Friday, December 13, 2024

The Sinister Secret of Zenopus' Tower – Part 3: The Sea Caves

In Part 1, I reconfigured the Manor House from U1 Sinister Secret of Saltmarsh. In Part 2, I adapted the Sample Dungeon from Holmes Basic. Next, I took the excised map sections from both and created a Sea Caves level. Part of this level (the explored part) serves as the pirate base. Another dungeon level—derived from Zach Howard's excellent Forgotten Smugglers' Caves—exists between the Dungeon level and the Sea Caves, and I incorporated several areas from that into the Sea Caves level as well. I'll cover the full FSC level in an upcoming post.

By this point in the campaign, I had a pretty solid sketch map of the bluff's macro-area, showing the exterior orientations/positions of the house, the tower, the gardens and estate wall, and the not-so-obvious areas such as the sea cave entrances and a "muddy mound" in the salt swamp below the bluff. 

More importantly, by the time I got to mapping out the Sea Caves level, I had already shared the sketch map with the players, who did a really good job scouting out the whole area before delving too deep. This locked in the positions of certain sea cave entrances that had to connect with the finished Dungeon level map.

To start with, I took the bluff coastline from my sketch map and aligned it to the 4:1" grid on a blank Photoshop canvas (24" x 24", 7200 x 7200px). Then I took the sea cave segments I carved out of U1, the Sample Dungeon, and FSC, and aligned their grids to my map grid. I then reoriented and repositioned the segments to fit the bluff layout. 

I wanted the U1 sea caves to point west, to match the repositioned west wing of the manor from which the pirates signal their ship and guide the longboats into shore. I also increased the map scale for the U1 piece from the original 5' per square to 10', same as with the manor maps, to open the spaces up a bit. Green arrows indicate where the original sea caves will connect with the sea.

Here's what the "starting map" looked like when I was done:

Sea Caves Conversion – Map 1 (scale = 10')

The lighter gray area in this map represents the ground mass in which the caves exist, while the darker gray area represents open sea. The gaps in the coastline are sea cave entrances, several of which have already been sighted by the party (and one of which had been superficially explored via rappelling from the cliff above).

Being at the base of the bluff, the Sea Caves level occupies much more ground than the levels above, making for a larger map area. This gives me a lot of room to expand the pirates' operation, add in new (unexplored caves), and build connections to other sections of the overall dungeon, including to the naga's lair from N1 Against the Cult of the Reptile God, which I have integrated as simply another section of the ancient subterranean complex Zenopus was exploring. The "muddy mound" in the swamp is the entrance to the naga/troglodyte lair.

In the original Sample Dungeon, the sea entrance to area M lies off the map: "to the west about 500 feet." Obviously, the cave now faces south, but I reduced the length of the sea tunnel to ~100 ft. The sea cave in U1 (area 30) "opens directly to the sea," so I set the fragment right at the bluff's edge. In the main entrance to FSC, the back of the seemingly dead-end cave is a tunnel, mostly concealed by "a pile of boulders, coated in barnacles and seaweed, that rises from the water line." 

To entice the players to explore the FSC area, I put the pile at the back of an unusually-long (100') sea cave. This also gave me some extra padding space for the FSC map, which I had to really cut up and spread out to fit the larger area and connect properly with the levels I'd already finalized. A final change to this portion of the FSC map: In the original, the wereshark's lair (area 10) sea entrance was underwater, and his lair is difficult to find from the dungeon-side as well.

He's such a great NPC though, so I wanted to increase the chances of the party encountering him. I connected his main sea access to one of the sea cave entrances instead. The party has already discussed renting boats to explore the sea caves on multiple occasions, so there is a good possibility they will meet him. If they don't kill him, I intend for him to be able to provide some aid to the party, including info about the fish-folk society that once lived in these caves. There will also be a way on this level to cure the lost sailor of his wereshark curse and allow him to return to his family in the town of Saltmarsh.

The Sample Dungeon says nothing about the effects of tides, but both U1 and FSC do, so I established high water marks for all three entrance caves, and made the entrance to the wereshark's lair navigable only at low tide. All other sea cave entrances (at the moment) are shallow, dead-end spaces with nothing of interest. I've thought about developing a new, submerged level located below the Sea Caves level and accessed via these "dead-end" caves, to further explore the fish-folk material from my expansion areas. I have no immediate plans, however. 

Once the pieces were in place, I redrew new outlines for them. Zach created his FSC cave maps using an abstract, flowchart style (in Excel, I think), which is a clever, functional approach that is easy to parse at a glance. I often use a similar, hand-drawn approach to sketching out a dungeon design, usually squares for rooms and circles for caves, with lines in between. It's a great visualization tool. But I like to draw, too, and I often run on VTT, so I always create finished, dimensionally-accurate maps. In this case, I turned his abstract boxes and lines into rough, curving tunnels and cave walls, but kept the dimensions as close to the original map as possible.

In addition to these dungeon pieces, I added three other known connections to the upper levels: the cellar stairs from the manor (area M21), the pit shaft from area D2j on the Dungeon level, and the staircase from D26, also from the Dungeon level. From these now-fixed points, I'll be adding new caverns and tunnels, and adapting the original dungeon keys. I'll also connect this level with the troglodyte caves in the naga's lair from N1 (to the east, off this map). Unlike the other levels, most of this level key is my original material.

I darkened the bluff background to match the Dungeon level and nudged some of the FSC locations to fit the map better. With the new outlines drawn, the starting map now looks like this:

Sea Caves Conversion – Map 2 (scale = 10')

My next goal for the map was to connect the three pirate/smuggler areas: both sets of sea caves and the staircase up to the manor's cellar. The antagonists were "smugglers" in both original adventures, but making them"pirates" gives off a more direct, predatory vibe. It's a subtle difference, but my players will key in faster to taking on pirates than they will smugglers (who might just be minding their own business while skirting the law).

To accomplish this, I'll need a passage and series of caves to cut diagonally across the map. This will leave me with a big map section to fill to the north and east, and two smaller map regions to fill in the center and west. The big map section will be an area of caves as yet unexplored by the pirates, that connects to a bizarre temple to a piscine god in the west, via some flooded tunnels and chambers in the center. The unexplored caves will also feature some troglodytes, servants of the naga who are here to kidnap pirates (and adventurers!) to bring as offerings to their queen. This section will also be where the Sea Caves level connects with the N1 dungeon (area N19).

After a few rough sketch attempts and some trial-and-error, I ended up with this expanded Sea Caves map:

Sea Caves Conversion – Map 3 (scale = 10')

My level key is quite long since much of this material is either customized from the original or created from whole cloth, so I'm putting all of it behind the cut.

Saturday, November 30, 2024

Adventure Site Contest II – Deadline for Submissions is One Month Away

With a month left to go, I turned in my submission for Coldlight Press' second annual Adventure Site Contest. I've titled it Owlbear Hill and I'm quite pleased with how it turned out, thematically.

I've estimated it as appropriate for a party of 4–7 characters from 5th to 7th level. I was hoping to get it playtested before turning it in, but corralling a group of family men in their 40s to 60s is challenging in the best of times, much less over the winter holidays. I ran some solo fights using pre-gens and they were sufficiently tough without being easy TPKs. Much will depend on the characters' levels and capabilities (though that is always the case). 

If I've designed it accurately, a party of all 5th level PCs is going to have a hard time, while a party of all 7th levels is likely to come out on top without serious risk unless someone screws up. There's almost 95,000 xp in monsters and treasure (and much more if the players sell the magic items). For a party of five adventurers, that's about 19,000 xp each—enough to take a 5th level fighter to 6th, or a little more than halfway from 6th to 7th. Getting all of it is another story, but even if they only collect one-third, it's still 6-7k; not a bad haul.

Like Etta Capp's Cottage—my submission for last year's contest—this one started out as a simple adaptation of a previously-created monster lair. I have a folder filled with dozens of these things I've written over the years. In this case, it was an owlbear lair I first built for my Cold March campaign (my campaign world's "Viking region"). The original was designed between game sessions as an adventure site for 5e, after the party encountered some owlbears during one of their overland journeys and decided to track them back to their den. I later repurposed the site as a "lurid lair" in my 5e Gloomy Forest campaign (from which Etta Capp's Cottage also emerged).

The lair was a bit rough around the edges because I only had a short time to put it together, but I liked some of what I came up with, particularly the idea of using owlbear feathers as "treasure" and the hidden tomb with a doomed party of adventurers who died while trying to plunder it. As I began to convert it to AD&D, however, it seemed too "basic" for a contest in which some really talented designers are participating. It lacked punch and wow... fine for a quick session with my regular players, but unsatisfying for a global audience of discerning DMs.

I'd already decided to expand on the lair, but tacking on a whole tomb seemed the obvious and boring route. I wanted something different. While reading the owlbear's description in the Monster Manual, I took note of the opening sentence: "The horrible owlbear is probably the result of genetic experimentation by some insane wizard."

I'm sure I'm not the first person to have this idea, but suddenly I had my adventure site's elevator-pitch: This will be the lair/laboratory of a crazed magic-user who is producing an army of owlbears to unleash on the nearby town. As I continued flipping through the MM, however, I noticed how many other creatures are either known or said to have been created by some variation of "insane wizard's experimentation." This continued into the Fiend Folio, with lots of other ideas from the Monster Manual 2 as well. The adventure site spun out from there.

One of the fun things about contests like this are the submission guidelines establishing a hard page count and reader usability standards. They force you to boil everything down to its essence, trim off the fat, and parse your copy down to fit as much evocative content as possible within the limited space and layout restrictions. Some people keep it light and simple, with plenty of white space in the manuscript...all perfectly fine and admirable. I'm kind of the opposite...I try to include as much copy as I possibly can, clawing for every scrap of page space within the limits.

And though I'm obsessive about my own map-making, there is no creative pressure to create a work of art. The charm of a hand-drawn map takes me back to the early 80s when buying a pad of blank graph paper released a flood of imagination and adventure. Making maps was what really hooked me on D&D, and I figure out so much about the dungeon and what's going on within it by simply sketching, drawing, then fine-tuning the map. For me, it's as much a part of the content creation process as the writing of it.

On the flip side of the creation process, it can be frustrating to have to slice off chunks you really like due to the space constraints. In the original version of Etta Capp's Cottage, for example, there's an underlying story concerning her origin, the identities of the bodies in her lair, and the existence of a mysterious suitor who sends her gifts. Losing all of that was tough, but the condensed version still keeps much of the mystery while being vague enough (by necessity) that any DM can now put their own stamp on it.

With Owlbear Hill, I had a whole "slime lab" section in which the insane magic-user was crossbreeding various oozes and jellies with a gelatinous cube "starter," pumping out miniature transparent cubes with different slime effects, but I had to lose it. A couple pieces of the slime lab remain in the final version, and I'll repurpose the rest for something else. (Maybe do a sequel for ASC III??)

Once the reviews and voting are done (probably sometime in February/March), I'll publish the full details of the adventure site in a future post, whether it gets chosen for the final publication or not. As a preview, here's the introduction and site map.

"There’s a spot back in the woods they call Ol’ Bare Hill. Used to be a Chaos temple on top way back when, but then the Law came and knocked it down. We don’t go there…ever. These troubles that are going on…it’s that hill, I’m telling you."

I'm also a judge in this year's contest, though I'm a little nervous about my review/critique skills. Still, I've read, written, and run hundreds of adventures over the years, so I have some experience to bring to the table. Looking forward to the challenge.

EDIT: I participated in an episode about the contest over on the Classic Adventure Gaming podcast.

Monday, November 25, 2024

The Sinister Secret of Zenopus' Tower – Part 2: The Dungeon Level

In Part 1, I rearranged the old manor house from U1 The Sinister Secret of Saltmarsh to serve as the anchor point for the rest of the other adventure maps. Next, I took the original map from the Sample Dungeon in Holmes basic and sized it to the same 4:1" grid I used for the manor map. The grid in the Sample Dungeon map is hand-drawn and inaccurate, so I aligned the central vault (area A) to the accurate grid and adjusted all the passages and rooms that branch out from it. Then I placed an overlay of the manor outline over area A.

Original Sample Dungeon Map with Manor Overlay (scale = 10')

To fit the geographic location in my campaign world chosen for this site, the Sea Caves need to face south instead of west. To make that change and keep the basic flow of the dungeon, I also need to reposition rooms H, I, K, L, and M, as well as the connection from room J. 

By this point, I've already sketched out the exterior bluff and surrounding area, including a modest estate grounds surrounding the manor. Besides the Sea Cave outlets facing south, I have already placed several key connection points on this sketch map that differ from the original Sample Dungeon's layout: The main dungeon entrance (orig area C) is on the west side of the house and enters the dungeon from the west; the formerly-ruined, now partially restored tower of Zenopus is behind the house on the south side; and I placed a small cemetery on the east side of the house meant to connect to the ghoul's chamber (area P).

The tower basement of the dungeon (area S) is in the right spot, but to make everything else work, I need to chop up the entire map and slide some pieces around. My goal is to keep as much of the original dungeon layout as possible, even as I'm changing its major orientations. I also want to expand this level with some additional rooms of my own design, some of it intended to connect the dungeon to not only the Sea Caves level at the base of the bluff, but also to Zach Howard's Forgotten Smugglers' Caves, which in this case is a hard-to-find "secret" level between the Dungeon and the Sea Caves.

After carving off rooms K, L, and M, which will be repositioned on the unified "Sea Caves" level, I divided the remaining Sample Dungeon map into four pieces like so:

Sample Dungeon Map – Conversion 1

The central rooms (N, A, D, and S) will remain in roughly the same positions. (I trimmed off the rat tunnels because they are abstracted in the Sample Dungeon key, so why waste valuable map space on them?)

The right-hand section (east) of the map (rooms B, C, F, G, and P, as well as all the empty 'E' rooms) will be flipped horizontally and moved to the left-hand (west) side. The map section on the left-hand will flip horizontally and move to the right-hand side. Rooms H and I will then be repositioned to connect them to the new positions of rooms K, L, and M on the Sea Caves level below. That puts the pieces roughly in this orientation:

Sample Dungeon Map – Conversion 2

Why go to all this trouble? For one, I'm a stickler for making sure my maps make sense and are properly oriented and connected because, as a player, I take mapping seriously as part of the gaming activity and expect a certain dedication to signal fidelity that the map imparts. Similarly, I feel a responsibility as a DM to develop maps that are accurate and reliable.

Two, I made an early goof when using the sketch maps in the first session, establishing certain orientations that made the original maps incorrect according to what I'd already told the players. This forced me (because, see above) to flip-flop the manor house and thus, by necessity, the dungeon map. It's all invisible to the players, but created a lot of work for me on the back-end when I started finalizing the sketch maps.

Anyway, I felt this did the trick while staying relatively true to the original's design. I also decided to expand the dungeon using the two "dead-end" corridors in the original dungeon (indicated by the white arrows). Below is the map I ultimately came up with, including an expanded area with new keyed rooms outlined in blue.

Dungeon Level Map – Final Version

Changes and Additions

  • Dungeon locations are keyed with the letter 'D'.

  • I used elements of the original adventure's background and combined it with the background info for U1 and some of my own material. In this version, Zenopus was the original wizard to occupy the site a century or so ago, and he built the tower and manor house to facilitate exploration of the Dungeon level (the ruins of an ancient complex). The thaumaturgist who has come here now is searching for Zenopus' legacy: an item of great power rumored to be hidden somewhere in the dungeon. I'll get more into the full background notes in a future post.
  • The original dungeon has the DM insert players at the stairs marked "START." In this version, the entrance stairway can be found hidden by brambles in the Estate Garden (the "mysterious tunnel" mentioned in the head servant's journal, area M18). It is now only one of multiple entrances into the dungeon level.

    So far, the party has discovered the secret door to the Sea Caves level in the manor's cellar, the mausoleum shaft (to area D9) in the cemetery on the Estate Grounds, and have learned of the existence of the tunnel entrance (but have not yet found it). I anticipate that they will reach the Dungeon level soon, though they have made a huge detour to explore a "muddy mound" they spotted in the swamp below the manor bluff—the troglodytic entrance to the dungeon portion of N1 Against the Cult of the Reptile God.

  • Original area C was at the bottom of the entrance stairs and gave the DM some details about dungeon corridors. I increased the width of some of the "main" corridors to 20' (I like wide avenues, which make for more interesting tactical fights during wandering encounters). I also added quite a few staircases, to alter the room elevations and confuse players as to how deep they are below ground.

  • There was no wandering encounter table in the original manuscript, so I added one with a few relevant monsters (1:6 chance every 6 turns, increasing by +1 if the party uses light and/or makes a lot of noise):

    2d6      Encounter
    2
         1–2 ghouls (see D9)
    3–4      2–4 skeletons (D10)
    5–6      3–6 goons (D3)
    7–9      3–6 giant rats (D10)
    10–11      1–3 fiery beetles (D26)
    12      Thaumaturgist (D6). He is accompanied by (1d6): 1-3 = 2–6 goons;
         4-5 = bodyguard; 6 = 2–4 goons + bodyguard.
  • Area D1 (orig. C) lies at the intersection of two wider corridors. The area is actually the landing at the bottom of the entrance stairs, with three more staircases descending from it in the other directions. This area had no inhabitants in the original key, but I stationed a few goons here as guards.

    "Goons" are essentially goblins: misshapen, ugly human scumbags. They serve the thaumaturgist as a brute squad against his rival Sanbalet's pirates. I could have easily kept them as goblins, but goblins were frequent antagonists in the players' previous 5e campaign, so I wanted to change the enemies up a little even if only from a description perspective. I also gave every goon some personal loot: 2–12 cp and 1–8 sp (their payment from the Thaumaturgist who runs this level).

  • Areas marked D2 (a–i) are empty (orig. E). I typically put debris and detritus in these rooms, dripping ceilings or puddles of water, dungeon vermin fleeing from the party's light, maybe a weird sound or an extra encounter roll. These are rarely just "empty" rooms.

  • D3 (orig. A) is a gigantic room which really should have some ceiling support. This is the case with many of the larger rooms, so I added pillars to quite a few rooms. In addition to adding to the dungeon's verisimilitude, pillars/columns in dungeons are useful because they can provide cover, break up sight lines, and help conceal sneaky creatures.

    The original room had an adjustable number of goblins, scaled to the party's size. (An early attempt at "adventure balance"?) I turned the goblin barracks into a dungeon camp of goons and established a more exact range of 5–12 occupants, but kept the same order-of-battle and treasure as in the original writeup.
  • D4 (orig. area B) stays pretty much the same, other than the addition of pillars to the room.

  • D5 (orig. area G) stays the same, except any fleeing giant rats duck into an obvious hole (r), which the party can crawl into and enter the abstracted "rat tunnels" part of the dungeon (see D10). The original treasure is a bag of electrum pieces (which I converted to gp) and a silver dagger "(c)oncealed in a mass of old bones, chewed leather straps and bits of armor."

    In going through these modules, I kept noticing bits and pieces of adventuring gear like this sprinkled throughout (another good example was the rot grub-infested body in the manor's Wine Cellar, area M20). When we started this adventure, I included a piece of info in the players' overview: a rumor that an adventuring party had recently come to town and traveled to the manor, but were not heard from again. I began tracking some of this treasure as clues to that party's fate, including a couple of survivors.

    At one point, the party hired some mercenary fighters to help them, one of whom was female (randomly rolled); I typically ask players to name hirelings and such (as it helps them remember), and one of the players named her "Lenore." I quickly added some background that she was in town searching for her sister, "Lemunda the Lovely," an adventurer who had gone missing. Lenore died in battle, unfortunately, which may prove a poignant moment should the party rescue Lemunda from the pirates down in the Sea Caves.

  • D6 (orig. area F) is the workshop of a thaumaturgist (4th level Magic-User) who, in the original manuscript, was attempting to "...take over the dungeon level." I named him Vexler and built on his background motivation to have him be: a) specifically searching for area D28 on my expansion map; and b) vying with Sanbalet for control of the site. Vexler loosely "controls" his gang of goons through fear and bribery, but they are easily cowed by others. There is only a 1–2:6 chance he and the bodyguard are here; otherwise, the room is unoccupied.

    I named the bodyguard, Barnabus, and had him be a member of the lost adventuring party who was charmed by Vexler, rather than a smuggler as in the original (accounted for by his magic sword and valuable belt). The three statues are other members of that party: two fighters (Dexter and Fred) and a cleric (Brother Hume). It is totally possible to free Barnabus of his charm and somehow transform the stone statues back into men, if the party is lucky/clever enough to figure it out. I also added a partial map of this dungeon level left on the worktable as a bit of treasure, showing the areas Vexler has explored so far in his search for Zenopus' summoning chamber.

  • D7 (orig. area S) is the basement floor of Zenopus' original tower. It remains mostly the same, though I did not hide the door to D6; instead, I moved the secret door to replace the south door, by which Vexler can descend the stairs to the Sea Caves level, where he spies on the pirates' activities. I also made the 2 HD giant snake (which is not in Holmes Basic) a 4 HD giant python (in LL), since the manuscript makes no mention of a poison save. The upper tower levels (orig. S1 and S2, which in the writeup were just outside Portown) are now part of the Estate Grounds key

  • D8 (orig. area D) contains the statue/door puzzle and it works in the same manner as described in the manuscript. The only things I added were a Magic Missile trap should someone try to destroy a door (cast as 5th level spell fired from the statue's fingertip; the puzzle "lock" also ceases working until a replacement door is mounted), and a randomized time period for the door to stay in the position the party leaves it, after which it turns to face a new direction.

  • D9 (orig. area P) is a room I added to the map and placed in an entirely different section of dungeon. The crypt contains the same two ghouls as in the original, but I converted the platinum pieces to silver and gold, and boosted the value of the gems to give a little extra xp. In the central south alcove, a shaft in the ceiling is a dirt tunnel that emerges in one of the small mausoleums in the cemetery on the Estate Grounds above.

    The ghouls' former lair (area P) is now the "empty" room D2j on the revised map. As in the original writeup, the door opens into a shaft, but in the floor instead of the ceiling. The pit shaft descends to the Sea Caves level (area S12).

  • D10 (orig. area N) is another huge room that needed columns. Much of this remains the same, with a few added details. I identified which sarcophagi were already opened (and plundered by goons) and labeled the closed sarcophagi (rather than rolling at random), and provided a way to end the "dancing dagger" effect to recover it as treasure, giving it a 25 gp value. I also changed the chance to encounter giant rats from 50% for 1 rat per turn to 1–2:6 chance for 1–3 rats.

    The Rat Tunnels (orig. area RT) are described in the manuscript as "an endless maze" (tight tunnels, difficult to fight in) and abstracted mechanically as random chances every set number of feet to encounter another rat or discover a few coins. The rat tunnels are written like a death trap with virtually no way out, save for two potential exits (without any indication how a party might arrive at one of them, and with the other one drawn on the map but leading nowhere interesting).

    In writing his expansion of the Sample Dungeon (The Forgotten Smugglers' Caves), Zach Howard took this abstraction idea and designed a similar area, but one which resulted in a much more interactive maze that (eventually) exits into other areas of the dungeon. I took that model and redesigned the rat tunnels to work as follows: For each turn the party spends in the tunnels, there is a 1–2:6 chance to encounter 1–3 giant rats. Regardless of the encounter result for that turn, the party also rolls 2d6, adding the total number of turns they've spent in the tunnels, and checking the total on the following table:

    Total Result
    3–7
    Wander aimlessly.
    8–9 Find a piece of adventuring gear of poor / damaged quality, but usable (1d6): 1 = rusty knife; 2 = bent iron spike; 3 = half-burnt torch; 4 = single lockpick; 5 = 7 ft. frayed rope; 6 = sack with a small hole in it.
    10 Find valuables (1d6): 1–2 = 1d6 cp; 3–4 = 1d6 sp; 5 = 1d6 gp; 6 = small jewelry (1d10 x 10 gpv)
    11–12 Find human or animal bones.
    13–17 Wander aimlessly.
    18 Find valuables (1d6): 1 = 1d6 sp; 2–3 = 1d6 gp; 4–5 = jewelry (3d6 x 50 gpv); 6 = gem (1d10 x 50 gpv)
    19+ Find a rat hole exiting the tunnels in a random location (1d6): 1 = inside the house (ground floor); 2–3 = outside (gardens); 4–5 = on the Dungeon level; 6 = in the Forgotten Caves.
  • D11 is a new map location. The north and east corridors show signs of recent excavation (broken tools, dig leavings, etc.), leading to my expansion of the dungeon (rooms D15–D28). In addition, a nearby alcove (a) contains a fearsome gargoyle statue, claws poised and fanged maw open. 

    A hidden button in the back of the gargoyle's throat causes a secret door on the back wall of the alcove to slide open for 1 round. A small chamber beyond (b) contains two bronze pedals protruding from wall housings near the floor. Depressing the pedal on the north wall opens the eastern secret panel; depressing the south pedal opens the western secret door into the pirate's stairway between M21 and S12. Only one of these doors may be open at any given time.

  • D12 (orig. area J) is descriptively the same, though I lowered the ceiling height to 20 ft. I also converted the "enormous spider" into a standard giant black widow spider (LL). The original version is a TPK machine: AC 3, 6 HD, and a -1 penalty to saves vs its insta-death poison. This thing would dominate the dungeon level, which I like in general, but in this case I didn't want it to be such a huge presence, especially with such paltry treasure. To keep this encounter sufficiently terrifying, however, I kept this spider's save-or-die poison (unlike the weaker venomous creatures found in the manor house).

  • D13 (orig. area H) remains fundamentally the same, though I modified some of the mechanics Dr. Holmes wrote into the module. I love that he showed aspiring DMs (like me, bitd) examples of how you can modify the rules or create new ones as needed (the enormous spider in area J is another good example), but the mechanics he came up with for this area aren't terrific.

    I changed the hazard to: Anyone who enters the river channel while encumbered or wearing armor of any kind sinks to the bottom until they remove it. A character can hold their breath for 1d4 rounds + their Constitution / 3. To remove a set of armor takes 12 rounds – base AC (including shield, if applicable); thus, removing chain and shield (AC 4) takes 8 rounds. When the character's breath gives out, they take 1d10 damage each round thereafter and must make a save vs. Breath (at -1 cumulative per round), or fall unconscious and likely drown.

  • D14 (orig. area I) remains the same as the original manuscript. The east passage leads to a long, roughly cut stone stairway down to room S1 on the Sea Caves level. The rest of the Sample Dungeon rooms (K, L, and M) have moved to the Sea Caves level at the base of the bluff as rooms S2, S1, and S3 respectively.

  • D15 is my first expansion chamber. In this crumbling room is a second camp of 4–12 goons, a crew of diggers exploring these newly-discovered chambers. They experience high levels of anxiety and paranoia due to their proximity to the unknown (they fight at +1 to hit, but their morale checks are at +2 to fail). The east door is boarded shut from this side (due to the haunting sounds in D24).

  • D16 is empty, with mildew-streaked walls carved with marching fish-men who carry weapons, banners, or offering bowls filled with treasure. The south wall has collapsed, with visible rat tunnel openings (same as D10, including the chance for a giant rat encounter). Anyone listening at the west door (or opening it) hears the sounds of splashing water. A secret door on the north wall is opened by depressing the carved head of a fish man with a star for an eye (the wall panel pushes in and slides to the left)

  • D17 is another empty chamber, with a bronze hatch in the floor near the north wall. Twenty feet below the hatch is the floor of area F11 on the Forgotten Caves level. A broken pile of ancient timbers is all that remains of a wooden staircase that once connected the chambers; something glimmers green in the wreckage.

  • D18 is a "sunken" chamber, with staircases at each entry corridor descending 10 ft. into the flooded room. A thick stone pedestal (3 ft diam, 2 ft high) stands in the center, supporting a statue of an arcing fish. Water gushes from the statue's open mouth, spilling onto the pedestal and then the floor, where it has collected in a pool of clear, fresh water (approx. 18" deep) that covers the entire floor and the last few steps of each entrance stair. Sodden piles of debris and a carpet of slimy algae can be seen beneath the surface, and small silver fish dart about. Below the scum of algae is a beautifully-tiled floor. The algae also conceals a +1 Trident of Fish Command in the southwest corner. The pool empties into the north passage—another descending staircase.

  • D19 is a shrine to an evil fish-god. Cold water cascades down the stairs from D18, which disappear beneath the surface of another flooded room (4 ft. deep). A gruesome, 9-ft. high statue of a creature with the body and head of a grouper-like fish, and the arms and legs of a human, including webbed, clawed hands and feet, stands waist-deep against the north wall.

    The water is filled with a school of ravenous piranha (AC 8; MV 120/40; HD 3; HP 20; AT 1 bite per target in the water (attacks as 2 HD below 50% hp; as 1 HD below 25% hp); D 3–12 at full hp; 2–8 at 50% hp; 1–4 at 25% or less; SD all weapon damage is divided by 10 and applied as decimals to the total (i.e., it takes 200 hp of weapon damage to kill the school); magic damage is applied 1:1; M12; XP 50).

    Hidden beneath the water before the statue is a coral altar with a huge clam shell (closed). Prying the shell open takes 1–4 rounds and requires an Open Doors check at -1. Inside is a Torc of Frenzy, made of a shark's lower jaw hung on a golden chain. Anyone wearing it gains a bonus of +1 to all melee damage, but becomes frenzied upon drawing an opponent's blood in battle. The wearer does an additional +1 damage (+2 total) to that opponent (though they can target a different creature). The wearer cannot leave melee engagement, however—even if they are about to die—until they either make a save vs. Spells, or all engaged enemies are dead. The additional +1 damage can only apply to one enemy in any round, but if the torc's wearer attacks a different target and hits, the damage bonus now applies to the new target.

  • D20 is an isolated section of ruins inhabited by a gelatinous cube. It roams the 20-ft. wide collapsed corridors to the south and west of D18 (it does not descend either staircase, however), as well as the corridors leading into and out of area D20. It may also be in room D20 (determine its location randomly at any time). It feeds mostly on rats, but the first time the party first “sees” it, the remains of a recent goon victim hang suspended in the gel. The goon's bones are mostly dissolved, but what's left still supports its helmet, hide armor and boots, short sword and shield, making it appear as though a skeletal fighter approaches.

    Other than the goon's personal loot, there is no other treasure in the cube. In room D20, however, a 10-ft high ledge holds a bronze box containing: 190 gp and a Potion of Extra-Healing.

  • D21 is partially collapsed, with a huge pile of ceiling rubble in the northwest corner. A pair of 12-ft. high doors plated with patinaed copper stand on the east wall. The doors are engraved with a message in an old Common script: “Woe to the unworthy who come before me.” The heavy doors are unlocked, but the hinges are corroded, requiring a combined Strength of 25 to push open.

  • D22 is a wide hall with six alcoves, three each on the north and south walls. A marble statue of a nude warrior-woman brandishing a (real) copper sword or spear (50/50) stands upon a plinth in each alcove. Each statue also wears a gold necklace with a jeweled pendant. Another pair of tarnished copper doors stand on the far end of the hall. These are engraved with a message in old Common: "Bow down before your master or face my wrath."

    The gold-and-jeweled necklaces are quite valuable and easily removed (top, l–r): aquamarine (600 gpv), black pearl* (600 gpv), red spinel (200 gpv); (bottom l–r): amethyst (200 gpv), violet garnet (600 gpv), topaz (600 gpv).

    The black pearl is cursed. Whomever bears it must save vs. Spells each day; if failed, they must possess it forever. The cursed subject becomes paranoid, irritable and nasty, losing 1 to their CHA score, plus 2 more over the first month they possess it. The subject will transform into a fish-folk over the six months after that. The only way to end the curse is to return the black pearl to the clamshell altar in D19 (though any CHA loss is permanent).

  • D23 is a throne room. A rotting red floor runner spans the length of the room, from the west doors to the dais of a stone throne. The chair's arms are carved into the shape of leering dragon's heads, while the back is mounted with a carved pentacle surrounded by arcane runes. Rotting tapestries hang on the walls. The doors to either side of the throne are painted with images of fierce warriors.

    On each arm of the throne are three arcane runes inlaid in silver (6 total). Anyone sitting in the throne who touches a rune causes it to glow; touching it again activates a throne power:

    L1
    Nothing (but both L1 and R1 light up.)*
    L2 A 15'x15' cone of fire erupts from the left dragon's head, doing 10 damage (save vs. Spells for half damage). This power can activate three times per 24 hours.
    L3 A 60'x5' lightning bolt (5x60 ft; D 10d6) fires from the pentacle straight up the carpet, doing 10d6 damage (save vs. Spells for half damage; the throne-sitter is unharmed). This power can only activate once per 24 hours. (R3 also lights up.)**
    R1 Nothing (but both R1 and L1 light up.)*
    R2 A 50'x50' cone of frost erupts from the right dragon's head, doing 1d4+10 damage (save vs. Spells for half damage). This power can activate three times per 24 hours.
    R3 Nothing (but both R3 and L3 light up.)**
       

    *Touching both simultaneously summons two phantom warriors (AC 4; MV 120/40; HD 2+2; HP 12 ea.; AT longsword; D 1–8; SD undead, magic weapons req. to hit, turned as a 5 HD creature; M12; XP 83 ea.), who step forth from the warrior images on the doors. They defend the throne area, attacking anyone in the room not sitting on the chair. Touching both symbols simultaneously again returns the warriors to their respective doors.
     

    **Touching both simultaneously causes a secret drawer in the throne's base to slide open. Within the compartment is a nicely-folded, deep blue linen robe, decorated with embroidered arcane symbols and astrological signs in gold thread, and a conical hat with a wide brim (same color and designs). Resting on top of the folded robes is a Chime of Opening with 7 charges (see D27), a thick iron key (see D26 and D28), and a rectangular copper plate inscribed with the word "Haximaxial" (see D23a).

  • D23a is a wide alcove area behind the throne. A narrow, circular groove (20' diam.) is cut into the floor. Mounted on the west wall is a 4' diam. copper plate, hammered into a grim-looking demonic face. When someone steps into the circular area “inscribed” in the alcove floor, a Magic Mouth appears on the copper face, demanding: “Speak the word!” If someone says, “Haximaxial,” the circular area becomes an elevator that descends to the dungeon sub-level, where Zenopus met his doom.

    I have not designed this area yet because the characters are nowhere close to coming here (and there's a decent chance they may never find the secret elevator). I have some ideas for this sub-level, but I'm not ready to finalize anything. This is a bridge I will cross later, if necessary.

  • D24 is stocked with broken and rusted torture devices (rack, stocks, table with tools, etc.). A cold firepit in the northwest corner is filled with ashes; several branding irons and pokers are propped on the rim. A rusted-shut iron maiden stands against the north wall. An iron lever juts from a housing on the west wall, near the corridor (the lever is in the "down" position).

    Each turn spent in room has a 1–2:6 chance for bloodcurdling screams and cries of pain to fill the room for 1–4 rounds. Searching through the ashes in the firepit uncovers a ring of six iron keys which open the cells in D25. 

    If the iron lever is cranked to the “up” position, the doors of the iron maiden swing open, releasing a mutilated zombie. The zombie wears a gold necklace with a large tourmaline (150 gpv) and a Ring of Shielding (enables the wearer to cast the Shield spell once per day). There is a 1:6 chance each round that the zombie’s ring activates spontaneously (giving it AC 4 or 2 vs. missiles).

  • D25 is a series of prison cells, each behind a stout wooden door with a narrow, barred window and an iron padlock (opened with the keys in D24). Each cell is bare, save for iron manacles bolted to the walls, some scattered straw on the floor, and wooden bowls and tin cups. The center cell to the north is inhabited by a ghoul, who has been here "...for so long." The pitiful creature begs the party to release him; in exchange, he offers to escort them to “a great treasure.” He will actually lead them to D9.

  • D26 is lit by a natural seam of brightly-glowing, orange-red crystals that slashes across the southeast wall. Dozens of fist-sized beetles swarm over the seam, slowly eating the crystals; six hound-sized, glowing beetles also scuttle about. The door on the south wall is made of rusted iron.

    The crystal seam radiates intense heat. Anyone within 20 ft. of the southeast wall takes 1 damage per round (no save); anyone within 10 ft. takes 2 damage per round. There is a 1:6 chance each round the characters are within 30 ft. of the east wall that the larger beetles take notice of the party, causing 1–6 of the fiery beetles (AC 4; MV 120/40; HD 1+2; HP 5, 2x6, 7, 2x8; AT 1 bite; D 2–8; SA heat aura (5 ft.) causes 1 damage per round (no save); ML 7; XP 21 ea.) to approach hungrily.

    The iron door is painfully hot from its proximity to the crystals (–20% to pick lock, plus 1 damage per round). The key to this door can be found in D23. The corridor beyond is a staircase down to the Sea Caves level (S20).

    Someone could use the Potion of Fire Resistance in D27 to approach the crystals without harm and remove up to 10x crystalline "shards" (approx. the size of an iron spike). A shard remains warm but does no damage unless it is placed in contact with two or more other shards, at which point the 3 shards generate a 5' heat aura (as above); every 3 additional shards touching increases the aura by a radius of 5'). If a shard is thrown against a hard object, it explodes in a blast of heat (2d6 damage in a 10-ft. diam. area).

    Should a character attempt to "mine" more crystal from the seam by striking it with a tool, they trigger a 10 HD fireball (as spell) centered on their location. In addition, there is a 1–2:6 chance that another fireball is triggered the following round in a different section of the seam, a process that repeats until either no more fireballs explode or 5 of them do, at which point, a massive explosion destroys the eastern part of the bluff, forming a 200-ft. diameter crater on the Dungeon level, the Manor, and the Estate Grounds. The blast rips upward so the lower levels do not collapse, though seismic fractures appear in the stonework.

  • D27 is empty save for a large stone chest (a featureless rectangular box with flat lid) against the south wall. A smoke-colored cat sits atop the chest licking its paw. When someone enters, the cat stands and meows.

    When anyone approaches within 10 ft. of the chest, the cat hisses menacingly, then yowls if they continue to advance. Anyone trying to touch the cat or chest gets a warning scratch first. If someone wearing the robes and hat from D23 enters, the cat hops down from the chest and rubs against them, purring constantly. It does not leave the room, however, but resumes its duty atop the chest when the party exits.

    The cat attacks anyone who attacks it or attempts to disturb the chest. It will move off the lid to attack, but prioritizes targets who try to mess with the box. The cat is a guardian familiar (FF: AC 8*; MV 120/40*; HD 1*; HP 5*; AT 2 claws, 1 bite; D 1–4*/1–4*/1–6*; MR 50%; M12; XP var).

    *The guardian has nine lives. Each time it is slain, up to the ninth time, it is instantaneously reborn, stronger than before. At each rebirth, add +1 to its AC and HD, +20 to MV, +1–8 HP, and +1 damage to each attack. It has a separate XP award each time it is killed, as well.

    The lid of the chest has Hold Portal cast on it (as 10th level), but opens easily by using a charge from the Chime of Opening (D23); inside are the following items: 50 gold bars (50 gpv ea.), Bracers of Defense (AC 4), an Elixir of Life (as Raise Dead spell), and 2x Potions of Fire Resistance.

  • D28 is hidden behind a secret door (removing a loose wall brick reveals a niche and a lever that causes the adjacent wall panel to swing open). Beyond it is a small chamber with a similar lever protruding from the east wall and a locked iron door (–20% to pick; –2 to force open) to the south. The second lever opens/closes the secret door from this side, while the iron door is opened with iron key in D23.

    The irregularly-shaped room behind the door is a summoning chamber. A dozen 5-ft. high black iron candelabra with 7x blood-red candles in each line the angled walls. Two arcane circles are precisely drawn on the floor in silvery chalk. Arcane spell-casters recognize the south circle as a thaumaturgic summoning circle (of elemental water), within which rests a 3' diam. copper basin filled with water. The north circle is a protection circle, within which stands a stone lectern bearing a heavy tome.

    Stepping into the protection circle causes the candles to ignite, filling the room with red light. The book is a Tome of Conjuring Water Elementals that enables the wielder to cast the 5th-level spell and summon an 8HD water elemental. The summoner may use this chamber—or another like it—to call forth the elemental from the water basin and then bind it to the tome (a dangerous and expensive ritual). 

    The summoner must first prepare offerings of powdered gems and magical admixtures worth 1,000 gp, which are consumed when cast into the basin. They must then roll their INT or less on 1d20, at a penalty of –1 per experience level lacking if the summoner is not of a sufficient level to cast 5th level spells. If the INT roll fails, the elemental escapes its magical restraints for 1–4 rounds, during which it will attack the character and any other enemies in range. When this duration expires, the elemental returns to its home plane and the book is destroyed.

    If successful, however, the wielder can thereafter use the book once per day to summon the elemental, as if reading the spell from a scroll. If not of a sufficient level to cast 5th level spells, however, they must still roll make an INT check (as above). If failed, the summoning does not work and the use of the book is lost for the day. If the book is ever destroyed, the pact is broken.

    Unlike the spell, the elemental returns to its plane if the summoner’s concentration is broken (or they choose to end it), so long as the summoner still possesses the book. If the elemental is present when the summoner loses possession, the elemental will turn on them. If the elemental is ever killed on this plane, the pact is broken and the tome loses its power.

One final change I made to the overall map alignment, once I got everything in place, was to shift the cellar foundation over a smidge, like so:

Cellar Foundation – Dungeon Level Alignment

In Part 3, I'll go over the creation of the Sea Caves maps, even though Zach Howard's Forgotten Smugglers' Caves level lies between the Dungeon and Sea Caves levels. The main entrances to the Forgotten Caves are on the Sea Caves level, however, so it makes sense to start those descriptions next, then deal with the Forgotten Caves level after. The connection between the Sea Caves and the Troglodyte Lair (the dungeon from N1) in the marsh is located on the Sea Caves level, as well.

Tuesday, November 19, 2024

The Sinister Secret of Zenopus' Tower – Part 1: The Manor House

I started running a 5e campaign for my girlfriend and three of our friends who were interested in trying out D&D. I was already pretty disenchanted with 5e and planned to run Basic D&D for them, but then two of them purchased the 5e Players Handbook before I could establish my intention. Since I was already running a 5e campaign online and knew the ruleset well, I just started up a 5e tabletop campaign for them.

By the time they got to 5th-6th level, however, they were becoming overwhelmed by the number of options and character-build decisions they had to contend with. So I began explaining the gameplay of  earlier versions of D&D, similar concepts without the constant decision trees and build mechanics. They wanted to try it out, so I brought their 5e campaign to a conclusion and began setting up a new campaign.

I waffled between using OSRIC or Labyrinth Lord for the ruleset, but ultimately chose Advanced Labyrinth Lord with a few house rules (such as Ascending AC) thrown in, just to make the transition from 5e a little easier for the players. I've already wrapped up my other, online 5e campaign as well, and told those guys if I run anything for them in the future, it's going to be OSRIC...period.

For this new campaign, I decided to mash together a few low-level Basic/AD&D adventures: U1 The Sinister Secret of Saltmarsh, the Sample Dungeon from the Holmes Basic rulebook—commonly referred to as The Tower (or Dungeon) of Zenopus, Zach Howard's expansion of the Sample Dungeon (entitled The Forgotten Smugglers' Caves), and the dungeon lair in N1 Against the Cult of the Reptile-God. I also planned to expand some of the dungeon levels to provide bridging material for the individual adventures. My goal was to turn the various pieces into a multi-level, interconnected adventure site (a "kilodungeon") that had many different things going on within it.

The first few sessions of the campaign had a high death count as they adjusted to the new play style. I told them it was deadlier and urged them to take care, and I didn't show a lot of mercy so as to hammer home the difference in play. They learned some new gaming skills, adapted quickly, and all have now survived to 2nd level and are advancing on 3rd. We've played about 10 sessions over the last few months and, so far, it's proven to be a popular change from 5e. As we move forward, I'm beginning to incorporate bits and pieces of AD&D/OSRIC, and I hope at some point in the near future I can make the full transition to OSRIC. 

To prepare for the new campaign, I had quite a bit of structural work to do to integrate the different adventures. The first step was to chop up the maps in Photoshop, starting with the centerpiece location, the "haunted" alchemist's manor from U1 The Sinister Secret of Saltmarsh, a great little adventure site with high verisimilitude and featuring many dangers for low level characters. It also has a great "twist" in that the characters expect a haunted house but wind up encountering a criminal gang.

There are lots of venomous monsters, though none have insta-death poison (I prefer damaging or debilitating poisons in most cases, with save vs. Death poison being reserved for the nastiest creatures). The giant centipede encounter in the kitchen nearly wiped out the party during play, who were only saved by DM retcon after realizing I'd badly misread the poison details in the original manuscript (which is markedly different from the Monster Manual description). There is also some yellow mold that did kill one player-character. Treasure is pretty skimpy until you reach the end and can capture the smugglers' ship, but that problem is easily remedied.

Connecting everything together was going to be the main challenge, so the manor house would serve as the anchor point to which all the other dungeon pieces would be oriented. This is the original map from U1:

 

Original Manor Map (scale = 5')

I chose a location for the site in my campaign world, but to fit properly I needed the manor to reverse its position on both the horizontal and vertical axes; that is, the front door needed to face north and the east wing to face west. I also took the opportunity to increase the map scale from the original's 5' squares to 10' (to open up the cramped manor spaces a bit), fix little architectural incongruities (such as the improper placement of fireplaces), and clean up the weird grid alignments. Finally, I added some DM notes to the map.

Other than the adjustments I detail below, the only major changes to the original module's writeup involve revising the manor's background (including Ned Shakeshaft's "mission" and situation in the house), swapping out a monster, altering certain treasure items, and adding more gp-value treasure to boost the adventure's XP haul (especially since I don't intend to use the Sea Ghost section of the adventure, nor the tie-ins to U2 and U3). I'll dive more into the background/plot changes in a future post because I incorporate elements of all four adventure scenarios into a unified whole.

After flopping the maps and making some subtle changes, my manor maps ended up looking like this, starting with the ground floor:

Ground Floor (scale = 10')

Changes

  • Manor locations are keyed with the letter 'M'.
  • I widened the Entrance Hall (area M1, orig. 1) to match the rear wing of the house and be more structurally accurate. Doing so slightly shortens rooms M2 and M3 (orig. 2 and 3), including the hall between, but with the increase in map scale, the rooms still end up larger than the originals.

  • I added columns in M1 to support the balcony above (indicated by the shaded areas), and redesigned the accessway to the rear wing, replacing the open hallway on the south wall with two sets of double doors, one leading to M7 (orig. 7), the other to M8 (orig. 8).

  • The dotted line indicates the smugglers' path through the house (I changed the bad guys from smugglers to flat-out pirates, but I'll discuss that change later).
  • I aligned the hallway to M4 (orig. 4) with the grid, shrinking the width of the Study (M3) but increasing the width of the Library (M2).

  • I removed the fireplaces from M2 and M3. Fireplaces and chimneys have specific engineering principles, with rooms on multiple floors being designed around a chimney which, by necessity, must extend straight up from the foundation to the roof. The chimneys in the original map would pass right through the floor of room 11 above it (a case might be made that they're "close enough" to the fireplace on the upper floor, but that's not really how chimneys work from a structural load perspective).

  • I rearranged the fireplaces in M5 and M6 (orig. 5 and 6) and the door between them to make more architectural sense as well.

  • The rear wing is largely the same, but with a more sensible layout. A normal manor would not have the accessways to the dining room and drawing room be within direct sight or sound of where servants are working.

  • The fireplaces in M7 and M8 are more appropriately arranged, and a new fireplace has been added to the Kitchen (M9, orig. 9). The fireplaces in the original rooms 7 and 8 are sort-of beneath the fireplace on the 2nd floor above, but that seems implausibly engineered. There was a small fireplace already in the original room 9, but adding a second one made sense.
  • I replaced the large spider in the Drawing Room (M8) with a giant ferret. There are already large spiders elsewhere in the adventure, so I wanted something different here.

  • I replaced the door between the Kitchen (M9) and the Scullery (M10, orig. 10) with a wide accessway, which you would want in a working kitchen.

First Floor (scale = 10')

Changes

  • I pretty much redesigned the entire floorplan of this level.

  • I merged orig. rooms 13 and 14 into M13, and kept the 2 large spiders in the merged M13 bedroom.

  • I repositioned the fireplaces in M13 and M14 to connect with the fireplaces in M5/M6 directly below. 

  • I moved the signal lantern details from the now-deleted orig. room 14 to M14 (orig. 15); I also moved Ned Shakeshaft from M14 to M12 (orig. 12). In my version, Ned isn't working for a merchant in town, he's a freelancer looking to join the pirate gang. When the pirates caught him sneaking around the house, he tried to explain his presence but they knocked him out instead, tying him up and leaving him in this room for interrogation later. 

    When the party meets him, he claims to have been checking out the rumors about riches to be had here when someone got the drop on him and knocked him out; when he awoke, he was tied up in this room (all of which is true enough). So far, the party's thief has taken a shine to Ned and brought him along on the adventure. She's going to be very disappointed when Ned eventually betrays the party to the pirates (probably by assassinating one of the party members during a fight).

  • I repositioned the Guest Bedroom (M15, orig. 16) and its fireplace, as well as the Servants' Quarters (M16, orig. 17) where I added a fireplace.

  • The Boxing Room (M17, orig. 18) was reduced and I added the Head Servant's Quarters (M18).

  • The fireplaces in M16 and M18 connect with the fireplaces in M7/M9 below.

  • I added a couple of jewelry pieces to M18, as well as a journal containing references to a secret door in the cellar and a "...mysterious tunnel in the garden." The garden tunnel is the main entrance to the Sample Dungeon from Holmes Basic, which I'll get into when I detail the Manor Estate in another blog post.

  • In the original manuscript, keyed area 19 indicates the busted stairs to the Attic and describes what was up there. I merged the stair details into M17 and created an actual Attic level.

Attic (scale = 10')

Changes

  • The original didn't include a map of the attic level, so I drew one out. I placed the chimney locations to connect with the fireplaces below, and separated the attic into four sections with timber partitions.

  • I changed the stirge's treasure from a +1 Ring of Protection to a Ring of Invisibility. There's already another Ring of Protection downstairs in M8 (and a third one on the magic-user serving aboard the Sea Ghost, although I'm not using that section).

  • I also added a chest hidden under some old tools and a tarp, containing coins and gems to help boost the manor's overall treasure haul (and reward thorough exploration).

Below the manor are the Cellar and the Sea Caves. This is the original map of those areas:

Original Cellar/Sea Caves Map (scale = 5')

I chopped areas 25–30 from this map, as the bluff between the manor level and the ocean level now contains several dungeon levels between them. These excised caves will reappear when I get to the Sea Caves level in a future post. My cellar map now looks like this:

Cellars (scale = 10')

Changes

  • I redesigned the whole floorplan of this level as well, shrinking the smugglers/pirates' quarters slightly while expanding the off-limits/secret areas and adding a new location (M25). I also added support pillars in all areas, as any proper foundation would have.

  • I changed the layout of the Wine Cellar (M20, orig. 20) to make it more of a "maze-like" area than an open room. While examining the body, one character got infected by the rot grubs. Describing the worms burrowing through the flesh of her arms freaked everyone out, and her first instinct was to cut them out with her dagger (which I let her do even though fire is the proscribed solution...same result). The incident caused them to leave the body—and the obviously-magic suit of plate armor—alone.

  • The main Cellar room (M21, orig. 21) remains the pirate-gang's quarters. I skipped the original writeup's "staged" locations for the various smugglers, and opted instead for creating a rough schedule of activities in which the total number of pirates stationed in the lair varies over time. I also randomized the number of personnel in the original locations (including the caverns far below). When the party enters the Cellar (depending on day/night), there are a random # of pirates here, and some percentage of them sleeps/eats/recreates. 

    There is a recurring chance, while the PCs are here, that more pirates return to this room via the secret door from the cavern level (revealing it in the process). Finally, there is a chance that the illusionist, Sanbalet, is in his quarters (M22, orig. 22); otherwise, he is overseeing operations below. Sanbalet's goals are much more complex and wide-ranging than in U1. He also vies for control of this site with the thaumaturgist from the Sample Dungeon. I'll review all this in a future post.

  • The secret staircase still leads to the Sea Caves, but it is now a much longer route. Another secret door partway down (and unknown to the pirates) leads into the Dungeon level, which is made up of the Sample Dungeon plus my own expansion sections.

  • I reoriented room M22 and created room M23 (orig. a spur of 21) as a sort-of cellar vault. This puts the "warning sign" behind a second door and creates just that little extra requirement to explore further in order to become aware of a point of interest. The cold, empty room behind the outer door, with an inner door, barred from this side and scrawled with "DANGER!" just makes for a creepier transition.

  • I separated the six obvious skeletons in M24 (orig. 23) by moving four of them into a newly-added Crypt (M25). Only two are now visible laying on the floor in M24, while the other four rise in M25 to join the fight. The back of the fireplace is also visible on the east wall—a clue to the secret room on the other side.

  • In M25, I added a pair of trapped chests, one of which is empty; the other contains gp-value loot (coins and gems) to boost the overall treasure haul.

  • I added a fireplace to the Laboratory (M26, orig. 24) because it made sense for there to be one here. It connects with the fireplaces/chimneys in M5/M6 on the first floor above.

 

With the new manor layout in place to serve as the anchor for the entire rest of the "kilo-dungeon," I moved on to the next task, which was to configure the Sample Dungeon so that it aligns properly with the updated manor. I'll detail that process in the next post.

Tuesday, October 8, 2024

Hurricane Dungeons

Helene hit my neck of the woods pretty hard. I was without power for 9 days and just got internet back a few hours ago. My yard is a disaster, but I feel fortunate that there was no major property damage or injury to my family and friends. It was much worse to the north of us...cataclysmic even. Living a week without lights and technology was a major inconvenience, but nothing compared to what others are suffering from the storm.

I'm a night-owl by nature and can't really get to sleep before midnight/1 AM, so I spent a lot of that time reading by candlelight, mainly the AD&D DMG—a copy of which I just recently reacquired after selling my D&D collection back in the 90s. It's a sometimes-difficult read, but something in Gary's language is magical and really inspires me.

I typically hand-draw a sketch of any adventure I'm working on, but then create the finished maps in Photoshop. Map-making (and world-building by extension) was the juice that got me into D&D in the first place. I pored over maps in The Hobbit and Lord of the Rings, The Phantom Tollbooth, The Belgeriad, and many of my other favorite fantasy novels. I even decided to become an architect! (I didn't.)

Rather than pay attention in class, I drew elaborate interiors of complexes and spaceships, like this...

So, D&D was a natural lure, and I have tons of hand-drawn maps from my youth. I still love to create maps, and since I was just sitting in the dark, I thought I would try drawing a finished map by hand on actual graph paper. I was happy with the results—nothing elaborate; just a bog-standard labyrinth with little forethought to design. I just let the pencil flow.

Pleased with the results, I did another one the following night, and then ended up doing one each night of the power outage. I tried keying the first map with the random tables in the DMG, but the results there were pretty empty and boring. I might try to key these someday for fun, or use them for a rando dungeon level here or there. In any case, these maps are a memento of the storm.









Saturday, September 14, 2024

Adventure Site Contest II

Starting October 1, Ben Gibson at Coldlight Press is taking submissions for his second annual Adventure Site Contest, with a January 1 deadline for entries. You can read all about the contest guidelines here.

Last year's contest was a lot of fun and my submission, Etta Capp's Cottage, found a spot among the winning entries. These were published in a handy compilation available to all for FREE! It was even reviewed by the esteemed Prince of Nothing over at the Age of Dusk blog.

I've been asked to be a judge for this year's contest, so I'll be posting my reviews of the submissions as they come in. My own submission for the second contest is already in the preliminary stages, and I plan to post some of the developmental work here as well. I also have about a dozen unfinished drafts in my posting queue that I need to finish up. Looking forward to all of that, as I have let this blog languish due to other projects/real-life demands.

Ben's contest is part of an effort to foster a return to the "Classic Adventure Gaming" mode of play that is distinct from the OSR community, which has become fragmented and beset by opportunistic content creators shilling for a fast buck. The creators in this contest are old-school veterans and dedicated students of the original versions of the game (OD&D/BX/AD&D), who actually understand good design and know what they're doing. 

These adventures can actually be played at the table right out of the can, without having to parse through AI-generated walls of text, artsy-fartsy nonsense, and a designer's incomplete knowledge of what the game is about.

Image by the incomparable Erol Otus.
The goal is to keep this style of play alive by providing a much-needed infusion of good creative energy into the D&D hobby, which has devolved into a weird and cliquish form of social interaction that has little to do with slinging dice. 

It's been a thrill finding like-minded fans of the early game, and after converting my own tabletop campaign from 5e to an LL/OSRIC hybrid, I even began playing in an honest-to-goodness AD&D campaign recently, my first since (roughly) 1988-ish.

The Sinister Secret of Zenopus' Tower – Part 3: The Sea Caves

In Part 1 , I reconfigured the Manor House from U1 Sinister Secret of Saltmarsh . In Part 2 , I adapted the Sample Dungeon from Holmes Basi...