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Laboratory of the Beast

January 26th, 2020

Laboratory of the Beast

With the 5th Edition and Cypher System versions of Monte Cook’s Ptolus being announced this past week, I thought it might be fun to visit The Laboratory of the Beast. This scenario was originally designed as part of my ongoing Ptolus campaign, and I’ve discussed it quite a bit in the “Running the Campaign” columns that accompany the campaign’s journal entries. For those who haven’t read those journal entries, here’s the short version of the scenario’s origins:

Beneath the city-state of Ptolus there are a number of overlapping dungeon complexes. One of these is Ghul’s Labyrinth, the remnants of a vast and ancient underground citadel created by the dark lord Ghul. In the main Ptolus sourcebook there’s a scenario called “Trouble with Goblins” in which a number of goblins emerge from Ghul’s Labyrinth into the basement of an abandoned house and do various terrible things.

When I ran this scenario early in my campaign, the PCs backtracked the goblins and followed their trail down into the Labyrinth. In the published scenario, the trail goes cold and the PCs don’t find anything of interest in the dungeon. I decided it made more sense for the trail to lead somewhere, and so I designed a little mini-scenario.

I later published that scenario as The Complex of Zombies. As I described here, the published version of the scenario had been adapted to make it a generic scenario, notably changing the research complex so that it now belonged to the enigmatic Sons of Jade.

The Complex of Zombies - Justin AlexanderA key feature of this mini-scenario is that, ultimately, the goblins’ trail leads back through a bluesteel door: These doors, which are a common feature in Ghul’s Labyrinth, are essentially impassable for low-level characters unless they know the password. (As I discuss in “The Blue Doors of Ptolus”, this is a great way to control and define transitions in a megadungeon complex.)

The basic design goal here was to give the PCs a reward for successfully pursue the trail, but then definitively end the scenario so that they could move on to other things.

But it didn’t work out that way.

As described in “Tales from the Table: Unexpected Successes” (which is probably worth a read, if I do say so myself), the PCs managed to pull a rabbit out of their hat and successfully guessed the password, causing the bluesteel door to open.

The Laboratory of the Beast is what lies on the other side of the door. (The goblin trail ultimately leads through the laboratory to another scenario called The Goblin Caverns of the Ooze Lord. If response is positive to The Laboratory of the Beast, perhaps I’ll be able to share that latter adventure in the near future.)

With all this in mind, there are a few ways that you could use The Laboratory of the Beast in your own campaign:

  • You could use it as designed, attaching it to the door at one end of The Complex of Zombies.
  • You could make it a stand-alone dungeon. You could put the door leading to the laboratories almost anywhere: In the basement of a ruined keep. Or found in the aftermath of a tragic collapse during sewer construction. Or carved into the side of a mountain. Or it’s actually a portal that you leap into from a lich’s sanctum.
  • You could incorporate it into some other megadungeon complex, with or without The Complex of Zombies.

I’m presenting the scenario here basically in its original form (with a minimal amount of clean-up to hopefully make my intentions clear to people who don’t live inside my skull), so if you use it in combination with The Complex of Zombies you’ll probably want to make a decision about whether you’re using the Skull-King Ghul or the Sons of Jade.

If you’re planning to use this scenario in your own Ptolus campaign, you should also note that it was written for the version of Ptolus as it exists in my personal campaign world and may, therefore, have any number of metaphysical inconsistencies with Ptolus Prime.

GENERAL FEATURES

During the time of Ghul the Skull-King, this complex was being used to breed the hounds of Ghul — powerful war hounds who, through the machinations of this laboratory, became ever more dire and horrific.

Walls: Cream-colored stone (hardness 8, 15 hp/inch).

Unkeyed Rooms: These are empty, dusty rooms. Some might contain vague discolorations on the floors and walls, suggesting that they might have once contained equipment which has been removed. Or strange alchemical stains.

Bluesteel Doors: Indicated by a shaded door on the map. Made from steel with a distinct bluish tint. One cannot open them by normal magical means and they have no lock to pick. Instead, each door will open in response to a specific word. (3 inches thick, hardness 12, 120 hp, Break DC 31)

Glass & Bronze Doors: Indicated in room keys. Made of glass bound in bronze. These doors are very fragile, but have been laced with dark magic which curses whose who break them. (The effect will be described in the key entry when appropriate.) Resisting the curse requires a Will save (DC 24) and can be removed only by a cleric of at least 13th level casting remove curse on sanctified ground.

Taint: Various items and locations are tainted. See Advanced D20 Rules: Taint for rules on this dark perversion of reality.

Kaostech: Kaostech items can be found throughout the laboratories. See Kaostech for more information on this technomantic art.

Go to Part 2: Maps

Feng Shui GM Screen

In “On the Use of GM Screens” a few years back I shared my personal best practices when it comes to using GM screens. Probably the biggest reason I like them is the vertical reference space: One of my secret weapons as a GM is simply arranging my reference material so that I can lay out multiple elements (stat blocks, room descriptions, campaign status document, maps, NPC roleplaying templates, etc.) simultaneously. I can thus cross-reference material by just flicking my eyes back and forth, and can often easily compare information directly instead of having to flip back-and-forth.

The vertical reference space of the GM screen, therefore, is basically free space. I’ve already covered every inch of table space in front of me (and often have a TV tray to one side for additional reference material), so basically creating more space in the third dimension is a huge advantage.

Now, the most common thing I put in that vertical space is my system cheat sheet. It’s virtually always useful when running a game, and putting that information into the vertical plane means that my horizontal surfaces can be focused on scenario-related material. These cheat sheets can also be prepped ahead of time

But this is not the only way you can utilize that vertical space! This is a trick that I didn’t think to include in “On the Use of GM Screens” because I don’t use it very often, but it can be very effective upon occasion and you may find it even more useful than I do.

Basically, 3M makes these removable restickable glue sticks:

3M Restickable Glue Stick

They can be used to essentially turn any piece of paper into a Post-It note. And that, in turn, means that you can turn any piece of paper into a swap note that you can quickly paste up or remove from your GM screen.

For example, you can print out the stat blocks for your current scenario. Here I’ve grabbed an Orc War Chief accompanied by a warband of Orcs, and also a second encounter featuring a Werebear and his pet Owlbear:

Orc Warchief + Orc, Werebear + Owlbear

And then, while running the game, you can quickly use the restickable glue stick to attach them to the GM screen for easy reference during an encounter:

Swap Notes on a D&D 5th Edition GM Screen

Other stuff that you might find useful as a swap note:

  • A list of upcoming, timed events for the current session that you don’t want to forget
  • The map of the dungeon
  • NPCs in the current scene
  • The standard features (door types, ceiling height, light sources, environmental effects) of the current dungeon
  • The daily weather forecast for the next several days of a sandbox campaign (so that you don’t forget to make it rain)

As I’ve talked about before, what reference material a GM finds useful will often be very specific to that GM, and will often change over time. So experiment with different options, and pay attention to the type of information that you had to stop and scramble for (or just really wish you’d had handy) during your last session.

You can also just keep a straight-up stack of Post-Its that you can scribble out transient-yet-important information onto.

This is also works on the other side of the screen, too! If you have visual references for the players (like, say, all those photo handouts that are part of the Alexandrian Remix of Eternal Lies), you could similarly turn them into Post-Its and slap them onto the front of the screen. If you’re going to do this a lot, it might argue for using a simple pattern for the player’s side of your screen. You could even go for a collage approach, where instead of removing the references you just keep layering them on top of each other, creating an ever-evolving visual motif of the campaign that continues to grow as the campaign goes on.

PROVISOS

In my experience, this technique only works passingly well with the old, thin cardboard-style screens. But it works great with the modern, glossy, board-stock screens that have become de rigeur. It works even better with modular screens like those from Pinnacle, Strategem, and Hammerdog.

You don’t want to leave the notes attached for an extended period of time. I first used this technique with my Eclipse Phase screen and I ended up leaving a few swap notes attached when we moved on to other games. When I opened the screen up a couple of years later, I found that the glue had chemically deteriorated and left a chalky residue that was difficult to clean up.

A Wind in the Door - Madeleine L'Engle

Go to Part 1

Yesterday I rolled out some experimental rules for revising hydras and creating new hydroid creatures. Today we’re going to put them into practice with a few sample creatures.

Bear in mind that this is still an installment of an Untested column: The general rules for hydroids haven’t been tested and these specific monsters even less so. If you do find occasion to use them in your own games, please circle back and let us know how it went!

HYDRALING

Baby hydras — also known as hydralings – are two-headed serpents, only developing the legs of an adult hydra during adolescence. The mothers of hydralings have been seen to deliberately bite off one of the heads from their offspring, prompting the growth of an additional head. Some have hypothesized that this is because hydralings never truly sleep (since one of their heads is always awake), but it’s more likely an instinctual action which prompts (or is prompted by) the hydraling’s development.

HYDRALING
Medium monstrosity, unaligned

Armor Class 13 (Natural Armor)
Hit Points Special
Speed 40 ft., swim 20 ft.

STR 12 (+1)
DEX 15 (+2)
CON 12 (+1)
INT 2 (-4)
WIS 10 (+0)
CHA 6 (-2)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Challenge 1/2 (100 XP)

Amphibious. A hydraling can breathe air and water.

Hydroid. The hydraling has two heads. For every 10 points of damage the hydra suffers, one of its heads dies. If all of its heads die, the hydraling dies.

At the end of its turn, the hydraling grows two heads for each of its severed heads, unless it has taken fire damage since the head was severed. A hydraling can have a maximum of five heads.

Multiple Heads. While the hydraling has more than one head, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

For each additional head beyond one, it gets an extra reaction that can be used only for opportunity attacks.

While the hydraling sleeps, at least one of its heads is awake.

ACTIONS

Multiattack. The hydraling makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 +2) piercing damage.

TENTACULAR ABOMINATION

A dog-size creature with eel-like skin. It has no head, but its back is a writhing mass of tentacles.

TENTACULAR ABOMINATION
Medium monstrosity, unaligned

Armor Class 15 (Natural Armor)
Hit Points: Special
Speed 30 ft.

STR 17 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 6 (-2)
WIS 13 (+1)
CHA 6 (-2)

Skills Perception +5
Senses Blindsight 60 ft., passive Perception 15
Challenge 3 (700 XP)

Pack Tactics. The tentacular abomination has advantage on an attack roll against a creature if at least one of the tentacular abomination’s allies is within 5 ft. of the creature and the ally isn’t incapacitated.

Hydroid. The tentacular abomination has five tentacles. For every 10 points of damage the abomination suffers, one of its tentacles dies. If all of its tentacles die, the abomination dies.

At the end of its turn, the abomination grows two tentacles for each of its severed tentacles, unless it has taken acid damage since the head was severed.

Multiple Heads. While the tentacular abomination has more than one head, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

For each additional head beyond one, it gets an extra reaction that can be used only for opportunity attacks.

While the abomination sleeps, at least one of its heads is awake.

ACTIONS

Multiattack. The abomination makes as many tentacle attacks as it has tentacles.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d6+3) bludgeoning damage. The target is grappled (escape DC 13) by one of the abomination’s tentacles. Until this grapple ends, the tentacular horror can’t use that tentacle on another target.

LENGLIAN SERAPHIM

Wings. Dozens of wings clustered together as if shielding a central mass (although no such mass exists within the impossible dimensional toroid of the Lenglian seraph), with eyes opening and shutting between the wings. Some Lenglian seraphs are also known to emit smoke or aurora-like, multi-colored halos as their wings continue to fold and unfold, stretching, reaching, searching, beating the air around them.

(It is also not unusual for Lenglian seraphs to be confused for a swarm of winged creatures, particularly from a distance.)

LENGLIAN SERAPHIM
Large celestial, lawful good

Armor Class 17 (Natural Armor)
Hit Points Special
Speed fly 80 ft.

STR 22 (+6)
DEX 21 (+5)
CON 14 (+2)
INT 21 (+5)
WIS 16 (+3)
CHA 19 (+4)

Saving Throws Wis +7
Skills Perception +7
Damage Resistance Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft., passive Perception 17
Languages All, Telepathy 120 ft.
Challenge 12 (8,400 XP)

Innate Spellcasting. The seraph’s spellcasting ability is Charsima (spell save DC 17). The seraph can innately cast the following spells, requiring only verbal components:

  • At will: bless, detect evil and good
  • 1/day each: augury, commune

Hydroid. A Lengling seraph has thirty-five wings. For every 5 points of damage the seraph suffers, one of its wings is severed. If all of its wings are severed, the seraph dies.

At the end of its turn, the seraph grows two wings for each of its severed wings, unless it has been splashed with unholy water since the wing was severed or is under the effects of a bane spell.

Many Eyed. A seraph has eyes proportionate to its wings. While the seraph has more than one wing, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

For every five wings the seraph has, it gets an extra reaction that can only be used for opportunity attacks.

ACTIONS

Multiattack. The seraphim can make one wing attack for every five wings it has.

Wing. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8+6) bludgeoning damage.

Radiant Gaze (Recharge 5-6). One creature that the seraph can see within 60 feet of it must make a DC 17 Constitution saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTION

Can take one legendary action. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.

Buffeting Wings. The seraph beats its wings. Each creature within 10 ft. of the seraph must succeed on a DC 17 Dexterity saving throw or take 1d6+6 bludgeoning damage and be knocked prone. The seraph can then fly up to half its flying speed.

 

Hydra - Artist Unknown

I woke up this morning with a cool idea for how to handle hydras in D&D. A quick check of the 5th Edition Monster Manual, however, alerted me to the fact that 5th Edition basically already did it that way.

Well played, 5th Edition.

Upon further investigation, it became clear that my subconscious had dredged up a goulash of 3rd Edition, 2nd Edition, and OD&D mechanics and then regurgitated them.

Which, upon further consideration is a pretty good summary of the design methodology of 5th Edition. (This is not a critique.)

Hydras, in D&D 5th Edition, work like this:

Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all of its heads die, the hydra dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

The heads give a couple other advantages (extra opportunity attacks, it can sleep while still having one head awake to keep watch), but that’s the fundamental mechanic that models the classic hydra.

There are a couple of changes to this approach that I’d like to experiment with:

  1. Eliminate the concept of “total hit points” entirely. You can’t kill a hydra unless you chop off all of its heads.
  2. Tweak the mechanic so that you can eliminate more than one head per turn.

So if a fighter gets in there and deals 50 points of damage, his flurrying blades will have hacked off a couple of heads at once. Then maybe the rogue leaps onto its back, deals another 25 points of damage, and hacks off a third head. On the hydra’s turn, it will grow back six heads (two for each severed head).

REVISING THE HYDRA

Thus we can say that a hydra should be mechanically defined as:

  • # of heads
  • A damage threshold at which it loses a head
  • At the end of its next turn or after X rounds it can regrow two heads if it has a severed head
  • A sealing condition (usually a type of damage) that prevents
  • Dies when it runs out heads.

The “Hit Points” entry of their stat block would be listed as “Special”: They only die if they run out of heads.

Here’s what our revised hydra special abilities would look like:

Hydroid. The hydra has five heads. For every 25 points of damage the hydra suffers, one of its heads dies. If all of its heads die, the hydra dies.

At the end of its turn, the hydra grows two heads for each of its severed heads, unless it has taken fire damage since the head was severed.

Multiple Heads. While the hydra has more than one head, it has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

For each additional head beyond one, it gets an extra reaction that can be used only for opportunity attacks.

While the hydra sleeps, at least one of its heads is awake.

CREATING HYDROID CREATURES

These mechanics can be used as the basis for other hydroid creatures. Here are some proposed guidelines for doing so.

Damage Threshold. This is the number of hit points required to chop off one of the hydroid appendages. These numbers are loosely based around the idea that a character of the appropriate level should be roughly capable of taking out one head per turn.

CR 0-210 hp
CR 3-620 hp
CR 7-1225 hp
CR 13-1830 hp
CR 19-2040 hp

I’d recommend halving this value if the sealing damage type or other condition is an unusual one. (This would mean that the killing the monster would typically require killing the heads faster than they can grow back.)

# of Heads. Using the Creating Quick Monster Stats table on p. 274 of the Dungeon Master’s Guide, multiply the minimum hit points for your selected CR by 0.75 and then divide by the damage threshold listed above for its CR.

For example, a CR 10 creature would have 206 hp using the table above, so multiply by 0.75 (154) and then divide by 25 (per the damage threshold table above) to determine that your monster should have six heads.

(This is based strictly on reverse-engineering the existing hydra stat block and it’s unclear if it holds up in practice. It seems to pretty reliably give you 4-8 heads, so you could also probably just get away with slotting in 5-6 heads and not worrying about it.)

You can also use this method to very quickly adapt existing stat blocks. For example, if you wanted to have a hydroid warg (CR ½) you’d take the warg’s current hit point total of 26, multiple by 0.75 (19.5), and then divide by 10. The hydroid warg would start with two heads.

Variant: Maximum Number of Heads. In 2nd Edition, Lernaen hydras could grow maximum of 12 heads. In 3rd Edition, they were limited to no more than twice its original number of heads. You might consider doing the same for some hydroid creatures.

DESIGN NOTES

Hydras have a well-known gimmick: They regrow their heads unless you cauterize the stumps with fire. It’s a fun gimmick the can create an encounter which mechanically feels different from other encounters. The only problem is that, because the hydra still has a hit points that’s easier to wipe out than its heads, the mechanical gimmick is irrelevant: There’s often little or no advantage to pursuing it, so parties will just bypass it.

This is boring.

So we fix it by eliminating the bypass. Just like you can’t bypass a troll’s regeneration by just dealing lots of hit point damage to it, you can’t bypass a hydra’s heads.

And, just as regeneration mechanics were created for trolls and now underlie a whole bunch of creatures, these hydroid mechanics can also be used for all kinds of things. We’ll take a look at several examples of this tomorrow.

Go to Part 2

Design Notes: Scenario Tools

January 8th, 2020

The much delayed Welcome to the Island, a collection of four scenarios for Over the Edge, will be releasing later this month. If you’re looking for scenarios that embody the design principles I talk about here on the Alexandrian, then this is the book you’ve been waiting for. Jonathan Tweet and IOver the Edge: Welcome to the Island have collaborated on a scenario built around the party-planning game structure. The rest of the team, many of whom I originally recruited for Infinity, have created some really fantastic adventures featuring revelation lists, node-based scenario design, and a lot more cool stuff.

Welcome to the Island also features a small selection of what I now refer to as “scenario tools.” I first started developing these back around 2000 or 2001, early in my freelancing career, and have been slowly refining and adding to them ever since. If you’re just prepping notes for your home campaign, these are not things that you’d need (or want) to include. But published scenarios, they help bridge the gap between the author’s imagination and your gaming table. This often takes the form of giving you the tools to integrate a published scenario into your campaign: As writers there’s nothing we can do to avoid making a published adventure generic, but we can make it easier for you to take our generic plug-‘n-play module and make it a seamless part of what you and your players are creating.

These tools usually appear in sidebars. This intentionally segregates them from the main text of the scenario so that they don’t muddy up the presentation of the essential information you need at the table.

GROUNDWORK

Groundwork sidebars are used in scenarios to give examples of how a GM can incorporate elements of the scenario into their campaign prior to running the scenario. The idea is that you can make the scenario feel like an organic part of your campaign by properly laying the Groundwork for it.

We tend not to include anything that’s blatantly obvious. For example, you don’t need us to say something like, “This adventure features NPCs. You could have one of them show up before the adventure begins!” (Unless we have a particularly clever or relevant example of how that might work.)

SCENARIO THREADS

Scenario threads are the mirror image of Groundwork sidebars, suggesting ways in which elements of the scenario could be revisited in later scenarios.

In your home campaign, of course, this is something you should be doing organically: Pay attention to the people or places that particularly resonated with your players. If something interests them or is clicking for them, finding ways to reincorporate it into the campaign is an almost guaranteed success.

PLAYTEST TIP

By the time you’ve finished running a scenario, you’ll often have learned a lot about how you could have used it better. Some of these lessons can be applied in future scenarios, but it’s rare for a GM to have an opportunity to run the same scenario a second time. In published scenarios, though, we have the opportunity to share the insights we’ve gained during out playtests. These Playtest Tips are the “best practices” and offer suggestions for how particular encounters can be handled, alert you to potential problem areas, and try to provide other insights gleaned from our playtesting.

INTERSECTION

This is the newest addition my scenario toolkit and one that I picked up from previous editions of Over the Edge. Intersections reference other published scenarios and suggest how the material in that scenario could be tied to the material in this one. (For example, there’s a strange paranormal gadget in one scenario and a mad scientist in another scenario. When describing the mad scientist’s laboratory, we might include an Intersection that points out you could include a prototype or design notes for the paranormal gadget here, suggesting that this mad scientist was the one who developed it in the first place.)

For Welcome to the Island, these Intersections are limited to other scenarios in the same book. But future anthologies can include references between books, too.

FINAL THOUGHTS

The description of scenario tools in Welcome to the Island also includes revelation lists, which have been discussed here on the Alexandrian as part of the Three Clue Rule. I’d have included adversary rosters, too, but they aren’t used for any of the scenarios in this book. This material, along with the other tools described above, will be repeated in future adventure anthologies for Over the Edge because they weren’t included in the core rulebook. You can contrast this approach with Infinity, where I made sure these tools were described in the core rulebook specifically so that I wouldn’t have to explain them in every adventure we wanted to use them in.

(Which would be all of them, because they’re useful tools.)

I encourage other authors and publishers to also make use of these tools when writing scenarios for publication. They’re incredibly useful and I don’t feel like they should be put in a lockbox.

And if you have any suggestions for other useful tools I could be including in my published scenarios that would make them more useful for you to use at home, please let me know!

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