"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."
Showing posts with label Pit of Tortured Souls. Show all posts
Showing posts with label Pit of Tortured Souls. Show all posts

Friday, February 22, 2013

Pit of Tortured Souls - Factions

I have been rereading my posts and notes regarding the Pit of Tortured Souls and thinking about next steps. It has piqued my interest again and I will likely do some more work on it.

Looking at the list of special monsters that I was planning on using got me thinking about what their relationships would be like. I think these will allow PCs to interact with various groups in different ways.

Amazons

  • View themselves as the Ghoul-Queen's favorites
  • Look down upon the lowly kobolds and bestial gnolls
  • Are Sidra's hand in the wider world
  • Hate all men
Kobolds
  • Would love to throw off the yoke of their Gnoll overseers but know they can't stand up to one tribe of them much less two
  • Like to dominate the gnorlock slaves who are likely the only inhabitants of the Pit more lowly than themselves
Gnolls
  • Two tribes competing for the Ghoul-Queen's favour
  • Each wants to claim the Pit as their own territory and eliminate the other tribe
  • Pick on the weaker kobolds
Gnorlocks
  • Subjugated by the gnolls and kobolds
  • Some have escaped the slave pens and are hiding deeper in the mines. They secretly continue to contact those that are still slaves and encourage them to rise up in a likely ill-advised rebellion
  • Some that have escaped have ventured into the Cyst of the Slimes and have been charmed by the Great Grey Ooze
  • Some of the other escapees may be influenced by some of the grey ooze charmed gnorlocks
  • The gnorlocks in the mine ostracize and torment the few hobgoblin slaves
Mothmen
  • Eat Slug People
Slug People
  • Want to be rid of the mothmen and live in peace
Discarded
  • Pathetic creatures that lurk in the shadows trying to avoid the Fleshshifters
Fleshshifters
  • Alien creatures that serve the Ghoul-Queen for some unknown reason and try to find subjects of all species for their vile experiments
Fire Salamanders
  • Hang out
Great Grey Ooze
  • Who can tell the mind of an ooze?

Thursday, January 7, 2010

Pit of Tortured Souls Housecleaning

I have updated the download links for the first two sections of the Pit of Tortured Souls which I completed a long time ago.

Level 1A: Citadel of the Amazons
Level 1B: Kobold Warrens

I have recently felt the urge to complete more of this. We will see if it lasts long enough to complete Level 2A: The Foul Fortress.

Tuesday, March 10, 2009

Level 1B: Kobold Warrens

Level 1B is now available HERE.

A few notes:
I stuck firmly to the process from Moldvay's Basic rulebook that I used for the Citadel of the Amazons. I am a process guy. It is likely a symptom of my years in business school and investment banking. But like I mentioned in an earlier post, I have a difficult time if I have to sit down with a blank piece of paper and come up with an adventure. I find the Moldvay process gets the ball rolling and inputs some force to the inertia of my lack of creativity.

I wanted to make sure this level was not just "slaughter the kobolds" so I tried to include the possibility of a few interesting interactions (the NPC party and the Hobgoblin Escapees).

I also wanted to include something that could be used as an interesting and somewhat different sort of hook. A different type of mcguffin (the magic fish). This also has the potential to develop into a difficult encounter.

I took a look at Keep on the Borderlands' kobold caves for some inspiration. See if you can find the areas that are lifts.

I blatantly stole a trap from Sham's Dismal Depths. I wish I had his creativity.

And finally, I wanted to include something a bit goofy but easily changed if you don't go for that sort of thing.

Once again, please comment if you have any feedback or comments.

The beginning of Level 2A: The Foul Fortress will be delayed for a while as I change my focus to prep-ing for the upcoming Cal-Con convention. Question: Should I make some flyers about the B/X game I am running at the convention to put up in stores beforehand and at the Con itself?

Friday, March 6, 2009

Level 1A: Citadel of the Amazons

Level 1A: Citadel of the Amazons is now available HERE.

As I mentioned in a previous post, I am using a layout similar to the 2-page format used by Amityville Mike for his Stonehell.

Here is what the room descriptions boiled down to. I have to say that using the One-Page Template (okay 2-page) was that after stocking the dungeon the final write up was pretty easy.

1. Entry: Two tapestries (125 gp each) showing Amazonian scenes. If they are disturbed, the statue in room 14 will call an alarm.

2. Guardroom: Spartan furnishings. 3 Amazons stand at attention. If attacked one will rush to room 4. Each has 1d6 sp.

3. The Funnel: If the Amazons know they are under a direct assault, they will trip the Crushing Wall Trap in the hallway to the northwest and mass their forces in this room. The room is empty.

4. Guardroom: Spartan furnishings. 4 Amazons stand at attention. If attacked one will rush to room 2. Each has 1d6 sp.

5. Forgotten Workshop: Cobwebbed covered masonry and carving tools. Floor littered with shattered crystals. A Living Crystal Statue has been trapped in this room for many years and is quite insane.

6. Unstable Cavern: This room is empty. The floor along the eastern wall is quite unstable. If a person walks it, there is a 2 in 6 chance (+1 for each additional person) that the floor will collapse. Fall 10’ taking 1-6 damage.

7. Gallery: The walls of this room are frescos showing various Amazonian tales. The room is empty.

8. Barracks: Tidy cots and footlockers; large table; crates of rations. 3-18 Amazons will be present along with 1-3 Young Females (HD 1/2) and there is a 2 in 6 chance of an Amazon Lieutenant, and a 2 in 6 chance of a Tiger. Each Amazon has 1d6 sp

9. Forgotten Laboratory: Eerie chanting can be heard from around the corner before the room. Inside are 3 Eldritch Zombies conducting a never-ending ritual. Smashed tables, worm-eaten books, broken glass litter the floor. If the Eldritch Zombies are disturbed, one will leave the ritual and attack while the remaining zombies continue the ritual. Among the ruined papers are a Scroll of Detect Magic and a Cursed Scroll (anyone reading the scroll will begin chanting the never-ending ritual and must do so ignoring anything that would stop them such as eating, drinking, sleeping, etc)

10. Barracks: Tidy cots and footlockers; large table; crates of rations. 3-18 Amazons will be present along with 1-3 Young Females (HD 1/2) and there is a 2 in 6 chance of an Amazon Lieutenant, and a 2 in 6 chance of a Tiger. Each Amazon has 1d6 sp and stashed away in one of the footlockers are 4 gems (100 gp each).

11. Guardroom: Spartan furnishings. 2 Amazons stand at attention. If attacked they will yell alerting those in room 10. Each has 1d6 sp.

12. Baths: 2 in 6 chance of 1-6 Amazons bathing. The waters in the bath will heal 1-6 hit points and there is a 10% chance of increasing a female’s Charisma score by 1 or decreasing a male’s Charisma score by 1 (one time only per person).

13. Storeroom: Crates, barrels, boxes of foodstuffs, textiles, tools, etc. (see contents table) In total worth 200-1200 gp.

14. Temple to Athena: 20-ft tall statue of Athena; large stone altar with iron shackles; 40-ft domed ceiling. 20% chance that a ceremony will be in progress, if so there will be 6-36 Amazons and 1-2 Tigers present (if not, the room will be empty but check for wandering monsters every turn). If there is a ceremony, there is a additional 25% chance that the Amazon Queen (see room 24) will be here along with a male prisoner who is about to have a real bad day. The statue will call an alarm if the tapestries in room 1 are disturbed. There is also a 10% chance of Athena speaking through the statue if someone calls upon the deity in this room. Any none-sanctified male (eg. the sacrifice) that touches the altar will suffer an effect (see “Altar of Athena” table). Any Amazons here will be under the effect of a Bless spell. If the Amazon Queen is present the Amazon’s morale will be 12. 14A is a balcony that is 10 ft high and overlooks the Temple below. It is accessible from the stairs to the west.

15. Battlehall: 50% chance of 2-12 Amazons practicing melee combat (surprised on a 3 in 6 due to noise), if not there will be 4 Amazons standing guard with 1 Tiger. Tattered banners on walls; weapon racks contain a number of spears.

16. Sealed Well: This well drops down to level 3A. It has a locked iron cover on it and the key is on the collar of the Amazon Queen’s pet Saber-Tooth Tiger (see room 24). The lock on the cover is trapped so that a hail of darts fire out of the NW wall doing 1-8 damage if someone tampers with it.

17. Treasure Room: The door is heavy and locked. The Amazon Queen has the key. The lock is trapped with a poison needle (save vs. poison or die). A number of chests contain treasure worth 3,000 gp in total.

18. Hall of Beauty: Walls are carved with curved female forms entwined in various activities. One the north wall is a gold-framed magical mirror. Anyone that looks in the mirror will be asked a riddle (see table). If the correct answer is not given the person’s gender will be changed and they must reroll Charisma.

19. Trophy Room: Contains battle trophies captured by the Amazons. On display are four pieces of jewelry worth 300-1800 gp each and the Sword of Hilroy (sword +1). Hilroy was a hero that appeared at a nearby town in time to defend it from an Amazon raid but was killed while driving the Amazons away. Anyone in the town has a 20% chance of recognizing the sword in which case all reaction rolls in the town get a +2 bonus.

20. Den: There will be 1-3 Tigers using this room as a den. There are a total of 5 Tigers in the Citadel. If some have been encountered elsewhere then it may be necessary to modify the number present here. Bones and straw litter the floor.

21. Prison: The door is locked. This is the prison where male captives are kept. There will be 1-6 prisoners here. They will likely be Normal Men but, maybe not.

22. Well of Songs: This well drops down to level 2A. It is the lair of 2 Harpies that have a deal with the Amazons. The room is filthy and littered with the remains of their meals. Among the debris is a tiny decorative wooden box worth 50 gp.

23. Ante Chamber: A White Ape is chained to the pillar in the center of this room. The chain has 20-ft of slack. The ape will scream and bang his chain at the approach of the party, possibly alerting the Amazon Queen in room 24.

24. Quarters of the Amazon Queen: This is the luxurious private quarters for the Amazon Queen (AC 4, HD 4+1**, MV 120, #AT 1 spear, D 4-10, Save F4, ML 10, AL C) and her pet Saber-Tooth Tiger. They will only be surprised on a 1 in 6 if the White Ape in room 23 makes a bunch of noise. The Amazon Queen has the Spear of the Amazons (spear +1) and the Corset of Athena (gives female wearer an AC of 4). She has the ability to cast Charm Person on one male once per day. There is a 10% chance that a male prisoner will be here under the effect of the Charm Person spell. She is a clone of Sidra, the Ghoul-Queen. Various furnishings are worth 300-1800 gp in total. The Amazon Queen has the key to room 17 and on the Saber-Tooth Tiger’s collar is the key to the well cover in room 16.

This will end the step-by-step posts about the Pit of Tortured Souls but, I am planning on continuing the remaining levels and posting them here. I can also see myself working through the creation of a wilderness from the Expert rulebook to go with this.

One thing about level 1A that I am not particularly happy with is the selection of monsters. It ended up being a bit more limited than I wanted. Hopefully there is enough different stuff that it won't become too dull.

Any comments? Feedback?

Thursday, March 5, 2009

Section E. Stock the Dungeon

Excerpt from B52:
"To 'stock' a dungeon means to fill in the general details, such as monsters, treasure and traps. Special monsters should be first placed in the appropriate rooms along with special treasures. The remaining rooms can be stocked as the DM wishes. If there is no preference as to how certain rooms are stocked, the following system can be used..."

I am not a huge stickler for coming up with a “realistic” dungeon ecology. About all I want to accomplish is for it to make a bit of sense and give the opportunity for some interesting and fun encounters. This is likely a product of my experience with B/X D&D. So my first step in stocking the dungeon is to think of what areas and encounters I know I want to have on this dungeon level.
The map is on this post.

Some of the rooms that are needed on this dungeon level are:
• Guardrooms (I am thinking rooms 2, 4, 11 & 19)
• Barracks (room 8 & 10)
• Storerooms (room 13)
• Temple (room 14)
• Prison (room 21)
• Amazon Leader’s room (room 24)
• Treasure room (room 17)
• Tiger lair (room 18)

Other interesting things that I want to include:
• A White Ape chained outside the Amazon leader’s quarters (room 23)
• An Amazon bathing pool (room 12) (wink, wink)

With these in mind, I can set to stocking the Citadel of the Amazons using the mechanics and tables given in Moldvay’s rulebook.

Contents (d6):
1,2 = Monster (3in6 for treasure)
3 = Trap (2in6 for treasure)
4 = Special (2in6 for treasure)
5,6 = Empty (1in6 for treasure)

I also decided to roll for what Wandering Monster tables (pg B53 & B54) and Unguarded Treasure to use.
1 = Level 1
2-5 = Level 2
6 = Level 3

So….

1. I roll a 4 for contents so the room has a Special (“A Special is anything not exactly a trap, but placed for special reasons.” pg B52). Since this is the main entry-way into the Citadel, I think that some sort of guardian feature would make sense. Maybe tapestries of various Amazon scenes (battles, etc…come on let’s keep this rated PG). If any of the tapestries are disturbed a statue in the Temple (room 14) cries an alarm. Now, let’s see if the tapestries are actually worth anything. A roll of 2 says yes. Consulting the Unguarded Treasure table (using the same method to determine level as for monsters) I roll a 2nd level treasure of 500 sp and 200 gp. I combine them and say there are two tapestries worth a total of 250 gp. If the party can snatch the tapestries and run there could be a great chase scene as the Amazons quickly muster and pursue the party bearing heavy treasure.

2. I have selected this to be a guardroom. There will be 3 Amazons keeping watch. Two will stay and fight while the other races to room 4. They have no treasure.

3. I roll a 6 for contents so it is empty. A roll of 6 for treasure means there is none.

4. I selected this as another guardroom. It has 4 Amazons. Three will fight while the other races to room 2. They have no treasure.

5. I had no plans for this area when I drew it. A roll of 1 indicates there is a monster. The first set of rolls indicates Wolves. I don’t like it. A re-roll comes up with a Living Crystal Statue. That I can use. Living Statues have a treasure type of nil so I won’t roll for treasure.

6. I roll a 3 for contents. How can a trap be in this rough, secret area? I decide that the rough cavern has an unstable floor that will act like a 10’ deep hidden pit. A roll of 6 means there is no treasure.

7. A roll of 5 means this room is empty. A further roll of 4 indicates there is no treasure.

8. I selected this room as a barracks so there will be 3-18 Amazons here and a 2 in 6 chance of a lieutenant and a Tiger. There is also a 2 in 6 chance of 1-3 young females will be here. Using treasure type B, I completely strike out on the treasure rolls.

9. A roll of 1 means there is a monster in this secret room. A couple of rolls give me Medium. No thanks. Another roll give me zombies. This got me thinking… Maybe Medium Zombies? A trio of Eldritch Zombies forced in undeath to perform a never-ending magical ritual. Now I have to come up with stats for Eldritch Zombies! A roll indicates treasure. I will have to figure out the treasure type.

10. Another barracks so there will be 3-18 Amazons here and a 2 in 6 chance of a lieutenant and a Tiger. There is also a 2 in 6 chance of 1-3 young females will be here. Once again, using treasure type B gives me a result of 4 gems worth 100 gp each.

11. Guardroom – I decide that this guardroom will have only 2 Amazons as it is right next to a barracks. If attacked from the hallway they will holler for their comrades in 10.

12. A roll of 4 gives me a result of “Special”…hmmm… Actually I was going to use this for the Amazonian Baths so I will make the bath water have a 10% chance of increasing (female) or decreasing (male) charisma, save vs spells to avoid, one time/person only. A roll of 5 means no treasure. 2 in 6 chance of 1-6 bathing Amazons who keep their spears close by.

13. I decide that this is going to be a storeroom. It will be empty of monsters. The treasure will be foodstuffs, textiles, and other mundane loot from raids worth 200-1200 gp.

14. This will be the Amazon Temple to Athena. There will be a 20% chance that a ceremony will be in progress in which case there will be 6-36 Amazons, and 0-2 Tigers and an unfortunate male prisoner about to have a real bad day and a 50% chance that the Amazon Leader will also be here. The statue of Athena will call an alarm if the tapestries in 1 are disturbed. It also has a 10% chance of Athena speaking through the statue if someone calls upon the deity in this room (I loved Clash of the Titans as a kid). The Altar disintegrates any male that touches it (save vs death) or I might make a table of random effects. I will likely add some gems for treasure. 14A - Balcony 10 ft above.

15. Battlehall – 50% chance of 2-12 Amazons practicing melee combat, 50% of 4 amazons standing guard with a tiger, banners on walls, weapon racks contain various weapons.

16. This well drops down to level 3A. It has a locked cover on it and the key is on the collar of the Amazon Leader’s pet Saber-Tooth Tiger. A roll of 3 means this room has a trap. So the lock on the cover is trapped so that a hail of darts fire out of the NW wall, save vs breath weapon or take 2-8 damage.

17. This is the treasury. The door is heavy and locked. The key is with the Amazon Leader. The amazons keep most of the precious loot from their raids here. All loot belongs to the Amazon Leader but she is responsible for providing for her follower amazons. Rolling for treasure type B, it contains 1,000 sp and 3,000 gp. There will also be a trap. Likely an old-school poison needle as a tribute to Black Dougal.

18. Another roll of 4 gives another “Special”. I am going to stick with the whole gender vs gender theme and make this something that will change genders. Maybe mirror that asks a riddle and if the answer is wrong your gender changes, save vs spells negates.

19. A roll of 6 means this room is empty but I roll a 1 for treasure indicates there is an unguarded treasure. Rolling on the level 2 unguarded treasure table results in 1,000 sp, 500 gp, 3 pieces of jewelry each worth 300-1800 gp each, and a magic item! Rolling on the General Magic Items table give me a “12” and a magic sword! This is getting awesome! I pull out the Expert book for fun and roll “34” on the magic sword table resulting in a Sword +1. I roll a “1” for special purpose so I am done with the treasure. This gives me the idea that this will be the trophy room with various trophies from battles that Amazons have taken in victory. It will give me the opportunity to give the sword a history – I love magic items with context.

20. Tiger Den – There will be 1-3 Tigers using this room as their den while they are not stalking the halls. If a Tiger is encountered as a wandering monster reduce the number encountered here appropriately. I roll a 6 for treasure so it looks like the Amazons keep everything.

21. This is the prison where male captives will be kept. There will be 1-6 prisoners here.

22. A roll of 1 indicates a monster. Rolling “9” on the Level 3 Wandering Monster table gives me 2 Harpies = Awesome! A roll of 2 indicates treasure. The well in this room goes down to Level 2A and I didn’t picture a lot of traffic between the two levels so this works for me. How did Harpies get here? Not only do I not know, I don't care. Rolling for treasure type C results in a meager 100 ep.

23. I wanted a White Ape here from the beginning. He will be chained to the pillar with a 20’ chain. The ruckus he causes if he sees the PCs will result in the Amazon Leader being surprised only on a 1.

24. The Amazon Leader’s private quarters. She is a clone of Sidra. She also has her pet Saber-Tooth Tiger. She will have a +1 magic spear and the Corset of Athena – a magical corset that provides a female wearer with an AC 4.

Next steps are to turn this into short room descriptions and then I will put a slightly updated version of the map and the room descriptions into a document similar to the one used by Amityville Mike for his Stonehell.

Thursday, February 26, 2009

Section D: Draw the Map of the Dungeon (Citadel of the Amazons)


License: The dungeon map is adapted from a map by Tim Hartin licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Canada License. You can find the original map at Paratime Design Cartography (http://paratime.ca/cartography).
My map is also available HERE as a pdf. [NOTE: I took the map down now that the entire level is posted]

I redrew and made alterations by hand as I am nearly Amish when it comes to computers. As an investment banker I could make Excel and Powerpoint dance but with anything else I am hopeless. The original map from Paratime is Textured Dungeon Map 035. If I knew how to make the changes on the computer instead of by hand I would have...oh well. You get what you get. The other problem that has arisen from my 6-year old knowing as much about computers as I do is that the pdf on the orbitfiles website is 7.5 megs. If anyone knows how I can make the pdf smaller on my Macbook Pro, please let me know.

Next up: We'll start stocking this thing. As this progresses, if anyone has any suggestions or thoughts please feel free to comment.

Wednesday, February 25, 2009

Finishing Section C: Special Monsters

Here are the specific monsters I currently plan on using for the remaining levels...

Level 3A: Halls of the Flesh Eaters
- Trolls
- Ghouls
- Ghasts (AC 5, HD 4**, MV 90, #AT 2 claws/1 bite, D 1-6/1-6/1-8, SV F4, ML 10, AL C) Undead. Ghasts are particularly large and gruesome ghouls that can assume the guise of a hyena. Instead of paralysis, its gaze will have the effect of a sleep spell on any unsuspecting creature which fails its save vs spells.
- Cadavers (AC 7, HD 2*, MV 60, #AT 1 battle-axe, D 1-8, SV F2, ML 12, AL N) Undead. Battle-axe wielding zombies immune to all magic. I stole these from Sham.
- Plagued (AC 7, HD 1*, MV 60, #AT 2 claws, D 1-4/1-4, SV F1, ML 12, AL N) Undead. Disease-ridden zombies that are easily killed, but splattery and extremely virulent. The character landing the killing blow must save vs poison with a -2 penalty or catch a disease. Also stolen from Sham.

Level 3B: Crystal Caves of the Mothmen
- Mothmen (AC 5, HD 4*, MV 90, #AT 1 bite, D 1-6, SV F4, ML 8, AL C) Large moth-like creatures that are attracted to light. Their gossamer wings reflect torch or lantern light and when three or more mothmen are fluttering around they can cause confusion as the spell. Mothmen eat fungus and use the mines to invade the Fungal Forests.
- Crysabs (AC 2, HD 3*, MV 60, #AT 2 pinchers, D 2-12/2-12, SV F2, ML 7, AL N) Giant crystal crabs. When stationary they look like large mounds of crystals. They lie in wait to ambush prey surprising on a 1-4.
- An earth elemental (8 HD)

Level 4A: Realm of the Discarded
- Fleshshifters (AC 2, HD 3*, MV 60, #AT 1 staff, D 1-4 + special, SV F2, ML 7, AL C) Alien, white robed and hooded humanoids that serve the Ghoul-Queen. They conduct their torturous experiments in their laboratories. They have used their findings to give themselves random mutation: super-fast, super-strong, super-tough, super-accurate, etc. Fleshshifters are immune to sleep and charm spells. Wield staffs made of a silver alloy that cause a random effect on a hit (saves apply): 1) Sleep (as spell); 2) Blindness (as reverse Light spell); 3) Paralysis (as ghoul); 4) Wracked by excruciating pain (additional 1-6 damage and cannot act for 1 round); 5) Weakness (-2 penalty to attack and damage rolls); 6) Polymorph Other (1-Giant Toad, 2-Rock Baboon, 3-Kobold, 4-Gnoll, 5-Giant Rat, 6- Herd Animal (see Antelope X28), 7- White Ape, 8- Oil Beetle, 9- Boar, 10- A warped amalgamation of all of the above that quickly expires in a large puddle of blood and ooze).
- Discarded – I am going to come up with a random monster generator.

Level 4B: Cyst of the Slimes
- The Great Gray Ooze (AC 6, HD 6**, MV 30, #AT 1, D 3-18, SV F5, ML 12, AL C) A huge sentient Gray Ooze. It has the ability cast a strong charm person (-2 to saves) on anyone it touches and can communicate telepathically with those so charmed. It has enslaved some escaped Gnorlocks. The Great Gray Ooze will try to encase any humanoid creature it has killed in a cocoon of gray ooze and the creature will emerge in 1-4 days as an Ooze Zombie.
- Charmed Gnorlocks
- Ooze Zombies (AC 7, HD 2*, MV 90, #AT 1, D 2-12 + special, SV F1, ML 12, AL C) Dripping corpses of those killed by the Great Gray Ooze. Among natural stone they are difficult to see surprising on a 1-3. A successful hit from an Ooze Zombie splatters gray ooze on the target which does 2-12 damage. After the first hit, the ooze will stick to its victim, automatically destroying any normal armour in 1-4 rounds and doing an additional 2-12 damage each round. It will also dissolve and destroy magic armour in 1-4 turns. Ooze Zombies cannot be harmed by cold or fire nor are effected by sleep or charm spells.
- Gray Ooze
- Other slimes/oozes/jellies

Level 5: Lair of the Ghoul-Queen
- Sidra, The Ghoul-Queen – I am thinking about making her something like the Greyhawk Supplement Druid. She can use both magic-user and cleric spells and can shape change.
- More amazons
- Flesh Golems
- Bone Golems
- Blood Golems
- Hags
- Fleshshifters

Level 6: Fire Pits
- Fire Salamanders

For the next few steps I am going to focus on Level 1A: The Citadel of the Amazons and complete the map and stocking it before moving on to the next section. A reminder that I am going to be using something similar to the One-Page Dungeon Template.

Monday, February 23, 2009

Special Monsters Continued

The monsters used specifically for the next few levels...

Level 1B: Kobold Warrens:
- Kobolds, Kobold Bodyguards and Kobold Chieftain
- Spitting Lizards (AC 6, HD 3*, MV 120, #AT 1 bite or 1 spit, D 1-8 or spit, Save F2, ML 7, AL N) A 5ft-long lizard that kobolds use as guard dogs, make a high-pitched whistling sound when excited. Can spit (range 10/20/30) that causes painful itching.
- A few Gnoll overseers

Level 2A: The Foul Fortress;
Gnolls - lot of them. Two tribes that compete
A troll or two
A few Thouls

Level 2B: Gnorlock Mines:
- Gnorlocks Slaves and Escapees (AC 8, HD 2, MV 120, #AT 1 weapon, D by weapon, Save F2, ML 9, AL C) Gnorlocks are the degenerate remnants of the gnomes enslaved by the Ghoul-Queen long ago. Their enforced subterranean existence had given them 90' infravision but they suffer attack penalties of -1 in torch or lantern light and -2 in daylight. These pathetic creatures typically wield pickaxes.
- A few Hobgoblin slaves. The pathetic remains of a tribe that was enslaved. The biggest and strongest members of the tribe were taken away to be specimens in the vile experiments carried out in the deeper levels of the Pit.
- Gnoll, Kobold and Thoul overseers.
- a Gnorlock tomb with some creepy undead
- a few slimy things in some dark corners of the mines

Level 2C: Fungal Forest of the Slug People
- Slug People (AC 6, HD 3+1, MV 90, #AT 1 bite, D 1-6, Save F3, ML 8, AL N) Slug people are roughly humanoid shaped mollusks. They only take 1 hp of damage from a successful attack against them from bludgeoning weapons.
- Myrad (AC 5, HD 2, MV 120, #AT special, D special, Save F4, ML 6, AL C) Pallid, beautiful and corrupt fungal dryads. Myrads inhabit the darkest, dankest corners of the underworld tending their gruesomely beautiful garden of fungus and slimes. Looking at one will cause the victim to be under a very powerful charm spell unless they save vs spells and the myrad will enslave and torture the charmed victim. They can become invisible at will three times per day.
- Heklix (AC 4, HD 6, MV 60, #AT 4 tentacles, D none, SV F6, ML 8, AL N) Massive subterranean snails with gaping mouths, long hairy slimy tentacles that cause paralysis.
I think I stole the ideas for these last two from somewhere. Likely either Sham's bestiary for the Dismal Depths of some of the crazy stuff Scott has for Thool.

Levels 3 to 6 to come...

C. Decide on Special Monsters To Be Used

Excerpt from B51:
"The DM should decide on what special monsters (not placed by using the Wandering Monster tables) will be used. Some monsters should be placed by the DM because of the scenario chosen, and the DM may create or change some monsters to fit the dungeon"

As I was working on the cross section of the PoTS, I spent a bunch of time thinking about what monsters would occupy various regions. Some of the unique creatures such as Gnorlocks, Slug People, Mothmen and the sentient Grey Ooze have already been mentioned.

One thing that I am not terribly worried about is keeping the difficulty level of the monsters increasing in a linear or other systematic way. For example, level 1A may be suitable for level 2 and 3 characters but level 2A may be suitable for level 5 or 6 characters. As one goes deeper in the dungeon it will get more difficult, however, characters may need to adventure elsewhere before they are ready for the next level of the Pit.

Special Monsters to Be Used

Level 1A: The Citadel of the Amazons

Amazons (AC 7, HD 1+1*, MV 120, #AT 1 weapon, D by weapon, Save F1, ML 10, AL N) Amazons are female fighters that serve Sidra. When fighting male humans or human-like creatures, such as halflings, elves, dwarves, etc, they add +2 to their "to hit" rolls due to their ferocity. Amazons fight very efficiently as a group. They will attempt to take captives for ritualistic castration and sacrifice.

Tiger - See "Great Cat" on page B32. Amazons often keep tigers for pets and guards.

White Ape - See "Ape, White" on page B30. Also see my post on my favorite monsters.

I think that that the BBEG on Level 1A will be an Amazonian Clone of Sidra and her pet Sabre Tooth Tiger. The tiger will be quite a challenge by itself and I think that encountering a clone of the Ghoul-Queen here will add an interesting element to a later encounter with either another clone of Sidra herself.

Sunday, February 22, 2009

B. Decide on a Setting Continued

I have sketched a cross section for the PoTS.

This has also given me a good start to the next section which involves selecting specific monsters which will be the next post.

APPENDED: I wanted to comment a bit on the cross section but it is my little girl's 6th birthday and it has been tough to concentrate on stuff with a bunch of 5 and 6 year-olds running around.

I wanted to make sure the Pit had a couple of different entrances and a couple of different routes to get to Sidra's lair.
Stealing a bit from Section C. Choose Special Monsters, one of the things I thought about was what creatures would be found in the PoTS and give the significant ones their own area. But I also wanted to mix in some strange areas that aren't really part of Sidra's minions.

1A. The Citadel of the Amazons - Home to ferocious but comely female warriors that serve Sidra. They are the servants of the ghoul-queen that the most active in the wider world making raids, mainly looking for males to sacrifice.

1B. Kobold Warrens - Since the origin of Gnolls is part of the background of the PoTS, we need the small dog-men as well. The kobolds are bullied by their larger cousins and in turn bully the gnome-slaves. They guard the entrance to the mines.

2A. The Foul Fortress - Home to two Gnoll tribes that compete for Sidra's favour.

2B. Gnorlock Mines - The mines where the Gnorlocks toil. They are the remnants of the debased gnome slaves taken by Sidra in eons past. Some Gnorlocks have escaped into the tunnels and guard against the kobolds and gnolls that watch over the mines as well as the other denizens of the dark. There are also a few hobgoblin slaves - gotta have the thouls come from somewhere.

2C. The Fungal Forests of the Slug People - An area that was found during the digging of the mines. This is the home of the slug people that have been trying to defend their fungal home against their enemies the mothmen.

3A. Halls of the Flesh Eaters - Home to other creatures created by Sidra's depraved experimentations. Ghouls, Trolls and Thouls roam here as well as other even more foul creatures.

3B. Crystal Caves of the Mothmen - A great cavern that is the home of the mothmen - large moth-like creatures that are attracted to light. Their gossamer wings reflect torch or lantern light and their fluttering can cause confusion as the spell. Mothmen eat fungus and use the mines to invade the Fungal Forests.

4A. Realm of the Discarded - Where Sidra's Fleshshifters continue her foul experiments in the numerous breeding pits and where those considered "failures" lurk in the dark corners.

4B. Cyst of the Slimes - Home of a huge sentient Grey Ooze. It has the ability to cast charm monster and has enslaved some escaped Gnorlocks. Also, anyone killed by the Ooze is animated as an Ooze Zombie.

5. Lair of the Ghoul Queen - Sidra's domain where she is served by her hags and golems.

6. Fire Pits - magma pools... gotta have magma pools.

The next thing is to flesh out the list of specific monsters...

Saturday, February 21, 2009

B. Decide on a Setting

From page B51:
"It is not necessary to draw a detailed map of the dungeon first, but it is useful to have a general idea of what it will look like. When deciding on the shape of the dungeon, the DM should also outline ideas for rooms or areas in the dungeon. A few common settings include:
1. castle or tower
2. Caves or cavern
3. Abandoned mine
4. Crypt or tomb
5. Ancient temple
6. Stronghold or town"


A few thoughts about this passage:
1. It focuses strictly on the dungeon;
2. All of the examples are of limited scale;
3. Between section A. Choose a Scenario and this section (which have really outlined the where and why of the adventure), the form (to me at least) is one of a site-based adventure. Sure there is a reason to go there (the scenario) but the location is what is interacted with; and
4. Notice that in the set up of the adventure the is not a mention of "Plot".

Some of my preliminary thoughts about the setting for the Pit of Tortured Souls:
1. Size - I want the dungeon to be a fairly good size. I am thinking about maybe 6 levels with a few sub-levels thrown in. I don't know how many levels I will develop here - maybe just the first one or two or maybe all of them.
2. Location - I want to keep the broader setting very generic. I might want to use this as my "Cave of the Unknown" if I run the Keep on the Borderlands or as the Dark Pit if I run a West Marches-style version of an altered Thunder Rift.
3. I want the main geographic feature to be a large pit - big surprise - which would allow entry into a couple of different levels.

Next up - I think I will draw a cross section...

Thursday, February 19, 2009

A. Choose a Scenario

From B51: "A scenario is a background theme or idea which ties the dungeon together. A scenario will help keep a dungeon from becoming a boring repetition of "open the door, kill the monster, take the treasure. A good scenario always gives the players a reason for adventuring. The DM should also design a dungeon for the levels of characters who will be playing in it. A good scenario will also give the DM a reason for choosing specific monsters and treasures to put in the dungeon.

A scenario can be anything the DM can imagine. To help new DMs, some common scenarios are listed below and explained. The DM can fill in the details.

Scenarios:
1. Exploring the unknown
2. Investigating a Chaotic outpost
3. Recovering lost ruins
4. Destroying an ancient evil
5. Visiting a lost shrine
6. Fulfilling a quest
7. Escaping from enemies
8. Rescuing prisoners
9. Using a magical portal
10. Finding a lost race"

My plan for the Pit of Tortured Souls is to make it similar in structure to "Keep on the Borderlands" and give a site-based adventure with some interesting stuff mixed in that a DM can use however they wish. An early hook that could be used is having to rescue some male captives from the Amazons who serve Sidra before they can castrate and sacrifice them.

The Pit of Tortured Souls - Introduction

Var-Zenoth, called by Men the Pit of Tortured Souls, was of old the province of Sidra, the Ghoul-Queen, beautiful and ghastly Harlot of Death. In millenia past, the troll hosts of dark Sidra fell upon the Gnomes of Vertaven, bearing them away to the Pit where they dwelt in servitude and dolor beneath her lash. As the years marched on, Sidra turned her will to debasing the enslaved Gnomes, causing their line to become commingled and tainted with the blood of unclean things. And so it was that the Pit of Tortured Souls -- and, with the tide of centuries, the lands of Men -- came to seeth with the Gnolls in their ravening packs. In time, the rise of the Gnolls would have terrible consequences for the Realm of Men, and the ill-bred fiends threatened to make all the world their hunting grounds. By dint of steel and blood, Man prevailed over Gnoll, and Sidra's abominable progeny were driven to the dark places of the Earth. As the years turned from hundreds to thousands, the Ghoul-Queen fell quiescent in the depths of Var-Zenoth. Notwithstanding the torpor of its monarch, however, that shunned province remains the haunt of loathsome creatures and the hateful descendents of the honorable Gnomes, irrevocably corrupted by millenia of thralldom.

- Posted with permission...I know Scott recently posted that all of his stuff is available for free use but I feel better asking first.

Scott is a much better writer than I am so I left a bunch of his prose as is. I changed the names and locations and a few very minor details.

Two more thoughts about what I am going to do:
1. I am likely going to use a bunch of maps from Paratime Design (http://paratime.ca/cartography) that are available under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Canada License, either straight from their website or as inspiration for some hand drawn maps.
2. I am thinking of making some posts using the process described in Part 8: Dungeon Master Information beginning on page B51 in the Moldvay Basic rulebook and using the format given "An Example of Dungeon Design: The Haunted Keep (1st Level)" on pages B55 to B57.

Wednesday, February 18, 2009

Pen to Paper...kinda

I do not consider myself to be very creative but I think I am imaginative. It is just the initial spark of creativity that I sometimes have to seek from external sources to get the imagination going. Also, as I pointed out in one of my early posts, my ten years of investment banking has severely eroded what writing ability I managed to develop during my history undergrad degree oh so long ago.

I have been reading with more than a little envy some of the creative contributions various bloggers have been making to the current old school gaming environment. And then a few things happened that managed to not only spark my meager imagination but also make me think that I can work around my grade 4 level writing.

On Scott's old OD&D Wilderlands blog (his current blog is the World of Thool - if you haven't read it, leave here and go there right now) he wrote a couple of posts that really interested me. Using a Frazetta print of the Ghoul Queen Scott developed an interesting idea about the origin of Gnolls. Looking at what Scott had done and the monster sections of the B/X rulebooks, I had the desire to try to make my own, if somewhat limited and derivative, contribution to old school gamers.

Another thing happened to make me think that I could actually do this - Sham on his excellent blog began the development of what became the One-Page Dungeon Template (see Chgowiz's Old Guy Blog for the template). Also see Amityville Mike's Stonehell at for another excellent example. Using the one-page template might actually play more to my current writing style - the four word, three bullet powerpoint slide.

So I am going to attempt to develop a dungeon on this blog using Scott's Xanassa as my inspiration. I am going to keep it small (at least at the start) to keep me from being overwhelmed. I am going to use various resources from around the web to lighten up the workload as well. I am under no delusion that this will be the next great thing, in fact I am planning on it being a very meat-and-potatoes dungeon - baby steps.