Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Friday, December 4, 2020

Tomb of the Serpent Kings (Review)

The adventure I spent the most time with this year was Skerples’ Tomb of the Serpent Kings (TotSK), running it for a group of 5e players. I also made good use of Itai Assaf Raizman-Greif’s 5e conversion notes. There’s more of the dungeon to explore, but I’m reviewing what we’ve had the chance to play so far. Spoilers etc. below.

For the unacquainted, TotSK is a “learning” dungeon designed to ease new players into a classical, more lateral mode of dungeon exploration. It doesn’t have a gimmick, it’s not a full campaign, and it’s not a single-page blank slate. Instead it’s intended to be a mid-sized dungeon that’s simple to run and fun to play, and which is full of “lessons.” The lessons aren’t explicit, but they’re called out for the GM (for example, “valuables sometimes take unconventional forms” or “traps repeat”).

The plan for session one was simple: finish rolling characters and then play through the “false tomb” level to familiarize everyone with the rhythm of the game. The false tomb level works well for this: the players learned the patterns of the dungeon, exercised some creative problem solving, and won some small treasures. The draw of a low-level, “half-session,” discrete amount of dungeon motivated me to try the adventure in the first place.

We spent the better part of the year in the dungeon (and surrounds), and while we’re not done yet, we’re on hiatus for the moment. The players haven’t encountered Baltoplat or Xiximanter, but have met the goblins and explored most of the upper levels.

What Didn't Work

I’d read the hammer trap a dozen times and thought I’d figured it out. But as soon as I tried to run it, it escaped me, my descriptions were inadequate, and the players spent more time being frustrated than they should have. It really wants a rough diagram and just a couple clarifications (which way do the doors open, which side are the hinges on, that type of thing).

There’s a hidden room behind a statue, following the established pattern of hidden rooms behind statues. Two characters noticed that the statue was misaligned (they didn’t tell each other), but having only one other example to work from, and switching contexts, they left it alone. I don’t think that’s a bad thing, but it’s not the clear-cut “lesson” the text suggests.

The 5e rules and playstyle also undermine some of the “lessons” in the dungeon, namely that combat isn’t always necessary. The players saw the Stone Cobra Guardian as a “boss fight” and proceeded to demolish it. The same thing happened to the basilisk. I hope they don’t try to kill the lich, but I'm not even sure they couldn’t.1

In the 5e stat block for the Stone Cobra Guardian, it’s easy to miss the AC bonus from the shield attack. I’d put a reminder in parens after it, but I don’t think it ultimately mattered much.

For all the logic of the dungeon, some of the traps still feel a little fun-house, which leaves me walking an awkward line between the hammer trap (traps will be signposted, avoidable, interactive, etc.) and the stair trap (trust nothing, everything is dangerous, search everything, etc.). I don’t think my players noticed any incongruity, but I wonder what “lessons” they’ve actually learned about exploring a dungeon.

I used the “strange dreams” hook to get the party together because I had no idea what kind of characters people would be bringing to the table.2 I’ve loosely worked out how the dreams work, but the players with the most elaborate backstories are dissatisfied that they’ve been delving so long and neither dreams nor backstory have been relevant yet. (I do have designs to tie it all together, but the characters just keep going the other direction.)

Part of the issue is that 5e combat is not only more likely, but also a bit of a slog. When the players fight the guardian, for example, that's going to take most of that session. So a lot of time is spent fighting, searching, detecting, and prodding which makes the dungeon feel less engaging than it might otherwise.

To help fix this, the 5e adaptation added “Smee,” a friendly goblin, who I ignored entirely. Eventually the players will meet other non-player characters and have the opportunity to roleplay (in the dungeon), but if I were to start again, I would give them that chance earlier.

What Worked

That said, it’s generally been fun,3 and a lot of things have worked really well:

  • The sarcophagus of Franbinzar containing both a foul shifting liquid and also the glint of treasure caused much confusion, as the players dropped the lid back in place before getting a better look.
  • The players have made full use of the unfinished room for stashing supplies and resting. It’s just a good feature.
  • The players do not like the abyss, and take winding paths to avoid it.
  • Killing the guardian means there are now wandering monsters throughout the dungeon, and it also affected the regional encounter table. I don’t know if the players will notice, but it’s satisfying to run.
  • Unlike the hammer trap, the blade hallway was very well received. “That felt very D&D,” to paraphrase our rogue.
  • As we left it, the goblins have just crowned their new king, and there are only three weeks to the next full moon. (The players know what happens then, but the goblins wouldn’t take “no” for an answer.)

Snakeguts

After the players killed the Stone Cobra Guardian, the artificer wanted to search the remains for parts. Between sessions I took the opportunity to think of possible finds:

  1. Ornate gearbox. Runs perpetually, but ticks loudly, giving away your position.
  2. Glowing emerald golem-brain. Evil, but powerless to act.
  3. [Bulky] spur gear, a map etched into it.4
  4. Internal repair sub-golem. Repairs other structures, but rebuilds the original golem if left unattended.
  5. Incredibly articulated hand. Easily used as a prosthetic.
  6. Parabolic golem-eye. Focuses surrounding magical energy like a 4-D camera obscura.
  7. [Bulky] flywheel. Frictionless while spinning.

The characters ended up with the emerald golem-brain, discovered its nature, and proceeded to devise elaborate ways to dispose of it permanently. (They feared that destroying it would free the spirit in it, and that sending it too far away, for example into the abyss, would invite someone to recreate the golem.)


1 Part of the issue is that there’s six of them, and they’re going to be level three next time we start. I decided to start with the milestone XP option, with each “cleared” dungeon level counting as a character level. This worked really well for the first level-up at least, and quickly gave the new players a feel for advancement. I had some other thoughts on 5e here.back

2 It turns out sleeping is less universal than you think once there are elves and warforged in the mix.back

3 Going back to my revolutionary theory that “games are fun.”back

4 I’ve never cared to track encumbrance, but when I have to, I like Electric Bastionland’s system. Roughly, you can carry two [Bulky] items: one in your hands and one on your back.back

Wednesday, August 21, 2019

PALACE RUN 0.2

I wrote this game that I'm very pleased with. I'm hoping to enter it in the 200 word RPG competition when submissions are open. Until then, I'll be playtesting it and tweaking it on Discord, and you should hit me up for a link to the server if you're interested.

Rules

The current version, at time of writing.

One player is REFEREE. Others, CHARACTERS.
"d6" means "six-sided die". "d20", 20-sided.

CHARACTERS
===
Choose name, POSSESSION. STAT=18.
CHECK or SAVE: roll d20<=STAT.
(CHECKS do; SAVES avoid.)
Attacks auto-hit, d6 damage to STAT.
After 2+ damage, SAVE. Failure --> STAT=1.
STAT<=0 --> death.
REST --> STAT=18.

POSSESSIONS
  • Sword (+1 damage)
  • Hand-mirror
  • Marbles (100)
  • Chalk
  • Glue
  • Flute
  • Rope
  • Wine
  • Bucket
  • Hammer

ROOMS
===
d6ROOMCONTENTS
1.CourtyardPlants
2.GallerySculptures
3.BallroomPillows
4.BedroomBaskets
5.KitchenBanquet
6.LibraryFountain

d6EXITSFEATURE
1.N-EENCOUNTER
2.N-SGLINT
3.N-WTREASURE
4.S-ETWIST
5.S-WWay UP
6.E-WWay DOWN

ENCOUNTERS
===
2-in-6 whenever CHARACTERS dawdle, REST, or clamor.
Flight auto-succeeds, CHECK or become lost.
d6MoodEncounter
1.SleepyGuards
2.HappyNobles
3.SadAnimals
4.AfraidServants
5.HungryIntruders
6.AngrySupernatural

GLINTS
===
Encounter clues.

TREASURE (d6)
===
  1. Jewels
  2. Wine
  3. Porcelain
  4. Tapestry
  5. Letters
  6. Gold

TWIST (d6)
===
  1. 1 damage crossing (example: thorns).
  2. Secret Door: CHECK locates.
  3. Oubliette: SAVE or fall (d6 damage).
  4. Non-Euclidean: exits to far rooms.
  5. Unique room-type (example: laboratory).
  6. Palace exit.

(194 words!)

Inspirations

Sparks

Tables are rough to fit in the game because each number also counts as a word. A d6 table is a minimum of 14 words. So I put this together, but can't even begin to fit it in. I worry that some of the words are too similar anyway though.

d20Spark 1Spark 2
1ancientbanquet
2black-marketceremony
3crystalchandelier
4dancingchivalry
5decadentdiplomacy
6exoticeducation
7foreignespionage
8gamblingfaçade
9giltgift
10hiddenhistory
11honorablehunting
12illegitimateinheritance
13ivoryintrigue
14legalmarriage
15luxurymoney
16mahoganymusic
17marblepiety
18paintedtaxes
19socialtradition
20usurpingwar

Notes

It works well so far. I'm running a game on discord that's a mostly-straight whimsical fantasy palace. One of my players is putting together another game that's flavored after Darkest Dungeons. We haven't yet used the combat rules in anger, and running a game on Discord takes getting used to, but I'm optimistic.

Thursday, April 11, 2019

The Journey of the Grand Myconautical Society

I made a traincar for Skerples' indefinite train project. After all that brainstorming, I didn't use any of it directly, but I got to use this illustration from Rattlemayne, which was the reward for entering the ItO pocketmod contest. Traincar linked from the image below.

Monday, March 25, 2019

The Mummy (1999) as Dungeon

The Mummy (1999) is not a good movie, and I rewatched it about a week ago. Although it is not good, it has some elements of a good dungeon in it. Here I have outlined what I can recall, at least without having to do any further research, and with some interjections.

"*" denotes elements drawn from The Mummy Returns (2001), which was also not a good movie.

Getting There

  • Map to dungeon inside Puzzle Box. (meh)
  • Condemned man also knows the way. (cool)
  • Path illuminated by a mirage at sunrise. (meh)

There

  • Front door unlocked by Puzzle Box. (cool)
  • Stone tablet that says:
    • the Book of Life is below the statue of Anubis.
    • the Book of Death is below the status of Toth.
  • The Book of Life is below the statue of Toth. (nice)
  • The Cursed Box is below the statue of Anubis.
  • Imhotep is trapped and inanimate in a sarcophagus.
  • Dormant mummies entombed behind figures on the walls.
  • Jewels set in the walls are actually flesh-eating scarabs.
  • The river of death flows through the lowest level.
  • A Sacrificial Altar next to the river of death.
  • A treasure room containing lots of stuff and also the Rod of Osiris. Except for the trouble of hauling it, it is unprotected.
  • A big crocodile-headed self-destruct lever closes off all exits and sinks the dungeon into the sand.
  • Location in the desert makes hauling loot inconvenient.

Items

Puzzle Box

  • contains the map.
  • opens the front door.
  • opens the Book of Death. (meh)

Cursed Box

  • curse is written on it, roughly:
    1. If you open the box
    2. And Imhotep wakes up & is free
    3. He will kill you and maybe take your organs
    4. And cause bad things like plagues.
  • contains Book of Death and Canopic Jars.

Book of Life

  • made of gold.
  • incantation 1: control mummies (not Imhotep).
  • incantation 2: make Imhotep mortal.

Book of Death

  • locked, key is Puzzle Box. (lame)
  • incantation 1: raise Imhotep.
  • incantation 2: reincarnate Imhotep's lover.

Canopic Jars

  • gold.
  • contain organs of Imhotep's lover.

Rod of Osiris*

  • a golden scepter.
  • becomes a spear.
  • the only weapon capable of killing Dwayne "The Rock" Johnson in his final form.

Imhotep

Imhotep's Goals

  1. Kill all who opened the cursed box. Take organs as needed.
  2. Reincarnate his lover. Requires:
    • a woman sacrifice.
    • the Book of Death.
    • the Sacrificial Altar.
    • the Canopic Jars.
  3. Bad things?
  4. Hates and fears cats. Will flee in their presence.

Imhotep's Abilities

  • Assimilate organs
  • Cause plagues (blood, frogs, gnats, beasts, pestilence, boils, hail, locusts, darkness, death of firstborn)
  • Summon meteors
  • Turn into sand
  • Command undead
  • Wall of Sand with his face on it. He looks really dumb while doing it. Also works with water.*
  • Speak Ancient Egyptian and Hebrew (after taking a tongue).
  • Rally a mob of locals.
  • Immortality, more or less.

Factions

  • Americans—basically a rival adventuring party.
  • Magi—honor bound to keep Imhotep dead. Apparently Muslim?
  • Locals—probably want to be left alone, but also apparently love Imhotep.

Summary

There are really only two ways to mess this up: self-destruct the dungeon or awaken Imhotep. Awakening Imhotep requires (1) opening his sarcophagus, and (2) reading from the book of death. This means that if it were run straight, paranoid players might not even interact with most of the stuff outlined in the movie, and instead they'd just haul off as much treasure as possible. This need not be disappointing: the mummy is bound to hunt those who opened the Cursed Box, a likely occurrence when looting. So if some scholar somewhere reads from the Book of Death (having been sold), and some archaeologist later opens up the sarcophagus (having been made aware of its location), then the mummy will start hunting the players. Alternatively, the mummy will just start messing stuff up on a regional scale via plagues. To force interactivity while the party is in the dungeon, just have the Americans make poor decisions while the party is there I guess.