Thursday, February 6, 2020
How I Run A Point Crawl
Make a master map of a constrained area like an island, a valley, a plateau, a big oasis, ECT...
Make a less complete player’s map. Give the players the map (maybe they have it from a patron, inherited it or have them find it on a dead body or in the hollow of a tree or something) and a reason to explore (they’re hopelessly lost in the wilderness and are trying to find a road back to civilization, the villain went that way, looking for Captain Fatbeard’s treasure or something).
Make sure there are places to go and ways to get there. There can be hidden paths and trails, shortcuts and hidden locations. Make notes on how long it takes to get from one place to another.
Add in some kind of completely hidden way to get around (like an underground canal, or teleportation network -who owns that shit? Are they guarding it? How do you get access to it).
Decide what/who lives where.
Are there factions? Make some up, whether they’re tribal groups, wizard minions or whatever.
Create encounter tables, decide on the daily number of encounter checks.
Think about weather, decide how you want to deal with that. (Example 1 on a d12 means a storm, maybe 2 means fog, maybe 3-12 mean everything is normal, whatever).
Make a bunch of small sites, like an abandon town (why was it abandoned? How long ago?) a ruined temple, a slave mine, vivisectionist tower, overgrown pyramid and/or vampire castle- whatever.
Start the characters seconds after they come across the map. Make them decide how they came to be there or got lost or whatever and how they know each other. Put something mysterious with the map (like an assortment of weird things that look like tuning forks, but are really sonic keys to different locations in the wilderness.)
Tell them a storm is brewing and maybe they should look for shelter.
Bang, you’re good to go.
Pic unrelated?
Saturday, September 10, 2016
Planet Four Friday #2 First Look at the Dead Pump
Yeah, it's Saturday, I'm late.
The Dead Pump
Ages ago, before the seas drained away, in the long forgotten time of the Sky Kings, the Dead Pump functioned as an atmosphere factory- dispersing valuable oxygen and regulating the local climate. Corrupted by some unknown alien influence at some point during its eons of active service, the factory became, slowly, over the centuries, a place of sudden and macabre death. The Sky Kings abandoned the facility, ritually sealed the entrance and left a huge warning marker at the entrance of what is now called Shadow Canyon, as was their custom.
The Skull Monolith marks the Entrance to Shadow Canyon.
Next week I'll go into either airships or continue posting pieces of this. Everything thus far is of course a work in progress.
If there's anything you'd like to see in this segment, give a shout out below.
Sunday, March 30, 2014
[map] Cyclops Wood Full
This is the initial campiagn area; after moving through Zimon's Gate, the characters will find themselves at the top of a mountain road that brings them down onto the sotheast portion of the map. Referees could also begin in Dogwall or Molt without too much trouble. Dogwall is a day's walk (more or less) on the other side of the stone bridge, and Molt is upriver on an island in the glacial lake.
This was a bitch to draw, btw.
Monday, March 10, 2014
Thursday, February 13, 2014
[Map] A section of the Cyclops Wood, and thoughts on wilderness adventure.
Although I have made a few in my time, I have gown increasingly less fond of big hex based sandboxes. I think wilderness adventues are a great idea. I do not believe, however, that hexcrawls are to the widerness what dungeons are to site based adventures. Walking and exploring have become big parts of the work I do in meatspace and hexcrawls absolutely fail to capture what I love so much about both.
Imo, most hexy things try to cover too much space and getting lost is a ticket to boredom. Now, my worklife aside, when I was a neglected child and spent my time wandering around defunct railroads and empty country, getting lost was fun, because you poked around until you were not lost, and you found stuff along the way. Also, you can easily spend days exploring what is represented by just one hex on most maps, but they usually have like one detail. This strikes me as too little and too arbitrary.
This map is the beginning of an attempt to convert some of this thinking into gamables.
It:
1. Constrains the players- the ravine is in the west, the east side is mountain cliff face. The bridge is flimsy or magic and you can only cross once, maybe- or just finding your way back to it could be the challenge.
2. Ensures that you will have to leave the road.
3. Gives you stuff to find once you get lost. That is the moon capsule from The First Men In the Moon up there on the top left, btw. I don't think lost should be a matter of rolling a random direction, but rather a random destination with a random duration of travel.
4. Has room for factions.
5. Has an ecology (take my word for it)
So the idea is you have to explore and interact with the environment (e.g., deal with the locals, figure out how to cross the boiling mud, decide which way to go on the road at the fork, discover that someone has fucked with the signposts, and so on...) on the way to your goal (which in this case is the big skull hill thingy) instead of just passing through. Not every landscape is an adventure, of course, in the same way not every building is a dungeon.
Note: I don't have the scale on the map but it is like a 4 hour walk from the bridge to the fork in the road. Also, the apex predator here is an insane allosaur.
I'll key this up in a day or two, probably like the Molt map, but with stats and shit
Come at me, bro.
Tuesday, September 24, 2013
Place of Skulls: Area 8
8. The Drawing Room
Door: North: Stone x 2. both are immensely heavy (6d6 STR check, up to three characters may add in their strength to the effort/check) to shift each one.
South: Locked.
Smell: Nothing remarkable
Light: Warm lamplight emanating from overhead chandelier.
Inhabitants: hostile furniture.1 Settee; 2 chairs; 1 coffee table; 2 bookshelves.
Furniture all has the same combat stats.
AC: 4(15) HD 2 HP 10 Attack 1d6* Morale: 12
*bookshelves attacks by hurling books. Each shelf hurls 2/round and has a total "magazine" of 20.
Aside from the strange looking and remarkably well preserved furniture (seeming value 1000gp total) the room has two paintings, one on the west wall and another on the east. The former depicts a sinister looking black galleon upon a rough sea beneath a slate grey sky; the latter shows the interior of a torture chamber, as seen, perhaps, through the blood smeared vision of one of its unhappy occupants: foreboding shapes loom over humanoids of indistinct aspect. Both paintings seem almost to move and breath with life. Looking at either engenders an unease.
The furniture will attack when the south door is attempted or if someone molests either of the paintings. Unless someone is watching it specifically, the furniture will have surprise. Once the room is vacated it automatically reassembles itself.
Friday, September 20, 2013
Place of Skulls, area 7
7. Dragon Skull
Door: All locked.
Smell: Dust.
Light: Dull red glow, emanating from the dragon skull
The center of this room is dominated by a 20' long dragon skull. The snout of the skull points east. It gives off a bit of heat and is warm to the touch.
A large chair made out of humanoid seeming bones resides within the skull, a seated figure looks out through the eye sockets. If a character sits in the chair they will heal all damage, and gain a permanent +1 to all their attributes- even if it mans pushing them above 18. If this occurs the skull will instantly cease to glow and no one else sitting in the chair will gain any benefit at all.
Monday, September 16, 2013
Place of Skulls, Area 6
6. Pit of Hands (trap)
Trigger: Weight on the floor.
Disarm: Cannot be disarmed, but can be avoided
Save: None for the lead character(s) in the marching order. All others: 5d6 DEX check.
The floor either side of the pit collapses downward, transforming into a slide. Characters that fail to save tumble into the pit and suffer 1d3 damage from the fall.
Each round after the trap is activated, 1d6 smoldering. ruin graven black arms sprout from the wall. Claw like hands strike and grasp at the pit's unfortunate new occupants. If one hand hits a character he is held back, and must destroy the hand, or break free from its grasp (4d6 STR check). Only one hand will grasp a character at a time. The remaining hands will attack, punching and clawing. A character must reman free for an entire round n order to climb out of the pit. Free PC's that choose to sacrifice their attack may actively dodge and thereby receive a +2 bonus to AC.
Sunday, September 15, 2013
Place of Skulls: Area 5
Presented without stats, because lazy.
5. Treasure Cave
Doors: North Door: secret; south door, partially blocked by rubble, but accessible.
Smell: Fresh air, water.
Light: Adequate and aesthetically pleasing, natural illumination enters the chamber from the surface through small breaks in the ceiling, during daylight hours. Evenings are lightless.
Inhabitants/Encounter: 2 Sea Monkeys live in the pond, along with any number of fish. Various rodents and other small woodland animals have nests within the cave, and/or use the fish as a resource. Dozens, if not hundreds of common bats sleep on the ceiling during the day, exiting through the fore mentioned breaks in the cavern ceiling. One giant, intelligent, talking bat lives among them. This fellow styles himself King Giles. King Giles seems nice enough, but in actuality, he is an asshole. Given the opportunity, he will descend from the ceiling and speak with the players. He will offer to sell them information for morsel of food. And tell them about the treasure chest on the lake bottom. As he approaches, Giles will shout at the players and assure them he means no harm. In fact, however, he is in collusion with the sea monkeys, who wait, buried in the mud of the lake bottom, on either side of the chest.
If the players attempt to remove the trunk from the bottom of the lake, they will find that a trick of the light has distorted the perceived depth of the water, which is much deeper than it initially appears. The trunk is firmly lodged in the lake bed, and it will come free 1d3 rounds after one or two characters beat a 5d6 STR check. The arrival of the PC's on the lake bottom will kick up a cloud of silt, unless they specify caution to avoid doing so. 2d6 Dex save.
However, the sea monkeys will attack once the players are engaged in the act of raising the trunk. They will gain surprise by swimming through the cloud of silt. If there are PC's on the shore or on the water (in the boat from room 4, perhaps, they will be able to see that something is going on but unable to tell exactly what. At any rate King Giles, and 1d12 of his bat minions will attack any characters on the surface.
The trunk is locked, but there is no trap. When the trunk is opened the screaming wight trapped inside it will leap out and attack the nearest character. Otheriwise, the trunkis empty. Lol.
Saturday, September 14, 2013
Place of Skulls: Area 4
4. The Salon
Door: Stone x 2. both are immensely heavy (6d6 STR check, up to three characters may add in their strength to the effort/check) to shift each one.
Smell: Reptile, brimstone, a hint of water.
Light: None- zero visibility.
Inhabitant: Ruinsnake
AC: 4(15) HD:3 HP 15 Morale 12 Attack bite/squeeze 1d6/1d4. Bite: save vs. spell, fail results in contraction of the Ruin Curse. I don't know what that is yet.
This high ceilinged (5m) room contains: a small canoe made from a mysterious black wood (dire wood- if there is an elf in the party INT check with 3d6 to ID) resting on a stand, suitable for three occupants or two and and some baggage; three amphora of wine (100 GP value each) decorated in Grall script and pictograms; one dust and tarnish covered drinking couch (if the couch is cleaned, four 200 GP gems will be revealed, two mounted in either arm); the crumbled remains of a chariot. Water seeps into the room and lies in a puddle in the NE corner.
The ruinsnake resides on the floor, behinds the amphora. It will wait to strike until someone draws near. Unless the characters are very cautious it should have surprise.
Friday, September 13, 2013
Place of Skulls, Area 3
3. The Screaming Dead
Door: Locked
Smell: Death
Light: A sickly, pulsating green light, emanating from sarcophagus' imperfect seal.
Inhabitant: 1 Screaming Wight
AC 4 (15) HD 3 HP 15 Attack 1d8 strangle/ 1d6 claw MV 120 Morale 12
As the door opens the wight will explode (screaming) out from sarcophagus and attack the closest PC. Its preferred tactic is strangulation. If it achieves a hit, the wight will latch on to the target's neck, doing an immediate 1d8 damage, and leaving deep black scars that will never fade. A 4d6 STR check is required to break free. Up to two other characters can assist.
Scream kills momentum -1 to all attacks. If escalation die house rule is being used: the escalation die is negated as long as the wight is up and screaming. Further effects: weapons dropped on a roll of 1-3; save vs spell or fall to the floor with hands over ears. Character can attempt to save again every round. Once made no further save is necessary. Wight dressed in suit of human sized black chain mail. Mundane tulwar sheathed at hip, slightly rusted, dull -1 damage until sharpened. Gems in hilt worth 1200 GP.
Thursday, September 12, 2013
Place of Skulls: Area 2
2. Ransacked Tomb
Door: Jammed.
Light: None
Smell: Moldy with a hint of Reptile
A broken stone sarcophagus lies in shattered fragments on the floor along with a rusted spear and short sword. The latter items, obviously of gnollic manufacture, have little value as treasure, but could be repaired and made useful. Careful inspection of the room will result in the discovery of a small coffer, at the rear of the chamber, behind the remains of the sarcophagus base. Seemingly carved to look like a humanoid heart, the coffer contains five otherworldly black gems, with obvious magical properties. Each will grant the bearer +1 bonus to all saving throws, however, bearers of the gem will test positive if scrutinized with a detect evil spell; carrying more than one gem will not grant any further bonus.
Wednesday, September 11, 2013
Place of Skulls map, intro, area 1
Introduction;
The Place of Skulls (#4 on the VoS key) lies deep within the shadows of the Burning Forest in the south eastern section of the Vale of Sorrow. Interred within are the remains of several Grall (the common use name for the pre-sundering folk). There are several Skulls of power, a magic boat and a not inconsiderable amount of coin. Further, there is a series of hieroglyphs that explain the workings of the Moon Stair.
Key:
1. EntrancewayDoor: On the surface; blocked by rubble. 2 full turns will be required to clear away the debris.
Stair: Down. Ancient, crumbled. The first character to descend the stair must make a DEX/INT check (whichever is higher); failure results in a misstep and and a short fall down the stairs for 1d3 points of damage.
Smell: Dust and Mildew.
Sound: Drip, drip, drip...
The stair lets out onto a chamber supported by featureless basalt pillars and lined with graven sandstone slabs. Water drips from the cracked limestone ceiling and lies in small scum covered puddles on the floor. Three lightless archways lead off the room.
Note: The Moon Stair is a flight of steps that manifests only on nights of the full moon. It is the only way to reach The castle level of Urux situated near the top of Mt. Thorn.
Note 2: Building a better bandwagon: won't you join me? Draw, borrow or steal a map (that Logos fellow from whom I appropriated my mapping style wholesale has a shit ton of awesome ones on his blog, or you could use a geomorph mapper thingy, or even take one of the maps on the left here, or use the piece of shit at the top of the post. Who gives a fuck?) and key it one room at a time. It beats answering 30 boring ass questions, but, of course, that is just my opinion, and I am a well known jackass. Hee Haw.
Friday, August 30, 2013
Beneath the Vale of Sorrow, The Monster Garden and Arena Cave
The Monster Garden:
A festering growth of vile magical plants, the roots of which stretch all the way down to hell. Every so often, the womb pods of the plants will vomit out a number of vile creatures. The creatures evolve and change in small ways over time, making every harvest different than the last. War is the only constant.
When they reach maturity ( a matter of hours) the garden monsters will set out in force to cross the lake in Arena cave, making war on the dwarfs and gear of the fortress there. Many battles are fought on the surface of the lake.
Arena:
A force comprised of a lost dwarf clan and their magical robot soldiers (called gear), keeps vigil in this cave. They are sworn to keeping the spawn (their name for the creatures that come down the stairs at the far eastern side of the lake) in check and forever contained. They are unaware of the true nature of the garden and fight with a grim fatalism, accepting that some day they will be overcome by the spawn.
There is a courtyard deep within the keep where the dwarfs grow the souls of the gear on glorious magical ghost trees.
Adventure hook: explore/destroy the garden.
Tuesday, October 23, 2012
Xolox, Level one, Beneath the Maiden [MAP]
Once the vampires ruled Satan's Spine, but the waxing of the sun brought them down. Here though, at Xolos, isolated from even the wasteland by the lethal vapors of the Blacksmoke sea, one must wonder: what secrets, what treasures, what power might linger?
Monday, February 13, 2012
Megadungeon Monday: Halls of the Hidden Prince LVL 2; areas 9-15
Map is on the left.
*Pheen Vox is an 3rd level Shae Sorcerer who entered the Halls of the Hidden Prince in search of treasure. His family has offered to pay 10k GP for his safe return 0r 5k for his corpse. I will flesh out this hook when I revise the dungeon.
Tuesday, January 24, 2012
Halls of the Hidden Prince LVL Area 8 & 9
Sunday, January 22, 2012
Hiddeln Halls, level two area 4, 5 & 6
Monday, December 12, 2011
The Hidden Halls Lvl 2, Area 3
Saturday, July 16, 2011
Madling Island (Map) Part 1 of ?
Click on the pic for a larger image.(map is not entirely to scale)
Madling Island:
According to popular legend, as related in the wine shops of Ssaur, the so called Madling Island, located in the Purple Lake of The Forgotten Depths, is the site of an abandoned factory, which, during the Lost Wars, was used for the production of Skeletal Warriors. Supposedly, a powerful Madling sorcerer took up residence in the old factory several centuries ago, and abides there still, engaged in an attempt to reactivate the factory's eldritch apparatus in order to raise an army with which to conquer Ssaur and the Rüinlands. The sorcerer is said to have a vast store of treasure. This horde is reported to be made up of magical, monetary and technological constituents. All of this is, of course, hearsay, and it is impossible to identify anyone who has traveled to the island and returned. Thus, the claims of legend remain unvalidated, and true knowledge of the place is scant, if not completely nonexistent.
The truth of the matter is that the rumors are largely accurate, but they tell only a little about the strange and terrible place that is Madling Island.
Madling Island, Some Facts:
The island exists inside a time-space depression (TSD, henceforth); it actually occupies far more land area than it appears to from a distance. Although, at less than a kilometer away, the Island appears to be roughly 15 km from end to end, it is in truth, roughly 10 times as long. Furthermore, time flows differently there; for each day that passes on the island and in its immediate environs, a month passes in the outer world. Obviously, there is no missing the change in physical scale as one approaches the island; however, individuals within the TSD cannot detect the temporal aberration, as the day-night cycle is absent therein, replaced by an endless, brooding and blood-red twilight, punctuated only by the pulsating sullen glow of Godmount.
It is possible that a careful observer from outside the TSD might notice a dull flickering over the island, the cause of which would be difficult to ascertain.
The cause or causes of these strange conditions are poorly understood, although it is likely that the powerful reality warping magic utilized in the creation of entire armies of Skeletal Warriors- and the many other experiments and activities that took place on the island may have been among the causative factors.
Next Time: Reasons to go and how to get there.
Notes:
I like big settings, but I also like mini-settings; what I like best, though, is a mini-setting nested within a big setting. I discovered this whilst running my first full on Metal Earth game (with True20) about five years ago . During the course of that campaign, we thoroughly explored the island of Skeeme, and many of the ideas, which have come to represent the foundations of the larger setting, came into being during the course of that game. I believe the Forgotten Depths has at least four relatively self-contained mini-settings: The Abandon City (Hex 0301); the top of The Fin (Hexes 0704, 0803,0802 &0902); the Weather Control Station/City of the Sharkmen/Megadungeon (Hex 0907); and Madling Island. This is the first in what will be a very long series of posts detailing the last of these.









