It's as D&D as I could make it...
Saturday, December 31, 2022
Friday, December 30, 2022
#Dungeon23 — Tunnels Beneath the Earth
I've never been much of a "joiner," but I like a collective mental exercise now and then. It's what motivated me recently to enter my adventure, Bergummo's Tower, in Prince of Nothing's back-to-basics "No Artpunk 2" contest. With both my current campaigns running along on content I've already baked, I need a new outlet for some non-work-related creative energy (which has accumulated as a result of being cooped up inside with no yard projects to do and caring for a very sick dog).
Like a lot of DMs, I came across Sean McCoy's recent tweet about Dungeon 23, announcing a personal goal of writing one room a day over the course of a year in order to create a 12-level, 365-room megadungeon. The spark for doing this sort of thing had already been fired by Zenopus Archive's superlative expansion of the sample dungeon from the Holmes Basic rulebook, and I've been mulling doing a similar thing with several of my longtime dungeons-in-progress that I can never seem to complete.
My campaign world already contains a megadungeon environment—a series of
ever-changing catacombs beneath the capital city of the land of
Remedios. I've only fleshed out the top two levels, however, and my
players have only visited the first level. I've considered
developing a campaign around the catacombs, but on the players' few
excursions there, they never seemed to bite down on the concept and I never did much else with it. I love the idea, though.
A formal effort like this—and one that seems to be attracting a lot of participants—is the perfect thing I need to roll into the long winter months until spring. I'm curious if I have the stamina to do it. I write for a living, but do I have the juice to take a massive concept and flesh it out in a way that is cogent and feels satisfying? A little bit each day sounds easy, until you hit Day-160 and realize you're out of ideas and aren't even at the halfway point yet. I have a feeling this is going to be way harder than I think, and I'm already a pessimist.
I will say that I completely disagree with this guideline from Sean on his Dungeon23 substack: "If you can’t think of what to write that day just write “Empty Room,” see how easy that is?"
I'm of the opinion that if you're going to write a room, then write a room. My dungeon levels will have plenty of empty rooms, but the rooms I'm writing will have something interesting in them to see/do/fight/take. That definitely ramps up the difficulty level of this project, so it will be interesting to see what techniques I can develop to stick to this commitment.
I'm also wondering if I can make something interesting to other DMs out there. I ended up in the middle of the pack in Prince's contest, but I like to believe that was more a function of scope than content (some of the winning entries were just really cool concept pieces, whereas mine was a starter dungeon for newbie players and sort of vanilla). I know what flavors I like, and everything I make is some combination of those flavors, but how strong is my palate?
I'm not on Twitter or any other social media, so I'll post everything to my blog. I'm abiding by the guideline to write the rooms in a physical journal, which I think is a neat limitation. Committing ink to paper takes a leap of faith that your hand can keep up with your brain. It's a skill that has atrophied for me in favor of keyboards and typing. I'm not sure I can post every day, though, so I'm shooting for a once-per-week post of the previous week's work. I'll see how it goes.
I feel like I'm off to a good start. I've cracked what I want to do thematically, and I have an initial bubble sketch of the first month's work. I've also outlined the rest of the dungeon levels all the way to the bottom. Now I just need to start writing the rooms on Sunday. My goal is to pay homage to the foundational works of the game, but I intend to get weird as we go down.
I'll be following the OSRIC system as the overall ruleset for this dungeon, and I'm limiting myself to monsters from the AD&D trilogy (MM, MMII, FF), Chasoium's All the World's Monsters I-III, and some home-brewed but thematic creatures. As much as possible, I want to pick monsters I've rarely/never used before, but I definitely want some classic creatures in there as well. Also a dragon. In 40 years of gaming, I've only had ONE dragon fight with my players.
Level 1 consists of the surface ruins (which will be detailed in Week 1). The ruins lead to three sub-surface "mini-dungeons" (Weeks 2-4). Each of those areas will have seven detailed areas (one per day). From the surface level and the mini-dungeons, various tunnels lead down to the first proper megadungeon level (February)—and some tunnels descend even deeper.
I've purchased a simple graph-ruled composition notebook to record everything, so here's to a new year of D&D and, hopefully, this time next year I'll have filled this bad boy up with lots of good stuff. Fingers crossed...
Thursday, December 29, 2022
Law and Chaos in the Badlands — Part 3
The perpetual religious warfare between the Khossites and the Lahrists has been a primary driver of a string of human civilizations throughout history, but other faiths also came and went over the centuries. These "pagan" religions were mostly regional and much smaller in scope, and none of them ever approached the scale or relevance of the Khoss/Lahr dichotomy in human affairs.
This state of affairs existed until a little more than three centuries ago, when the establishment of the merchant empire of Meridia heralded the dawn of the Fifth Era. With it came a new polytheistic religion—an amalgam of popular pagan religions that emerged during the previous period of tumult. This new religion was devoted to a sun god called Solis and a pantheon of lesser gods representing other elemental and divine forces. Like the order of Lahr, the Solists were civilized and believed in an orderly society, but a radical philosophical divide separated the two religions.
Whereas the tenets of Lahr centered on duty, self-sacrifice, and blind obeisance to lawful authority in order to further their goal of destroying Khoss, the Solis faith embraced a new view of good societal behavior. It introduced revolutionary ideas of earthly conduct—concepts such as "honor," "redemption," "chivalry," and "mercy"—and made them essential to truly defeating darkness and evil. These ideas seemed alien to devoted Lahrists, who rejected the new "cult of Solis" as heretical.
As the merchant empire expanded, however, its trade caravans and ships began to spread the word of Solis around the world, and the new religion was quickly adopted in lands conquered by the imperial legions. The faith appealed to so many because it was better suited to a more-agreeable world, in which prosperity and trade were the primary goals instead of constant, existential war. In a short period of time, the influence of the Lahr faith waned as the glory of Solis waxed.
The current "civilized world"—and particularly the land of Remedios, my primary campaign setting within it—is human-centric. Dwarves, elves, and other fantasy races live beyond the borders of human civilization and are uncommon visitors within human realms. Most non-human player-characters are foreigners to Remedios, and even unwelcome in certain places. Each race has its own spiritual faith and divinity, but those religions are largely inconsequential to (and unconcerned with) the greater world dominated by human beings.
The Solis faith is predominant throughout the empire of Meridia, the Freehold Kingdoms, and the land of Remedios. Temples to the sun-god are found across the known world, and many communities also build shrines to the faith’s pantheon of lesser gods, who are depicted as Solis’ heavenly family. Clerics and paladins of the faith worship all seven gods of the pantheon, but the order of Solis is supreme and only a member of a Solis order can become a high-priest. Religious orders dedicated to the other gods in the pantheon are not considered “lesser” in a negative sense; rather, those orders are recognized as attendant to the order of Solis.
Temples are found in larger towns and cities, and are always dedicated to Solis, with the other six divine aspects represented within. Such temples are dedicated structures on consecrated ground and maintained by the priests and officials of the faith who live there. These holy places can be relatively simple affairs or architectural wonders, such as the Grand Temple of Solis in the merchant capital.
Smaller shrines dedicated to an individual god or goddess of the faith are typically located in villages, in roadside shelters and caves, or in chapels within a larger structure like a keep or noble’s residence. Shrines are consecrated, but usually have no priests in attendance. Some shrines are quite large and elaborate, however, most often serving a specific religious function (e.g., library, tomb, vault, abbey, etc.) related to the god or goddess to whom it is dedicated.
THE SOLIS PANTHEON
SOLIS – The Lord of Light
Spheres of Influence: sun / goodness / purity
Divine Domain: Light
THERA – Goddess of the Earth
Spheres of Influence: elemental earth / nature / home and hearth / maternity
Divine Domain: Nature
FLAMMA – God of Fire
Spheres of Influence: elemental fire / war / diplomacy / change (negative)
Divine Domain: War
LUVIA – Goddess of Water
Spheres of Influence: elemental water / sea / purity
Divine Domain: Life
ZEFIR – God of Air
Spheres of Influence: elemental air / luck / storm / change (positive)
Divine Domain: Tempest
ARS – God of Lore
Spheres of Influence: art / craftsmanship / lore / wisdom
Divine Domain: Knowledge
MORTIS – God of the Dead
Spheres of Influence: death and dying
Divine Domain: Grave
Mortis (MORE-tiss) is Thera's father. He serves as the spiritual guide for the dead, shepherding the newly-deceased into their heavenly afterlife beyond the grave. He is depicted as a pale, sad-eyed man wearing deep white robes and cowl. He is emaciated, his skin is almost mummified, and he has dark circles under his hollow eyes. His visage is calm, however, almost reassuring. A simple silver circlet rests on his bald head, and he wears silver rings on each slender finger and thumb of both hands. He typically carries a thick staff of blackened wood. He is the patron of physicians and undertakers. His sigil is a silver circle, representing the unbroken cycle of life and death.
PART 4: The Order of Lahr
Friday, December 23, 2022
Law and Chaos in the Badlands — Part 2
Briefly, previous historical eras in my world are defined by the rise of a particular civilization, which then expands and thrives over many centuries, before ultimately collapsing as the result of some sudden, cataclysmic event. After each civilization's fall, a new one eventually emerges from its ruins and establishes its own era of history. Between periods of civilization stretch long centuries of darkness and chaos, when brutality and ignorance prevails. The knowledge and technologies of preceding civilizations are lost with each fall, and layer of forgotten history piles upon layer. Each time, this knowledge must be rediscovered before a new civilization can rise.
The Fall of the Rebel Angels - Pieter Bruegel the Elder |
Lahr and Khoss are not religions that entail deities to be worshiped, however; rather, they are moral and philosophical creeds to be studied and obeyed. In the distant past, one followed either the way of Lahr or the way of Khoss, or tried to walk a third, ethically-questionable path of true neutrality. Across the ages, priests of Lahr and Khoss have advised kings and emperors, fomented crusades and revolutions, and manipulated world events to control the frontiers of civilization.
The Cult of Khoss is devoted to sowing chaos, anarchy, and evil. Its depraved followers worship the profane, encouraging death and destruction to cleanse the world of the fallacy of civilization. Some cultists act openly, committing sudden sprees of violence until they are finally caught and put down. Others lie in wait, pretending to be upstanding members of society while scheming to undermine its foundations from within. Orgies of blood, sacrifice, and murder are the sacraments of the cult of Khoss.
The Temptation of St. Anthony - Matthias Grünewald |
Cultists also operate as arms merchants and traders for the various evil humanoid races (orcs, goblins, hobgoblins, gnolls, etc.) who live outside civilized lands and prey on their vulnerable frontiers. The cult often stages thefts of armaments and other trade supplies—plundering armories and warehouses, even hijacking ships on the open sea—and then sells the stolen goods to the enemies of civilization.
To facilitate these transactions, the cult mints its own currency, called mammon—hexagonal coins made of red-tinted gold (some say the gold is mixed with sacrificial blood). Each face is embossed with the cult's sigil, pierced through the middle by a diamond-shaped hole. Humanoids are often found wearing strings or necklaces of mammon. Most civilized places (i.e., "decent folk") won’t trade in the currency, but thieves’ guilds and other nefarious organizations usually will.
Unknown |
In the current campaign timeline, it has been nearly 40 years since the Cult of Khoss was expelled from its longtime stronghold in the Freehold Kingdoms. Many surviving cultists fled east, to enclaves in the land of Remedios, where they've spent the intervening years rebuilding their forces and organizing their revenge. Recently, the cult began engineering an invasion of Remedios by the orcs and other humanoids of the Badlands, which is the situation when the campaign starts.
PART 3 - The Solis Faith
*Yes, red gold is stolen from David Eddings' The Belgariad series of fantasy novels. There were lots of neat ideas in those books, although I doubt I would enjoy them as much now as I did at 15-16 years old. Someone in the party in the current campaign has already contracted a low-grade obsession with red gold, and is actively seeking more.
Monday, December 19, 2022
Law and Chaos in the Badlands — Part 1
The central conflict in the original module: B2 Keep on the Borderlands is between the ostensibly-good forces of Law—represented by the Castellan and the Keep’s residents—and the shadowy forces of Chaos—embodied by the cultists and their army of evil humanoids gathering at the Caves of Chaos. I wanted to keep the same overarching Law vs. Chaos structure from the original module for my Badlands campaign, with the chief difference being that at the start of the adventure, the forces of Law are mostly unaware of the growing cultist threat, outside of some vague rumors of “...trouble brewing in the south.”
In B2, the religious nature of the fight between Law and Chaos is never specified outside of the existence of generic elements such as priests and curates, temples, altars, etc., and no gods are ever named. This is consistent with Original/Basic D&D’s alignment system—which categorizes people and monsters as lawful, chaotic, or neutral—but I think it’s also left intentionally vague because this module was intended as a template adventure for DMs to dress with their own details. That’s part of the genius of the early adventure modules, and what modern, official campaign-book adventures are mostly (but intentionally) lacking.
Sigil of Solis—Lord of Light |
Sigil of the Order of Lahr |
The main “plotline” of this campaign is lifted straight from B2, with the antagonists being a group of evil cultists. This particular cult is devoted to Khoss, an ancient and fanatical religion dedicated to primal chaos and the destruction of orderly society. A ruined temple of chaos lies hidden deep within the Badlands, and the cultists are trying to restore the complex to past heights of infamy. They are also in the process of assembling an army of evil humanoids from the disparate tribes that dwell in the region. When they are ready, the cultists intend to march their army on the Keep and smash it, opening an invasion route into the fertile southern plains of Remedios.
Unholy Sigil of Khoss |
The Lahrists would seem the obvious choice to represent the forces of Law in this campaign, but because they are few in number and seen by many as extremists, their political and religious influence in an isolated border fortress like Irongate Keep would be low. I decided that the forces of Law in this campaign—led by the Castellan—would be followers of the Solis faith (like their king and most citizens of Remedios). The Chapel is dedicated to Solis, but the entire pantheon is represented there. The Fountain Square is dedicated to his daughter, the water-goddess, Luvia. The mendicant priest claims to be an adherent of Thera, Solis’ wife and goddess of the earth.
Sigil of Thera Goddess of the Earth |
While the Castellan represents Law, the citizens and government of the Keep are not the true protagonists in this adventure—the player characters are. I don’t know if any of the players will decide to be a devout follower of either Solis or Lahr, but the campaign will feature an additional layer of meaning for any players who do, for the secret history of the region involves an ancient battle between powerful religious forces, and an heretical betrayal that transformed this once verdant region into the dangerous wasteland it is today.
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 othe...
-
As I re-acquaint myself with the rules of Basic / Advanced D&D , I'm remembering some of the odd bits and pieces of the game that we...
-
A combination of personal and professional circumstances over the past 8 months forced me to put blogging on hiatus back in the Spring, but ...
-
In 1979-80, I was already smitten by Tolkien's Middle Earth and voraciously read any sort of fantasy books I could find at the library. ...