bring a Fallen Knight to justice / +1 Primary or Random
5.Oust the Mayor of Awfulville / +1 Primary or Random
6.Earn a Key to the Swallowed City / +1 Primary or Random
7.Release a Trapped Soul from the Chapel of the Jilted Bride / +1d6 Hits
8.Smuggle an intact Ubernana to the surface / +1d6 Hits
9.Ring the Gilded Bell of the Excommunicated / +1 Primary or Random
10.Awaken the Sleeping She-Paladin / +1d6 Hits
11.Lay the Evil Dude to rest in his Domain / +1d6 Hits
12.Learn Sham's Secret from Sham himself / +1 Ability of Choice
13.Visit the Four Corners of Balmorphiact / +1 Ability of Choice
Non-human Accomplishments / Rewards
The following non-human accomplishments remove the standard class level maximum for each respective race. They do not however supersede the advancement accomplishments required as detailed in numbers 1-3 above.
Enter the Supreme Citadel of the Morkevagten through the front door / Unlock Dwarf 7th
Survive an arena match in the Swallowed City / Unlock Elf FM 5th
Learn a new spell in the Palace of Ceaseless Extravagance / Unlock Elf MU 9th
Taste Chuckhole Hooch straight from a still in Chuckhole Hollow / Unlock Hobbit 5th
Bring home the head of a Nisse / Unlock Aelfar FM 7th
Take a nap in the Dens of Undesired Dream / Unlock Aelfar MU 7th
Pull one of Vrimnas's levers and live to tell the tale / Unlock Doende 7th
Perform guard duty at the Shrine of the Sleeping She-Paladin / Unlock Dvergar 7th
Bring home a real live Crumblebumian / Unlock Irkling 7th
Tithe at the Church of the Excommunicated / Unlock Troldekin FM 7th
Become irradiated on the Level w/ No Name / Unlock Troldekin MU 7th
Thoughts? Ideas? Suggestions?
~Sham
Thursday, April 28, 2011
The Art of Delving
Here's another bit of Bleak Beyond material that might be of interest to some of my readers. It's basically a Delver-as-Subclass system. In a megadungeon campaign such as this, with no Thief class, the responsibilities of safely and carefully navigating the underworld are shared by all capable adventurers. Why not allow these intrepid spelunkers the chance to hone their skills the more often they use them?
A few disclaimers before I copy and paste: I still tend to not simply reduce these acts to straightforward dice rolls. The 5+ roll is a baseline suggestion, one which should be modified based upon how the characters are attempting them, the prevailing circumstances, and the difficulty of the particular endeavor. As a matter of fact, I am going to edit the new doc and add these notes! Be right back...
The Art of Delving
A general purpose d6 roll is used for determining success or failure when undertaking various mundane tasks in the game. Refs can adjust the target 5 as needed, increasing it to 6 or lowering it to 4 or less as the game demands.
Note: It is suggested that Refs avoid simply reducing these acts to straightforward dice rolls. Encourage player reasoning and input, and reward or penalize them accordingly. The 5+ roll is a baseline suggestion, one which should be modified depending upon how the characters are attempting them, the prevailing circumstances, and the difficulty of the particular endeavor.
The 5+ Rule:
Roll 1d6
1: Absolute Failure
2-4: Failure
5: Success
6: Success and roll again. With a result of 6 on the roll again, the character denotes one pip above the relevant task.
Improving with Experience: When six such pips are earned the character gains a permanent +1 on all 5+ checks with that particular task. No further bonuses may be gained in this manner for that particular task. See Master Delver, below.
Ability Score Adjustment: Characters with a 15 or higher in the relevant Ability Score add 1 on their 5+ roll. Those with a 6 or lower subtract 1.
Race Adjustment: Characters of varying race will either add 1 or subtract 1 on their 5+ roll.
Core Tasks: Tasks which any character may undertake during the game.
Disarm Trap: Apply STR or DEX, determined by type.
Eavesdrop: Humankind -1.
Find Secret Door: Elf and Aelfar +1.
Find Trap: Dwarf and Dvergar +1.
Open Door: Apply STR. Hobbit, Doende and Irkling -1.
Unlock: Apply DEX.
Sneak: Hobbit and Doende +1.
Bonus Tasks: Bonus Tasks can be raised as well with the accumulation of pips, but may not be selected as a Master Delver's specialty.
Sense Direction: Irkling only.
Sense Secret Door: Elf and Aelfar only.
Sense Trap: Dwarf and Dvergar only.
Master Delver: Once a character has gained a +1 bonus to the first six Core Tasks (all except Sneak) through the accumulation of pips, he or she can claim the title of Master Delver. At that time the player shall select one, and only one Core Task with which he or she shall receive a further bonus of 1 on all 5+ rolls in that endeavor. For example, it is possible for a Dwarf to become a Master Delver with a Find Trap specialty, gaining a bonus of +3 on all 5+ rolls for that task.
A few disclaimers before I copy and paste: I still tend to not simply reduce these acts to straightforward dice rolls. The 5+ roll is a baseline suggestion, one which should be modified based upon how the characters are attempting them, the prevailing circumstances, and the difficulty of the particular endeavor. As a matter of fact, I am going to edit the new doc and add these notes! Be right back...
* * * * *
The Art of Delving
A general purpose d6 roll is used for determining success or failure when undertaking various mundane tasks in the game. Refs can adjust the target 5 as needed, increasing it to 6 or lowering it to 4 or less as the game demands.
Note: It is suggested that Refs avoid simply reducing these acts to straightforward dice rolls. Encourage player reasoning and input, and reward or penalize them accordingly. The 5+ roll is a baseline suggestion, one which should be modified depending upon how the characters are attempting them, the prevailing circumstances, and the difficulty of the particular endeavor.
The 5+ Rule:
Roll 1d6
1: Absolute Failure
2-4: Failure
5: Success
6: Success and roll again. With a result of 6 on the roll again, the character denotes one pip above the relevant task.
Improving with Experience: When six such pips are earned the character gains a permanent +1 on all 5+ checks with that particular task. No further bonuses may be gained in this manner for that particular task. See Master Delver, below.
Ability Score Adjustment: Characters with a 15 or higher in the relevant Ability Score add 1 on their 5+ roll. Those with a 6 or lower subtract 1.
Race Adjustment: Characters of varying race will either add 1 or subtract 1 on their 5+ roll.
Core Tasks: Tasks which any character may undertake during the game.
Disarm Trap: Apply STR or DEX, determined by type.
Eavesdrop: Humankind -1.
Find Secret Door: Elf and Aelfar +1.
Find Trap: Dwarf and Dvergar +1.
Open Door: Apply STR. Hobbit, Doende and Irkling -1.
Unlock: Apply DEX.
Sneak: Hobbit and Doende +1.
Bonus Tasks: Bonus Tasks can be raised as well with the accumulation of pips, but may not be selected as a Master Delver's specialty.
Sense Direction: Irkling only.
Sense Secret Door: Elf and Aelfar only.
Sense Trap: Dwarf and Dvergar only.
Master Delver: Once a character has gained a +1 bonus to the first six Core Tasks (all except Sneak) through the accumulation of pips, he or she can claim the title of Master Delver. At that time the player shall select one, and only one Core Task with which he or she shall receive a further bonus of 1 on all 5+ rolls in that endeavor. For example, it is possible for a Dwarf to become a Master Delver with a Find Trap specialty, gaining a bonus of +3 on all 5+ rolls for that task.
* * * * *
And there you have it. There's a PDF for dl in SHAM'S OD&D STUFF, or just copy, paste and edit for your own game. As with much of the Bleak Beyond material, some light editing will make it usable in any campaign.
~Sham
And there you have it. There's a PDF for dl in SHAM'S OD&D STUFF, or just copy, paste and edit for your own game. As with much of the Bleak Beyond material, some light editing will make it usable in any campaign.
~Sham
Friday, April 22, 2011
Lost Heroes
If we operate under the assumption that the underworld, or specifically your campaign's megadungeon, has been attracting adventurers for a lengthy period of time, it is not a stretch of the imagination to realize that there are more than likely going to be a number of delvers assumed dead that are in fact trapped in limbo in the dark confines below.
In your standard campaign such a form of stasis could occur through your run of the mill flesh to stone attack. Characters with a CON of 13 or more will automatically survive such an ordeal, and are quite literally waiting for the right Magic User to come along and rescue them. In the Bleak Beyond other such means of imprisonment include being turned to glass, turned to a scarecrow, time-locked, frozen solid and gem-prisoned.
Any unfortunate character missing his save against such a threat must make a survival roll based on his or her CON score. Those succeeding are still often “lost to the underworld” even though they are not quite dead yet. Thus the Bleak Beyond includes a category of magic items called Lost Heroes. Perhaps the most potent of all magic items in my dungeon as of this writing since I have yet to flesh out any relics or artifacts, these Lost Heroes will pledge loyalty and serve their rescuers for a time and could even become player characters as the campaign unfolds.
Although you might not handle flesh to stone in the same fashion, the concept of Lost Heroes as magic items can still be used in your games by adding a few new features to your dungeon.
This is an example of the many Bleak Beyond tidbits I plan to assemble and include in the final megadungeon project. Along with the PDF's I've shared this year; Monster Business, Random Monster Tables, d6 Dungeon Rooms, 100 NPC Types and Dungeon Treasure Maps (I have a BB-centric version), these supplemental pieces will eventually work together to form the framework upon which the megadungeon will operate.
The d00 Stairways table was one I planned to rework and include, BUT I've come to the design decision that I will henceforth be treating stairways as rooms unto themselves, in other words each will be numbered and keyed. Duh. That's something I should have been doing all along. Something so obvious!
So while this particular document is Bleak Beyond material and written as such, you still might get some use or inspiration out of it. You will find it in the expanding SHAM'S OD&D STUFF section to the right.
Here's a copy and paste of the 24 known Lost Heroes in case you don't wanna down load the PDF.
Lost Heroes of the Bleak Beyond
Roll d24 if you want a random Lost Hero (d12+d6, odd on d6 add 0 to the d12, even on d6 add 12). Lost Heroes are never found on a dungeon level with a value less than their experience level.
1. Wigwaite FM 4, Male, L, S: 15, C: 16, Spear +1. Turned to Stone.
2. Dianedrio Elf FM 4, Male, L, S: 15, C: 13, Displacer Cloak. Morphed to Scarecrow.
3. Big Sal Hobbit 4, Male, S: 14, C: 15, Plate +1. Gem-Prisoned.
4. Cheburov Dvergar 4, Male, N, S: 17, C: 14, Sword +1. Turned to Stone.
5. Tillanaith FM 5, Female, N, S: 14, C: 13, Magic Bow. Time-Locked.
6. Hibu Dae MU 5, Male, N, I: 15, C: 14, Wand of Cold. Morphed to Scarecrow.
7. Janolare C 5, Female, L, W: 17, C: 13, Staff of Healing. Turned to Stone.
8. Thump LeBump Dwarf 5, Male, L, S: 13, C: 17, Axe +1. Turned to Stone.
9. Fendryal Aelfar MU 5, Male, N, I: 14, C: 13, Wand of Paralization. Time-Locked.
10. Glipnart Doende 5, Female, N, S: 14, C: 15, Ring of Protection. Turned to Glass.
11. Kippy Bitz Irkling 5, Male, N, W: 16, C: 14, Snake Staff. Gem-Prisoned.
12. Kimbobol Dwarf 6, Female, L, S: 16, C: 14, War Hammer +1. Gem-Prisoned.
13. Oxblatt Dwarf 6, Male, L, S: 14, C: 15, Ring of Protection. Time-Locked.
14. Kucharel Aelfar FM 6, Female, N, S: 16, C: 13, Spear +2. Frozen Solid.
15. Haxlo Dvergar 6, Male, N, S: 16, C: 17, Mace +2. Morphed to Scarecrow.
16. Rugmeister Doende 6, Male, N, S: 13, C: 16, Elven Cloak and Boots. Frozen Solid.
17. Qonklakoo Irkling 6, Female, N, W: 15, C: 16, Staff of Withering. Turned to Stone.
18. Wheelhouse Witt FM 7, Male, L, S: 13, C: 15, Sword +2. Frozen Solid.
19. Timarina MU 7, Female, L, I: 16, C: 13, Ring of Invisibility. Turned to Glass.
20. Sticky Nobs C 8, Male, L, W: 16, C: 14, Mace +2. Morphed to Scarecrow.
21. Binblaith Elf MU 8, Female, L, I: 14, C: 13, Wand of Fear. Turned to Glass.
22. Zinzaa FM 9, Female, L, S: 16, C: 14, War Hammer +2. Gem-Prisoned.
23. Legendary Ralph MU 10, Male, L, I: 17, C: 15, Staff of Power. Time-Locked.
24. Sister Tilda C 10, Female, L, W: 16, C: 15, Staff of Striking. Frozen Solid.
And with this post I have officially surpassed my 2010 total number of posts! I can't believe I have any followers at all with just 29 posts in the past 16 months. I love you guys, man.
~Sham
In your standard campaign such a form of stasis could occur through your run of the mill flesh to stone attack. Characters with a CON of 13 or more will automatically survive such an ordeal, and are quite literally waiting for the right Magic User to come along and rescue them. In the Bleak Beyond other such means of imprisonment include being turned to glass, turned to a scarecrow, time-locked, frozen solid and gem-prisoned.
Any unfortunate character missing his save against such a threat must make a survival roll based on his or her CON score. Those succeeding are still often “lost to the underworld” even though they are not quite dead yet. Thus the Bleak Beyond includes a category of magic items called Lost Heroes. Perhaps the most potent of all magic items in my dungeon as of this writing since I have yet to flesh out any relics or artifacts, these Lost Heroes will pledge loyalty and serve their rescuers for a time and could even become player characters as the campaign unfolds.
Although you might not handle flesh to stone in the same fashion, the concept of Lost Heroes as magic items can still be used in your games by adding a few new features to your dungeon.
This is an example of the many Bleak Beyond tidbits I plan to assemble and include in the final megadungeon project. Along with the PDF's I've shared this year; Monster Business, Random Monster Tables, d6 Dungeon Rooms, 100 NPC Types and Dungeon Treasure Maps (I have a BB-centric version), these supplemental pieces will eventually work together to form the framework upon which the megadungeon will operate.
The d00 Stairways table was one I planned to rework and include, BUT I've come to the design decision that I will henceforth be treating stairways as rooms unto themselves, in other words each will be numbered and keyed. Duh. That's something I should have been doing all along. Something so obvious!
So while this particular document is Bleak Beyond material and written as such, you still might get some use or inspiration out of it. You will find it in the expanding SHAM'S OD&D STUFF section to the right.
Here's a copy and paste of the 24 known Lost Heroes in case you don't wanna down load the PDF.
Lost Heroes of the Bleak Beyond
Roll d24 if you want a random Lost Hero (d12+d6, odd on d6 add 0 to the d12, even on d6 add 12). Lost Heroes are never found on a dungeon level with a value less than their experience level.
1. Wigwaite FM 4, Male, L, S: 15, C: 16, Spear +1. Turned to Stone.
2. Dianedrio Elf FM 4, Male, L, S: 15, C: 13, Displacer Cloak. Morphed to Scarecrow.
3. Big Sal Hobbit 4, Male, S: 14, C: 15, Plate +1. Gem-Prisoned.
4. Cheburov Dvergar 4, Male, N, S: 17, C: 14, Sword +1. Turned to Stone.
5. Tillanaith FM 5, Female, N, S: 14, C: 13, Magic Bow. Time-Locked.
6. Hibu Dae MU 5, Male, N, I: 15, C: 14, Wand of Cold. Morphed to Scarecrow.
7. Janolare C 5, Female, L, W: 17, C: 13, Staff of Healing. Turned to Stone.
8. Thump LeBump Dwarf 5, Male, L, S: 13, C: 17, Axe +1. Turned to Stone.
9. Fendryal Aelfar MU 5, Male, N, I: 14, C: 13, Wand of Paralization. Time-Locked.
10. Glipnart Doende 5, Female, N, S: 14, C: 15, Ring of Protection. Turned to Glass.
11. Kippy Bitz Irkling 5, Male, N, W: 16, C: 14, Snake Staff. Gem-Prisoned.
12. Kimbobol Dwarf 6, Female, L, S: 16, C: 14, War Hammer +1. Gem-Prisoned.
13. Oxblatt Dwarf 6, Male, L, S: 14, C: 15, Ring of Protection. Time-Locked.
14. Kucharel Aelfar FM 6, Female, N, S: 16, C: 13, Spear +2. Frozen Solid.
15. Haxlo Dvergar 6, Male, N, S: 16, C: 17, Mace +2. Morphed to Scarecrow.
16. Rugmeister Doende 6, Male, N, S: 13, C: 16, Elven Cloak and Boots. Frozen Solid.
17. Qonklakoo Irkling 6, Female, N, W: 15, C: 16, Staff of Withering. Turned to Stone.
18. Wheelhouse Witt FM 7, Male, L, S: 13, C: 15, Sword +2. Frozen Solid.
19. Timarina MU 7, Female, L, I: 16, C: 13, Ring of Invisibility. Turned to Glass.
20. Sticky Nobs C 8, Male, L, W: 16, C: 14, Mace +2. Morphed to Scarecrow.
21. Binblaith Elf MU 8, Female, L, I: 14, C: 13, Wand of Fear. Turned to Glass.
22. Zinzaa FM 9, Female, L, S: 16, C: 14, War Hammer +2. Gem-Prisoned.
23. Legendary Ralph MU 10, Male, L, I: 17, C: 15, Staff of Power. Time-Locked.
24. Sister Tilda C 10, Female, L, W: 16, C: 15, Staff of Striking. Frozen Solid.
And with this post I have officially surpassed my 2010 total number of posts! I can't believe I have any followers at all with just 29 posts in the past 16 months. I love you guys, man.
~Sham
Wednesday, April 20, 2011
Dungeon Design and the Bleak Beyond
Over the course of my three decades of dungeon design the only recurring theme has been one of change. From the crude earliest efforts to the modular string-of-adventures format to the so-called classic dungeon to that first megadungeon effort to the archival style to the one-page idea and on to the present day, my history of dungeon making is marked by sweeping changes based on a wide range of ideas, examples and inspirations. Each step along the way adds to the overall collected know-how. It has been an evolution of design and a labor of love.
The dungeon trend, this path I have followed and at times forged, shows that changes will continue, of this there is no doubt. One of the stumbling blocks for crafting that true megadungeon is this very trend of change. Knowing that by the time level 12 is finished it won't look, feel or play like level 1 is bothersome. Something about my sensibilities finds fault with this fact. The preference being of course a continuity of the vibe established with the very first levels of such a place.
Much of it can also be attributed to gamer ADD, of course. By the time the heavy lifting begins a new approach, thought or philosophy gnaws away at the dungeon's foundations and sends the project into limbo.
Finally emerging from the planning stage after nearly two years of contemplation is the latest example of these megadungeon heart breakers, the Bleak Beyond. Before the first map was even drawn numerous theories and notions had been conceived and scrapped. Ideas such as “Lairs & Stairs”, the “Sub/Hub” style, “Room Clusters”, “Inside-Out” design and so forth; far too much thought was invested in these methods which may never see the light of day. Besides, excessive time was wasted on my part in trying to reinvent the wheel.
Now that a design approach has been settled on there is actual progress being made. Albeit at a snail's pace. The building blocks are still being placed and the project continues to garner all of my gamer interest. What design approach is that you might ask? The Bleak Beyond borrows heavily from my archival style and one-page philosophy. The archival style saw maps becoming more convoluted with less wasted space per page and it also embraced the notion of recycling. No longer was this a dungeon in the modular format of fire and forget. The one-page philosophy is embraced now as well, minus the sometimes cramping templates. “Without the template it's no longer one-page, though!” Yes, but the philosophy established with the one-page is the key for me. It's a heady mix of word economy, random tables and the Empty Room Principle.
So the Bleak Beyond is moving slowly forward with my latest design style, one driven by random tables, a unique bestiary and treasury, unusual conventions and an archival spirit. The plans for the cornerstones are drawn up, and right now it is potentially a signature worthy endeavor. I say potentially because I have already pegged this as my new megadungeon heart breaker. In the end at the very least I can share some of my efforts here as I have been doing lately. Readers can borrow, steal and alter as was done with the one-page design notes or some of my other meanderings. Nevertheless, wish me luck.
In parting I'll share a list of the planned levels for the Bleak Beyond.
Standard Levels (36):
Katskradle
Beneath the Fetid Fens
Down the Mol-Min Hole
Altar of the Gloom-Pit
The Tangled Tunnels
Hap's Woebegone
Pits of Unspecified Doom
Hornswoggle Hall
So and So's Fate
Awfulville
The Grand Brood Nidus
Webwarrens
A City Swallowed
Sewers of a City Swallowed
Chuckhole Hollow
The Writhing Sepulchre
Chapel of the Jilted Bride
Dens of Undesired Dream
Incomparable Brainy-Dome
Frankenlabs Cooperative
The Vexations of Vrimnas
Church of the Excommunicated
Crumblebums
Illojical Werks
Supreme Citadel of the Morkevagten
The Irradiated Level w/ No Name
Shrine of the Sleeping She-Paladin
Vadghiragh
Evil Dude's Domain
Palace of Ceaseless Extravagance
Temple of Glob, God of Green Slime
Feefestung
Sham's Furnace
Balmorphiact
Akt-Elemdor, the Vault of Night
Echoes of Darkness
Secret Bonus Levels (16):
The Abyss of Nada
Big Rock Candy Mountain
The Bloody Vintner
Central Teleport Terminal
Cubbyholes of Regret
The Donjon Illustrious
Ill Angels ONLY
Inn of the Bawdy Monkey
Ixmorin's Ill-fated (Mini-Levels 1-5)
Snow Globe
Super-Chute Control Chambers
Thimbledowns
So, yeah. This could take forever. Baby steps.
~Sham
The dungeon trend, this path I have followed and at times forged, shows that changes will continue, of this there is no doubt. One of the stumbling blocks for crafting that true megadungeon is this very trend of change. Knowing that by the time level 12 is finished it won't look, feel or play like level 1 is bothersome. Something about my sensibilities finds fault with this fact. The preference being of course a continuity of the vibe established with the very first levels of such a place.
Much of it can also be attributed to gamer ADD, of course. By the time the heavy lifting begins a new approach, thought or philosophy gnaws away at the dungeon's foundations and sends the project into limbo.
Finally emerging from the planning stage after nearly two years of contemplation is the latest example of these megadungeon heart breakers, the Bleak Beyond. Before the first map was even drawn numerous theories and notions had been conceived and scrapped. Ideas such as “Lairs & Stairs”, the “Sub/Hub” style, “Room Clusters”, “Inside-Out” design and so forth; far too much thought was invested in these methods which may never see the light of day. Besides, excessive time was wasted on my part in trying to reinvent the wheel.
Now that a design approach has been settled on there is actual progress being made. Albeit at a snail's pace. The building blocks are still being placed and the project continues to garner all of my gamer interest. What design approach is that you might ask? The Bleak Beyond borrows heavily from my archival style and one-page philosophy. The archival style saw maps becoming more convoluted with less wasted space per page and it also embraced the notion of recycling. No longer was this a dungeon in the modular format of fire and forget. The one-page philosophy is embraced now as well, minus the sometimes cramping templates. “Without the template it's no longer one-page, though!” Yes, but the philosophy established with the one-page is the key for me. It's a heady mix of word economy, random tables and the Empty Room Principle.
So the Bleak Beyond is moving slowly forward with my latest design style, one driven by random tables, a unique bestiary and treasury, unusual conventions and an archival spirit. The plans for the cornerstones are drawn up, and right now it is potentially a signature worthy endeavor. I say potentially because I have already pegged this as my new megadungeon heart breaker. In the end at the very least I can share some of my efforts here as I have been doing lately. Readers can borrow, steal and alter as was done with the one-page design notes or some of my other meanderings. Nevertheless, wish me luck.
In parting I'll share a list of the planned levels for the Bleak Beyond.
Standard Levels (36):
Katskradle
Beneath the Fetid Fens
Down the Mol-Min Hole
Altar of the Gloom-Pit
The Tangled Tunnels
Hap's Woebegone
Pits of Unspecified Doom
Hornswoggle Hall
So and So's Fate
Awfulville
The Grand Brood Nidus
Webwarrens
A City Swallowed
Sewers of a City Swallowed
Chuckhole Hollow
The Writhing Sepulchre
Chapel of the Jilted Bride
Dens of Undesired Dream
Incomparable Brainy-Dome
Frankenlabs Cooperative
The Vexations of Vrimnas
Church of the Excommunicated
Crumblebums
Illojical Werks
Supreme Citadel of the Morkevagten
The Irradiated Level w/ No Name
Shrine of the Sleeping She-Paladin
Vadghiragh
Evil Dude's Domain
Palace of Ceaseless Extravagance
Temple of Glob, God of Green Slime
Feefestung
Sham's Furnace
Balmorphiact
Akt-Elemdor, the Vault of Night
Echoes of Darkness
Secret Bonus Levels (16):
The Abyss of Nada
Big Rock Candy Mountain
The Bloody Vintner
Central Teleport Terminal
Cubbyholes of Regret
The Donjon Illustrious
Ill Angels ONLY
Inn of the Bawdy Monkey
Ixmorin's Ill-fated (Mini-Levels 1-5)
Snow Globe
Super-Chute Control Chambers
Thimbledowns
So, yeah. This could take forever. Baby steps.
~Sham
Wednesday, March 23, 2011
Random Monster Determination
Yesterday's post elicited a comment which inspired me to finally comb through my custom bestiary and make a proper OD&D style random Monster level determination procedure. Such a dice rolling convention is used not only for Wandering Monsters, but more importantly for randomly determined initial fills and restocking steps. In case you aren't familiar with the guide in Vol. III of the LBB, here's a scan of pages 10 and 11:

And here is a scan of the two-page custom guide I have fashioned for my new megadungeon. I suppose I am letting the cat out of the bag a bit early, but yes The Bleak Beyond, my current project, is a new megadungeon. It is the bastard child of the Dismal Depths and Ulin-Uthor, the Dim Expanse. Here's the custom version scanned:

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The above guide uses my custom bestiary, itself an updated version of the Dismal Depths Bestiary. For those keeping track, there are 11 new entries and some name changes; specifically Moorlocks = Phlemoks, Boglings = Bogloids, Mole Men = Mol-Min, Sleestaks = Saristaks, Blue Gunky = Bloo-Goo, Alfar = Aelfar. There were some other minor edits as well.
The new Bleak Beyond Bestiary is now available for download, along with a printable copy of the above scanned Random Monster Determination file, both situated atop the mediafire links section to the right under SHAM'S OD&D STUFF.
In the near future there will be more information concerning the Bleak Beyond.
~Sham

And here is a scan of the two-page custom guide I have fashioned for my new megadungeon. I suppose I am letting the cat out of the bag a bit early, but yes The Bleak Beyond, my current project, is a new megadungeon. It is the bastard child of the Dismal Depths and Ulin-Uthor, the Dim Expanse. Here's the custom version scanned:


The above guide uses my custom bestiary, itself an updated version of the Dismal Depths Bestiary. For those keeping track, there are 11 new entries and some name changes; specifically Moorlocks = Phlemoks, Boglings = Bogloids, Mole Men = Mol-Min, Sleestaks = Saristaks, Blue Gunky = Bloo-Goo, Alfar = Aelfar. There were some other minor edits as well.
The new Bleak Beyond Bestiary is now available for download, along with a printable copy of the above scanned Random Monster Determination file, both situated atop the mediafire links section to the right under SHAM'S OD&D STUFF.
In the near future there will be more information concerning the Bleak Beyond.
~Sham
Labels:
bleak beyond,
dismal depths,
old school,
preview
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